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#this was just Kiwami 1’s Majima Everywhere System
moophinz · 1 year
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Hey. Hey remember the trophy and scene called Taming the Mad Dog in Y3. Do you remember. Do you—
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pocketbelt · 1 month
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Yakuza Kiwami (PC)
I remember hearing somewhere that they kept the direction and cinematography and so on as exact to the PS2 original's cutscenes where possible, and while I can't vouch for that myself (having never played the original), I feel like you can sort of tell at points. The way some characters look at things or pose or animate does have PS2-era CG cutscene vibes. It's adorable, honestly.
What can I say but "it's peak"?
The main thing I feel coming out of Kiwami, a modern day remake of Yakuza 1 using the assets, engine and so on of Yakuza 0, is that they either moulded it into such a natural pair for 0 or 0 was designed to be such a natural fit for 1 that it's a bit uncanny. In that sense, anyone jumping on can use 0 & 1 pretty readily, from my own experience here.
The high melodrama, the wild emotions, the sheer commitment to emphasising the raw strength of Kiryu, the layered twists, the stories of these games are just so fucking enjoyable, man. I think the substories are on the whole less engaging and fleshed out than 0's, but some of them are pretty neat; the bulk of the side-content work has instead gone into the Majima Everywhere System, where the demented one-eyed goofball just comes at you from anywhere and everywhere to fight and provide a vehicle for giving Majima story content and the player buckets of EXP.
I can see why people might find that particular system contentious - Majima is pretty relentless and will spawn in your vicinity rather eagerly, and he does get fucking tons of health the further you engage with him, but also there's so many fucking events and scenes and gags and moments tied to it that it easily justifies itself. When Majima says he'll jump you wherever and whenever he fucking means it: he'll appear out of bins, doorways, the trunks of cars, just out of thin air at your heels (leading to the above beautiful shot), he'll jump you in the queue at the burger joint or the convenience store (he actually does both of these) - he can even appear to challenge you to the myriad minigames around town and there are entire unique animations and voice lines recorded for the occasions, and some even have tiny storylines where he repeatedly challenges you! He even has a wide array of 'forms' with their own animations and gags. The commitment to the bit is so fucking complete that I can't help but adore it - and it helps that Majima is just plain fucking fun to fight, moreso than any regular enemy.
There's just so much I find so comfy about these games, honestly. The ability to make and implement so many assets to ground the game world in reality, such as actually having real magazines with their real covers from the week/month the game takes place during in the convenience stores, it does so much to enhance the world. Popping into a restaurant to eat food to refill HP and get a little EXP is something so quintessentially brawler that it warms my heart every time I get to do it in stuff like this or River City Girls, there's just something so aesthetically pleasing about actually relaxing or eating or something to heal before going back to busting heads with your fists.
It'll get interesting from here; Kiwami 2 is next and is based off the engine and gameplay of Yakuza 6, which changed enough to be on some level controversial or contentious, to my hazy memories of osmosed chatter about it. I think that the series transformed into a turn-based RPG series right after 6 might say enough, but I'll see. After that, it jumps into remasters of 3 through 5, which are pre-0's engine and refinements, and I'm curious about how tangible that jump is.
However it goes, Yakuza 0 & Kiwami 1 are something of a platonic ideal for videogames, to me. Games don't need to any better than this, at best, they don't need much more content than this and they certainly don't need to break the bank the way that so many do.
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yakuzadumpingground · 3 years
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Well since I'm feeling contrarian I'm gonna rank all of the yakuza games I've played (which is everything except the original 1 and 2, Dead Souls, and the Japan only games) which is guaranteed to piss someone off. Starting with the best-
1. Yakuza 0
Ok, not a controversial choice. I'm sorry. But the general consensus is correct. On top of having one of the best stories in the series, a really fun combat system (albeit not very challenging, but it's not like i play yakuza for challenge), and some of the most memorable sidestories, the setting really gives this game a certain style that nothing else in the series has. Also, one of the few yakuza games that's decently paced. Honestly, most of my complaints about this game are nitpicks (such as how grindy maxing out your character is) it's just a kind of boringly perfect game, really.
