Yakuza Kiwami 2 is set one
year after the events of Kiwami 1. Kazuma Kiryu, once again, finds
himself pulled back into his old life at the heart of a new struggle
for control of the Tojo Clan. Whereas Kiwami 1 was built upon the
Yakuza Zero engine, Kiwami 2 uses the more recent ‘Dragon’ engine
of Yakuza 6.
The visual overhaul is
impressive compared to Kiwami 1, and the maps of Kamurocho and
Sotenbori, whilst instantly familiar in terms of layout, feel fresh
to explore thanks to an expansion of indoor environments and
alternative paths.
The combat can, initially,
feel a little slow compared to Zero and Kiwami 1, but once you’ve
upgraded several of Kiryu’s skills and unlocked new abilities, it’s
as satisfying and enjoyable as ever. Like Kiwami 1, it doesn’t
offer quite the same variety of combat styles as Zero, but I do like
the changes to the way Kiryu earns and spends experience to unlock
new skills.
The story of Kiwami 2 is
engaging and fun. It’s better paced than Zero during the early
stages and, thankfully, the irritating ‘Majima Everywhere’
mechanic of Kiwami 2 has been scrapped. The story builds to a
satisfying conclusion and, honestly, I’d actually be okay if
Kiryu’s story ended here. It feels like a nice ending for the
character.
The main missions are all
good, taking you from Kamurocho to Sotenbori and back again. There’s
a good variety of environments and fights and I’m also glad they
scrapped the boss health regeneration mechanic introduced in Kiwami
1. In fact, it feels like they took a good look at Kiwami 1 and
improved upon everything that worked, whilst also scrapping everything
that didn’t.
That said, Kiwami 2 does
suffer from the same core problem that Kiwami 1 did – it’s not
Yakuza Zero. There’s no escaping the fact that Kiwami 2 is a remake
of a game originally released in 2006. I’d say this remake does a
better job of bringing Kiwami 2 up to par with Zero than Kiwami 1,
but it still falls short in a couple of key areas.
The first, as I’ve said,
is the variety of combat styles compared to Zero. The other is side
content and substories. The substories in Kiwami 2, like Kiwami 1,
are nowhere near as enjoyable as those in Zero. They’re typically
short, simple and often feel rather pointless. There are some good
ones sprinkled throughout, but most of them are entirely forgettable.
Kiwami 2 does improve upon
the ‘business’ side content, however, with the return of the
hostess club, although I can’t give it too much praise because it
is, aside from the characters and story surrounding it, exactly the
same mechanically as it was in Zero. But Kiwami 2 does introduce a new –
sort of – business mini-game called Clan Creator which is a fun
little RTS style experience. I say ‘sort of’ because it was
actually ripped from Yakuza 6, but as I’ve not played Yakuza 6, it
was new to me.
I don’t have much more to
say about Kiwami 2. I’d certainly rate it as a step up from Kiwami
1, but once again, it falls short of Yakuza Zero. At the time of
writing, I don’t know if more of the Yakuza series will be coming
to PC. In a way, I’m now kind of wary of playing more games in this
series.
I’m pretty satisfied with
how Kiwami 2 ends in terms of story, and I’m not sure if any of the
subsequent games will ever live up to Zero in terms of content and
mechanics. That said, if you’ve played Zero and Kiwami 1 then
Kiwami 2 is worth picking up. It’s an excellent game with a great
central story and an abundance of side content to explore.
8/10
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