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#kiryu is living it up with all the fun little mini games he can do
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crime doods doing activities
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jostepherjoestar · 4 years
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hey cozy! ik requests are closed at the moment so u dont have to answer this im only sending it so i dont forget the idea! u can answer once requests are open again haha so like what about hcs for la squadra members actually playing yakuza? im not a yakuza player but my friend is and im trying to get into it!
La Squadra playing Yakuza 0 HC’s
AAA! Anon I love you for requesting this!! I know the niche in the Yakuza and JJBA venn diagram is kinda small :0 but here we go regardless because this mixture has literally been my shit for a year so far!! Hc’s for them playing Yakuza 0 since that’s a very nice entry point 💖✨(also deffo give the game a try it will BREAK UR HEART)
also maybe Yakuza 0 spoilers?
Risotto
Risotto will be hard to convince to do anything fun or relaxing since he’s always working. After a loooooot of nagging he will finally give in and say he’ll play a chapter or two.
Silent standoff with Kiryu because Risotto can R E L A T E.
Is surprised that he likes the fighting mechanics and quickly picks up the combos, literally obliterates enemies with his skills.
Gets sucked into the story and will play more than two chapters because he just needs to know what the fuck is going on.
Risotto is BAD at the karaoke mini game at first, not really having much experience with games in general, especially rhythm games. He gets a little better over time but still can’t get over a 92 score.
When he gets to Majima he will  R E L A T E again. He feels a connection between the complicated situations in the game and his own work life, he’s glad that it’s fictional because he’s already feeling a bit stressed thinking about being in those situations.
Will finish the game pretty quickly, doesn’t do too much side quests or minigames because he loves the story too much. He does like the Cabaret Club Czar minigame, he enjoys talking to the girls but won’t finish it. Ignores the existence of Pocket Racing.
Formaggio
Is into casually gaming every once in a while and is open to the game but isn’t really sure he will like the story.
Oh but he falls hard. He’s totally in love with this game, literally loses his shit at the end of every chapter.
Will get distracted and play way too much side content instead of the main story despite wanting to know what happens next. Will also ragequit if he can’t get the hit in baseball or grab the plushy in the claw machine.
Likes the silliness of the side quests but gets a little whiplashed from the emotional tone changes in the main story.
POCKET RACING IS HIS SHIT! Will complete the Real Estate business thing just so he can spend all his money on car parts.
Is pretty good at karaoke and will start randomly singing the songs throughout the day. Also really loves Cabaret Club Czar and grind till he finishes it. 
Formaggio is a loud gamer, will say his thoughts out loud and attract an audience from his housemates.
Is a literal mess at the end. WHY CAN’T WE HAVE NICE THINGS?
Illuso
Doesn’t really game but like Risotto will finally cave so whoever’s nagging will finally shut up.
Is suspicious of every character and what their part is in the story. Has a bunch of predictions at the start, actually got a few things right before knowing what was up.
Really loves Nishiki and wishes he could be friends with him in real life. Does still think he’s hotter than Nishiki even though he has great hair.
Doesn’t bother too much with doing a lot of side quests and finds it really annoying he can’t run through the map without getting into a fight every 2 seconds.
Oof he doesn’t really like Majima but gets where he comes from, just doesn’t really relate to him.
Gets annoyed by Kiryu’s denseness sometimes.
Enjoys the story but doesn’t really get emotionally attached.
Even though he will have enjoyed it, he won’t play any other games from the franchise, he has better stuff to do.
Prosciutto
Prosciutto is not a gamer AT ALL, has a hard time getting into it and barely understands the controls.
Will offer live snide commentary about the stupid stuff that happens.
He does enjoy going ham every once in a while once he gets beast mode.
He tries out almost everything available sidecontent-wise and eating at restaurants just to see what it’s like.
Does get bored easily and doesn’t care if he finishes the game or not.
Well shit... he dropped the game before he even got into it.
Don’t bother him again with playing games unless it’s cards, he’s an old man like that.
Pesci
Pesci enjoys gaming every once in a while and is actually pretty good at them. He can really lose himself in them, fully concentrated and having a lot of fun.
He loves Kiryu and looks up to him, he can relate to Kiryu being a bit lost as well. Majima on the other hand is very cool to him but he doesn’t really get his transition.
Will love playing Cabaret Club and completes it. He truly does his best to talk with the hostesses, making it practice for when he actually has to talk to girls.
Has a crush on all of the girls, if they’re somewhat nice to him he’ll think about them for days.
Pesci is pretty good at fighting in the Colosseum as well, enjoying being able to focus on successfully beating the hell out of those idiots.
