Why Like a Dragon: Pirate Yakuza in Hawaii is the Weirdest Goro Majima Story Yet

Why Like a Dragon: Pirate Yakuza in Hawaii is the Weirdest Goro Majima Story Yet

Goro Majima has finally lost it. Well, more than usual.

In the long-running history of the Yakuza franchise—now officially rebranded globally as Like a Dragon—fans have seen some truly bizarre shifts. We’ve gone from serious crime dramas to turn-based RPGs and even a spin-off where you fight zombies in Kamurocho. But Like a Dragon: Pirate Yakuza in Hawaii is a different beast entirely. It’s a game that takes the series' most unpredictable "Mad Dog" and washes him up on a beach with amnesia, only for him to decide that the most logical career path is becoming a literal pirate captain.

Honestly, it sounds like a fever dream. If you told a fan ten years ago that Majima would be wearing a tricorne hat and commanding a ship called the "Goroma Maru" in the middle of the Pacific, they’d probably think you were joking. But it’s real. And it’s actually a direct sequel to the events of Like a Dragon: Infinite Wealth.

What’s actually going on with Majima’s memory?

The game kicks off on Rich Island, a fictional spot near Hawaii. Majima wakes up with zero recollection of who he is. He doesn't remember the Tojo Clan. He doesn't remember the "Mad Dog of Shimano" moniker. He just knows he's a guy who is surprisingly good at hitting people. He’s joined by a young boy named Noah, who saves his life, and a baby tiger. Because of course there is a baby tiger.

This amnesia trope is a classic Ryu Ga Gotoku (RGG) Studio move. It allows the writers to strip Majima of his legendary status and let him rebuild his identity from scratch. However, unlike the turn-based combat of Ichiban Kasuga’s recent adventures, this game returns to the high-octane, real-time "Brawler" combat that the series was originally built on.

The shift back to action combat

Many players were worried that the series had abandoned real-time combat for good after Yakuza: Like a Dragon. But RGG Studio seems to be using these "Gaiden" or spin-off titles to keep the old-school fans happy. Majima has two primary fighting styles here.

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First, you have the "Mad Dog" style. This is the classic, erratic, knife-wielding Majima we know. It’s fast. It’s bloody. It involves a lot of spinning. Then there’s the "Sea Dog" style. This is the pirate-themed combat. Majima uses cutlasses, flintlock pistols, and even "wire hooks" to zip around the battlefield. You can basically play as a ninja-pirate hybrid.

Madlantis and the scope of the world

The game isn't just set on one beach. You're traveling between Hawaii, Rich Island, and a massive ship graveyard called Madlantis. Madlantis is essentially a floating city of sin built out of rusted tankers and decommissioned ships. It’s where the pirate fleets congregate, and it serves as the hub for the game’s "Pirate Coliseum."

Think of Madlantis as the pirate version of The Castle from Like a Dragon Gaiden: The Man Who Erased His Name. It’s dense. It’s neon-soaked. It has that grimey, high-energy atmosphere that RGG Studio excels at creating. You aren't just exploring on foot, either.

Ship-to-ship warfare is a thing now

You actually get to customize your ship. The Goroma Maru isn't just for show. You can upgrade the hull, change the sails, and recruit a crew. This crew mechanic is very similar to the Clan Creator or the Sujimon Battle systems from previous games. You find "recruits" throughout the world—some are serious warriors, others are just weirdos you met at a bar—and you assign them to positions on your ship.

When you encounter enemy fleets, the game shifts into naval combat. You fire cannons to disable the enemy and then board the ship for a massive melee brawl. It’s chaotic. It’s loud. It feels like Assassin’s Creed IV: Black Flag if it were directed by someone who had watched too much Japanese pro-wrestling.

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Why this game matters for the Yakuza lore

Some people might dismiss Like a Dragon: Pirate Yakuza in Hawaii as a joke spin-off. That would be a mistake. RGG Studio rarely makes a game that doesn't have some impact on the broader narrative. This story takes place after the "Great Dissolution" of the Tojo Clan and the Omi Alliance.

Majima, Saejima, and Daigo Dojima are essentially men without a country. They are trying to find a way to help former yakuza reintegrate into society, but as we saw in Infinite Wealth, that isn't going well. This pirate adventure seems to be a metaphorical (and very literal) way for Majima to escape the weight of his past.

  • It addresses the "Nuclear Waste" subplot from Infinite Wealth.
  • It explores the fate of Nele Island.
  • It gives Majima the solo protagonist spotlight he hasn't had since Yakuza 0.

There’s a certain melancholy underneath the absurdity. Majima is an old man now. He’s in his 60s. Seeing him struggle with his identity while dressed as a swashbuckler is funny, sure, but it’s also a bit tragic. He’s a relic of a dead era trying to find a reason to keep fighting.

Managing your pirate empire

The "Minato Girls" are back for the live-action cabaret-style dating sim, though it’s been adapted for the tropical setting. But the real meat of the side content is the ship management. You’ll be hunting for treasure maps, diving for loot, and defending your territory from rival pirate "families."

The gear system has also been overhauled. Instead of just basic armor, you’re collecting pirate equipment that changes your stats and abilities in the Sea Dog style. It’s much more "gear-focused" than previous brawler entries in the series.

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Realism vs. Absurdity in RGG Games

One thing the developers, led by Masayoshi Yokoyama, have emphasized is that despite the pirate theme, the game takes place in the "real" world. This isn't a fantasy setting. The characters are aware of how ridiculous they look. The pirates in this game aren't 17th-century ghosts; they are modern-day criminals and outcasts who have adopted the pirate aesthetic as a way to build a new society outside the law.

This distinction is important. It keeps the stakes grounded. When Majima gets shot, it hurts. When he loses a friend, it matters. The "pirate" aspect is a cultural shift within the underworld, not a magical one.


Actionable Steps for Players

If you are planning to jump into Majima’s high-seas adventure, you should prepare for a different pace than the mainline RPGs.

Brush up on the Brawler combat basics. If you’ve only played the turn-based games (Yakuza 7 and Infinite Wealth), the combat in Pirate Yakuza might be a shock. Go back and play Like a Dragon Gaiden to get a feel for the modern version of the real-time engine. The timing for parries and dodges is much tighter here.

Don't skip the "Great Dissolution" lore. To understand why Majima is even in this position, you need to know what happened at the end of Yakuza: Like a Dragon. The dismantling of the Tojo Clan is the catalyst for everything Majima is doing now. Without that context, he’s just a crazy guy on a boat. With it, he’s a displaced legend.

Invest in your crew early. The naval battles are significantly easier if you spend time doing the side quests to recruit high-tier crew members. Don't just rush the main story, or you'll find your ship outgunned by the time you reach Madlantis. Look for "Substories" in Hawaii and on the islands; that’s where the best fighters are usually hiding.

Experiment with the Sea Dog wire hook. In combat, the hook isn't just for movement. You can use it to pull enemies toward you or catapult yourself into a group for area-of-effect damage. Mastering the verticality of this tool is the key to handling the larger crowds of enemies the game throws at you.