Must say yakuza 5 is so much better than 3 and 4! Loved kiryus part only on saejimas now part 4 and the location with the snow is soooo good!
I dont know what I prefer 3 or 4 I think I preferred 3 in terms of story! Saejima prison section was a lot better this time round and the combat for him I'm enjoying a lot more.
I've not done to much of the side missions like taxi and hunting mainly because of I do want to proceed with the story but I've been keeping up with the substories unlike 3 and 4 which I need to go back to to clean up.
I mainly do substories, masters, tatsuya and a few of the side missions and then ill clean up at the end or go back and clean up at a later date.
Is there any missable trophies? I know there's one with haruka Is that in her side mission thing and is there a point of no return on that?
Looking forward to haruka and akiyama when I clean up with the substories for saejima and do tatsuya and also the master stuff
I really hope majima isn't dead! No spoilers on that but I'm gonna assume he isn't! And where the hell is daigo! Again no spoilers but the story has me hooked!
submitted by Prelude:
I played the first Yakuza when I rented it back when I was younger.
I only made it halfway through the game and I never rented it again, I don't know why I didn't rent it again because I distinctly remember it being one of the most unique games I had played on the PS2, there was no other game that had its atmosphere.
Time passed by and I would always notice Yakuza in the background, occasionally seeing a trailer for the most recent entry and sometimes finding a game in a store and going "I remember playing that on the PS2" and then looking for a different game.
Eventually, I saw a review of Yakuza 0 around the time it came out, I decided "You know what? How 'bout I try a Yakuza game again?".
Cut to three years later and as of a couple of months ago, I've completed every game in the Kiryu saga and I'm here to summarise my thoughts and rank them from best to worst.
Yakuza 0: This game is amazing.
When I started 0, I was enjoying it well enough but I didn't think it was amazing, but at a certain point after the first few hours, that's when it became great, from that point to the end.
The story is very well done with all the twists and turns and emotional payoffs, the relationship between Majima and Makoto I thought was really touching.
The gameplay was really fun with the different styles, my favourite was Majima's slugger style.
Some of my favourite moments of the game come from the substories, even after playing through the entire series, I still think that 0 has some of the best substories.
I know I'm not being very descriptive but there are only so many ways to say that Yakuza 0 is great and I don't have anything to add to the discussion when practically everyone thinks Yakuza 0 is great.
Starting the series with the prequel was an interesting experience, to most Yakuza fans this game is the backstory to characters they already know, to me, this is my introduction to these characters.
There were only a couple of times where I was confused due to not having played the other games, the part where I was confused the most was at the very end when it mentions the Millennium Tower.
Yakuza 0 is a great game, but you probably knew that already.
And one last thing before moving is when I unlocked the Dragon Of Dojima style, I decided to put on Kiryu's classic suit and went out on to the streets at night, and as I was beating up some thugs, I ended up getting flashbacks to Yakuza 1 on the PS2, it was a cool moment of nostalgia for me.
Yakuza Kiwami: This game is a mixed bag.
Starting with the story, I don't think it has held up to time, and that's excluding the bits with Majima they added which I'll get to that in a bit.
There's a lot of sections in the campaign where the story digresses from the main plot and spends time on subplots that have very little to do with the main story.
The best way I could explain it is that the story lacks momentum, it constantly stops and starts for detours that it feels less like the story is progressing and more like events just happen.
The stuff added with Majima clashes with what was in the original game, Majima changes from how he is in 1 and how he is in the rest of the series, and considering that they're essentially two different characters, it's incredibly jarring.
I think there are two ways they could have gone, either change the story cutscenes so that Majima acts like he does in later games or don't have the Majima Everywhere system. Having Majima swap between two different versions of himself just adds issues to the story and makes the game inconsistent.
The gameplay is similar to 0, except I didn't like the bosses as much.
There were a lot more moments during gameplay where I would get attacked constantly and would have very little time to react so it felt cheap.
The Majima Everywhere system was fun because of all the different interactions with Majima, one of my favourite moments was when he busted out his karaoke outfit from 0.
The thing I didn't like about it was that after I had finished the Majima Everywhere storyline Majima would still fight me which made finishing up all the substories annoying.
My least favourite part of the game was the presentation, the cutscenes were just the PS2 cutscenes with newer models pasted over them. The low-quality animations and Kiryu's dead eyes were incredibly distracting and took me out of the experience.
I also noticed really bad tree pop-in, not sure if anyone else had that but it was very distracting during the daytime.
