(Originally published to Glitchwave on 12/23/2025)
[Image from glitchwave.com]
Yakuza Kiwami 2
Developer: Ryu Ga Gotoku
Publisher: Sega
Genre(s): Open-World, Beat 'em Up
Platforms: PS4, Xbox One, PC
Release Date: December 7, 2017
The narrative resolution to the first Kiwami game sure was a doozy, eh? Half of Yakuza 0’s cast were slain within the span of thirteen chapters, and the majority of them were close companions to Kiryu in varying degrees of relation. When one friend or surrogate family member bit the dust, Kiryu would then be forced to restart from the denial point of the five stages of grief once another person he cherished perished due to the hectic fiasco surrounding the missing 10 billion yen. He’s had a whole year for time to heal his wounds since this barrage of emotional bricks kept piling on and on, and adopting Haruka has given him a newfound positive purpose in life in light of all he has lost. Still, I think Kiryu needs a longer period of respite than a single 360-degree earthly rotation around the sun because now, the overwhelming onus of preventing an all-out war between the Tojo Clan and Omi Alliance has been catapulted into his lap after members of the latter faction assassinate Kiryu-elected Tojo Clan chairman Terada. Several pernicious forces exist on the Omi opposition that are trying to upset the peace between the two rival regional Yakuza syndicates, but undoubtedly the biggest threat to the overall civil order is Ryuji Goda, the son of Omi Alliance chairman Jin Goda, who wants to wage war with Kamurocho to use as leverage to gain ultimate power within Kansai’s Yakuza ranks. Because the connotations of Majima acting as Kiryu’s rival have kind of ebbed after so many friendly interactions with one another, it’s thrilling to see a new character fulfilling that role who seems like Kiryu’s equal from the standpoint of pure power.
Also, because the Omi Alliance has such a prevalent thematic presence in Kiwami 2, Kiryu will spend as much time roaming around their territory as he does scouring the streets of Kamurocho. Yes, the second Yakuza title introduces the recurring setting of Sotenbori, Osaka’s Kamurocho equivalent known for its vibrant nightlife and overflow of thuggery. I’m already well-acquainted with this energetic district from spending an inordinate amount of time in it as a proto-Mad Dog Majima in Yakuza 0–and because Kiwami 2 is a remake released sequentially after the prequel, I don’t feel inclined to extrapolate the finer details of Osaka’s lively sector pretending as if I was a stranger in a strange land. The river still divides the district into two distinct sections, with the ritzier north illuminated like Times Square to the older, more modest business-oriented southern section–and two boardwalks beneath the two bridges standing parallel between the flowing water passage. It also remains far cleaner and far less congested than Kiryu’s home of Kamurocho, which goes without saying when your city planner opts for cogent symmetry instead of a mindless, byzantine urban sprawl and a sizeable portion of your city isn’t dedicated to an impoverished settlement. It might not be big enough to support an entire Yakuza adventure on its own, but Sotenbori still evokes the feeling of a vacation destination–in that I’m hesitant to return to Kamurocho once I’ve spent a substantial amount of time here. However, if one is feeling homesick, Kiryu can now travel back and forth from Sotenbori to Kamurocho with a fairly priced taxi fee.
