(Originally published to Glitchwave on 11/30/2025)
[Image from glitchwave.com]
Yakuza Kiwami
Developer: Ryu Ga Gotoku
Publisher: Sega
Genre(s): Open-World, Beat 'em Up
Platforms: PS4, PS3, PC, Xbox One
Release Date: January 21, 2016
I think I’m exploiting a loophole here in “starting the series” by playing Yakuza Kiwami. Obviously, this is not the first game in Sega’s enduring series surrounding the decorated Japanese mafia syndicate, but a remake of the series’ 2005 PS2 debut one decade later and two whole gaming generations onward. When the series' prequel, Yakuza 0, exploded in the international gaming consciousness, gamers outside of Japan started foaming at the mouth at the prospect of continuing the saga of the morally complex Kazuma Kiryu. However, I can see why being forced to seek out obsolete gaming hardware, whether or not the sophomore iteration of the Sony console bloodline be festering in one’s attic or held ransom by some tweaker on eBay, would be a hindrance in the process of experiencing the proper introduction to the franchise. Hence, the impetus for refurbishing the original Yakuza outing on the same engine that Yakuza 0 was built upon, a tested toolkit of gaming modernity that has already proven to produce excellent results, if the franchise’s prequel is any indication. As for the reason why I chose to charge forward from my position of a common post-Yakuza 0 series introduction, even though I have a working PS2 that is still hooked up and ready to roll, housing potentially eight mainline titles for the series on one system (the PS4) was too convenient to pass up. That, and I try to use my cherished childhood console sparingly these days because the ol’ gal’s become a little crickety in its old age. Playing both Persona 3 and 4 successively in 2020 almost gave it the video game console equivalent of a pulmonary embolism. Was my decision to disregard posterity for once going to lead to an improper evaluation of this remake? No, because Yakuza Kiwami’s position in the franchise allows it to function as a sequel on equal measure to its role as a renovation. However, because I’m only familiar with Yakuza 0, I can only assess Yakuza Kiwami as a sequel, and unfortunately, it pales in comparison to its predecessor in every way imaginable.
I may be ignorant of the first Yakuza’s content, but I’m still completely aware of the fact that the starting event that catalyzes the series is Kiryu being sentenced to ten years in the stony lonesome. It’s such a seminal incident for the series that it eludes all spoiler warnings that would normally be deemed as necessary to keep the player’s interest intact. However, I’ve never been privy to the finer details of how and why Kiryu ended up serving hard time for a decade until Yakuza Kiwami’s first chapter unfolded the context behind it. A Japanese jury has found Kiryu guilty of homicide, specifically, the unspeakable crime of patricide against his Yakuza superior, Captain Sohei Dojima. Still, we know that Kiryu abides by the same relative moral code as Bruce Wayne, in which murder is strictly haram (or so he says), so this revelation conflicts with his principles. This is why revealing that he’s taking the rap for his Yakuza blood brother, Nishiki, who gunned down Dojima for sexually assaulting their mutual childhood friend, Yumi, comes as no surprise. After a decade of rotting away for his act of extreme altruism, Kiryu reemerges on the streets of Kamurocho, where things aren’t quite the same as he left them. After falsely believing that Kiryu was paying the price for doing something heinous, I’m relieved to discover that his period of incarceration was predicated upon an act of nobility–an on-brand decision that doesn’t alter the way we perceive Kiryu’s characteristics. He’s really a chump, if anything.
