This review contains spoilers

After Yakuza 3 struggled so hard to join the natural progression of Kiryu’s life with the necessities of a Yakuza plot, the sequel took the next natural step and introduced what would become a series staple, focusing on different protagonists. Instead of just following the straight-laced Kiryu and his life of crime, you start with Akiyama, a sketchy guy who runs a legitimate business. That seems to make them perfect opposites, but unfortunately, they share the key similarity of being mostly irrelevant to the overarching plot. The obligatory convoluted power-grab of the day really only involves Tanimura, whose father was killed as a result of it, and Saejima, who served twenty-five years in prison for his involvement. Akiyama’s motivation being his romantic interest in one of the key players is pretty thin, and Kiryu being dragged out of civilian life to save the Tojo clan is starting to feel a bit rote after happening for the third time. It’s not just our heroes who suffer from uneven characterization either, since a cast of four villains were meant to be a matching set. Tanimura gets a showdown with the corrupt police chief who serves as the primary antagonist, but the secondary antagonist is already dead by the time the heroes and villains confront each other. So, even though Saejima should have a well-developed villain to fight, he fights Kido, an underling who had no connection to the event that put him in prison, robbing his story of catharsis. Akiyama fights the guy he thought would make it to the top of the underworld, Arai, but it turns out Arai was a cop all along. Kind of. He was a cop who infiltrated the yakuza, but then started to align himself with them, but to a different family than the one he said he was aligned to, only to betray them to the corrupt police, to then betray the corrupt police and be a genuine criminal? To say that this game includes a hilarious amount of betrayals and allegiance swaps would be an understatement. Kiryu then fights Daigo, the chairman of the Tojo clan, for… some reason. Sure he was involved in the plot, but his goal was to use it to rebuild the clan, so after they fight they're immediately friends again and Daigo resumes his position as chairman without missing a beat.

Needless to say, all this confusingness left me… well, confused. Why were there four protagonists if only two really mattered? Why was Saejima’s final battle against someone he hardly knew? Why was so much time spent on Arai’s seventeen betrayals when he ended up not actually mattering that much? Why set Daigo up as a final-boss-tier villain, only to reinstate him as a good guy thirty minutes later? Really, the only story in this game that checks out is Tanimura’s, but his characterization is just as confusing as the rest. At the start he’s shown to be a corrupt cop taking protection money from businesses involved in human trafficking, but two hours later he’s referred to as a shining example of what a police officer should be. It’s not that the story is a trainwreck or anything, the plot at the heart of it all still basically works, but there kept being moments like these where I was wondering why on earth the story would be written this way. Each protagonist has some good moments, but when everything's pieced together, it becomes a mess, which could also describe the combat. Each character has a unique style that feels great to use, but as you switch from campaign to campaign, no progress is maintained and basic functions need to be unlocked over and over again. That’s what leaves me hard-pressed to evaluate Yakuza 4, it’s one of the few cases where a game is less than the sum of its parts, where individual moments stand out for their quality, but rarely build on each other. I guess I have to come down negatively on it overall since the development Kiryu got in 3 didn’t get to shine much in this game, which feels like wasted potential. Well, maybe as I go onto 5 I’ll finally get the payoff I’m looking for...

Reviewed on Aug 11, 2021


3 Comments


2 years ago

I remember spending the whole game waiting for them to do something with Arai and when the end came I just had this feeling of "oh... that's it?" It feels like they had a lot of trouble juggling four subplots worth of details and making sure they all fit into the plot in a satisfying way, hence the over-reliance on twists and double-crosses

2 years ago

(for anyone else seeing this comment: i am about to spoil an element of the end of Yakuza 4)

Something that really bothers me about one of the ending fights is that Kiryu facing off against Daigo feels like it could've been such a slam dunk if they had properly set it up. It even feels like the series as a whole wants to build up to it eventually with Kiryu constantly having to save Daigo and the Tojo Clan. Make it something like Daigo makes some bad deals to try and save the clan without Kiryu's help but Kiryu has to come in anyway to set the boy straight and get him back on the right track. But instead they squandered the Kiryu v Daigo fight on this game. What the hell.

But anyway, good review, I feel like you pretty much nailed it.

1 year ago

Good review, finished Yakuza 4 a couple hours ago and had a similarly negative experience with it. Aside from the wacky plotting, one of my main problems with it was how enemies seem to never hit a reasonable level of defensive strength. Basic enemies have blocks you can just power through and rarely dodge or break out of combos. Then suddenly you'll get some with almost complete hit stun resistance, input reading dodges, random parries, animation cancels, and a bunch of combo breakers.