Despite its relatively smaller size compared to Kamurocho, the developers have ensured to legitimize Sotenbori’s scope as a setting by basically offering most, if not all, of what Kamurocho features in regard to its auxiliary activities. Truth be told, despite their intended positions as optional larks to deviate from the story and broaden the player’s open-world immersion, Yakuza’s minigames tend to become the most enterprising factor of anyone’s several-hour playthrough across any title in the series. They make us laugh, make us cheer, and make us cry–and series veterans will attest that those tears are ones of frustration, not purely sadness. In Kiwami 2, besides the gambling and the native card/panel games like shogi and oicho-kabu that I’m still avoiding like the plague, the games that have persisted as series staples are the less objectionable ones. However, somehow, their iterations here seem to have raised their standard difficulty curves up to that patented Yakuza minigame pain-inducing notch. The batting cages have reverted back to the unreasonably steep conditions needed to pass the beginner’s course, and the karaoke scores seem to be graded on the same scale as the Japanese education system, where perfection will warrant an “A-.” For some odd reason, they stripped away the side view perspective during the vertical half of the crane games. What if, non-hypothetically, you have the same lack of depth perception as Majima, huh? How else am I intended to free the axolotls and Super Monkey Ball characters from captivity? While I’m on the subject of Sega’s other interactive properties, one feature from Yakuza 0 that does return from being inexcusably absent is the inclusion of two arcade machines: Sega’s answer to Street Fighter II in Virtua Fighter 2 and a more obscure fighting game starring various Gundam mechs called Virtual-On. Both of these Sega-brand coin consumers were over a decade old in 2006 when Kiwami 2 was set, but at least it’s sensible to have some semblance of video game representation in a 21st-century arcade as opposed to when the first Kiwami game omitted them completely. If Kiryu has to step away from the machines to relieve himself, “Toylets” is a new minigame that attempts to alleviate the tedium of this bi-hourly bodily function. When Kiryu stands at a urinal, an eye-level screen will entertain him with either a tug-of-war spitting match or acting as a sentient cloud using its inherent gust power to blow a woman’s skirt up like she’s Marilyn Monroe, with the outcome coinciding with the ferocity of Kiryu’s urine flow. The relatively effortless mechanics aside, what irks me about “Toylets” is not that it’s inherently the weirdest minigame the developers have conjured up across the series, but that it verges into a stereotypical weirdness associated with modern Japanese culture that I’m glad the Yakuza games have used sparingly up until this moment. If exposing the panties of some poor animated girl doesn’t display that patented Japanese perversity to your liking, then perhaps photographing skintily-clad gravure models as they traipse around in several sexy poses will prove titillating enough. The objective here is to string coherent sentences together for Kiryu while all the blood that usually hydrates his brain has collected into his throbbing erection, but knowing his country of origin, I’m surprised I’m not also forced to mash a button to prevent blood from jetting out of his nose.
The first Kiwami game also did away with what I’ve dubbed in my Yakuza 0 review as a “macro game,” an optional business-oriented venture whose content tends to be both meatier and lengthier than your average minigame (I’d hardly call chronically kicking Majima’s ass on the streets “optional.”) Conversely, the “macro games” return with a vengeance in Kiwami 2, with two separate enterprises that couldn’t be more dissimilar. Not only are these macro games divided by district like they were in Yakuza 0, but there also seems to be a clear gender dichotomy that exists between the two as well. Cabaret clubs are still thriving in Sotenbori as a cornerstone of the district’s nightlife culture, and now Kiryu is the one who must raise the underdog club of Four Shine up from its current state of pathetic mediocrity before it is trampled underfoot by the merciless top dogs of the scene. Kiryu’s climb to the top of Sotenbori’s cabaret circuit is also being assisted by the experience of Yuki, the primary hostess of Club Sunshine turned struggling manager of Four Shine. Sound familiar, Yakuza 0 returnees? Well, your overall mileage with this iteration of the cabaret club will be entirely contingent on how you perceived it in Yakuza 0, for the mechanics and progression are an EXACT, carbon copy replica of how they were in the previous entry. The only difference is that all of the rival cabaret club hostesses Kiryu competes against are all the subordinates of a twerpy, arrogant pimp named Kanzaki, who is also the current manager of the now-ultimate Sotenbori cabaret club of Club Sunshine. You really do either die or live long enough to see yourself become the villain. Personally, I adored operating the cabaret club in Yakuza 0 to the extent where I almost felt inspired to buy a snazzy tuxedo and eyepatch combo and seek gainful employment in a real-life cabaret club circle, and my enthusiasm didn’t wane while ascending through the ranks again in Kiwami 2.
