You’re standing in a neon-drenched alleyway in 1988 Kamurocho, and some guy in a cheap suit just tried to mug you. Two minutes later, you’ve slammed his head into a brick wall and money is literally flying out of his pockets like a confetti cannon. It’s loud. It's violent. It’s weirdly stylish. This was my immediate vibe during my Yakuza 0 first impressions, and honestly, it’s a fever dream I never want to wake up from.
Most people get intimidated by this series. There are like eight mainline games, spin-offs about samurai, and a zombie apocalypse entry that we don't talk about much. But Yakuza 0 is different. It’s the starting line. It’s the origin story of Kazuma Kiryu and Goro Majima, two icons of gaming who, at this point in the timeline, are just young punks trying to figure out why everyone wants them dead.
The game doesn't waste time. Within the first hour, you're framed for a murder on a "Empty Lot" that serves as the catalyst for a massive geopolitical real estate war. Yeah, real estate. Only in this series could a plot about property taxes feel as high-stakes as a nuclear standoff.
The Combat is Much Meatier Than I Expected
I thought this was going to be a standard brawler. I was wrong. The combat in Yakuza 0 is built on "Styles." Kiryu starts with Brawler, which is your bread-and-butter punchy-kicky stuff, but then he gets Rush—a high-speed boxing style—and Beast, where he just picks up a nearby motorcycle and hits people with it.
Switching styles mid-combo feels fluid. It’s tactile. When you trigger a "Heat Action," the camera zooms in for a cinematic finisher that looks like it should be fatal. It usually isn't. People in this world are built out of vibranium and sheer willpower. You’ll smash a bicycle over a man's skull, and he’ll just groan and run away. It adds to the campy, over-the-top charm that balances out the grim crime drama of the main story.
Majima’s introduction is even better. He’s the "Lord of the Night," managing a massive cabaret club in Sotenbori (a fictionalized Osaka). His fighting styles, like the Breaker style where he literally breakdances people into submission, are wildly different from Kiryu’s. It keeps the gameplay from getting stale even when you're thirty hours deep.
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That Weird Contrast Between Serious and Silly
One minute, Kiryu is crying over a betrayal that feels like a scene out of a Scorsese film. The next, he’s helping a nervous dominatrix learn how to be meaner to her clients in a public park. This tonal whiplash should break the game. It shouldn't work. But it does.
The side quests (Substories) are where the heart of the game lives. You aren't just a mobster; you’re a guy who can’t say no to people in trouble. Whether you're protecting a Michael Jackson analog (Miracle Johnson) from zombies during a music video shoot or winning a stuffed toy for a lonely child at a Sega arcade, these moments humanize Kiryu. They make him more than just a "tough guy."
Why Yakuza 0 First Impressions Can Be Overwhelming
The map isn't huge compared to something like Grand Theft Auto or The Witcher 3. It’s dense. That’s the keyword. You can’t walk ten feet without finding a restaurant with a full menu, a bowling alley, a pocket circuit racing track, or a telephone club.
The sheer amount of "stuff" to do is staggering.
- Pocket Circuit: It’s basically slot car racing, but the customization is deep enough to be its own standalone game.
- Real Estate Royale: Kiryu’s main side-hustle involves buying up properties to take down the "Five Billionaires."
- Cabaret Club Grand Prix: Majima’s management sim is dangerously addictive. I spent six hours straight just picking out dresses for my hostesses.
If you have ADHD, this game is your best friend and your worst enemy. It’s very easy to forget you’re supposed to be clearing your name of a murder charge because you’re too busy trying to catch a specific fish in the river.
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The 1980s Aesthetic is Flawless
The developers at Ryu Ga Gotoku Studio nailed the "Bubble Economy" era of Japan. Everything is gold, glittery, and expensive. People are throwing cash around like it’s trash. The payphones, the boxy cars, the lack of cell phones—it all creates a specific atmosphere that feels nostalgic even if you didn't live through it.
The lighting in Kamurocho at night is a technical marvel. The way the neon signs reflect in the puddles on the street makes the world feel lived-in and oily. It’s gritty but vibrant.
Technical Performance and Learning Curves
If you're playing on a modern PC or a PS5/Series X via backward compatibility, the game runs like a dream. We’re talking a locked 60 FPS that makes the combat feel incredibly responsive. However, the game does show its age in some of the animations. Some of the "talky" scenes use static character models with text boxes instead of full motion capture, which can be a bit jarring if you're used to AAA cinematic experiences like The Last of Us.
The save system is also a bit old-school. You have to find phone booths to save your progress. This isn't a huge deal since they're everywhere, but if your power goes out mid-boss fight, you’re going to lose some time.
A Quick Note on the "Cringe" Factor
Let's be real: some of the minigames are weird. The Catfight Club is basically rock-paper-scissors with women in bikinis, and it’s arguably the worst part of the game. It’s grindy and feels out of place compared to the rest of the high-quality content. You can mostly ignore it, but it’s there.
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Real Advice for New Players
Don't try to rush the story. If you just play the main missions, you're going to be under-leveled and, more importantly, you're going to miss the point. The "Yakuza experience" is the friction between the serious plot and the ridiculous side content.
Spend your money. In this game, you use yen to level up your skills. There is no traditional XP. You literally "invest in yourself" by eating money to get stronger. It’s a hilarious metaphor for 80s capitalism.
Also, learn to use the environment. Combat becomes ten times easier once you realize that every traffic cone, salt shaker, and heavy desk is a weapon. The "Extreme Heat" moves change based on what you’re holding, and discovering all of them is half the fun.
The Verdict on Your First Ten Hours
By the time you hit Chapter 4, you’ll know if this game is for you. For me, it was the moment Majima was introduced in the Grand Cabaret. The way the game subverts your expectations of what a "yakuza" should look and act like is brilliant.
Yakuza 0 isn't just a great entry point; it’s one of the best action-RPGs ever made. It has a soul. It’s not a cynical, procedurally generated map full of checkboxes. It’s a hand-crafted, slightly insane tribute to a specific time and place in Japanese history.
If you're looking for a game that will make you laugh, cry, and then spend three hours playing mahjong against a grandfather who smokes like a chimney, this is it.
Next Steps for Your Playthrough:
- Prioritize the "Legend" Styles: Both characters have a hidden fourth fighting style. They require completing the Real Estate and Cabaret Club storylines. Start these as soon as they unlock; don't wait until the end of the game.
- Visit the Pharmacy: Stock up on "Staminan Royale." Bosses in the later chapters have multiple health bars and will punish you if you don't have healing items bound to your quick-access slots.
- Master the Parry: If you’re playing as Majima, the "Slugger" style's guard is incredible, but learning the timing for Kiryu’s Brawler parry will make the final encounters significantly less frustrating.
- