My Yakuza 3 demo (technical) impressions;
The Good* Straight forward remaster, much higher resolution, higher framerate and no fuckery done here. Props to that.
* 60fps, solid... for the most part more on this down below. The good thing is - battles and walking through Kamurocho is damn near 60fps perfect with no drops.
* Audio bitrate hasn't been tempered with, high quality as is usual with all Yakuza main entries. Lip sync is spot on which is usually a downfall in many PS3 to PS4 remasters.
The not so good
* Some textures received a resolution bump, some are not. This is not new as YK1 and YK2 also received some flack for this. There are some very obvious PS3 era low res flat bump maps present, which can stick out like a sore thumb due to the resolution boost.
* I said framerate is solid 60fps, but for the most part. The thing is, there are stuttering and frametime inconsistencies during cutscenes, which is perplexing when those cutscenes aren't even very taxing as they just feature characters talking and the camera panning. There are juddering of character models when they move their head when transitioning from one scene to another, it's a bit jarring.
* Due to the lack of real time reflections, subsurface scattering, and typical simpler geometry, things can look "plastic" like especially character models.
The bad* SOME cutscenes are pre-rendered videos, as such they are low bitrate and low res 720p files ported over from the PS3 but forcefully upscaled. This means that some scenes will look blocky and dithery. The prime example of this is the very first cutscene of this demo, where Kiryu goes under water fishing while Haruka waits on the beach.
The I wish it had this but I know why it can't* I wish that the improvements they've made to the engine for Yakuza 5 was implemented back on this Y3 remaster. It's a bit unfortunate but I'm nitpicking here, but after being spoiled by Y0, YK1, YK2 and Y6... going back to Y3 to see missing graphical features that we take for granted today is... well, jarring for me.
Things like usage of the old-as-molasses trilinear filtering, no subsurface scattering, missing AO coverage (even in cutscenes), low quality shadow maps, pre-baked HDR lighting, no real time reflections and poor motion blur implementation are all little sore pinkies that stick up - for me at least.