Still, I will concede that this copied-and-pasted clone of this magnificent macro game feels rather cheap, so it’s a relief that the one featured in Kamurocho is wholly fresh (provided you haven’t played Yakuza 6, apparently). In the never-ending list of Majima’s unanticipated eccentricities, you can now cross off serving as the founder of “Majima Construction” as one of his more productive impulse decisions. Majima would be the very last person in Kamurocho that I’d want handling hulking construction equipment, but evidently, he’s treating the potential danger of the project with absolute grave sincerity, if his refusal to remove his yellow safety helmet even outside of the construction site is any indication. The Majima family has banded together as a ragtag construction crew to repave the depressingly spacious homeless camp into another appealing area of Kamurocho’s already impressive span of urbanity. However, if you recall the insanity that ensued over the little slab of land that was less than a single acre in Yakuza 0, imagine how fierce the competition is when the entire northeast corner of Kamurocho is suddenly up for grabs. The covetous realtor sharks of Kamurocho will stop at nothing to seize the area of Majima’s construction operation, so Kiryu must cultivate all of Majima’s manpower to then orchestrate them in something that strongly resembles the tower defense genre of game. Kiryu will align up to eight units of varying battle classifications to prevent waves of realtor goons from pulverizing their construction equipment, and the volume of adversity in those waves tends to be multiples of ten in numbers that can peak at over a hundred. Every so often, a beefier executive will accompany the deluge of red shirt cronies, and eventually, like the cabaret clubs, the current foe of greater narrative significance will show themselves and test their might against Majima and his motley crew of almost every conceivable male character in the game. Whereas working with the ladies in Sotenbori is classy, sophisticated, and the competition is fairly cordial, this masculine undertaking sees a veritable bloodbath being spilled on the streets in the name of maintaining control and dominance. Puts classic gender roles into perspective, eh? Admittedly, I’m not too attuned to the realm of the tower defense genre, but then again, I didn’t sign up to simulate the steep, stressful tactical wizardry of a five-star general. Because commanding Majima’s construction crew is a purely optional escapade, I greatly appreciate that the gameplay mechanics from Kiryu’s omniscient perspective are accessible to a fault. In fact, it seems that even a marginal level of proactivity from Kiryu’s commander position will prove to put Majima at a disadvantage. Before the hordes storm towards Majima’s equipment, the player can position each member of Majima’s crew to secure a better vantage point. Even though this sounds like the most essential of tower defense tactics, somehow, inexplicably, performing this preemptive measure is detrimental because the character will interpret this position as an immutable post and will allow dozens of goons and bosses to waltz past them if not manually directed otherwise. Only by staying idle will the gameplay ironically become more fluid, which feels incredibly counterintuitive. Other than that glaring gameplay oversight, I was relatively amused and stimulated by Yakuza’s bare-bones attempt at a tower defense minigame. It’s definitely not as involved, inventive, or invigorating compared to the cabaret club, but perhaps rehashing it in a subsequent Yakuza game/remake will cure those gameplay hiccups with hindsight, provided Majima gets his hands on the schematics to erect another Smile Burger joint or something.
