![]() ![]() Playing at an arcade (remember those?) is one option, complete with working Virtua Fighter and Virtual On arcade cabinets, claw machine games, the occasional side quest or two, and a strange device called a Toylet, which creates a game out of urinating. There’s more to life in Japan as a Yakuza than just getting in fights. That is one of the main reasons to play a Yakuza game, after all. Although combat can be frustrating, Kiryu can purchase potent health drinks before battle, and the player has essentially unlimited lives in each battle, both of which practically ensures that the player will progress the story. Still, there aren’t any chances to change a move mid-animation, and dodging isn’t as responsive as one might expect. Combat feels a bit stiff to start, although unlocking abilities like parrying can help. While these items can give Kiryu a leg up on his competition, since they don’t last very long he’ll be forced to rely on his fists and Heat bar. Items have a certain number of uses, at which point they can no longer be used in battle and must be repaired, dumped, or sold. Outside of battle, Kiryu can equip any items he buys or picks up off of knocked down enemies, up to three at a time. Speaking more on combat, Kiryu is the main draw, though there is a new chapter featuring a playable Gojo Majima. It’s fun to see which restaurants offer the best XP for your yen. So, this game mechanic helps to ensure that the player goes out and explores the city, or at least engages in the next story mission or seeks out a side quest. If he’s too full, he can’t eat anymore, and as such won’t be able to upgrade his abilities. Each authentic food or beverage fills up Kiryu’s stomach, which empties as he gets into more fights. Restaurants and convenience stores can help Kiryu obtain more XP as well. Those experience points can be earned by completing quests, and there are five different categories of experience to collect. There are a plethora of creative options at the player’s disposal, and most actions are cheap to unlock, in terms of XP. Other examples include throwing people over railings, slamming bicycles on top of them, or stabbing an enemy with a switchblade, including a knee to the hilt to ensure the blade really goes deep. For instance, if Kiryu has a pair of chopsticks equipped in one of his weapon slots, by spending some heat gauge when prompted, he will grab the fingers of an enemy in a vice-like grip, and then pummel them for good measure. ![]() For those unaware, a Heat action adds special finishing moves to Kiryu’s repertoire, most of which are context-aware. Heat actions make a return, including some brand new ones. Yakuza games have always been brawlers, and Kiwami 2 is no different. With so much emphasis on the story, combat almost takes a backseat. It really helps to get people up to speed, or to refresh players’ minds who may have not played a Yakuza game in a while. In fact, for those who may have skipped both the first Yakuza Kiwami game and the prequel, Yakuza 0, Kiwami 2 features a recap feature that spends its time detailing most, if not all, of the major moments in the previous two games leading up to where the player finds Kiryu. Plenty of familiar characters make a return, and cutscenes have been reworked for this remake as well. Also new to Kiwami 2 is the 'Majima Saga' which features Goro Majima in his own playable adventure revealing events that occur prior to the game.Yakuza Kiwami 2 follows the same story of Kazuma Kiryu as he attempts to live a normal life, having retired from the Yakuza, but of course he is quickly recalled as the Tojo Clan finds itself in dire straits once more. Play fan favorite minigames including updated versions of the Cabaret Club simulator and Clan Creator, or check out all new additions like an arcade port of Virtual On, golf bingo, and Toylets. Rebuilt from the ground up, Yakuza Kiwami 2 uses the Dragon Engine to update one of the series stand-out titles into a modern classic. In this world, there can only be one dragon. ![]() Kiryu, the Dragon of Dojima, must travel to Sotenbori, Osaka in an attempt to broker peace between the rival clans, but Ryuji Goda, known as the Dragon of Kansai, will stop at nothing to get his war. Tearing him away, an assassination threatens to erupt in an all-out war between the Tojo Clan and the Omi Alliance. One year after the 10 billion yen incident, Kazuma Kiryu begins to build a peaceful life with Haruka Sawamura.
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