Yakuza 0 Is an Almost Flawless Mix of Action, Comedy, and History
Yakuza 0 is an extremely Japanese game. Not Japanese as it’s contextualized through the Western perspective, used to describe games utilizing anime aesthetics or Final Fantasy-esque role-playing mechanics, but in a cultural, holistic manner. Everything about Yakuza 0 is wholly representative of a time and place in Japan, a faithful capture of life in the Showa period.
Set in 1988, at the height of Japan’s economic boom, the plot of Yakuza 0 centers around two protagonists: Kazuma Kiryu and Goro Majima. In Tokyo’s fictionalized Kamurocho region, Kiryu is framed for murder after a routine debt collection goes south. Majima, meanwhile, is in a prison of his own making in Sotenbori (another fictional town, this one in the style of Osaka’s Dotonbori), finding himself caught in multiple crosshairs while facing a crisis of conscience.
The story of Yakuza 0 is over-the-top, at times hyperbolic and even absurd. Most of the main plot is by-the-numbers gang drama, with plenty of double-crosses and tense staredowns intermixed with the climactic fist fights between characters. Monologues on the nature of duty, honor, pride and being a yakuza are numerous, to a level that Hideo Kojima himself would blush.
Though the melodrama and emotive voice acting elicit both passion and cheese in all the right ways, the main story still stumbles on the occasional pacing issue. Sometimes an objective will be given with no clear indicator of how to progress, and at other times a chapter will consist solely of running from place to place, suffering through half an hour’s worth of dialogue before anything of consequence occurs.
When the action ramps up, Yakuza 0 fires on all cylinders, with a simple but effective combat system that makes for intense fights throughout the game. Both protagonists have four different fighting styles of their own, each uniquely suited to different combat scenarios. Yakuza 0 maintains the series’ focus on martial arts and hand-to-hand combat. Though weapons like handgun, tasers and broadswords seep into the fold in the latter half of the game, most combat will be resolved with fists.
As the difficulty of the game escalates, assessing the field and identifying critical openings becomes integral. Switching into Kiryu’s Rush mode empowers the player with flurries of attacks, effective for building up Heat (a meter that grows while in combat and can be spent to dish out special attacks). Kiryu’s Beast form isn’t as fast, but better against groups, letting the player grab nearby objects mid-combo to use as weapons. Majima’s breakdancing stance is both entertaining and useful for controlling groups, but does little damage compared to his other stances, so switching styles becomes key as opponents bring more men and weapons.
Each chapter culminates in a Climax Battle against a story-relevant boss, and these were some of my favorite moments with Yakuza 0’s combat. The system feels the best when fighting an opponent one-on-one, carefully pacing and using well timed attacks to come out victorious. Though many bosses repeat themselves throughout the story, effort is made to at least bolster each opponent’s move set between Climax Battles, giving them a new weapon and abilities to adapt to.
Yakuza 0’s abundant sidequests provide a break from the routine. Dozens of non-critical quests branch off the main path, guiding the player through a host of miscellaneous adventures, helping a mother rescue her daughter from a cult in one or teaching a cop the meaning of bravery and heroism in another.
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