I've been crapping on the game for the last several paragraphs, so what did I like about Kiwami?
I liked the connections to 0 and how they felt natural and not forced.
Added substories like pocket circuit and the woman asking about the bubble period were some of my favourite substories from the game.
The line Kiryu says to Haruka, "Something bad happened there a long time ago." acknowledges the events of 0 while being subtle.
Haruka is freaking adorable.
Even though I had issues with the story, I did like the ending, it sorta made up for the story a little bit.
Overall, even though I said more negatives than positives, I didn't hate my time with Kiwami, I liked it as much as I disliked it, it's a mixed bag but I didn't regret playing it.
Yakuza Kiwami 2: This game is way better than Kiwami 1.
The first thing I want to mention is the presentation, the cutscenes look way better than Kiwami 1, probably because the original Yakuza 2 had better animations, so they don't look half bad with newer models, there were times where I completely forgot that the cutscenes came from a PS2 game so I wasn't nearly as distracted as I was in Kiwami 1.
There were a few times where animations looked robotic but thankfully they were few and far between.
The story is a huge improvement from 1, it fixes the issues I had with 1's story, it's more focused and gets less distracted.
Ryuji Goda is probably the best antagonist of the whole series.
Overall I don't have many issues with the story except for the ending, the fake-out cliffhanger was bizarre, and the after-credits scene of Date going "Boy it sure was a good thing that bomb was fake!".
It was as if they originally intended to kill Kiryu off but they had to change it so he lived.
That's probably not the case but that's how the ending came across for me.
Other than the bizarre execution of the ending, the story was really good.
The additional content that they added to the remake, the cabaret club minigame and the Majima sidestory, are very good additions to the game.
I'd say that stuff between Majima and Makoto is some of the best writing in the series.
The moment when Makoto realises who Majima was on the airplane is great stuff, one of my favourite moments in the series.
The cabaret club was the better of the two sidestories from 0 so I was happy to see it return in this game.
Overall, Yakuza Kiwami 2 is a great game, almost as good as 0, and is a way better remake than Kiwami 1.
Now that I'm done with the remakes, it's on to the Remastered Collection.
Yakuza 3: This game holds up surprisingly well.
I was pleasantly surprised by how good this game is, I was expecting it to be a bit dated but it didn't feel dated to me.
Starting with what I liked:
I liked the story for the most part.
I liked a lot of the new characters, Rikiya especially, shame he ends up dying, would have liked to see him in later games.
I liked the story of Kiryu becoming a sort of dad for the kids.
I don't know what the consensus on the orphanage kids are, but I liked them, I thought they were fun and well written and they didn't detract from the game for me.
Ryukyu is my favourite location in the Yakuza series, shame it never makes a reappearance, I can only imagine how it would look in the Dragon engine.
My favourite parts of the game were the Revelations, I thought they were a fun way of learning new moves, I liked exploring the world finding all the unique cutscenes.
Overall, the gameplay was fun, I thought the story was decent, the side content was also fun, but what didn't I like about Yakuza 3?
The biggest issue I had with the story was the antagonist Mine.
I couldn't understand his motivations and thought it didn't make sense, even during his villain motivation speech, I couldn't get a grasp on his motivation.
Maybe I wasn't paying enough attention but it did feel like his motivation was overly convoluted.
I think he could have been a good villain had his motivations been clearer.
The twin brother reveal, while I don't think it's that big of an issue, I still think it's a bit far fetched.
The hostesses made completing all the substories a pain in the ass, I must have spent several hours just on the hostesses, easily my least favourite part of the game.
It ends with another fake out death for Kiryu, this one even less justified than 2's.
Other than those things, I think Yakuza 3 is a solid entry that holds up surprisingly well.
Yakuza 4: This game is terrible
Absolutely terrible.
It's kind of impressive how abysmal it is.
This game has the dumbest plot twist in any story I've ever experienced.
And it wasn't just that twist, it was also another event that came afterwards. The event was Hamazaki landing on Kiryu's beach.
It was that tag team that solidified that this game was a poorly written mess, not that there weren't signs before them, but these two events were what confirmed it for me.
First, the rubber bullets twist because I have a lot to say about how stupid it is.
- He still would have injured someone.
Saejima at a few points sticks his guns directly into the stomach of a few of the people at the ramen shop.
Problem is, if you stick a gun to someone's stomach, you're going to put a hole in them because the force coming out of a gun is enough to put a hole in something.
So everyone Saejima did that to should have holes in their stomachs.