But in between all of the aforementioned optional exploits provided by any Yakuza game to flesh out its open world foundation, every Yakuza veteran knows full well that they’re all subsidiary to the series’ primary gameplay mechanic: beating the everloving snot out of the ceaseless torrent of vicious cretins that appear in packs all over Kamurocho and Sotenbori. If the sequential order of Yakuza titles is similar to mine and you’ve received a double dosage of Yakuza 0’s footing after playing the first Kiwami, you’ll notice immediately that Kiwami 2’s engine is the core component that separates the two remakes. However, the second Kiwami game cannot claim this reworking of Yakuza’s gameplay as its own patented piece of innovation. As mentioned before, Kiwami 2 adopts the “dragon engine” from Yakuza 6, the final chapter in the Kiryu saga before the series branched out considerably, which was still in recent memory. Since the engine that Yakuza 0 showcased is considered by and large the pinnacle of Yakuza’s beat ‘em up gameplay mechanic, are we to believe that this newfangled framework is a display of the developers surpassing perfection? Not exactly, and that’s the diplomatic answer. In short, I would classify the “dragon engine” as an experimental framework rather than an attempt to supplant Yakuza 0’s through pure objective technical superiority. The prime initiative with this engine seems to be broadening the open world expanse in a more literal, foundational way rather than offering gobs of activities. The tighter back alleyways, indoor environments, and other foreground setpieces that would typically be decorative have now been absorbed into the vast open world realm instead of being designated as a small hub separated from the exterior expanse it lies within. Besides mitigating the tedium of loading screens and the layer of spatial depth added to the locker key collection process, the bigger picture behind the seamless transitions is that it complements the, well, openness of the open-world genre. I’d argue that once seamlessness is a feasible facet of the open-world genre’s foundation, it should be indispensable, but Kiwami 2 raises a counterargument to this claim with its performance issues. Not only has the overall framerate been heavily degraded, but engaging the heat actions during combat sometimes causes the action to pause completely for a few seconds. It occurred so often that I stopped worrying that my game had frozen up until only the third chapter. If this is the compromise we have to make to erase all superficial barriers in an open-world map, then I’d rather wait another console generation or two to ensure a smooth performance standard.
The “dragon engine” also affects Kiryu’s combat mechanics in ways that extend beyond its unfortunate tendency to buffer like any online video on my 2000s-era dial-up internet connection. Apparently, the four flavors of fisticuffs that I was accustomed to Kiryu employing for specific battle conditions were a gameplay component contributed by Yakuza 0 and are restricted to its originator and its direct Kiwami impersonator. I’m merely speculating once again, but Kiwami 2’s sole battle stance for its protagonist is a reversion back to the series’ bog-standard combat style. One controller button engages a successive series of punches while another one delivers Kiryu’s feet up the asses of Kamurocho/Sotenbori’s most pugnacious civilians. The player can alternate between both ends of Kiryu’s bodily means of offense, but the resulting combo chain achieved is still underwhelmingly non-descript. Because boredom started to become a prevalent feeling when being bombarded by the various violent wastrels, the utilization of weapons became more commonplace as a means to expedite the battle and sprinkle some spice onto the fights.
While Kiryu’s combat is lacking the nuance of player choice accommodations and is missing that kick-ass exhibitional element, it doesn’t mean that the “Dragon of Dojima” has become a flabby dead fish as middle age encroaches even further. In fact, Kiwami 2’s iteration of Yakuza’s prime protagonist is arguably his most powerful thus far. Kiryu’s innate battle prowess may not be as mechanically impressive anymore, but the game does its damnedest to amplify the more minimal array of attacks to an unprecedented maximum. When all of Kiryu’s battle attributes such as health, heat, offense, and defense have been boosted to a point of noticeable improvement, he becomes a walking, talking juggernaut as physically imposing as a Japanese Terminator. Sure, Kiryu acts all downtrodden whenever an enemy delivers a haymaker his way, but the sliver of life energy lost from the red health bar suggests that he’s just acting overly dramatic to humor them. His heat gauge, in particular, is definitely the facet of Kiryu’s attributes that greatly promotes this unrivaled scale of strength. Not only will the heat actions shred entire layers of health off of bosses, but Kiryu only needs one of a potential five or six heat bars extended from the base to activate one of these potent automated maneuvers. When the heat gauge is at its fullest, Kiryu can engage in “extreme heat mode,” an ubercharged state that not only increases his offense, but makes him invulnerable to being vanquished as long as there is any amount of electric blue juice in the heat meter. Even when Kiryu has exhausted his heat energy, the game insists on continuing to use heat mode as a crutch by refilling it in a “feel the heat” sequence that prematurely ends a boss battle with an automated, flashy “fatality” stunt. I didn’t enjoy the artificial methods that the first Kiwami tacked onto Yakuza 0’s difficulty curve for the sake of discernability, but I never wished for a Yakuza game’s combat to be rendered practically effortless by the bevy of combat perks. Facilitating the facile combat is the fact that the EXP tokens needed to upgrade Kiryu’s monstrous might are arbitrarily dispensed for any and all activities listed on the completion sheet, no matter which color-coded symbol they coincide with. Kiryu even gains a fair sum of these EXP points by performing basic tasks like eating, whether it be formally sitting down at one of the myriad of restaurants or pulling a Poppo-brand bento box out of his pocket for quick, convenient revitalization. Is the abundant stream of EXP points the reason why Kiryu’s appetite now has to abide by a new stomach meter that limits how much food he can consume at once? I don’t care if Kiryu has a tummy ache; he’ll gorge on sushi and ramen until his health bar is 100% replenished.