Wants to swoop Makoto off her feet and speed off to safety. Cheers her on quietly and cries whenever bad things happen.
Absolutely crushed by the ending but will still want to continue playing the other games in the franchise.
Melone
Did someone say new hyper-fixation? Because it sure sounded like it!!
Melone plays to game from start to end fully into it and only wanting more. In between jobs he’ll spend most of his time playing, fully immersed.
He wants to 100% the game at any cost, so he will do premium adventure to get all the achievements.
Sometimes he isn’t even having fun anymore, just doing the things he needs to get that 100%. Will have heard every single karaoke song a million times and still listens to them by choice.
He looooves playing Cabaret Club Czar and doesn’t even need a guide to know how to get the most out of his hostesses. He’d actually love to manage a hostess club now that he thinks about it.
Will get a crush on Majima, will cry at all the horrible stuff that happens and he will stan him even harder in the end.
Melone is already planning his trip to Tokyo for a thorough tour of Kabukicho (Kamurocho), won’t even need a guide since he’s memorised the map.
He will also purchase all the other games available in the franchise. Honestly he’s never been this into any game before but he’s so glad to have found it.
Ghiaccio
Just like Formaggio he is a loud gamer. This game will get on his nerves, especially since he isn’t immediately good at fighting.
No matter how angry he gets he will NOT quit! Gritting his teeth and slamming the controller but HE WILL CONTINUE FUUU-
Can relate to Majima a lot, sometimes he feels like another pawn in a game he has no power in. Maybe it inspires him to be more rebellious or let go of mental restraints.
He will try for hours on end to get a 100 in karaoke. When he finally gets it, expect a loooot of yelling and whooping.
Secretly loves dressing up the hostesses but is too embarrassed to play too much Cabaret Club in case someone walks by.  
Ghiaccio will also get annoyed at Kiryu’s sporadic stupidity.
He’ll also spend a lot of time on Pocket Circuit but he won’t finish it once it gets hard, unlike the fighting in the game, he will quit this minigame.
He won’t let anyone see or know but he sobbed like a baby at the ending. He really liked the story and got attached to these wonderfully weird characters.
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tojohq · 6 years
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Yakuza 6: The Song of Life Review
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The end of Kiryu’s story. As ominous as it sounds, that’s one of the biggest selling points of Yakuza 6: The Song of Life. The character that has been leading the series since its very first game finally has an ending chapter to its saga. As an old-time fan, that made me worried and intrigued: How do they plan to end its story? What’s the series going to do moving forward? And, more importantly, how does the game compares to its predecessors, with all the changes made to its engine?
The following review aims to be as spoiler-free as possible, but be advised some spoilers may occur for previous games of the series, like Yakuza 5. Read at your own discretion.
Kiryu Kazuma, the series’ main character, spent several years in prison following the events of Yakuza 5. He is released only to find out that Haruka is in a coma after having been hit by a car. She also had a kid, Haruto, who is at risk of being taken to an orphanage. Kiryu must fight for and maintain custody of Haruto, while investigating the strange mysteries surrounding Haruka’s accident. The stage is set as we initially enter Kamurocho once again, and after he begins his investigation, the trail leads to Onomichi: a peaceful town that is more than it seems.
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The new Dragon Engine was introduced in Yakuza 6, bringing several innovations to the series. For starters, the graphics got a revamp compared to the older engine (used from Yakuza 5 to Yakuza Kiwami), being the first game developed exclusively to PS4. The level of detail in textures, character models, and the world itself, is outstanding. A common complaint about Yakuza 6 is the presence of screen tearing on the game, but I must say I wasn’t able to notice said issue. It’s worth noting that the game runs at 30fps, compared to 60fps on Yakuza Zero and Kiwami. New physics were added, both to the open world exploration and the battles. Exploration-wise, Kiryu can now jump over things, climb stairs, and even fall down from certain buildings. The inventory has also changed. You don’t need to send items to a hideout-like place, like in previous games. Your inventory can store as many items as you like; however, you can only hold 5 of each health/heat restore items, or 10 of each food/beverage items.
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Things have changed - the year is 2016 and even Kiryu has a smartphone now, which acts as the game’s menu. Through it, you can find your current tasks and missions; access your inventory; check your stats and mail; check your completion list; change settings; and even take photos or selfies.