In the time that Kiryu spent gardening and batting off unfriendly inmates, time has teleported him well into the 21st century and all of its digital anxieties. Japanese society has certainly developed extensively since the mid-1990s, but from the player’s perspective, provided they’re continuing from Yakuza 0, we haven’t seen hide nor hair of Kamurocho since Michael Jackson’s skin still had melanin. Surely in seventeen years, the most dangerous sector of Tokyo has changed drastically, right? As it turns out, besides the ubiquity of the “flip” model of cellphones, not especially. I never expected the city to have been bulldozed and reconstructed as the spitting image of gentrification, but it’s perplexing how much of Kamurocho has been uncannily retained since the vacant lot debacle. The one notable discernible difference in Kamurocho’s architectural foundation since Kiryu’s heyday is the stratosphere-stabbing monolith of the Millennium Tower, the enterprise financed by the real estate purchase that concluded Yakuza 0’s overarching conflict. Other than this behemoth shadowing the perimeter of Kamurocho’s central area, the various returning shops, restaurants, arcades, bars, and other returning commercial establishments will strike the player with deja vu at its most underwhelming sensational point. It’s not as if these retreaded places will be a sight for sore eyes after spending a decade behind bars for the player. One exception that I don’t recall visiting in Yakuza 0 is “Purgatory,” a covert gambling and erotic female entertainer operation that exists in the watery catacombs beneath Kamurocho’s sizable homeless camp. As much as I appreciate being included in this Eyes Wide Shut society and am entranced by the literal vibrant glow of candlelight and the metaphorical glow of saucy entertainment, why would I go the distance to this location when there’s a hidden casino behind a ramen restaurant in a more convenient corner of the city that offers the same illicit activities? Coliseum fights hardly constitute a minigame!
Above all else, Kamurocho feels like it's been freeze-framed since the days of heavy hairspray because the array of side content has mostly remained the same. Even though technology has expanded and progressed exponentially beyond Kiryu’s mobile communication methods, this natural evolution is hardly exhibited across Kamurocho. Both Mahjong and Shogi persisted another century past their prime and continue to confuse me to no end, and I managed to burn as much yen on unfortunate roulette bets and terrible hands in blackjack as Kiryu did when he could still afford it. Kiryu can dust off his vocal chops during solo karaoke sessions after a decade of subduing his singing ability while in prison, and replay enough pool and darts at Vincent to hustle drunk suckers and recover the amount of money lost while gambling. Kiryu is almost in a state of total disbelief that the pocket racing circuit is still intact and that it remains as active almost twenty years onward. I would typically opt to knock over some pins at the bowling alley over swinging a bat at oncoming balls in the batting cages, for the amount of “homeruns” needed to pass matched with the lack of aiming capabilities to the precise spot on the board almost makes me seek out juicing as a solution to its steep conditions. Fortunately, this condensed version of “America’s favorite pastime” (and Japan’s, let’s be real) has been streamlined to the point where the player is given more autonomy in directing the ball to a selected few spots on a simplified screen. Thankfully, this means that Kiryu’s testicles will remain their natural size. The breath of relief I exhaled when I discovered that the wretched catfight club had been terminated jumped back into my throat in horror when I learned that the tasteless black hole of my hard-earned cash had been reprocessed as a card game where printed, 2.5 X 3.5 inch pictures of the scantily-clad women are traded amongst school children. Pokémon doesn’t seem so bad now, does it, fuddy-duddy conservative parents of the world? While I can plainly see that the catfights have been reimagined, given the tarty models and the rock, paper, scissors conceit that determines the outcome of battle, the ability to pick from a wider pool of ladies and customize their critical maneuvers by collecting the cards broadens the probability of success past what seemed like a zero-sum chance at success in Yakuza 0. That, and you’ve got to appreciate the presentational scope surrounding the catfight’s new reintegration. The girls dress up in bikini bug costumes and wrestle on a tree stump surrounded by cheering rhinoceros beetles, an absurd depiction of Japan’s most storied and barbaric childhood hobby. If glancing at the half-naked foxy boxers inspires Kiryu to seek out a flesh-and-blood woman after becoming all hot and bothered, know that the telephone club is the only minigame from Yakuza 0 that is such a product of its time that the developers couldn’t reintroduce it in good conscience. Instead, Kiryu will request two specific ladies working at two different cabaret club locations in Kamurocho and channel his inner Casanova to woo them in what is essentially the “special training” feature of Majima’s cabaret club business in Sotenbori. I wasn’t aware that the objective of visiting the cabaret clubs was to spark a mutual romantic fervor between the hostess and their clients, or maybe Kiryu’s serious scowl is too irresistible for the hostesses to abide by the rules and regulations. I don’t mind the remixing and repurposing effort made to give the various minigames from Yakuza 0 a hint of discernibility. However, what is rather disillusioning pertaining to Yakuza Kiwami’s side content is how the total amount is subtracted from the previous title. Kiryu can no longer shake what his mother gave him at the dance clubs, and the SEGA-branded arcades have eschewed all arcade games in favor of allowing a space for children to play their perverted card game, with the occasional patron attempting to earn a toy with the crane games. You’re telling me that the arcades here haven’t expanded past Space Harrier and OutRun in almost two decades and instead have declined entirely? Sounds like bullshit to me. We haven’t leapt to 2005; we’ve been transported to a warped, “Twilight Zone” version of 1988.
