Kiwami means Extreme

After beating Yakuza 0 last year, I decided that this year I would continue exploring this series by playing Yakuza Kiwami. I've never experienced the original PlayStation 2 release of this title, so I can't compare it to that at all. While I am curious about that version, I'll have to save that dive for another day.

Playing this game was certainly a treat, for the most part. Experiencing the story of this game often left me excited to see what would happen next. It's very much a crime drama that has tons of twists and turns, so if you like those you'll love this. Even if you aren't too experienced with action games like this, this game is honestly pretty forgiving in terms of difficulty. I played through on the Normal skill level, and I was constantly being showered in health items and was able to make myself pretty strong very quickly, so I feel that anyone can brute force their way through this game if they wanted to. This is definitely an experience that can be had by anyone!

One of the core parts of Yakuza Kiwami's gameplay is the combat. You get four different styles to fight enemies with, each having a unique playstyle. As you play, you'll get used to often switching styles on the fly, which can be done with the push of a button, to take advantage of scenarios that lend themselves to specific styles of fighting. You also gain access to special moves called Heat Actions, which use a meter to allow Kiryu to unleash powerful moves that make quick work of foes. Mastering the styles and learning when to use specific styles in combat is one of the best parts of playing this game. Nothing is more satisfying than building up a ton of heat with one style and then quickly switching to another to use a heat action that knocks out a crowd of foes!

You can unlock new abilities and combos for three of your styles by gaining experience points from fighting enemies, eating food, and completing substories (more on those later). One style, the Dragon style, can only be enhanced in specific scenarios. A majority of these scenarios revolve around a gimmick referred to as Majima Everywhere. Majima is not only a comfort character of mine (seriously seeing him always brings a smile to my face LOOK AT HIM GO THAT'S MY SON) but he is also literally everywhere. He's in alleys, dumpsters, cars, anywhere he can try to sneak up on ya and force you into a fight. By beating him in combat (which gets harder over time) you'll begin to unlock more moves and abilities for this style. You'll have to fight him a lot in order to get all the skills, so try not to go too wild with this if you really want to see the main story unfold. You don't need to worry about this, but it is fun having some tougher fights to keep you on your toes.

Speaking of things that keep players from seeing the story unfold, let's talk about one of the biggest draws of the Yakuza franchise, the side content! Mini games and substories await you, and man is there a TON in this game. Substories are basically side quests, often being very short. These will often reward you with cash, rare items, and experience points. The more of these you do, the easier it'll be to make Kiryu really strong! Plus they're all pretty entertaining and show more of Kiryu's goofy side (Kiryu is also a comfort character of mine I love my stoic strong responsible son who's very good at falling for scams).

Mini games are aplenty here. Karaoke, casinos, and bar games like darts will do a good job of keeping you entertained for a small while. There are two mini games that gained a lot of my attention during my playthrough, however. One is MesuKing, a kid's card game where you collect trading cards that display provocative scenes of barely dressed women wrestling and then use them to battle in Rock-Paper-Scissors matches against children (it's as insane as it sounds). These cards are scattered all across Kamurocho, and the more you find, the more options you'll have when setting up your deck. Despite it being Rock-Paper-Scissors at the end of the day, finding new fighters and moves to use and seeing them in action as you trounce the kid who always picks rock for the twentieth time is very satisfying.

The other mini game that ate more time than it ethically should have was Pocket Circuit! Players of Yakuza 0 will recognize this one. Collect parts for your car and tune it to be just right to get the edge over opponents on the race track. It's surprisingly really deep, and I often spent over an hour fine-tuning my racer to be able to get it to clear a track in first place. It's easily the most interesting of the mini games to play in this game, and I highly recommend any Yakuza Kiwami player to not overlook it!

Fighting and checking out side content also earns you Completion Points, which can be redeemed for items and abilities, like being able to run without getting tired or gaining accessories that allow you to find hard-to-see items. One accessory you can get allows you to see the locations of all currently accessible substories, and this one item brought my playthrough to a major halt. I began exploring everywhere, doing as many as I could because of how beneficial they were. This also caused me to get engrossed in finding every MesuKing card as well as spending way too much time with Pocket Circuit because of course there are substories tied to them WhY wOuLdN't ThErE bE? I got that thing in Chapter 4 and I think I spent over 10 hours of my playthrough in that chapter because of it. Do I regret any of it? Absolutely not. The side content of this game is great fun and absolutely worth seeking out. However, it's important that players don't get too lost in the sauce of the side content so they can see that plot unfold!

If I had to think of any issues I had with this game, it would be with some of the enemies you face towards the end of the game. Towards the very end, you'll begin encountering lots of enemies that use guns, which interrupt your combos and immediately knock you to the ground, requiring you to mash the X button to get back up before another enemy hits you while you're down. It is very possible to enter a situation where one enemy shoots you, you get pummeled by others, and then when you get up another enemy shoots you, repeating the cycle. These are escapable, but they are very annoying. I also began getting annoyed by some of the later game bosses, who really like to dodge out of your moves and begin countering you real fast. I found that the best strategy for these was to use the Rush style and quick step around them constantly to get behind them to punish them, but this quickly became the song and dance for most bosses because of just how many acted like this. I wanted to take advantage of other styles but their dodges didn't move fast enough to allow me to do some serious damage, so I'm a bit sour about that.

Overall, I really enjoyed Yakuza Kiwami. my playthrough lasted 31 hours, but probably would've been a little over 20 if I didn't do so much side content. I enjoyed exploring Kamurocho, playing mini games, fighting Majima, and seeing what the plot had to offer. Needless to say I'm excited to see how this is expanded upon in Yakuza Kiwami 2, and I highly encourage those who want to give this series a shot to play this game!

Reviewed on Jan 13, 2024


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