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With the new graphics engine, Kamurocho has been completely reworked. We have new explorable areas, like Millenium Tower’s rooftop gardens and the Kamuro Theater. We can enter and explore several random buildings, making the city more alive than ever before. We have the same number of taxi stops as before, but more destinations as a whole. It’s worth it to note that certain portions of the map have completely changed. Little Asia is a primary example, and some underwent… peculiar changes, like Pink Street, which is in a diagonal orientation now. However, not everything is good news: some explorable areas that have been around since the first game have been removed, like the Champion District and the Kamurocho Hills/West Park area. We also have fewer stores than before (Kotoburi Drugs, for example, is gone).
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Onomichi is considerably smaller when compared to Kamurocho, and has less shops, restaurants and entertainment spots. This more accurately reflects the cities’ real-life counterparts. It’s a port town based on a Hiroshima city that goes by the same name. Here you can access the spearfishing and baseball mini-games, as well as the Snackbar Gaudi. Snack bars are, on that note, popular places on Onomichi to hang out, considering the city doesn’t have Cabaret Clubs. You can also find a few restaurantes, a temple, and a pawn shop.
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We have quite a few new minigames compared to previous games, like the Live Chat, which - more than just being sexy - manages to be funny and quirky due to Kiryu’s reactions; full ports of SEGA games, like VF5FS and Puyo Puyo; and classic arcade games from the 80s, like Space Harrier.
The RAAP Gym features a series of minigames where the player should press the buttons accordingly to make Kazuma exercise. After a session, the trainer recommends a dish you should eat, which impacts the evaluation you receive. Before you attempt to train again, you need to engage in a random encounter in the city.
There’s also a baseball team management minigame.  You can recruit new members through substories or around the city and train them. On a match, you can manage your players and sometimes control the hitter. It’s a bit confusing, and, honestly, I didn’t manage to find it too enjoyable.
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The Gaudi Snack Bar - unlocked during the baseball team quest line - is actually one of the most fun addictions to Yakuza 6, mini-game wise. For it, Kiryu is invited to a small and familiar bar in Onomichi. In the minigame, you speak with NPCs about their problems, enjoy a few drinks with them, and can even play darts or sing Karaoke. All these things help you develop your friendship with them. Each NPC has its own story, and each one of them is enjoyable, and some of them are tough nuts to crack - you will will need to be persistent with these. I’ve gotten so invested in this specific portion of the game I started to think about the NPCs as close friends of Kiryu, and it made me like Onomichi itself a lot more, since some of these characters are shop owners. It’s a simple yet great addition that gave even more life to the city.
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The Clan Creator is another minigame first introduced in Yakuza 6. It involves recruiting NPCs to your very own Kiryu Clan and using them in battles - but Kazuma himself doesn’t fight, he just commands them like in a strategy game. You can set your hierarchy: Captain, Lieutenants and so on. There’s also an online mode available, where you can fight other player’s Clans. You can, also, add new members to your Clan by entering codes, made available at several different places and through the Yakuza Experience website.
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Another feature is the opportunity to help a Cat Cafe that… happens to have no cats, since its owner doesn’t do well with the animals and they all ran away. It’s up to Kazuma to find new cats in Kamurocho or Onomichi for the shop by giving them food and earning their trust. After you max out the trust gauge of a cat, someone will go get the felline, which you can always see in the Cafe from then on.
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The spearfishing minigame is basically a shooter with a fishing theme. You can earn money from the fishes you catch, and there’s a spearfishing level: the higher your level, the higher your HP in this minigame. You have different spears to choose from and three different areas to fish in - both selections make an impact on the mini-game difficulty.
Some classic mini-games have been removed, like bowling, pool, UFO catchers, and gambling. Changes have been made to Karaoke and its song list: they are all new this time around. The batting cage minigame has also changed slightly. The Cabaret Club minigame has also been reworked, with a new card-based system that has made it more enjoyable.
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Yakuza 6 has 52 substories in total, from which a considerable amount is tied to mini-games like the Snack Bar Gaudi, the Clan Creator, and the Baseball team. We also have 40 different Trouble Missions. Trouble missions are picked through the app ‘Troublr’ on Kiryu’s phone. They usually require the player to battle against an enemy or a group of enemies who’s causing - as the name implies - trouble in Kamurocho or Onomichi. Trouble Missions usually spawn nearby you, are time restricted, generally under 5 minutes, and are considered failed if you engage in another event  (like a cutscene or a minigame).
The soundtrack and effects of the game are once again memorable. Differently from previous games, there’s no opening theme this time. On the other hand... some of the songs really stand out, like Joon-gi Han’s theme, several battle themes, and some of the karaoke songs (prime examples would be ‘Hands’ and ‘Today is a Diamond’).