The five EXP tokens can also be obtained in droves by completing the series staple substories. Unlike the previous Kiwami entry, I didn’t detect a prevalent pattern painting some thematic undertones across a sizable handful of these short stories. Then again, those same substories that illustrated the economic downturn of Kamurocho tended to belabor the point not only with the same extortion schemes being hatched, but reusing the same crooks performing the same schemes to pad the exorbitant substory roster, which became quite grating. Therefore, I’m glad that Kiwami 2’s happenings display the same kind of kooky creativity as Yakuza 0, also divided relatively equally between Kamurocho and Sotenbori, no less. Shall we? When Kiryu first encounters an elderly woman he nicknames “Granny White” as a term of endearment, he figures that he’ll be performing the gentlemanly duty of assisting a frail old lady through the rough and tumble city streets. To his and the player’s surprise, “Granny White” is the female equivalent of Kiryu and Majima’s sensei Komaki, kicking the asses of all of her would-be Triad assailants with only marginal assistance from Kiryu. While we’re on the subject of older women that possess uncharacteristic amounts of strength, one awkward walking traffic blunder with “The Obatarian” in Sotenbori confirms that she’s alive and well, plus up to her old tricks of disingenuously screaming sexual harassment and then brazenly committing it herself. Kiryu’s personal ethics are tested when he’s coerced into indulging the baby diaper fetish of a Yakuza boss, as well as performing an impromptu line reading for a yaoi smut game in development. A standout substory in Kamurocho sees Kiryu afflicted with the curse of being haunted by a creepy, pallid ghost girl after watching a cursed videotape. He seeks out the aid of an exorcist who, hilariously, reveals he’s a scam artist peddling fake exorcism stones after seeing the spirit himself and shitting his pants in fear. Essentially, it’s Ringu with a pinch of that cynical Yakuza flair, but being treated to horror content in an unexpected source is always a delight. The Amon Clan, the family of hyper-hard assassins whose fights are unlocked as the final substories in every Yakuza title, actually holds some narrative substance when clan leader Jo Amon roughs up Komaki and steals his fighting technique text he believes to be the missing piece in having sufficient fighting knowledge to beat Kiyru. I recommend going the distance to fight all of the Amon brothers for a taste of an authentic challenge this game is deprived of, but I will not suggest fighting all four of them in straight succession in the last bouncer mission (a macro game in Kamurocho I didn’t mention because it didn’t fit the contrasting relationship between the others) because it is diabolically difficult to an unprecedented degree. Also, be forewarned of the implementation of some minigames in a select few substories and the adequate proficiency needed to pass them. I can at least use the “peerless tile” as my unassailable mahjong trump card, and there are purchasable items to broaden the margin of error in the batting cages. However, to whoever on the development team decided that Kiryu should reach the high score on the advanced golf course to complete a substory, your mom’s a giant hoebag who gives backroom blowjobs to the poorest, most pathetic patrons of the lowest-earning cabaret club in Japan.