But what about the people that weren't shot directly in their stomachs, they should be fine right?
Neither would they be ok, because Yakuza 4 states that the rubber bullets are powerful enough to knock people unconscious.
If they're powerful enough to knock people unconscious, that would also mean that they're powerful enough to
break people's bones.
What would have happened is that they would get shot, it would hurt like a bitch, then they realise that they weren't shot with real bullets.
It wouldn't take until after Saejima left for them to wake up, they would realise it shortly after getting shot.
But okay, let's try to ignore that and take the game at its word, that the bullets just knock people unconscious.
- How would they knock people unconscious?
I don't see how shooting someone in the stomach or shoulder would knock them out, In the chest maybe you can reason it as the bullets knocking the air out of their lungs or something, I know that's a big stretch but at least it's more than what the game gives.
What would have happened is that they would get shot, it would hurt like a bitch, then they realise that they weren't shot with real bullets, just like with real rubber bullets.
So if the bullets worked as they do in real life, it wouldn't knock people unconscious, if the bullets worked like how the game describes them, it still wouldn't work.
Then there's the third point, which isn't a gun logic issue or bullet logic issue, it's a character logic issue.
- Saejima does not aim for the head, despite having no reason not to.
Saejima knows that he is risking his life and that if he succeeds, he will go to prison.
So why does Saejima half-ass the assassination attempt?
Ueno is sitting down, he's completely powerless in this situation, nothing is stopping him from shooting him in the head, yet he doesn't for whatever reason.
Saejima isn't the only character in Yakuza 4 to make the same mistake, Arai also doesn't shoot Munakata in the head when he has the upper hand.
This is even more egregious when you remember that he shot Ihara in the head at the beginning of the game, so it's established that he does shoot people in the head, but when it came to Munakata he just doesn't for no reason.
I can't even say that this twist has faulty logic, it just has no logic.
The twist depends on guns not working how they should, rubber bullets not working how they should and Saejima half-assing the assassination attempt, had Saejima aimed for the head then the plot wouldn't even happen, and that's why it's the worst plot twist I've ever seen.
Then the final nail in this game's coffin is when Hamazaki somehow survives 3 bullet wounds to the chest, somehow doesn't bleed out, somehow doesn't drown and by pure coincidence lands on Kiryu's beach.
That was the exact moment I checked out and stopped caring about the game.
Let's list off some more issues, shall we?
Saejima by pure coincidence ends up on the beach of the person he was just told to look for, then and even though he is a wanted prisoner on death row, somehow manages to get Kamurocho undetected and the game doesn't explain how he does it.
Akiyama's life is saved due to a wad of cash that was never established.
Arai somehow escapes the police station after shooting Munakata.
The weak attempt at tying the plot of Yakuza 4 to Yakuza 1.
I could on and on about the issues the plot, if I did, I would never get to the gameplay, which isn't much better, to be honest.
The biggest disappointment was the lack of a new location, just Kamurocho for this game.
I didn't have much fun playing with Akiyama's or Saejima's combat styles in this game, I liked Tanimura's focus on parrying but because of the whole debacle with Tanimura's original actor, they couldn't build upon it in later games.
I'll always think of Yakuza 4 as "the bad one", the writing is a massive drop in quality from the rest of the series.
Yakuza 5: This game is amazing.
While Yakuza 0 is agreed upon by the Yakuza community to be a great game, Yakuza 5 seems more divisive.
I've seen a post stating that Yakuza 5 has the worst story in any Yakuza game. I obviously disagree, but I would say that Yakuza 5 has one of the best stories in any Yakuza game.
The intro to Yakuza 5 is the best in the series in how it effortlessly sets up the main plot.
The mystery of how we ended with Kiryu as a cab driver and Haruka as an idol made it the most intriguing intro in the whole series.
From the first hour, I was hooked.
A major strength of Yakuza 5's story is giving the main characters and their surroundings time to breathe.
The game gives a lot of time to flesh out its characters and not just the main ones but the side characters as well.
For me, Yakuza 5 has the most memorable side characters in the series, I pretty much remember all of them from Kiryu's coworkers to Saejima's prison mates to the employees at the Idol agency to the citizens of Kineicho.
The finale is really good, I love how almost everything gets paid off, like how the prison mates return and save Baba from killing himself, Takasugi calling Shinada, and Watase, Madarame and Kitakata showing up to help Akiyama, it makes the whole game mean something.
Then there's Shinada, I don't know what the consensus on Shinada is, but out of all the playable characters besides Kiryu and Majima, he's my favourite.