2. Yakuza: Like a Dragon
"BuT iT's TuRn-BaSeD" ok cool guess you're just gonna miss out on a fantastic fucking game. I gotta say, it was a real hard choice between "I wanna see the side stories" and "I GOTTA know what happens next in the story" sometimes. I don't know else I can say about this game: great story, great characters, just a great time. Admittedly, as an RPG it.... needs work. The encounter rate is WAAAY too high and the job class system is pretty busted. Even still, the genre change is a breath of fresh air and honestly pretty charming at times. Play this, goddamn
3. Yakuza Kiwami 2
It was a real toss up between Kiwami 2 and the game in the 4th slot, but in the end, Kiwami 2 wins by being more consistently enjoyable. Unlike the first two games on this list I can't say Kiwami 2 had a good story exactly, but I can say it's an entertaining one. I was rarely bored playing this, and in terms of sheer fun, Kiwami 2 wins that crown. I was *howling* at the ending, my God.
4. Yakuza 5
I'm of two minds when it comes to this game. On the one hand, some of my favorite stuff is in this game. The intro is very unusual but hit me in a weird way that really stuck with me. It finally made Saejima likable. Playable Haruka. Shinada, my beloved. On the other hand, while Yakuza games having pacing problems is pretty much the norm, whoo boy does yakuza 5 test your patience. Sloths move at the speed of fleas on meth compared to this game. Also, the actual overarching story is pretty weak and uninteresting. It's really best viewed as a collection of loosely connected stories. This game definitely has it's flaws, but the high points more than make up for them
5. Yakuza 6
Someone's gonna get mad that this game isn't lower, I'm sure. Yeah, it's flawed. It's not best send off for Kiryu. It's lacking in content. The ending is fucking terrible. But there's still plenty here to love. I love Onomichi, it's honestly one of my favorite locations in this series, even if there's nothing to do in it. It's just wonderful to look at and walk around in. I like the Onomichi cast. Beat Takeshi is there. Having Kiryu's saga cap off with a game about family is a great idea, and until this game's awful fucking ending it's a touching exploration of that theme. But fuck this game's ending. Seriously.
6. Yakuza 3
This is... a weird one. I can both see why the fanbase rejected it at the time and why fan appraisal has gotten so much kinder to this game. Like y6 (honestly y6 is really an unofficial remake of this game) it's a game about family. That being said, I rank it lower than 6 because of the relatively lower stakes and weak plot. It takes a long time for the main plot to actually start, and honestly it can take it's dear sweet time. Whenever I was going main story quests all I can think was about how much I'd rather be dinking around doing mundane shit for the kids. But I can't say this game isn't charming as hell. It's really one of the few times you really see Kiryu as just a... guy. Raising his kids, just living his life. For a series all about high octane melodrama, slice of life is a welcome change of pace
7. Judgment
Ooh, HERE'S the controversial take! Yeah, I didn't really care for Judgment. Judgment is the opposite of y3, where instead the main plot is actually very interesting but we spend. So. Much. Time. On. Bullshit. It's not a short game either. I spent so much of this game wondering when we're getting to the goddamn fireworks factory. Putting the pacing problems aside, the characters are fun but apart from Yagami and arguably Sugiura they don't get much in the way of meaningful development (it feels like Higashi's character arc is almost entirely off screen). The "detective" gameplay is meaningless fluff and adds nothing (note to game developers: tailing missions always suck. They sucked in Assassin's Creed and they suck here) and the attempt to bring back style changing is half-baked. I didn't hate my time with this game, but it left me underwhelmed
8. Yakuza Kiwami
This was actually my first yakuza game. And thank goodness Kiryu is hot because this game is... rough. First off, the story is just not very good. It spends a lot of time with tedious red herrings and extraneous shit with characters we don't care about. I honest to God had a hard time following the plot on my first playthrough because the cast is like 90% unmemorable middle aged Japanese men that show up like once in the first hour and then once in the last (but you're expected to remember them). It doesn't fare any better gameplay wise. It does make one good decision, bringing back style changing, but then for some reason they decided to make every boss fight an awful chore by having them regenerate their hp several times a fight (unless you happen to have the heat to do a heat action, and even then they regen hp so fast it may not help that much). What. The fuck. This snowballs into the Majima Everywhere which... look. I know. Goromi. But this system is still one where you have to fight a boss over and over and over again (in a game where fighting bosses is a chore). I've seen people slide off the series after going from 0 to kiwami, and that sucks. Maybe it was best i started here; if I liked this game, I'll probably like the rest
