At Summer Game Fest, I got to spend about 30 minutes with Stranger Than Heaven’s combat, a system that reworks the beat-em-up combat from the Yakuza/Like a Dragon series into a more deliberate and challenging one. I walked away excited for the challenge, even if I only got to scratch the surface.
The combat in Stranger Than Heaven uses a left and right system. The left bumper and trigger perform left-side light and heavy attacks, with the right bumper and trigger doing the same for the right side of the body. In practice, this means alternating sides to perform combos, but the impact of this system has far more depth to it.
We had access to three of the 13 weapon types: fists, a knife, and a crowbar. The system performs how you might imagine with just fists, but the other weapons have their own quirks. For example, the knife is wielded in Makoto’s right hand, so only the right buttons are used for stabbing, with the left side for quick punches or spacing moves like a shove. The crowbar is wielded with two hands, allowing you to swing it back and forth if you alternate buttons at the same time.

If this sounds a little overwhelming, it certainly can be, although once it starts to click, you can manage a brawl with far more control than in previous Ryu Ga Gotoku Studio games. Another area where this comes into play is blocking. You can neutrally block, but this drains a fair bit of stamina, which can leave you defenseless if you run out in a fight. However, with the bumpers, you can block in a direction, allowing you to use less stamina and even parry with the right timing. Reading an enemy’s moves isn’t just about timing; now add an additional layer by reading the incoming direction.
The final fight in the preview was against a man wielding a sword who was quick and hard-hitting, proving a real challenge. As he swung his sword, matching his timing and direction was necessary; he would quickly cut me down, forcing a fresh attempt. Add in the need to grab him when he blocks, and to dodge powerful grabs from him, it became a challenge of playing defensively, learning his moves, and reacting appropriately.
I don’t want anyone to walk away thinking that Stranger Than Heaven has gone full soulslike–the combat isn’t quite that tough. But it is far more deliberate this time around, and taking on a group of four or five enemies required a complete understanding of the battlefield, something that would have been trivial for Kiryu in Yakuza.

This new system is great and makes Stranger Than Heaven feel like its own distinct entry, and while I would have loved to get more context about the rest of the game or have seen more weapons in action, I can say I’m excited to get my hands on the final game and master this combat system.
Stranger Than Heaven releases on January 15, 2027, on PS5, Xbox Series X|S, and PC.
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