Akiyama's philosophy is interesting but in comparison to the rest of the cast he comes off a bit bland to me, Saejima is cool but he's attached to that dumbass twist and Tanimura had very little going on except his combat style.
When I played Yakuza 5 I had no idea what kind of character Shinada was, so I was surprised when he turned out to be a sleazy goofball.
I really sympathised with his backstory, plus, he's a bit of a Crouching Moron, Hidden Badass type, and I have an affinity for those kinds of characters.
Gameplay is way better than Yakuza 4, Akiyama and Saejima were better to play in this game, Shinada being a weapons based character is cool, the sidestories such as Kiryu's racing sidestory, Saejima's hunting sidestory, and Shinada's baseball sidestory were all fun.
That's everything I liked, but what didn't I like?
The Kitakata kidnapping scene is complete bull.
Aizawa being the final boss could have been set up a lot better.
The game is very on the nose with what the theme is.
Haruka becomes part of an Idol group called Dreamline, the track they sing is called
dream, the final boss theme is "Battle for the
dream", the Japanese subtitle is "Fulfiller Of
Dreams" and I'm pretty sure every character says the word
dream at some point.
Overall, despite these issues, I still love Yakuza 5, I think it's on par with Yakuza 0, to the point where I can't decide which is better.
Yakuza 6: This game is alright.
This is the most "ok" game in the series, I did enjoy my time with it, but if there's one phrase that encapsulates my feelings on the whole game, it would be "it could have been better".
Starting with the story.
Something that I noticed is that even though the opening of Yakuza 6 takes place immediately after 5, Shinada and Baba don't even get a mention, which is weird since they were major players in 5's story but they don't even get a throwaway line.
One thing I like about the opening is Haruka facing consequences for the stunt she pulled at the end of 5.
Initially, I was annoyed at that when I was playing 5, but as I thought about it more, it does make sense that Haruka would do that.
Haruka is pure, she has an optimistic view of the world which in the opening of 6 gets shat on by reality, Akiyama even says to her, "This may not turn out the way you're hoping it will".
I've seen some people say that they don't like how Haruka is depicted in 5 and 6, but I didn't have any problems with her.
Also, it was nice seeing the orphanage kids return from 3, even if it was just for a little bit.
The game has some similarities to Yakuza 3, we're back to having Kiryu being the sole protagonist, we're in a small-town setting and a portion of the game is spent on Kiryu befriending the local yakuza.
The mystery of who the father of the baby was I did find to be intriguing and the reveal did surprise me.
Now let's go into what makes the game just okay instead of good.
The Onomichi yakuza, they're fine characters but they mostly made me miss Rikiya.
The letter scene at the very end is really bad, the father and son thing between Kiryu and Daigo was never a thing.
After Yakuza 2, Daigo was done dirty, in 3 he was in a coma for the whole game, in 4 he was a bad guy for some reason and 5 is the best outing he's had and even in that game he only had two scenes with Kiryu.
Subverting expectations doesn't work when the subversion makes less sense than the expectation.
The biggest issue that I left Yakuza 6 with is that it didn't really feel like a finale.
The only thing that makes it a finale to Kiryu's story is the ending, otherwise it's a standard Yakuza story.
Kiryu and Haruka are the focus of the story but a lot of time is spent with the Onomichi yakuza when other more important characters are relegated to cameos.
Majima, Saejima, and Daigo only appear at the very beginning and the very end.
The only other prominent Yakuza characters that have any presence are Akiyama and Date.
The game doesn't feel like the culmination of a story 6 games in the making, it feels like any other game in the series but Kiryu leaves at the end.
By itself it's fine but as a conclusion to Kiryu's story, it could have been better.
Ranking:
- Yakuza 5/Yakuza 0
- Kiwami 2
- Yakuza 3
- Yakuza 6
- Kiwami 1
- Yakuza 4
Summary: I really enjoyed my time with the Yakuza series, it took a while but it was worth it in the end.
I'm excited to play Like A Dragon whenever I get it, I'm curious to see how the team handles an RPG rather than a beat-em-up.
Miscellaneous thoughts: Favourite battle music: Force Addiction
One Eyed Slugger
Funk Goes On (Original)
Scarlet Scar
Independence For Violence
Favourite Final Boss Music: Fly
Favourite Receive You Variations: Receive You The Madtype
Receive And Slash You
Favourite Box Art: The Western PS3 Yakuza 4 Cover
submitted by I thought going into this that the quirks of the first game being remade with the Y0 architecture would grow on me but it hasn't at all. Unless something completely changes I'd say I was completely let down by this one. I guess it's unfair to compare what is basically the first game in the series to the last ones, but if you're coming off of 0 and going into kiwami 1, temper your expectations because it's not nearly as entertaining as 0.
