Game Review: "Yakuza Kiwami 1" – A return to Kamurocho that feels more like a history lesson than an exciting journey

 


After the massive success of Yakuza 0, SEGA faced a fairly obvious question: what comes next? The answer was equally straightforward a remake of the first entry in the series, which for years had remained firmly rooted in the era of the PlayStation 2. Yakuza Kiwami is a modernized version of the original Yakuza from 2005, rebuilt on the Yakuza 0 engine, enhanced with new mechanics, additional story content, and numerous technical improvements. On paper, it sounds like the perfect entry point for newcomers and a nostalgic return for longtime fans.

The problem is that Kiwami quickly exposes its limitations. It is a game torn between modern design sensibilities and a narrative and structural foundation that is over twenty years old. The final product is solid and often enjoyable, but the longer you play, the harder it becomes to shake the feeling that this is a noticeable step down from Yakuza 0.

Story – A foundation of the series that hasn’t aged gracefully

Yakuza Kiwami tells the origin story of Kazuma Kiryu a man who takes the fall for a murder he didn’t commit out of loyalty to his best friend. In the mid-1990s, Kiryu’s life is on the rise: he is close to forming his own family within the Tojo Clan, developing a relationship with Yumi, and appears destined for success. One night changes everything. Kiryu is sent to prison for ten years, and upon his release discovers that Kamurocho is no longer the place he knew, his friend Nishikiyama has become someone else entirely, and ten billion yen has vanished from the clan’s vault.

On paper, this is a solid crime drama setup, but in execution the story feels noticeably simpler and more naïve than what Yakuza 0 delivered. Many plot threads resolve too easily, character motivations often feel shallow, and several twists border on soap-opera absurdity. Nishiki suffers the most here despite new scenes added specifically for Kiwami, he frequently comes across as a one-dimensional antagonist rather than the tragic figure he was meant to be.

The biggest issue, however, is structural. As a remake, Yakuza Kiwami was unable to alter the original story’s core. SEGA could only smooth the edges, which means the narrative while occasionally effective clearly falls behind the more sophisticated storytelling seen in later entries.

Kiryu and Haruka – An emotional core that is often overused

Kiryu’s relationship with Haruka remains one of the game’s strongest emotional anchors, but even this dynamic isn’t free from issues. The sheer number of times Haruka is kidnapped or endangered becomes borderline ridiculous when viewed through a modern lens, often provoking eye-rolls instead of genuine concern. Once again, this is a relic of early-2000s game design that hasn’t aged well.

Gameplay – “Yakuza 0, but with worse design decisions”

From a purely mechanical standpoint, Yakuza Kiwami initially feels excellent. The four combat styles Brawler, Rush, Beast, and Dragon are largely lifted from Yakuza 0, and the ability to switch between them seamlessly remains immensely satisfying. Hits have weight, Heat Actions are brutal and flashy, and combat feels responsive and impactful.

Unfortunately, frustration sets in the deeper you go. Reduced damage output, armored enemies, and bosses capable of regenerating health cause fights to drag on unnecessarily. Boss HP regeneration, which must be actively interrupted, is one of the most widely disliked mechanics in the game not because it’s difficult, but because it artificially prolongs encounters and punishes players by undoing progress.

Even worse is boss design that often forces the use of a single optimal style, effectively killing combat variety. Experimentation becomes pointless when enemy armor renders certain styles borderline useless.

Dragon Style – The best system, wasted by poor implementation

Dragon Style in Yakuza Kiwami is arguably the best version of the style in any non-Judgment Yakuza game. Fully upgraded, it is fast, powerful, and deeply satisfying. The problem is getting there.

Dragon Style cannot be upgraded through traditional skill trees, instead relying entirely on the Majima Everywhere system. The concept is brilliant Majima ambushing Kiryu from trash cans, disguises, or absurd scenarios is pure fan service gold. In practice, however, it quickly becomes repetitive, and the grind required to fully upgrade Dragon Style seriously disrupts the game’s pacing.

Some design changes are simply baffling, such as double finishing blows now consuming Heat, making Dragon Style objectively worse in certain scenarios for no clear reason. It’s a perfect example of a system that is theoretically superior to Yakuza 0, yet functions worse within the context of this game.

Kamurocho – Familiar, but worn out

Kamurocho remains one of the best-designed compact open worlds in gaming, but in Kiwami it’s hard to ignore the sense of déjà vu. Asset reuse from Yakuza 0 is everywhere, and for players coming directly from that game, exploration lacks the same sense of wonder.

Side missions are similarly uneven. Newly written substories are noticeably stronger than those carried over from the original, many of which boil down to Kiryu punching scammers and con artists. They lack the creativity and emotional weight seen in later entries.

Minigames and extras – Pleasant, but rarely exciting

Minigames are serviceable but noticeably fewer than in Yakuza 0. Pocket Circuit returns, MesuKing is baffling, and the rest are familiar distractions. Everything works, but it often feels like content included out of obligation rather than passion.

Audiovisual presentation – A solid facelift with questionable choices

The game looks and runs far better than the original, though it is hardly a technical showcase. The biggest improvement is the full Japanese voice acting, finally allowing the story to be experienced as it was intended. The altered soundtrack, however, is a questionable decision — perfectly fine, but for many, inferior to the PlayStation 2 original.

Verdict

Yakuza Kiwami is the best way to experience the first entry in the series, yet it is also one of the most disappointing when directly compared to Yakuza 0. It does many things right, but rarely does anything better. The longer you reflect on it, the more evident the wasted potential becomes — excellent systems constrained by outdated design.

It’s a good game. Just not as good as it should have been.

Score: 7/10

Pros

+A solid remake that significantly improves the original’s technical flaws

+Strong combat system with smooth style switching

+Dragon Style is extremely satisfying when fully upgraded

+Majima Everywhere is excellent fan service

+Japanese voice acting and improved localization

+Ability to save anywhere

Cons

-A weaker, more naïve story compared to Yakuza 0

-Boss HP regeneration and frustrating encounter design

-Some combat styles are artificially weakened for no good reason

-Heavy grind required to upgrade Dragon Style

-Extensive asset reuse from Yakuza 0

-Shorter and less memorable side content


My gameplay:



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