But there's one game I'd say that'd worse
9. Yakuza 4
When I played Yakuza 4 the first time, it was the ps3 version and I hadn't played 3 yet (it was more expensive.) So when I replayed 4 it was after playing 3, and honestly I was appreciating the game a lot more. After the slog of 3 it was nice to have a game with a snappier pace. And Akiyama was a fun change of pace. Him and Hana have a fun dynamic. I remembered not liking this game; was I too harsh? Could I have appreciated 4 more if I could see the improvements from 3? Then I got to Saejima's section then I remembered why I don't like this game. Honestly, I could go ON about how much Saejima's part sucks, it is easily the worst time I've had playing a yakuza game. I'll spare you that novel for now tho. And from here, the game never really recovers. We move on to Tanimura, the worst yakuza protagonist by the sheer virtue of how boring he is. By the time Kiryu shows up again I was so damned thrilled to see him. But he doesn't really save this game. Yakuza plots are usually convoluted and sometimes hard to follow, but 4's just gets exhausting to keep up with. By the time you get to your 28th betrayal you just can't care anymore. And it all caps off with a lazy fucking ending and the absolute worst final boss fight in the series. Oh Curryman. You deserve a better game.
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thathomestar · 7 years
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I’m a bit torn on the Yakuza Kiwami games. On one hand, they can be drastically different from the originals (and not always in a good way), but on the other hand it can be a chore to actually play the originals.
This issue doesn’t even exist in Japan since the entire mainline Yakuza series besides 6 is on the PS3. Literally just buy a PS3 and you’re set. But the rest of the world didn’t get the 1&2 HD ports, so now the series is split between three consoles. For people who don’t have PS2 or PS3, this can get fairly costly (as of now, PS2′s run for like $50 and decent PS3′s go for like $120. The price of each game varies as well, though most of them are $40 and under).
The option of Emulation for the PS2 games also exists, as long as your CPU has 2 or more cores, you should be fine with some tweaking. But emulators like PCSX2 can intimidate people who aren’t really PC gamers who aren’t used to having to test and tweak settings specific for their machine.
And even then, you have to have a tolerance for somewhat clunky PS2 controls, which is going to put even more people off, especially people who didn’t grow up during the 6th console gen when pretty much all games had somewhat clunky controls that had to be mastered. People going from Yakuza 0 as their first game to Yakuza 1 might be in for a shock as to how archaic it can be (plus the fact that Yakuza 1 has a fairly mediocre english dub).
But the Kiwami games change quite a lot from the originals. The combat systems in both of them are completely unlike how they were before. Kiwami 1 makes the player battle Majima a million times just to reacquire Kiryu’s signature fighting style (a somewhat inferior version of it, I might add). Kiwami 2 omits it entirely, simply slapping Yakuza 6′s fighting style on instead.
Many voice actors are different. Hell, some character’s faces look different in Kiwami 2. Some cutscenes have been altered. Kiwami 2 removes an entire playable section in a small Osaka district called Shinseicho. The YF6 minigame from Yakuza 2 isn’t in Kiwami 2. Music tracks from the originals are replaced. Receive You is THE Yakuza series theme, and it wasn’t even in Kiwami because they didn’t wanna license it (well, the western version anyway. The Japanese version has a cool cover by B’z).
Though, the Kiwami games also add things. Kiwami 1 and 2 have minigames the originals didn’t. Kiwami 1 has the Majima Everywhere system (for better or for worse), and it even adds cutscenes explaining the backstory of Nishiki, one of the major characters. Kiwami 2 adds an entire side story with a playable Majima, as well as insert the Clan Creator side activity from Yakuza 6.
It’s arguable if Kiwami 1 replaces Yakuza 1, since Yakuza 1 can be really clunky at times (the English dub doesn’t help either), and Kiwami 1 is faithful enough for the most part. But Kiwami 2 could almost be an entirely different game from Yakuza 2, so it’s a shame people don’t want to (or are even able to) give the original a chance when it’s one of the best games in the entire series.