Even though much of Kamurocho seems to have been preserved like a wax figure, one colossal underlying difference that clues the player in on how drastically the district has changed is that people are much poorer now. One major reason to set Kiryu’s origin story in the late 1980s was to vicariously celebrate the country’s booming economy, an era referred to as “the bubble” that I’m sure Sega shares a nostalgic fondness for. Because it’s been ages since the bubble has metaphorically popped and frugality has reentered the Japanese lexicon, the liveliness of Kamurocho has been significantly subdued. The lack of extreme economic prosperity is probably why Yakuza Kiwami does not feature an optional business arc, for undertaking an enterprise with a farm animal as one’s constituents in a normal economic environment almost ensures immediate bankruptcy. I wouldn’t say that Japan is experiencing a recession, but you can imagine that in a district with a homeless camp that expands approximately a quarter of Kamurocho’s entire perimeter, any sort of economic regression is bound to impact its denizens more severely than in other areas of Tokyo. Highlighting the harder times in Kamurocho the most prominently are the game’s substories, the staple “side quests” of the Yakuza series that allow Kiryu to delve deeper into the domestic ongoings of Kamurocho. Mostly, the economically destitute and ethically empty will attempt to swindle Kiryu out of his comparatively meager earnings with a number of different extortion scams. Three thugs will pretend that Kiryu has accidentally battered one of them and demand financial compensation for his “injuries.” One woman screams sexual harassment and will only be silenced by a sum of money. One man poses as a cop, asking to be bribed when Kiryu doesn’t pass his ocular patdown, etc. One of the more amusing scams that Kiryu almost falls victim to is in a substory titled “The Price of an F-Cup,” where Kiryu is badgered by an extraordinarily busty woman to consume copious, unhealthy amounts of alcohol. To be fair, a Japanese woman equipped with cans of that magnitude is akin to spotting a unicorn. One particularly interesting aspect about that specific substory is that it seems to have a greater significance than the majority of the others, considering its lengthier duration and integration of cinematic cutscenes. Yakuza 0 certainly only reserved this type of presentation when progressing the primary story arc, so I guess the few substories treated to the higher presentational quality are intended to be elevated above the rest. Still, I could’ve suspected that without minimizing the screen space and incorporating voice acting, because encountering the same scammers in separate substories screams padding to me.
While I’m lamenting the fact that Kiryu can no longer afford to fling yen around to the citizens of Kamurocho like an elderly person throwing seeds to ducks, I can confidently say that the way the developers have reworked Kiryu’s experience points in lieu of existing in a less opulent economy is all for the better. Upgrading Kiryu’s various combat attributes in Yakuza 0 was quite literally financed by his exorbitant earnings. Even though I could spare to pay for the inordinate prices required to supercharge Kiryu to his maximum capabilities, I did admittedly wish to prioritize other purchases around Kamurocho that also cost a pretty penny. Because Kiryu can only hope to attain the wealth bracket of the upper middle class in 2005, the developers have created an alternate experience mechanic that is totally separate from his finances and is allocated entirely to increasing his combat attributes. “Soul,” “tech,” and “body” are all aligned in their designated skill trees, upgrading Kiryu’s heat actions, array of combat skills, and health and power, respectively. Each unit requires a range between 3 and 85 experience points to fulfill, and since this battle compensation currency seems to recharge quickly, there is no longer an excuse not to sculpt Kiryu to his fullest potential.
