why did i expect this to be anything more than just porn? fitting that this is my 420th rating on here

I get it. the platforming was terrible, the combat was cluncky at times, the enemy design gets a bit repetitive, the story is weirdly paced, the game has inconsistent difficulty, and the quality of the bosses is so inconsistent.

However, I do get it. This game manages to pick itself back up even with all these annoying flaws simply just because of how much I just appreciate that this game exists. It in undoubtedly influential as fuck and set the ground work for a lot of later games. The boss design when it is good is immaculate. It has a lot of innovative features and the story is so captivating.

I really enjoyed this game despite it being probably the most flawed 9/10 I've ever played, but it is still a 9/10.

This was the worst thing I have ever played. The main cast copnsists of a sociopathic mass murderer, a cannibal, a murderous priest, a pedophile, a psychotic fairy, a depressed kid, and a dragon who just fucking hates everything. At no point do you ever feel good about the things you do in this game, slaughtering retreating soldiers, innocent creatures who know no better, and even fighting to murder a fucking child all as its amazing but haunted soundtracks pounds into your head over and over. The repetitive gameplay, the horrors of the whole situation of the story, those fucking god awful dragon missions, the bizzare difficulty dips and spikes, the missions that never seem to fucking end make this experience so fucking miserable but its almost as if this was all completely on purpose because no person should ever feel good playing as Caim. Idk if yoko taro intended the gameplay to be this awful but it sure ass hell adds to the experience of this cursed chaotic evil mess in a way i have never experienced in game. you dont want to play, but you cant stop. you have to see what happens next. you have to see how insane yoko taro gets. you cant stop until you know the limits of this fucking game. im definately glad i experienced this even if it at times made me go insane. its one of the most unique experiences ive ever had playing a game.

this game is disturbing and cursed and no person should ever play this piece of shit. its one of the best games i've ever played

i had completely lost interest in pretty much anything this game had to offer after level 7 forced me to backtrack all the way back to level 4 to get an item it at no point ever explained i needed then told me i needed to write down those fucking numbers on the screens after destroying the nodes making me backtrack the entire fucking game to find them. i dont think i found this game a particularly fun experience but a low rating didnt feel right either bc i do understand its limitations, influence, and adore pretty much everything visually and soundwise. a number rating just doesnt rlly represent how i feel about this game. it wasn't fun at all, but it was interesting ig.

i take my original review back this game is a shitpost of a game and i love it

a very influential game. it's pretty much perfect in every way except for the fact it is so fucking hard to play its nearly unbearable.

This review contains spoilers

Yakuza 0 was a entertaining game that has a very complex understanding of controlling emotion and tone. It was, in my opinion, a perfect game. A game that had highs so high that the flaws didnt even matter to me because any flaw that it had would be more than made up for in other ways. Can I say the same for Kiwami?

The unfortunate answer is no. Kiwami is a very inconsistent, and confused game that felt very messy and even with its very very high highs, it had some very miserable lows.

My biggest problem with this game is its gameplay. It feels like a huge step down in ways from 0. The fact enemies can just heal and you need to have the right heat and a specific fighting style in order to stop them from healing and if you are fast enough even deal some damage. Its mot a bad idea in concept but its excecution was really unfair on the player. The health healed way too fast that if you hadn't guessed the right fighting style, were holding a weapon, and/or didnt have any heat, the enemy would essentially gain health unless you were already prepared which is near impossible since its random (at least i think it is?). Not even to mention the game did a very poor job of explaining this. It had a vague tutorial that was very confusing then just never mentions it again. I didnt understand it until halfway through which made things very annoying.

The boss design is so unbelievably inconsistent. Some bosses were a lot of fun, I loved the breakdancing dudes and Majima's second fight was lovely. But it also had a lot of bosses I just did not find fun at all. That big dude who you fight on the docks was just. Not very good. Majima's first main story fight was also not fun for me. A lot of these fights felt like I was just running around baiting attacks waiting for me to get a few hits in or I'd get hit with some bullshit combo or they'd quickstep literally everything I do. It felt like every boss fight began with me being anxious over whether it would feel like a chore or not.