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operationrainfall · 7 years
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Title Yakuza Kiwami Developer Sega Publisher Sega Release Date August 29, 2017 Genre Action-adventure Platform PS4 Age Rating Mature Official Website
With the success of Ryu ga Gotoku 0: Chikai no Basho, or simply Yakuza 0 in the West, Sega went further in celebrating the 10th anniversary for the series by re-releasing Ryu ga Gotoku or Yakuza as almost like an expansion. This time, not as an HD Remaster like the one released prior on the PS3, but a full blown remake with the same engine used for Ryu ga Gotoku Ishin and Yakuza 0. Bringing forth improved visuals texture and character models, frame rate, combat, and new added content which includes expanding portions of the story like the transformation of Kiryu’s sworn brother Nishiki from an ally into an antagonist. Since the HD Remaster never made it to Western shores and given how dated the first game can feel, it made perfect sense with 0 being a prequel and a new good starting point for those who wanted to dive into the franchise without dusting off their PS2s. With how well Yakuza 0 fared, how does the remake of such a classic stand up with these benefit of these new mechanics and added content?
Yakuza Kiwami begins 7 years after the events of Yakuza 0, with Kiryu now considered a rising star at this point who continued serving under the Dojima family banner. After doing the usual rounds of collecting debt money, Kiryu meets up with his old friends Nishiki and Yumi at Reina’s bar in celebration for his new future prospects. As the day goes by, Kiryu goes to visit the head of the Kazama family and his foster father, Shintaro Kazama, to catch up. Before they can go into details, Kiryu gets a call that Dojima kidnapped Yumi in his usual drunken haze and Nishiki was going after him. Knowing things would get bad, Kiryu rushes to Dojima’s office only to arrive too late with the sight of Dojima lying dead from Nishiki shooting him in self-defense. Knowing what fate his friend would face as a consequence of murdering one’s family head, Kiryu decides to take the fall and goes to jail in his place. Ten years pass and things have only gotten worse for the Tojo clan as the clan’s fortune has been stolen and the Third Chairman of the clan, Sera, turns up dead the day after it was discovered. If that was not enough, during the 10 years Kiryu found out that Yumi disappeared without a trace. After being released, Kazuma heads back to Kamurocho to help his foster father and locate his childhood friend and old flame Yumi, as well as protect a little girl named Haruka who shares a strange connection to Yumi.
For its time, the game’s plot was riveting and had just enough twists and turns to keep me interested with a well-rounded cast from all walks of life. Some of the twists haven’t aged that well, but some have been given a much-needed update to make them a little more believable. At the end of every chapter now, we get a glimpse of how Nishiki went from being a lowly officer to eventually becoming a villain. While I wished we had more to go on like his sister, I’m glad we got something as the original game presented us with friends with a long history but that was something we never got to experience until Yakuza 0. Even Yumi got some love with an entirely new section in the first chapter dealing with her birthday and Kiryu going out of the way to get a ring for her. It feels like padding but it was funny and emotional enough that I felt it was worth putting in. On the other hand, the additions to what they did for Majima I personally believe were not only unnecessary and hurt the narrative a bit but felt unwarranted. I won’t dwell on it, but they introduced a new game mechanic called the “Majima Everywhere” system that rears its head in the game’s plot. It is what it is, fan service and nothing but. It’s good to flesh out the beginning of the game with how he wants to test Kiryu’s convictions, but was it really necessary for him to get severely injured not once but twice just so you can justify his presence for this game mechanic, only for him to be taken out of commission just before the last story boss fight, when in the first game his early injury did just that? It’s superfluous and beyond stupid. Is it nice that they answered why Majima was obsessed with fighting Kiryu, something that the original game and the prequel Yakuza 0 skimmed over. Hell, not even the sequel Yakuza 2 ever explained it. But is it a good idea to shove this character in my face far more often even when it’s not necessary when it could have instead used that time for other characters? No.