Lest we forget that between the sonic swiftness of the “Rush” style and the broad-shouldered, meaty “Beast” style, with the “Brawler” style in the balanced center, lies Kiryu’s deadliest, most distinctive fighting categorization. “Dragon Style” was unlocked in Yakuza 0 after Kiryu achieved resounding success in his real estate venture, the wild card form of martial artistry, and Kiryu’s signature style, considering it reflects his distinguished reputation as the “Dragon of Dojima.” In Yakuza Kiwami, this fourth fighting style is available from the start, but don’t think that you’ll be bulldozing bad guys with the flick of a finger for the entire duration of the game. The caveat behind the Dragon Style’s early availability is that it’s gone limp and rusty in Kiryu’s decade of imprisoned dormancy. A separate skill tree is designated towards rehabilitating Kiryu’s most potent set of skills, but the restoration process isn’t as simple as distributing points per ability. New maneuvers can be taught through a few rigorous training rounds by former pacifist fight coordinator, Komaki, but the majority of the style’s rejuvenation involves another familiar face of the franchise with longer pervasiveness.
Presuming that Kiryu’s fighting prowess is a tad flaccid after all that time spent confined behind prison walls, this presumption behooves Majima to test Kiryu’s mettle by engaging in fisticuffs whenever he encounters him on the streets of Kamurocho. Once Kiryu is in his sights, the franchise’s epitome of chaotic neutral will ambush Kiryu with the excitability of a dog and the feral hyperactivity of a cat. Or, perhaps I should be comparing him to a raccoon, considering his choices to conceal himself include the insides of trash cans and beneath manhole covers. After proving to Majima that Kiryu isn’t soft and frail by kicking his wacky ass enough times, Majima will continue to emphasize his unpredictability by making his encounters more interesting for Kiryu once the “Majima Meter” meets a milestone. Majima will stage a zombie apocalypse, flaunt his unsettling finesse with a stripper pole before using the erotic club as a battle arena, and channel the comedic transvestite bit of Bugs Bunny as his cabaret club hostess alter ego “Goromi.” No, this gender-swapped disguise does not deceive Kiryu in the slightest. Once the player completes this milestone Majima scenario, Kiryu will be rewarded with the unlocking of another Dragon Style maneuver. Supplying Kiryu’s striking battle stance at its most tepid presents a great incentive to reinvigorate it to its fullest extent, and including everyone’s favorite crazy cyclops in this optional process is a fantastic way to shine the spotlight on his Maddog persona for the uninitiated Yakuza 0 newcomers when he has little stake in the main story. However, I have to address the underlying issue with this auxiliary activity that muddies the status of its optional nature. Because Majima is constantly out on the prowl in a city district with such enclosed architectural parameters as Kamurocho, Kiryu will likely always get caught in his peripheral line of sight, which will immediately engage in a pugilistic bout on the pavement. Add to the fact that some encounters are intended to take the player by surprise, and they’re going to be consistently catapulted into a boss fight, whether they’re prepared to face such a formidable foe or not. Majima may not hit Kiryu with the astounding power akin to being smacked by a Mack truck like Mr. Shakedown could dole out, but at least one could detect the hulking bully's location easily and evade him. As much as I adore Majima, I became so annoyed with his presence that my newfound frustration with him was fueling the vigor needed to curbstomp him time and time again.
Besides the fact that another layer is added to Majima’s maximum health bar whenever the “Majima Everywhere” letter rank increases, that exhausting, prolonged feeling of fighting Majima extends to every boss in Yakuza Kiwami because of a prevalent condition the developers have incorporated. At either the boss's halfway point or when he’s on the ropes, he’ll start to hold a stance and ubercharge himself briefly. Once he’s in the boss equivalent of Kiryu’s “heat mode,” both his offense and defense will be enhanced for the remaining duration of the fight. I understand that “second phases” are a common boss trope that I usually embrace, but Kiwami’s execution of this tried-and-true boss trope is fundamentally flawed. While the amplified stats of a second phase are acceptably heightened conditions, I find that the boss regaining an entire bar of health during their Super Saiyan status crosses the line of perks that come with augmenting their attributes. All it does is negate the player’s work and extend the fight to an unnecessary length. Now that I think of it, boosting their overall physicality is also excessive because each boss is still rather daunting even without the extra layer of formidability. Somehow, the base conditions of combat seem to be stacked against the player, or at least compared to the “normal” difficulty of Yakuza 0. Enemies will block blows with swifter reflexes, and they’ll often dash behind Kiryu in a flash as if their bodies are being manipulated by Hong Kong action film choreography. Forget about avoiding the full onslaught of any combo chain of punches dished out by any enemy once they successfully position themselves behind Kiryu and go to town on his vulnerable occipital lobe. To combat their newfound nimbleness, Kiryu must return the favor and also smack them senseless from the rear, but the only way Kiryu can reach this vantage point is by taking advantage of the “Rush Style’s” rapidity. The style I found to be the least impactful in Yakuza 0 ended up being the only branch of Kiryu’s move set I became comfortable using when dealing with enemies that were consistently running circles around me. As much as I’d love to compliment the developers for cultivating this style into a contender for seriously tenacious boss encounters, all it does is expose the lopsidedness and tedium in the combat that both weren’t issues in Yakuza 0.