I did like parts of the gameplay though. The game did make me use the other styles and experiment way more than 0 ever did. I liked that they all (except dragon but I will get to that) felt important and utilised properly. Brawler was a good way to fight while minimising damage and dealing it in a way that felt balanced. Rush was good for slower enemies and especially ones that had tight defences. It also helped to take out enemies fast. Beast has a great damage output and is good for dealing with several enemies at once (and my personal favourite style). Dragon though. Dragon was uh, I think I used it like 3 times. It was a cool concept but I really didn't want to fight Majima a billion times just for it to become decent and it just wasn't very fun to use. I liked the idea of a style you slowly learn and becomes basically the "strongest" one but once again: I did not enjoy the excecution of it.

I don't have any complaints about the side stuff. I very much enjoyed myself in the minigames and side missions. But they weren't really on the same level as 0s and a lot of the side quests relied on find specific item for person to get a cutscene and maybe a fight. They didn't really feel as creative as 0s. The random Majima system was hilarious and I loved every second of it. Majima popping out of trash cans and returning after being "killed" countless times was a huge highlight for me.

The story was fantastic. Nishikiyama's descent was very well done and made me eager for the final showdown even if he didn't have much screentime. Haruka was admittedly a lot more interesting than I thought she'd be and I was very glad to see her have a happy ending. My only real problem is with the ending. That guy I cant even remember the name of who laundered the 10 billion was introduced way too late for me to really feel anything for him. Him being the real villain in the end felt like Nishiki was just built up for nothing (especially since the actual boss itself was rlly fucking easy) and his motivations in the end felt out of character. He just kills the dude with the money and dies? Like why didnt he just kill the dude and leave with the others? It felt very bizzare and I'm not sure that I liked that decision. It made his whole arc feel kinda pointless. Like he was just there for a cool final boss and some filler time and thats it when he could have been more.

I don't usually give out .5s bc idk I just don't but I really don't know how else to sum up how I felt since an 8 felt too harsh considering I did enjoy 90% of the game, but a 9 wouldnt be genuine since its flaws rlly did have an impact on my overall experience. So this is where its at. Its a very inconsistent game that, while it isn't 0, deserves respect for what it tried and is probably a great stepping stone for the series to leap off of into the apparently much better later games. Overall I'd say my experience was positive, I just complain a lot lmfao.

would have played it all since the first 2 or 3 hours were fun but im not gonna wait fucking 15 hours real time every single time i finish a mission just for my crew to heal or craft

a existential, post-apocalyptic masterpiece. the gameplay is tight (while it gets some complaints i don't understand why anyone could find the gameplay boring but whatever) and intense, the story is beautiful and captivating, the aesthetic of this entire game is beyond godly, and even with its awful technical issues: it more than makes up for it.

yoko taro is daddy

huge improvement from the first two games. while it lacks in level variety and is mostly just a remake of codename 47; it was by far the best hitman game at that point in time

The game has a lot of great ideas: stamina, camouflage, and the cure system are all inventive and interesting ideas. They aren't a problem, at least until it becomes clear that all the cure system and stamina does is provide a huge inconvenience that gets more and more annoying as the game progresses. Get hit during a boss fight? Time to, in the middle of the boss, open 3 separate menus, do shit in a correct order, then go back to the boss having all its pace and intensity ruined by the fact you are practically forced to go into the menu and spend 3 minutes doing surgery on yourself. Stamina isn't a bad system except for the fact I can never quite figure out how the fuck the game decides when to deplete it fast and when to slowly. It starts to get in the way of gameplay and creates tedious sidetracks where you shoot a snake every few minutes and open another 4 fucking menus just to eat the fucking thing. I grew to hate these systems that were pretty good ideas. Surely the system would be better if say, you only had to choose what you needed to heal the injury the first time you receive it then you could bind a button or two to performing that surgery once you've gotten it again and it uses the supplies and takes some time to do while not forcing the player to pause. There, its easier, doesn't get in the way of gameplay, and actually increases the intensity since the player needs the time to heal. Was putting it under a bunch of menus really the best way to execute this?

The game story-wise is great, characters are great (especially para-medic), the scenery and level design is mostly fine. It even has some of the highest highs in the series like The Sorrows boss fight(?), the ending, and the motorcycle sequence. It's far from bad and while I don't think it even touches MGS2's quality; it still feels like the ideas and concepts presented in 2 were expanded upon and there was at least clearly an attempt to improve upon the games formula. The problem doesn't come from its ideas, but how they were implemented. There were also some very annoying hitbox issues and sometimes the level design got confusing but I can live with that. It's the poorly handled cure and stamina systems that dampened what was otherwise a great game.

It's not a bad game, far from it. It's not even the worst MGS. But is it the best? No. Not even close.

take a shot for every stupid decision square made in this