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GamingAugust 26, 2026 (18h ago)

Stranger Than Heaven's "QWOP-like" Combat Sparks Heated Debate Among Previews

RGG Studio's upcoming prequel, Stranger Than Heaven, is stirring controversy with its unique, dual-control combat system, drawing both frustration and praise from early previews.

By RevReck Newsroom

The short version

  • Stranger Than Heaven, developed by RGG Studio and published by Sega, is an action-adventure game set to release on January 15, 2027, for PS5, Windows, and Xbox Series X/S.
  • The game features protagonist Makoto Daito in five districts across five eras in Japan (1915-1965), serving as a distant prequel to the Like a Dragon franchise.
  • Its novel combat system requires independent control of Daito's left and right sides via triggers and bumpers, which Kotaku described as "almost QWOP-like" and "deeply frustrating."
  • IGN, in contrast, found the same system "incredibly satisfying to pull off" after initial adjustment, calling it RGG Studio's "most grounded form of street fighting."
  • The game controversially uses the likenesses of deceased actor Bunta Sugawara and rapper Tupac Shakur for major characters, with RGG Studio stating consultation with Tupac's family.
  • Stranger Than Heaven will be priced at $59.99 or $69.99 for different editions and will also be available on Xbox Game Pass and Steam.

RGG Studio, the acclaimed creators behind the Yakuza and Like a Dragon series, are venturing into new territory with their upcoming action-adventure title, Stranger Than Heaven. Set to launch on January 15, 2027, for PlayStation 5, Windows, and Xbox Series X/S, the game is already sparking significant debate over its ambitious and divisive combat system, with early previews highlighting both its unique novelty and its potential for frustration.

First revealed as "Project Century" at The Game Awards 2024 and officially titled in June 2025, Stranger Than Heaven is a distant prequel to the beloved Like a Dragon franchise. It delves into the origins of the Tojo Clan, chronicling 50 years of Japanese history from 1915 to 1965 across five distinct districts: Kokura, Fukuoka (1915); Kure, Hiroshima (1929); Minami, Osaka (1943); Atami, Shizuoka (1951); and Shinjuku, Tokyo (1965).

Is the Combat System a Headache or a Breakthrough?

The central point of contention is the game's combat system, a stark departure from RGG Studio's traditional beat-em-up mechanics or the more recent turn-based RPG style. Players control the Japanese-American orphan protagonist, Makoto Daito, by independently manipulating his left and right sides. Light attacks are mapped to the bumpers, while heavy attacks are on the triggers, with alternating left and right inputs proving more effective in combat, according to GamingTrend.

Kenneth Shepard of Kotaku, in an August 26, 2026 report, found this system "deeply frustrates," describing it as an "almost QWOP-like control scheme." Shepard criticized the combat as "slow-moving, clunky," making reorienting after hits and reacting to enemies difficult. This sentiment aligns with the headline's general tone about the combat being a "headache."

However, not all previews share this level of frustration. Moises Taveras, also writing for Kotaku on June 11, 2026, noted the game felt "weighty in the way that From Software games are," requiring commitment to actions. Tristan Ogilvie of IGN, in a June 21, 2026 preview, admitted the four shoulder buttons, which "effectively puppeteer the left and right fists of protagonist Makoto Daito," took some getting used to. Yet, Ogilvie ultimately found it "incredibly satisfying to pull off," describing it as the "most grounded form of street fighting" RGG Studio has ever designed.

Managing stamina is also critical; blocking requires choosing a side, and an all-around block, achieved by holding both bumpers, costs stamina, leaving Daito vulnerable if exhausted. IGN did report some technical hiccups, including a "soft lock-on that aligns Makoto with each opponent would occasionally slip, sending me swinging wildly in the wrong direction," and some charged attacks feeling "a touch too sluggish."

What About the Celebrity Likenesses?

Beyond combat, Stranger Than Heaven has drawn attention for its ambitious use of celebrity likenesses. The game notably employs the visages of deceased actor Bunta Sugawara and rapper Tupac Shakur to depict several major characters. RGG Studio has reportedly stated they consulted with Tupac's family regarding his inclusion and their specific intentions. Other prominent figures lending their likenesses include Snoop Dogg, Tori Kelly, Cordell Broadus, Yu Shirota, and Dean Fujioka.

When Does Stranger Than Heaven Release?

Stranger Than Heaven is scheduled for release on January 15, 2027, for PlayStation 5, Windows, and Xbox Series X/S. It will also be available through Xbox Game Pass and Steam. Pre-orders are currently open, with the game listed at $59.99 for the Standard Edition and $69.99 for other editions. Digital Standard and Deluxe Editions will be available at launch, alongside a Deluxe Upgrade option for those who purchase the Standard Edition.

While previews have offered diverse feedback on the combat system, RGG Studio has not yet issued specific statements addressing the differing opinions. IGN noted that "with Stranger Than Heaven not due for release until early next year, there's still time for RGG Studio to tighten things up" regarding reported combat issues like the soft lock-on. Fans eager to experience RGG Studio's bold new direction will have to wait until early next year to form their own judgments.

Frequently asked questions

When does Stranger Than Heaven release?

Stranger Than Heaven is set to release on January 15, 2027, for PlayStation 5, Windows, and Xbox Series X/S, and will also be available on Xbox Game Pass and Steam.

What is unique about Stranger Than Heaven's combat system?

The game features a unique system where players independently control the protagonist Makoto Daito's left and right sides using triggers and bumpers for attacks and blocks. This departure from RGG Studio's previous styles has been described as both innovative and challenging by early reviewers.

Will RGG Studio change the combat based on preview feedback?

There is no official information on scheduled patches or changes specifically addressing the diverse preview feedback on the control scheme. However, IGN noted that with the game still months from release, RGG Studio has time to refine aspects like the soft lock-on.

#stranger than heaven#rgg studio#sega#gaming#action-adventure#yakuza#like a dragon
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Original reporting:Kotaku