When it comes to the Yakuza games, it’s the standard drill, a beat ’em up action game where you run around doing side stories with many random encounters to beat random punks to level your character with many little excursion possibilities sprinkled throughout the city in the form of mini-games, all the while continuing the plot at your own leisure. Speaking of mini-games, there are plenty though not too many new additions except the return of Pocket Racer with a few familiar faces now all grown up and the rock paper scissor style Cat Fights now with more depth and less frustration in the form of an arcade game called Mesu King; all the women now dressed up as insects and its pretty enjoyable and hilarious with all of its quirks. As for the meat of the game, the game is essentially Yakuza 1 with 0‘s skin, in both the game’s engine and combat system. Kiryu’s three styles from Yakuza 0 are back with of course the Dragon of Dojima style being available from the get go but with a unique twist. Since the bubble era is over, the game returns back to the old style of leveling mirroring the original game. You obtain experience through random fights, eating and finishing sub stories, with 78 in all, under 3 categories with the sphere grid system from Ishin and Yakuza 0 returning for Kiryu’s returning three styles. The aforementioned unique twist comes in the form the previously mentioned Majima Everywhere system, which is more negative than positive and holds the game back.
The fourth sphere grid doesn’t use any experience and instead, each orb has criteria to fulfill which unlocks the abilities for the fourth style, the Dragon of Dojima. When Kiryu left prison after 10 years, he has lost all of his abilities, which include his trademark style, so instead of just continuing on as normal at the beginning of chapter 2 like the original game, you instead bump into Majima who starts a fight and beats Kiryu easily. Not being happy with how weak Kiryu has become he offers to follow Kiryu around and pick a fight by any means. Hence the name “Majima Everywhere” he will literally be everywhere, in a trunk of a car, under a giant traffic cone, he will sneak behind you from an alley way, dress up as a cop to stop and frisk you etc. That’s not all, he will even go as far as to challenge you in several of the game’s minigames, like Pocket Racing, bowling, darts, you name it. I will admit, it at times was entertaining seeing Majma going out of his way to dress up even as a Hostess and the game just goes with it and you play the mini game like normal, dropping some references here and there from the multiple games and the ranking specific events were hilarious. However, to go up said ranks to unlock more abilities you need to fight him a lot and I mean a lot, specifically to obtain all the abilities from Majima’s side, with a few obtained from Komaki’s training, meaning you will have to fight Majima a whopping 50 times. That includes the fights in the story as well and others that are by pure accident as he will continue to hound you on the streets at any and all times. It’s repetitive, at times frustrating as his health grows exponentially and if he so sneaks up on you in his frequent hot spots, you must fight. So I hope you are willing to lay the smack down for another 5 to 10 minutes every time or just load up a save.
More Kiwami on Page 2 ->
Making a great remake isn’t easy, as this game proves that even with good intentions, sometimes added content can be detrimental and hurt the overall product, especially ones that are so tied to the game mechanics and in this rare case as well as the story. Majima Everywhere is when fan service goes too far and becomes more fan disservice — I honestly don’t want to fight Majima for a long time and I don’t expect seeing myself replaying this version of the first game all that often because of this. The first game is dated, yes there is no denying it, but what I loved about it and subsequent releases after was how well they were paced. I can play the story and do most of the sub stories with a mixture of random encounters and my Kiryu will get maxed stats and all abilities outside of training. While this thankfully applies to the other styles, the same can not be said of the style that Kiryu used for the entirety of the original game and subsequent later installments. It’s just not enjoyable having to grind boss battles and fight a character who gradually obtains more and more health bars thus making the grind even more painful unlike the side quests in Yakuza 0 which felt more natural and flowed better. Yes the developer’s are unapologetic and know they have a smaller budget to work with and reuse assets including the game’s engine and fans realize it and accept the games for what they are, as do I. This terrible decision though was self inflicted — they chose to put something this dull into the equation in the name of fan service and it boggles my mind. Another thing I noticed was the bosses now having been overhauled and now with entirely new move sets, which makes sense, but the problem is that they’re all mostly recycled from other bosses in the franchise. This isn’t entirely new, one instance of this was the moves and animations of one of the Yakuza 5 bosses Okita and reusing the majority of them again for Majima’s Dancer style; but that was it, a few instances, not an entire line up. It just screams laziness rather than being their usual efficient selves as a development team.