The combat is identical to 0 but way more annoying. Enemies are more aggressive and, especially in the beginning, kiryu will get knocked on his ass way more than in 0 because of it. He also does way less damage, especially in the beginning. You start off with the styles from 0 and the dragon of dojima style, which is supposed to be the most powerful of kiryu's styles. But once the game actually starts, you're given a gimped version that is completely worthless until later on in the game. So far, I've used the dragon style maybe twice, excluding the komaki training sessions. I find it just completely backwards to have kiryu's best style be completely useless until you grind it back to full strength, all the while never actually using it or getting used to it. By the time dragon style is even remotely useful, you'll probably have already completely mastered 1 if not all 3 of the other styles. And even then, it's only good for tiger drop which is very powerful but really annoying to get the timing down for. You'd think the komaki training sessions and the Majima fights would be training you to get better at using the dragon style, but neither really make you better at the style, they just unlock moves in the dragon style tree (komaki doesn't even allow you time to practice the parry or the tiger drop and I found myself on multiple occasions having to look up how to actually perform the moves komaki is supposed to be teaching you)
So far the bosses have been the worst part of the game. It's because of them that all the other styles are basically worthless except for rush, since it's the only one that can move fast enough to hit any of the bosses reliably. Since the bosses can guard practically infinitely, can dash faster than you can react, and stun lock you with a 20 hit combo that you can't interrupt, the best way to deal with every boss is to just wait till the tail end of their combo, dash behind them, punch a couple times with rush and use your heavy punch and hope they get knocked down so you can use a heat attack. And once you have a ton of health upgrades, these fights aren't even hard, they're just so boring since you can only reliably damage them one way and they have an insane amount of health. Not to mention they can regenerate health and if you don't already have heat built up and aren't already in the style required to do the kiwami attack (which the game also doesn't explain you need to upgrade first to even be able to use) then the kiwami attack is rendered completely moot since the boss just healed the same amount of health you took off. The last boss I fought boiled down to a staring contest where I waited for his combo to end, hit him a couple times and went back to waiting. It's boring.
The narrative isn't any better. There were so many times in the game I was thinking "why am I here, what is the point of this", it feels like the story just goes in circles around the same plot point the entire game. And then there were the parts where I run across town saving date's daughter and the fat dude (can't remember his name, doesn't matter anyway) in purgatory's son. Just so many parts of the main story just feel like kiryu running around solving other people's problems that have nothing to do with the main overarching plot. I was actually far more interested in progressing to see the flashbacks with nishiki, which would've made for a much better game honestly. And the substories are even worse, with the majority of them basically going like this: someone tries to scam kiryu, he kicks their ass, they give him money and run away. There's 3 substories in particular, a trilogy I guess, where this exact scenario plays out, with the same characters saying the same thing in the same location. It gets annoying super quick since the game has you stop what you're doing to have these people heckle you. Someone could be dying all the way on the other side of the map, but kiryu now has to drop everything he's doing to hear about how he accidentally stepped on some dudes designer contacts and he better pay up or he'll be sorry! All in all, a huge let down.
Then there's just quality of life stuff. After playing through YLAD, I noticed just how tedious everything is in this game. The story has you running from one end of the map to the other multiple times just to say a few words to a character and go back (in an age where kiryu has a cell phone). The taxi system is not any better than in 0 and you're still going to be running everywhere. Kiryu doesn't have an infinite sprint which gets annoying after awhile since you're having to run everywhere. Eating gives you exp but so little that it might as well give you none at all. Squads of enemies are way more frequent, so many times now I'll get out of a fight, walk 5 feet and get right back into another, which makes getting around even more tedious. Because of bosses essentially requiring you to have enough heat to do a kiwami attack at any given time you always need to carry items that restore heat, which means you're constantly running across town to the drug store which gets super annoying. Losing in the coliseum throws you out with 1 health left, and there's nowhere to heal anywhere in purgatory so you have to, again, run across town and stock up before coming back. The game gives you so much money, but only one thing you ever really need to buy. I have 3 million yen that is going towards buying drugs to beat bosses quicker, and my lady Goromi ofc.
Also I'd say half the mini games that made 0 a blast are either recycled or just completely gutted. No dancing, no property management, no outrun, etc. There's absolutely nothing new to this game, it's essentially 0 but worse.
