Reviews

Yakuza Kiwami punches hard enough to make you forget it's a remake

Yakuza Kiwami has a slightly strange identity problem. It's a full remake of the 2005 original Yakuza — rebuilt in the Dragon Engine's predecessor, the same framework that powered Yakuza 0 — and it arrived in the West in 2017 riding the wave of enthusiasm that 0 had just generated. That's both a gift and a quiet trap. Players who came in through 0 had already spent 60-plus hours with a slicker, more generous version of Kiryu Kazuma before they got to Kiwami. The comparison is unavoidable, and Kiwami doesn't always win it.

But here's the thing: it doesn't need to. Kiwami isn't trying to be the definitive Yakuza game. It's trying to be a faithful, playable retelling of where Kiryu started — and when you stop measuring it against its predecessor and just let it run, it holds together more convincingly than its reputation sometimes suggests. The combat is sharp. The Kamurocho recreation is dense and atmospheric. And the core story — a man released from prison to find the world he sacrificed everything for has quietly moved on without him — still lands with real weight.

Four fighting styles, and only three of them feel essential

Kiwami carries over the four-style combat system from Yakuza 0: Brawler, Rush, Beast, and Dragon. Each has a distinct mechanical identity. Brawler is your generalist — balanced damage, reliable counters, decent against groups. Rush is a fast-pressure style that trades raw power for evasion windows and quick jabs. Beast turns Kiryu into a weapon-wielder who deals massive damage with environmental objects but moves like he's wading through concrete. Dragon is the prestige style, locked behind a specific progression system and best suited for boss fights.

Yakuza Kiwami screenshot Scene from Yakuza Kiwami.

The Dragon style's unlock structure — the Majima Everywhere system — is one of Kiwami's most debated design choices, and reasonably so. Kiryu must encounter Majima Goro in scripted and random encounters throughout the game to rebuild the Dragon of Dojima style he's lost during his years in prison. Some of those encounters are genuinely clever: Majima disguised as a police officer, popping out of manholes, appearing mid-minigame. Others feel like filler. The system gives Majima a strange amount of narrative weight for what is ultimately a combat-progression mechanic — which either delights you or quietly irritates you depending on how much Majima you can take. Personally, I found the randomness engaging for the first half and vaguely tedious by the third act.

What makes the combat hold up in regular play — not just in highlight-reel boss encounters — is the Heat Action system. Landing specific contextual attacks depending on your position relative to an enemy or a piece of the environment gives the fights a physical specificity that most action games don't bother with. Slamming someone's head into a vending machine has a different animation and damage output than slamming them into a railing. That tactile variety keeps the repetition from accumulating the way it might in a less considered brawler.

Kamurocho is still doing heavy lifting

Kamurocho is a small district — roughly modeled on Tokyo's Kabukicho entertainment area — and Ryu Ga Gotoku Studio has been iterating on it since 2005. By Kiwami, the environment feels genuinely lived-in rather than just visually detailed. Streets have functions. The Champion District has a different social register than Tenkaichi Street. You learn which hostess clubs are expensive and which ones are mid-range not through a map tooltip but through spending time there.

Yakuza Kiwami environment Scene from Yakuza Kiwami.

The side content embedded in that space ranges from surprisingly well-written to deliberately absurd, sometimes within the same substory chain. There's a sequence involving a young man convinced he's a superhero that starts as a joke and pivots into something genuinely affecting. That tonal whiplash is a Yakuza series signature — and Kiwami handles it reasonably well, though it doesn't have quite the density of substories that Yakuza 0 built up around the same map. You'll notice the relative scarcity if you came in from 0 first.

Minigames fill out the world without overstaying their welcome: karaoke, batting cages, mahjong, a surprisingly robust pool table implementation. None of them are deep enough to constitute a game unto themselves, but they create the illusion of a city with things to do at 2 AM that aren't all violent. That illusion is important. It's what separates Kamurocho from a combat arena with storefronts pasted on.

The story still earns its dramatic beats

The central plot — Kiryu taking the fall for a murder he didn't commit, emerging a decade later to find his sworn brother Nishiki has become a major player in Tojo Clan politics and his childhood companion Yumi has vanished along with ten billion yen — is melodrama in the classical sense. It is deliberately heightened. The twists are telegraphed well in advance if you're paying attention. But the emotional mechanics underneath the plot still function. Kiryu's loyalty is treated not as a virtue to be celebrated but as something closer to a compulsion, and the story is honest about the cost of it.

Nishiki Akira is the most interesting character in the game — possibly more interesting than Kiryu himself. His trajectory from loyal friend to compromised antagonist is developed carefully enough that his choices feel motivated rather than convenient. The scenes between Kiryu and Nishiki in the final act hit harder because the game has spent time establishing what they were to each other before Kiryu's imprisonment. That's basic dramatic construction, but it's executed cleanly.

Where the story creaks is in its treatment of Yumi, who spends most of the runtime as a narrative object rather than a character. This was presumably a limitation inherited from the 2005 original, and Kiwami doesn't substantially address it. The game asks you to feel strongly about Yumi's fate without having given you much reason to know her. It's the one place where the remake's faithfulness to the source material works against it.

What the remake actually fixed — and what it didn't touch

Kiwami made material improvements to the original's combat — importing the style system from 0, replacing the older, stiffer fighting mechanics. It also updated the visuals substantially, brought in new voice recording for the Japanese cast, and added the Majima Everywhere system as a structural addition. These are real changes. The game you're playing is meaningfully different from what shipped in Japan in 2005.

What it didn't fix: the pacing in the mid-game, specifically around chapters four through seven, where the plot slows considerably and the side content is asked to carry more weight than it can always support. There are stretches where you're running back and forth across Kamurocho for reasons that feel more procedural than purposeful. Players who push through those chapters on narrative momentum alone tend to bounce off; players who engage with the substory layer tend not to notice. That split says something about how the game is best consumed — slowly, laterally, not in long straight-line sessions.

Who this is actually for

If you've played Yakuza 0 and want to follow Kiryu's story chronologically, Kiwami is the right next step — understanding that it's a smaller, less lavish production. If you're coming in cold with no prior series exposure, Kiwami is actually a reasonable entry point precisely because it's less overwhelming than 0. The map is compact. The mechanics are introduced gradually. The main story is tighter in scope.

It is not, to be clear, a showpiece remake in the way that Resident Evil 2's 2019 reconstruction was — where Capcom essentially rebuilt the game's design logic from the ground up. Kiwami works within the original's architecture and upgrades the fixtures. Whether that's enough depends on what you're asking for.

What Yakuza Kiwami makes a quiet case for is the idea that a story about loyalty, consequence, and men who can't stop fighting even when the fighting has stopped making sense is worth telling more than once. The seams show sometimes. The Majima system outstays its welcome. Yumi deserved better from her own story. But Kiryu's first chapter — played at your own pace, with enough patience for the slow parts — is still worth the time.

Editorial scoring

Gameplay6.0/10
Story6.0/10
Visuals6.0/10
Replayability7.0/10
Overall6.0/10

Reader Q&A

How long does it take to finish Yakuza Kiwami punches hard enough to make you forget it's a remake?

Main story runs around 120 hours depending on how thoroughly you explore. Completionists can spend 2-3× that.

Is Yakuza Kiwami punches hard enough to make you forget it's a remake good for newcomers to Action-Drama RPG?

It depends. The systems are deep but the tutorial does a fair job. Veterans of Action-Drama RPG will feel at home faster.

Which platform should I play Yakuza Kiwami punches hard enough to make you forget it's a remake on?

Console version is the most stable on launch. PC version benefits from the modding scene long-term.

Was Yakuza Kiwami punches hard enough to make you forget it's a remake worth the launch-day price?

Depends on backlog. The replay value justifies the price for genre fans; casual players should wait for a 40%+ discount.

Are there DLCs or expansions worth picking up?

Skip the cosmetic DLC. The story expansion is the only one we'd recommend at full price.

What did Ryu Ga Gotoku Studio get right (and what could be better)?

Ryu Ga Gotoku Studio nailed the moment-to-moment loop and the world-building. Pacing in the mid-game and inventory UX have room for improvement.

Reader comments

AH
Akira Hassan2026-06-10
Bit of a different perspective here — I actually played Kiwami before 0, so I didn't have that 60-hour benchmark the review keeps referring to. Kiryu felt fresh to me and the Kamurocho streets were new enough that I wasn't measuring them against anything. Curious whether the review's score would shift if they considered someone coming in without 0 as context, because the 'quiet trap' framing assumes a specific entry order that wasn't universal.
SG
Shion Gordon2026-06-10
The point about 0 generating the wave of enthusiasm that Kiwami then had to surf is something I hadn't thought about before reading this. I remember recommending Kiwami to two friends right after they finished 0 and both of them dropped it within the first act. At the time I chalked it up to them just not clicking with the series, but the framing here makes me reconsider — they weren't losing interest in Yakuza, they were specifically feeling the step down from a more generous version of the same world.
JH
Jake Hummel2026-06-10
The article nails the exact trap Kiwami falls into. Playing 0 first means you've already seen Kiryu at his most fleshed-out — the cabaret club, the real estate wars, the substories that go on forever in the best possible way. Then Kiwami hands you a comparatively sparse Kamurocho and expects you to be dazzled. The Majima Everywhere system is genuinely clever as a workaround to pad encounter variety, but it also exposes how thin the core content is underneath it. RGG Studio clearly knew the comparison to 0 was the elephant in the room, which is probably why they leaned so hard into those Majima ambushes as a selling point. The 6/10 feels honest to me — Kiwami is competent and sometimes charming, but it's rebuilding a 2005 skeleton and the bones show.
DH
Donald Hood2026-06-10
Does the Majima Everywhere system have a frequency slider on PC or is the ambush rate fixed regardless of settings?
CB
Chad Braun2026-06-10
120 hours logged by the reviewer and they're still calling it a 6 — I respect that. The Mr. Shakedown fights alone dragged my playtime way past what I expected, and the coliseum grind for the completion list is genuinely brutal in a way the article doesn't really get into. Also the Mahjong and Shogi completion requirements are no joke. I'd probably land at a 7 just for sheer content density, but I do agree the Dragon Engine predecessor starts creaking in some of the longer boss sequences.
AT
Alexander Tyler2026-06-10
The review describes Kiwami as punching hard enough to make you forget it's a remake, then scores it a 6. Those two things are in real tension with each other. If the engine framework that powered Yakuza 0 is doing enough heavy lifting to obscure the 2005 origins during regular play, that seems like it should be worth more than a mid-range score? The caveat about Kiwami not winning the comparison to 0 is fair, but grading a game against its own prequel rather than its own merits feels like a structural problem with the review's logic.