When Ryu ga Gotoku Kenzan hit the scene, they added to the series a kind of boss exclusive QTE heat moves and Yakuza 3 followed up with “Feel the Heat” for boss context sensitive heat moves which were somewhat similar. I bring this up because now after so long they come back to an idea similar to those for this title with “Climax Heat” and it came with questionable results. There is nothing more frustrating or just plain annoying than seeing a boss regenerate health. Well in Kiwami each boss, ranging from mid-bosses to simply a strong opponent, has a chance to do just that, multiple times even. Usually, after taking down a health bar down or two from them, they will activate a color coded aura where they will begin to regenerate. To stop this you either use a weapon heat move or a Style Heat Move that corresponds with the color. The problem? Even on Normal the health regeneration can be very quick with them gaining almost an entire health bar back as you switch styles. If you don’t have enough Heat you’re pretty much going to have to either consume an item you carry on yourself that boosts your heat bar or pummel the enemy to gain enough heat, just to possibly get enough damage in so they didn’t regenerate too much health that you just scraped off. Sometimes the prompt just refused to show up and I had to position myself differently to activate it but that allowed them to gain even more health back. It’s a beyond god awful gimmick and it makes Hard difficulty and above unbearable at times.
When the game was released in Japan I heard complaints that the game suffered at times from frame rate dips, and while the game does stutter at times when exploring Kamurocho with a bit of screen tearing, the combat is silky smooth 60 fps with them implementing its updates upon its western release and I’m very thankful. When it came to cutscenes I noticed some updates not just for some new lines to fit the narrative, but even it even updated some of the voice acting which is nice; though the cutscenes themselves are a different story. Being faithful is one thing, but barely updating them shows a lack of effort, and it felt awkward as they just updated the textures and lip-syncing for the old cutscenes but the new ones have far better animation and pacing to them. When it comes to the music, the Ryu ga Gotoku franchise as a whole always delivered and went hand and hand with its gameplay to such a degree that it was ingrained into it and I cannot say the same for these remixes which I honestly felt either were too overproduced or in some fashion butchered them. The long time composer of the series, Hidenori Shoji was tasked in blending multiple musical genres with a modern feel for the game’s 2005 city setting. Doing so masterfully with mixing, hip hop, RNB, rap, rock, heavy metal and jazz to morph into some of the most contemporary and toe tapping music an action beat ’em up could ever have asked for and still feel like a video game soundtrack at its finest. The remix tracks replace real instruments what sounds like for synchronizers and dub step bulldozing what made the tracks not only fitting tone wise but thematically to the scenarios. It’s not all bad, some tracks like the remix for Unrest is fine and the remix for id was serviceable albeit being a departure, but the remixes for say the Funk Goes On and Intelligence For Violence are just terrible. On a side note, not surprising anyone, the licensed tracks are sadly gone, which include the main theme of the game Receive You which was done not in-house but collaborated with an actual famed band in Japan so it didn’t make the cut which I feel was a blow to the game, as it fit Kiryu and served as in introduction to the game perfectly.
Yakuza (2005)
Yakuza Kiwami (2017)
My complaints boil down to poorly thought out new gimmicks and the lack of effort; it’s apparent that this was a quick cash grab, not of the soulless corporate type but of what their general focus was on creative wise. Their development apparatus was clearly being more fully committed to Ryu ga Gotoku 6, or Yakuza 6, and its new engine then it was on for this remake. It’s not a terrible remake, no, but a disappointing one. Doesn’t help matters when one of the series usual strengths, its soundtrack, drops the ball and only makes the above issues I had just seem worse. New fans will likely be satisfied with the low price of $29.99, with this being their first experience of the first game that was chronologically released. As an old fan that played the original, I felt it accommodated me enough but wasn’t as satisfying as it could have been and needed more time to either fix the rough edges, add a bit more content or at least more effort to where the game needed. For the 60 hours I played, I got around 90% of the completion list done and still need to replay it on the hardest setting, so you are getting your bang for your buck. I can only hope that the recently announced remake for Yakuza 2, Ryu ga Gotoku Kiwami 2, will fare better as I hold the second entry in high esteem and near and dear to my heart.
[easyreview cat1title=”Overall” cat1detail=”” cat1rating=”3.5″]
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REVIEW: Yakuza Kiwami ​ Title Yakuza Kiwami
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