The simplicity of Yakuza substories is especially refreshing when the grander narrative surrounding the game is a convoluted clusterfuck. The immediate establishment of Tojo Clan versus Omi Alliance with Ryuji Goda leading the Omi opposition is a straightforward enough premise, but then that sound source of conflict then zigzags to countless betrayal twists that seem outright random, loads of expositional lore dumps from all angles without having one marinate in the player’s mind for even a second before darting to another one, and another antagonistic faction whose relevance to the overarching conflict isn’t revealed until far later in the story called the “Jingweon Mafia.”
At the center of all of this is Kaoru Sayama, a young, shrewd police woman who has gained the reputation in her native precinct of Sotenbori as the “Yakuza Hunter.” She’s propped up as a love interest for Kiryu to remind us that our beloved, sober bruiser still has needs like any other red-blooded male, under the guise of keeping Kiryu under “protective custody” that is so transparent that even she probably knows where her relationship with Kiryu is headed from the moment they meet. However, what isn’t obvious to us all is that this feisty breaker of law enforcement glass ceilings is the key in tidying up all of the loose ends of this jumbled mess of a plot. Sayama’s primary goal in collaborating with Kiryu is figuring out her origins as a lifelong orphan, and what she discovers is that her mother was a Korean woman with connections to the Jingweon Mafia. She became orphaned during a pivotal piece of lore that occurred in 1980, when thirty-something Jingweon members were slaughtered by Tojo Clan forces after their negotiation of peace was inadvertently compromised by a clueless, prepubescent Kiryu. Whoops. After the Jingweon’s contentious relationship with the Tojo Clan is explained, their relevance amidst the Omi Alliance struggle is deepened when we learn that Ryuji Goda was ADOPTED by Chairman Goda and shares the same familial half-Korean blood as Sayama, his biological half-sister. For someone who is outwardly status-obsessed and constantly bolsters his standing as the heir apparent to the expanding Omi Alliance empire as his source of arrogance, one would think this revelation would cause his head to explode. However, when Kiryu and Sayama confront Ryuji at the top of the Millennium Tower, he calmly comes to terms with his true origins in a flash. It seems obvious to me that Ryuji isn’t Kiwami 2’s true villain as he executes Patriarch Sengoku for his heinous crime of kidnapping Haruka to lure Kiryu into a trap. Still, he’s not the least bit shocked and stunned by Sayama spitting the truth to him? Did he know all along and was striving for unparalleled prestige to compensate? If so, I think mentioning it would strike a particularly sensitive insecurity he harbors, and he’d lash out as a result. Maybe after fighting Kiryu again after getting heated and hearing Takashima and a not-dead Terada reveal their treacherous plots to dismantle the Tojo Clan while knocked out, he’d realize the error of his ways and redeem himself as a result. Otherwise, the dynamic character arc they’re trying to accomplish feels uncharacteristically contrived.
I can’t really assess Yakuza Kiwami 2 on its narrative because it might be a sin of the father scenario in attempting to stay loyal to the source material. However, what I can parse is how Kiwami 2 succeeds the previous Kiwami remake, and it's still difficult to say if it’s an improvement on all fronts. On one hand, the Dragon Engine has turned the sleek, versatile combat into a compressed, one-dimensional bore with an inexcusably slow framerate to boot, so it’s not winning the same performance superlatives as its immediate predecessor. I can’t even honestly state that Kiwami 2 is at least carving out its own rendition of the Yakuza experience, unlike how Kiwami 1 shamelessly rode Yakuza 0’s coat tails, knowing full well that it’s as guilty of emulating another title in the series I likely won’t be playing for some time. For now, I suppose, at least Kiwami 2 feels fresher to me at this moment, and it is overall a smoother, less jarring experience than the original Kiwami title. The Yakuza series fatigue I anticipated has still yet to emerge.



