

New additions include Mesuking and a conversation-based minigame revolving around the hostess clubs. Some minigames have returned from Yakuza 0 including pocket circuit racing, karaoke, the batting cages and traditional Japanese games including shogi and mah-jong.
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Unlike Yakuza 0 though, that used the backdrop of the Japanese bubble economy to shower Kiryu with money and then use this to upgrade your fighting styles, Kiwami employs a more traditional EXP system, with most interactions awarding a bonus.Īway from the story and the battles are the usual substories and side-activities the series is famous for. Fighting is fast and fluid and there are a lot of different moves you can use, some with devastating effects on an enemy’s health bar. Random fights will occur on the street and – using one of the four fighting styles for Kiryu – you must defeat your opponents. Kiwami features almost identical gameplay to Yakuza 0: players are given the playground of Kamurocho to explore at their leisure. Other locations have had facelifts or may have moved around a bit, but by doing all these lesser changes along with the bigger ones it keeps Kamurocho fresh for those who thought they had explored all of it. Gone is the Empty Lot – the MacGuffin from Yakuza 0 – and its replacement is the skyscraper known as the Millenium Tower, a prominent building in Kiwami and future instalments. Certain areas are unchanged including the bowling alley and batting cages, but the biggest change is the Millenium Tower. Players will struggle to recognise Kamurocho as well, mostly due to the 17 years time difference between Yakuza 0 and Kiwami. And after finding out that his childhood friend Yumi has gone missing, it isn’t long before Kiryu is once again exploring this new version of Kamurocho from top to bottom. Fast forward then to 2005 and Kiryu returns to the city of Kamurocho, a place now virtually unrecognisable to him.