Speaking of lopsidedness, once the player decides they’ve grown tired of flirting with cabaret girls and knocking every tooth out of Majima’s mouth, they might discover that the story of Yakuza Kiwami consistently exhibits its fair share of uneven pacing. After the first chapter establishes some context behind Kiryu’s status, or lack thereof, within the Yakuza, it sets the stage for how he’s going to get himself involved with their latest money-oriented escapade. This time around, a whopping ten billion yen has somehow disappeared from the Tojo Clan’s grasp, and Nikkyo Consortium chairman, Masaru Sera, winds up murdered in the midst of the immense thievery. While investigating the conundrum on his own terms, while every swinging dick in the Yakuza is frantically searching for the money like It's a Mad Mad Mad Mad World, Kiryu becomes the guardian for a helpless girl named Haruka. Even though she’s an orphan, Haruka is somehow connected to both the money and the disappearance of Kiryu’s friend Yumi, his longtime friend and the woman connected to the ordeal that sent Kiryu away for so long. While the mystery behind the various vanishings is the plot vehicle from here on out, Kiwami has a habit of meandering from its focal point of the narrative. Did we really need a glimpse into the dysfunctional relationship between Kiryu’s police ally Date and his teenage daughter, and the lengths she goes to debase herself in the interest of earning some income? On top of becoming distracted once in a while, Kiwami has a tendency to disrupt the series’ relationship between the freedom of the sandbox world model and the obligation to further the plot. Yakuza 0 lets the player loose in Kamurocho to explore its plethora of minigames and substories immediately after the introductory chapter establishes the scene, but it takes Kiwami up until the fourth chapter to let the player go outside and play after doing their homework, in a manner of speaking. Some chapters are entirely dedicated to the main narrative and nothing more, with longer periods of linear content and extensive cutscenes detailing exposition. These include the chapter where Kiryu infiltrates Sera’s funeral service, rescues Haruka from a group of Chinese Triads, and engages in a rematch between Shimano and his goons on the docks bordering the Tokyo Bay. I’m going to put my foot down and state that every chapter after the first in any Yakuza game should allow for a limitless recreational period that is ended at the player’s discretion. Having the player commit to long swathes of rigidity multiple times compromises too heavily on the series’ gameplay dynamic.
I’m certain that players returning from Yakuza 0 will still enjoy the story presented in Yakuza Kiwami, even if they must dedicate more of their attention span whenever it unfolds on screen. Most likely, their engagement with Kiwami’s events will be grounded on the fact that many of 0’s returning characters will drop like flies throughout the narrative. Reina is whacked after it’s revealed that she’s been providing vital information to the wrong party, Shimano is gunned down by Kiryu’s ally, Terada, and Kazama, the man that Kiryu would take a bullet for if he could successfully manage to intercept one whizzing his way, takes his last breath after he sacrifices himself to protect Haruka. With Yakuza 0 allowing these characters, who I’m assuming all lived and died in the original Yakuza title, to bloom a bit more in the player’s minds with a longer screen presence, their demises prove to be more impactful and emotionally resonating.
