Yakuza 4 is where the series starts getting bold with its structure, and for the most part, it pays off. It moves away from the Kiryu-only formula and splits the story between four playable characters. Each one gets their own arc, then everything gets tied together at the end. You actually end up liking all four protagonists imo. Kiryu is already a given, but the rest of the crew hold their own in a way that really surprised me. This is also one of the easiest games in the entire series in terms of difficulty if you care about that, it mostly comes down to it's extremely streamlined upgrade system compared to the earlier entries. Gameplay Akiyama became one of my favorite characters. His kicks-only approach is fast and flashy, kind of like if Sanji from One Piece ran a loan company. His light attacks are hard to block since it has so many hits to them but they don't do much damage, he's also very limited when it comes to combos. Most of his Heat Actions have really specific triggers, so you’ll probably end up using the same couple over and over, which makes them do less damage over time. Still, he’s fun and easy to pick up. Saejima, though, didn’t work for me. The character itself it's amazing though, let's make that clear, my only gripe is his gameplay. He’s meant to be the heavy hitter of the group—think Beast style from Yakuza 0—but he plays like a clunky prototype of that. Early on he’s a slow charge character with no super armor, constantly interrupted unless you’ve dumped upgrades into him. Even then, some enemies still break through or will just dodge it. At least his Heat Actions are solid and easy to land. Tanimura is built around parrying, and once you get it down, he’s absurdly strong. You can counter nearly anything that’s not a bullet, and his light string has multiple finishers with their own Heat Actions. He can even insta-arrest dazed enemies regardless of health. But crowd control isn’t his strength—anything over three enemies gets rough. That weakness really shows in his final fight, where Munakata is firing at you while his bodyguards dodge everything. Easily as annoying as the Jingu fight in Yakuza 1. Kiryu, as always, is just solid. He’s basically copy-pasted from Yakuza 3 but starts with more upgrades, so he’s ready to go from the start. Nothing new, just reliable Kiryu gameplay. Story Now let’s talk about the story, because… yeah. It starts off strong. The first two arcs with Akiyama and Saejima do a good job setting up a mystery that pulls you in. You’ve got themes of political corruption, organized crime, and betrayal. It really feels like it’s building toward something big. But then the rubber bullets show up. And everything falls apart. I know a lot of people have gripes with Saejima's part specifically but I honestly thing that comes down mostly to gameplay so I'm not gonna touch that here, it would be mostly from Part 2 Finale onwards. Major Spoilers and Rant Ahead The big twist is that the massacre Saejima was imprisoned for never actually killed anyone. The assassinations were faked with rubber bullets as part of some absurdly convoluted plan between Munakata and Katsuragi to get Saejima behind bars. And they don’t even pull this card once—they do it again at the end, when Arai shoots Munakata and it turns out that was also a rubber bullet. Twice in one story. It’s not even shocking the second time, just embarrassing. And it gets worse. After you defeat Munakata’s goons in the finale, the characters just leave a gun lying next to him. He picks it up, shoots Akiyama, they suppress him, and then what do they do? They leave the gun next to him again. So he picks it back up and shoots himself. How many times does someone need to die (or almost die) before these people learn to stop leaving guns next to villains? We already went through this in Yakuza 3 with Rikiya’s death, but apparently no one learned a damn thing. (Looking at you, Kiryu) And while we’re on the finale—what was the deal with Kido ? He ends up being Saejima’s final boss, but there’s no real buildup to that. Their entire dynamic is just one or two conversations where Saejima tells him to "go balls out." That’s it. No personal grudge, no emotional stakes. He’s just there because Saejima needed a final boss and Katsuragi was already dead . And somehow, Saejima struggles with him. A guy who’s supposed to be stronger than Kiryu is having a tough time against some wannabe Yakuza? That fight should’ve been over in seconds, I don't care that Akiyama said that in reality Kido is a beast, both Kiryu and Saejima are at the level of gods when it comes to brute strength in the yakuza series. Then there’s Yasuko Saejima . Easily one of the worst characters I’ve seen in gaming. She’s supposed to be an important part of the plot, but she’s written like a plot device that occasionally blurts out lines. Almost everything she says either stalls the scene or makes her look clueless. She spends half the game making poor decisions that put others in danger, and the other half being shuffled from one place to another like luggage. By the time her big moments arrive, I was already annoyed just hearing her talk. She’s not tragic, she’s not compelling—she’s dead weight in a story that desperately needed its supporting cast to pull their weight. And just to show how far the rubber bullet nonsense ruined my trust in this story—during the last scene, when Tanimura aimed his gun at Munakata and fired , I genuinely thought for a split second it was going to be another rubber bullet twist. That’s how much this plot poisoned its own tension. So yeah, the story starts strong and then completely falls off a cliff. It’s easily the weakest plot in the series so far. It’s convoluted, full of bad twists, and constantly undermines its own drama. At least the pace was better than Yakuza 3, but that doesn't matter when the plot is this bad, I rather have the bad pacing of Yakuza 3 with a more interesting story along the way. Outside of the main plot, though, the game’s still a lot of fun. Combat is a big step up from Yakuza 3—it’s faster, smoother, and less clunky overall. There’s still some awkward hit detection and occasional stiffness, but nothing that ruins the experience. The variety in playstyles keeps things from getting stale. Substories are also better across the board. They’re more entertaining, less repetitive, and make better use of each character. Plus, the minigames are still solid: karaoke, golf, gambling, hostess clubs—it’s all here, and it’s all enjoyable. There are a few more than Yakuza 3 which is always a plus. TL;DR: Yakuza 4 is a big leap forward from 3 in gameplay, characters, and structure. Akiyama is flashy and fast, Saejima is slow but powerful (once upgraded), Tanimura is a parry master with weak crowd control, and Kiryu is the dependable all-rounder. The four-protagonist format works better than it should, and the pacing is great. But the story? Easily the worst so far—full of idiotic twists, incompetent writing, and one of the most irritating characters in gaming. Still worth playing for the gameplay and side content, just don’t expect the plot to hold up.
Expand the review