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With the new graphical engine and physics also came a new combat system. The very core of it - characteristic to the series - remains the same: fight, do combos, use heat actions. However, the changes run deeper. It was reworked from the ground, with completely new combos, actions and Heat Actions. Unfortunately, Heat Actions are one of the biggest flaws of Yakuza 6 in that there are very few of them. That said, the new physics also make the combat both hilarious and satisfying at times: it’s not rare to see objects being destroyed simply by running through them, or enemies being thrown far from you by doing a combo finished with a kick.
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In Yakuza 6 - once again - we see a new leveling system. We have five different experience points: Strength, Agility, Spirit, Technique and Charm. Different activities award different amounts and different kinds of experience. For example, you will get more Strength and Agility by fighting than by doing entertainment activities. You can spend experience points on basic stats (Health, Attack, Defense, Evasion, and Heat Gauge), battle skills, heat actions, and other skills.
We also have an in-depth buff system this time, like increased experience gain, increased money drops, increased stats, and so on. They can be achieved through different means (such as temple blessings, statue offerings, food buffs, and machine drinks) and last a set amount of time or battles.
What was played:
A full playthrough of the main story, 40 substories, and all minigames at least once. Around 60 hours of game time.
Pros:
Graphics are gorgeous and detailed
Great OST
The cities seem alive and as detailed as ever
Several new minigame addictions are fun and rewarding
Good story with likeable characters - both on the substories and the main plot
Cons:
Certain classic mini-games were removed
Areas that have been accessible in Kamurocho since the first game, like the Champion District and the West Park/Kamurocho Hills area are off limits now
Combat seems simplified compared to Zero/Kiwami: less combos, less heat actions
No system to craft weapons, or even to carry then
Verdict: A fitting end to Kiryu’s story, with great graphics, OST, and side content, but not without a few hiccups. Fewer heat actions and the removal of certain minigames detract from it, when compared to previous games of the series.
Score: 8.5/10
Disclaimer: Reviewed on a standard PS4 model using a review code provided by the publisher.
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seganerds · 7 years
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[dropcap]T[/dropcap]he yakuza with a heart of gold is back once again, this time in an updated remake of his very first adventure.
Yakuza 0 was my first experience with the series, and if you haven’t played the game and/or read my review, I encourage you to do so before proceeding. The reason is that even though it isn’t essential to have played 0 before Kiwami, the latter is still nonetheless built off the former, and in many ways, to understand one is to understand the other.
In truth, this comes more from a mechanical perspective than a narrative one, as both titles purportedly use the same engine. This comes through in a variety of ways, as both games largely tend to look, feel, and sound the same on a fundamental level. I don’t personally see this as a bad thing in any way, but at the same time, the fact that this comes from designing both games to run on the PlayStation 3 (in Japan, at least), some minor things like occasional pop-up do spring up from time to time.
Taking control of Kazuma Kiryu tends to feel much the same as well, though I found early on that using his various fighting styles felt slightly different to me than they did in Zero, though that may have simply been my being used to the more leveled-up versions in that game before having to go through the process again in this one. That process is an interesting one in itself, as you do have one of those sorts of “resets” that takes you from a powered-up Kazuma at the start of the game to a point where you have to work your way back up.
In fact, this works against the game at one point early on. I thought the difficulty was uneven as some mooks went down in no time flat, while bosses were like wailing away at a brick wall (though knowing Kiryu, he’d probably do better against the brick wall). It turns out that this is due to a sloppy implementation – or rather, education – of a feature newly added to this release: The Kiwami Heat action.
Basically, during the course of a boss battle, you build up your Heat Climax meter, and when the boss gets winded, they’ll glow with a colored aura that corresponds with one of your fighting styles as they regenerate health. When you’re in that style, you can perform an extra-special damaging move that halts the process and makes the battle a lot easier.
Unfortunately, without getting into too much detail, they decide to introduce this concept before effectively stripping you of it without really telling you. Getting it back is simply a matter of applying experience points to the appropriate leveling-up chart, but you’re not informed of this in any way, thus leading to some confusion (and YouTube videos explaining what to do) I’ve witnessed around online.
Oh, and on the note of leveling up: Since making fat stacks of cash was more of an 80’s theme in the original, it doesn’t play into “buying” moves and levels as it did in Yakuza 0, and enemies don’t have cash flying when beaten. Instead, leveling up is done in an altogether more traditional fashion. It’s understandable, but slightly disappointing after the thrill of mad money flying everywhere.
Speaking of difficulty, another new feature in Yakuza Kiwami is the “Majima Everywhere.” Early on in the game, you meet up with Yakuza 0’s other playable character, Goro Majima, and he pretty much wipes the floor with you, setting up the idea of him attacking you at random to help restore the Dragon of Dojima to his former glory. I was worried that these battles would prove cumbersome to deal with, but relieved to find out that would not be the case.