This is especially the case with the person at the center of Kiwami’s overarching character conflict. Because Kiryu deemed Nishiki’s freedom to be of greater value than his because of his ambitions, allowing his goals to flourish has resulted in Nishiki metamorphosing into an unrecognizable monster. He’s become as soulless and calculating as any of the other Yakuza executives that constantly butt heads with Kiryu, willing to go to the unethical lengths to retrieve the ten billion yen and bolster his career in the Yakuza ranks as a result of succeeding in this endeavor. The obvious answer behind Nishiki’s negative transformation is that power corrupts. While that classic diagnosis is still a relevant factor in determining what caused Nishiki’s change in demeanor, it’s not as if Nishiki was that impressionable being unchecked by Kiryu for so long. You see, Nishiki has what I like to call a “Luigi complex,” an ineffectual individual associated with someone of higher repute and capabilities, making Kiryu Mario in this context. They may be the same age and were both raised to become fierce Tojo Clan soldiers by their hitman captain foster father, but Kiryu undoubtedly emerged from the Sunflower orphanage as the alpha dog between the two of them. Continuing the dog analogy, while Kiryu is being hunted by the surviving Dojima Clan lackeys like a rabid pitbull for mauling their master, Nishiki is a bichon frise who the Tojo Clan higher-ups do not take seriously as a threat, nor a contender in their ranks, in the slightest. Even though his future has been given the chance to thrive as opposed to Kiryu’s blacklisted scampering around jilted Yakuza members always gunning for his head, Nishiki would ironically trade his potential prosperity for his would-be fate if it meant that he’d be perceived as someone to fear and command a sense of seriousness from. Because Nishiki’s morals and goals no longer align with Kiryu’s, he renounces his blood brother and dukes it out with him mono y mono at the highest floor of the Millennium Tower at the game’s emotionally-charged climax. Kiryu seems to beat Nishiki hard enough to rewire the circuitry in his brain to a point of clarity, judging by how he chooses to sacrifice himself to halt the nefarious schemes of slimeball politician, Kyohei Jingu, the true perpetrator behind all of the various conspiracies that have been fueling the fire of Kiwami’s plot. Just from their former title alone and the privileges that Kiryu was willing to relinquish to ensure Nishiki’s well-being, anyone who hadn’t known either of these characters prior to the moment when Kiryu tossed his freedoms aside would still understand and empathize with the strained relationship between him and his lifelong friend. Because of Yakuza 0 granting us an entire adventure seeing Nishiki only as Kiryu’s loyal, rational buddy, we are as disappointed by his dive into the depths of scum and villainy on a personal level as the protagonist.
Yakuza 0 sure was a great game, wasn’t it? The developers obviously thought so because they used its phenomenal quality as a template to “improve” the franchise's original outing on the comparatively primitive PS2. And sure, Yakuza 0 might be the pinnacle of the series’ open-world, beat em’ up formula, but will its legacy remain as impactful when its heir apparents are wearing its skin as a safeguard against failure? Besides the most marginal of gameplay tweaks that range from admirable to downright unbearable, Yakuza Kiwami is practically a carbon copy of its prequel predecessor. Actually, Kiwami is like Yakuza 0 if the international hit received an amputation, considering that the game lacks a lot of Yakuza 0’s content while still resembling it in every shape and form. I’ll give Yakuza Kiwami the benefit of the doubt that its content couldn’t exceed Yakuza 0’s total to retain a sense of fidelity to the more modest original. Still, if Kiwami is already content on aping Yakuza 0 to this degree, where its story is the only substantial note of discernibility, why not include all of its minigames to put it on equal standing with the vast gameplay expanse that we’re already accustomed to? Otherwise, you’re deliberately releasing an inferior product, which is inexcusable. When Yakuza Kiwami is erasing all but the story of its source material while also making several compromises with the modernized framework it desperately wishes to emulate, it doesn’t really satisfy the traditional definition of a remake, nor is it worthy of carrying Yakuza 0’s mantle after it set such a high standard for the series. Still, I’m feeling charitable towards Yakuza Kiwami because I remain hooked to the stark series formula that Yakuza 0 introduced me to on a purely personal level of engagement. However, if every future Yakuza game remains as attached to Yakuza 0’s hip to diminishing returns, Houston, we’re going to have a bloody problem on our hands.