Yakuza 4 review

It's good to be king!

GamesRadar+ Verdict

Pros

  • +

    The gritty & sometimes funny story

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    Hours and hours of diversions

  • +

    Feeling adventurous just playing it

Cons

  • -

    Long stretches without save points

  • -

    Even longer

  • -

    uneventful cut scenes

  • -

    Starting over three times

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That Yakuza 4 has been released stateside alone is a miracle. In Japan, it's popular enough to warrant a branded Twitter app. Over here? Not so much. Far from a household name on these shores, the Yakuza series is, to be a tad reductive for those unfamiliar, Japan's version of Grand Theft Auto - but not really. Not quite an open-world sandbox game, though darn close, Yakuza has earned a rabid fan base due to its compelling stories written by crime novelists like Hase Seishu, dovetailed with Virtua Fighter-like brawls. Those are the key components, along with the bustling Japanese cityscapes the games take place in - "Japanese" being the operative word here.

Yakuza 4 is no different in that regard, though it drastically bucks tradition by adding three new playable characters whose tales compose the first three quarters of the game. Their stories within the criminal underworld - and how a murder at a tranny strip club ripples out to the entire city - all fit together unexpectedly in the end, giving a greater significance to your actions when you're finally allowed to control series protagonist Kazuma Kiryu again. Each character’s different fighting styles and narratives take a while to warm up to, but it's refreshing to see a bold move so late into a series' life. (Though the spinoff follow-up, Yakuza of the End, suggests the series will play it safe, but also very crazily, by introducing packs of roving zombies to Japan.) What is a bit frustrating, though, is leveling up a character over about 10 hours, only to be dumped into another character's world, and starting over with no items at level 1.

Like its predecessors, Yakuza 4 takes place in Kamurocho, a reimagining of the real-world Shinjuku's red-light district. It's the Yakuza 3 iteration of Kamurocho, though massively fleshed out with the addition of rooftops, sewers, and back streets. The city might not have gotten any bigger, but it's a lot deeper with more to explore. It also has different attractions and activities specific to each of the game's four protagonists: hulking yakuza Saejima can train fighters at a dojo in a fully formed Pokémon-esque minigame and Akiyama can train his hostesses on how to speak with clients. But the fact of the matter is, there's no shortage of things for anyone to do in Yakuza 4. It's easy to get sidetracked and suddenly obsessed with playing ping-pong, hitting the batting cages, singing karaoke, or perfecting your putt.

Unlike its predecessors - specifically Yakuza 3, which last year controversially excised elements thought to be "too Japanese" for Western audiences like hostess clubs, scouting girls to join said clubs, sections heavy on Japanese historical trivia, and so on - Yakuza 4 makes no concessions for Western audiences. Back are the hostess clubs and everything else us lazy, xenophobic Americans might not "get."

Depending on how open-minded you are and your familiarity with the series, this unchanged entry is either cause to celebrate or a chance to test how much your sensibilities (and attention span) can be challenged. Though it's a huge, easily 90-hour game to experience everything, you'll spend a good chunk of that reading text boxes and watching cutscenes. Some of the latter are skippable, and as Yakuza 4 wears on, they start to feel truly optional since they often wind up with person X betraying person Y or with an unforeseen street fight. That formula doesn't change often, and hasn't over the run of the series.

That's not to say this story is boring - just predictable - and falls into repetitive holding patterns. Funnily enough, though, in a game this massive the main story is the least of what you'll spend your time on. There are innumerable detours that crop up even when you think you're going where you should be. The more memorable ones include seeking out some jerk who sends you spam e-mail, finding milk for a sick kitty a group of homeless guys are caring for, and getting the perfect rubdown at massage parlors. You'll never be without something to do in Yakuza 4 long after the game is "done."

Unfortunately, that unbridled freedom stands in direct opposition to Yakuza 4's facets that have refused to evolve. In Grand Theft Auto IV, Niko could get cell-phone calls while on the go. In Yakuza 4, if you get a call, you're stuck standing there, button-mashing past each text box. Not only that, but you'll sometimes get multiple calls back to back, and while it's nice to be popular, nicer still would be granted the magical ability to ambulate while chatting.

More info

GenreAction
DescriptionJapan's criminal underworld comes alive in this sequel to Yakuza 3 with new playable areas to Kamurocho as well as three new intertwining protagonists along with the series main protagonist Kazuma Kiryu.
Franchise nameYakuza
UK franchise nameYakuza
Platform"PS3"
US censor rating"Mature"
UK censor rating"18+"
Alternative names"Ryu ga Gotoku 4: Densetsu o Tsugumono"
Release date1 January 1970 (US), 1 January 1970 (UK)
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