Instead, Majima Everywhere is a true highlight of the game – you really can’t be sure where he’ll come from, and he goes to some crazily absurd lengths to draw the attention of “Kiryu-chan.” There came one point where his attacks became relentless and were actively preventing me from progressing in the story, but he soon backed off and allowed me some time to do what I needed to do. That brief period aside, Majima is a delight to encounter, save for the occasions you simply run into him while roaming, as he sadly has only one script for every such encounter. Those are still fun, mind, but feels like they’d have been better had Majima been given more to say.
Sadly, one disappointing thing about Majima is that he doesn’t really feel much like the same character we met and played as in Yakuza 0. Maybe there’s room for a “Yakuza 0.5” to tell the rest of his story?
The Kamurocho area feels much like Yakuza 0 as well, but with some 17 years of change applied to it, allowing the map to feel both familiar yet fresh at the same time. Of course, without Sōtenbori to run around in as well, the play area of the game is only about half the size of its prequel. Even so, some different things have been done to freshen things up, such as the locker keys and game cards which now litter the streets, replacing the phone cards from before.
Incidentally, another carryover from Yakuza 0 is that when you come across someone being victimized, it seems the goons and Kazuma’s dialogue is lifted straight from that game.
In terms of story, Yakuza Kiwami comes from a kind of weird place, as it remakes a game that did not have a predecessor behind it. As such, you don’t really have to have played Yakuza 0 to follow along in Kiwami. It’s beneficial, to be sure, as there are indeed various references dropped throughout, and even an entire side-story which calls back to the prequel, but for the most part, you’re given all the context you need to follow along with what’s happening in the here and now without having played the first one.
Even so, I really do recommend playing Yakuza 0 first. For one reason, it’s just a great game, but for another, it will help to enlighten you to some of the main characters, their relationships, and their hardships in this game. In fact, in some ways, Yakuza Kiwami on its own feels less like Kazuma’s story than it does his friend Akira Nishikiyama, which unfolds throughout the course of the game. But playing Yakuza 0 beforehand helps reinforce the bond the two have, helping make Kiryu’s tie to everything feel that much stronger.
Beyond that, a word of warning worth heeding is that the story can be fairly confusing at first, presenting the player with a number of flashbacks (and I think even some flashbacks within flashbacks) that can be a little much to take in. Fortunately, it’s not long before things straighten out a bit and everything makes more sense as it runs smoothly, so I encourage you to stick with it if you’re trying to get a grasp on things and it feels like a bit much.
Yakuza Kiwami is a bit of an odd one, a game that feels as much like a sequel as it is a remake, which makes sense as it is both. In some ways, one could also say it feels like a sort of second episode or expansion to Yakuza 0, as it’s a shorter game that focuses on half the main characters and settings of that title. As a remake of a game that’s 12 years old and had plenty of time to see numerous refinements and growth, there is only so much one can be expected to do to bring it up to modern standards.
Still, just as I loved Yakuza 0, I love Yakuza Kiwami. It has its quirks and foibles, sure, and I might even like its recent prequel just a little more, but damn if I didn’t enjoy every moment I played (and will continue playing, as there are still plenty of sidequests left to handle). I can’t say the game is without faults, but none of them were ever enough to bring me down in the face of all the goodness it has to offer.
Summary
Yakuza 0 set a new standard for the series as the best place to start, but if the lower-price is more of a draw, then you’ll of course still do well by jumping in with Yakuza Kiwami. And if you’ve already played Yakuza 0, then this soft reboot is a great way to keep the good times rolling.
I’d end by saying “Bring on Yakuza Kiwami 2,” but since Yakuza 6 stands between the two releases, I’ll just have to hope it will be as friendly to series newcomers and veterans alike as this was.
Pros:
+ Shorter, single-character narrative makes for a tighter experience + Majima everywhere is a blast, and helps make up for the lack of him as a playable character this time + All fighting styles from Yakuza Zero are available right at the start + Some punks, a dog, a rock, and Kazuma. You’ll know why when you see it
Cons:
– Really could have introduced players to Kiwami Heat actions better – No vintage SEGA games to play at the arcade this time – The number of multiplayer games feels limited compared to the number of mini-games featured in the main campaign itself – No Mark Hamill as Majima. [Note to self: Ask him to squeal “Kiryu-chan!!” for me on Twitter]
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We re-live the original @yakuzagame ‏in our #YakuzaKiwami #review: The yakuza with a heart of gold is back once again, this time in an updated remake of his very first adventure.
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