Tl;dr : Yakuza 0 >>> power gap >>>> yakuza kiwami. At this point, I'm only playing because I've got nothing better to do. Huge disappointment.
submitted by Hello, this is Dashi with another long guide! After Yakuza 0 finally arrived on PC, I had my first chance to play this franchise. While playing through the actual game took less than 50 hours, it took over 130 hours to fully 100%! Part of the reason it took so long is the lack of many in-depth guides online. My goal is to be your helping hand The following is a list of substories for the game Yakuza 0. There are 100 substories for this game. The world of Yakuza 0 contains a myriad of Substories for both Kiryu and Majima. These Substories can be found in many different streets and alleys. These range from helping people with simple... After you finish all of Yuki's training, she goes on a date with a boyfriend. Suspicious, Majima decides to spy on her. At the restaurant, the man arrives shortly. You have two chances to intervene. For Majima, he has to meet Fei Hu in Chapter 3 and learn the Slugger Style for them to appear. Also, you won't be able to find all cards immediately. For each card set, you'll only be able to collect the Type A card first, and afterwards the Type B card of that set will appear, and then Type C. In this way, you'll have to scour the city multiple times to find every card if you're doing it the Yakuza 0 Goro Majima Substories Guide. We will break these up into chapters because that seems to be how they unlock. You start playing as Majima in Chapter 3 and start getting his side stories then as well. Chapter 3 Substories. Goro Majima Substory #51 -Rise Of The Dragon. This story is located here on the map. A guy will randomly approach you and you will have to fight him. He asks you to Yakuza 0 — Guide and Goro Majima: Thug Style; Goro Majima: Slugger Style; Goro Majima: Breaker Style; Goro Majima: Legend Style; Story Walkthrough; Chapter 1: Bound By Oath ; Chapter 2: The Real Estate Broker in the Shadows; Chapter 3: A Gilded Cage; Chapter 4: Proof of Resolve; Chapter 5: An Honest Living; Chapter 6: The Yakuza Way; Chapter 7: A Dark Escape; Chapter 8: Tug of War Home / PS3 / Yakuza 0 Substories Guide - Goro Majima. Yakuza 0 Substories Guide - Goro Majima 14:22:00 PS3 Edit Goro Majima is the second character you play as in Yakuza 0. He has his own set of substories for you to find and complete. Check out this Yakuza 0 Goro Majima Substories Guide to find and complete them all. Share on Facebook Share on Twitter Share on Google Plus RELATED POSTS Yakuza 0 features a unique side quest system in the form of Substories. This Yakuza 0 Substories Guide - Kazuma Kiryu focuses on the main characters Substories and side quests and provides information pertaining to the location and any other valuable intel. Yakuza 0 - Substory and Friendship Guide A Prerequisites: You need to complete at least five of Majima's substories Reward: N/A After fulfilling the prerequisites above, enter the office in Sunshine (where the save point is) and a scene will trigger. Majima will hear the radio announcer read out a postcard and award the writer with a million yen, so he thinks he could try his hand at
Time stamps:Kamurocho cards at 0:00Sotenbori cards at 13:11A little tip at 24:56Kamurocho cards:Chika Arimura card set at 0:00 (No.1 to 3)Haruki Sato card se... Majima is at last qualified to face off against Isobe, the "Disco Dancing Goddess" in a dancing battle. It's time to show her some Majimoves! Yakuza Kiwami 100% Guide : All Substories, Coin Locker, MesuKing Cards & Majima Encounters Part 1 Timeline: 0:32 CL 0:50 CL 1:10 Behind The Assassin 4:36 CL ... Ryu ga Gotoku Zero Heat Actions [Majima] / 龍が如く0誓いの場所 ヒートアクション集 「真島」 - Duration: 6:20. CaptainEpic3 106,509 views Part of the "Pocket Circuit Fighter" quest you'll be completing as you do these next few substories. I'll provide a link below to that.Prep 3:45 Race 4:... Majima encounters a peculiar looking statue, which is in fact a street performer posing as a statue. He requests Majima's help to distract spectators as he a... Majima has the misfortune of meeting a very annoying old woman who gets on his nerves several times and gives him the nightmare of his life. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Press Copyright Contact us Creators ... Completing Kiryu and Majima's side businesses will unlock an additional "Legendary" fighting style for the characters, the Dragon of Dojima and Mad Dog of Shimano styles respectively. Game Yakuza 0