>>16019554
>Whats the point of replaying a story heavy RPG again right after you finished it? There's no point in playing a higher difficulty if your overpowered.
More like "What's the point of replaying a story-heavy after beating it?" This is a major issue with long, story-heavy games; You have a grand old time playing them the first time and get all the amazing items and upgrades until you finally beat the game (or the main story). However, when you want to play the game again from scratch or NG+, you remember all the annoying/bad shit within the game you have to endure again, and the impact from the story of the story-heavy game is diminished since you already know how things go down. You also realize that more times than not, the super rare items that you either grinded or went through a convoluted side quest to get (usually ending with a boss that is harder than the final boss) isn't even needed to beat the final boss, so other than for achievements/trophies, there's very little motivation to complete everything in these kind of games. Maybe I'm just blessed/cursed with having good memory, but I find it hard to replay games like Yakuza (or almost all JRPGs) because I wouldn't get that same feeling from when I played the games the first time playing it again.
Sure in a lot of recent JRPGs, you can just skip the story scenes and get right back into the action, but then you notice that the game has you grind in order to pad out the game so you're not just sitting through cutscenes the entire time playing, it makes the game feel more like an interactive movie than a fun game. It's worse in Yakuza's case since no matter how you try, the way you build your character will always be the same with no variation. What games like Yakuza and JRPGs need to implement more often are ways to play their games (or build your characters) one way, but limit you to what you can do in that one playthrough so that you are motivated to play it again differently.