Yakuza Kiwami 2 [Review]
Yakuza Kiwami 2 is one of the most memorable years of Kazuma Kiryu's life. Even if some elements of the game still end up being a bit rusty.
Yakuza Kiwami 2 is the game of the franchise. It very well encapsulates every strength of it while pushing the narrative, gameplay and exploration to a whole new level. There were things here and there that I didn't like, but considering the re-release of it alongside Yakuza Kiwami 1 and Yakuza 0, I've decided to get these games and replay them all before the (now released) next installment of these remakes.
Kiwami means extreme. It is also the "remakes" sub-series of the Like a Dragon Franchise. Still, Kiwami 1 and 2 are very different one from another, even if their releases were that close. While the first game was very much based on the PS3 structures of 0, the second remake is a PS4 game in its entirety.
The whole exploration was overhauled and now there's less friction between the systems of the game. Because there aren't loading screens connecting streets, areas, and buildings, fighting in front of a store can result in unexpected damages to it – and that may impede some sub-story progression for a while.

Unlike some previous grindy attempts at progression, Kiwami 2 cleverly ties upgrade points to the completion of different kind of activities, from darts to managing a club. Another great way of getting new experience points is to keep Kiryu's "hunger" gauge always filled, since eating at restaurants also reward the same progression points.
In the end, actually doing the activities and taking my time between main scenario proved to be joyful, fun and always rewarding. Now, more sub stories are dubbed and better planned, and while the vast majority of them still are on the sillier side, there are some great gems to be found. It would be nice to have a system or UI element to better differentiate them from the more "mundane" sub stories.

Sega and RGG Studio relaunched the game but hadn't really touched on Kiwami 2 beyond a resolution upgrade, for better or worse, considering what they've done with Yakuza 0: Director's Cut. The fast-travel screen is as bare bones as before, as is the auto-camera and the movement scheme. It is a bit weird that I need to basically hold my controller as a claw just to be able to run and move the camera at the same time.
Also the battling can feel a bit unbalanced, the equipment system is not really quite there and unlocking and using new heat actions, big flashy battle finishers, can sometimes be too specific. Some sub stories unlock new heat actions, but they are locked behind a point exchange, and at the end of the day, I'll always choose more damage or more life instead of these new, ultra-specific actions.

The nicest part was the story and character development for Kiryu. Although there's some repetition in the ways enemies are able to coerce the guy, having a more romantic and intimate story was a great decision. More than that, Kaoru Sayama is a great co-lead, and she is as relevant as Kiryu. I wasn't really expecting to like her as much as I did, and her agency on the story was greatly appreciated.
Right at the tail end, it gets a bit too much with double, triple, quadruple crossing and late reveals. The game keeps foreshadowing at an eventual fight with another big guy that has "Dragon" (Ryu) in his name (Ryuji Goda), and without spoiling much, it is one of biggest late reveals that I couldn't care less. He's nice though, but some plot-lines felt overworked and too melodramatic.
Yakuza Kiwami 2 is a fun time, all things considered. Nice, rewarding and addictive. A very memorable year on Kazuma Kiryu's life.
8.5/10
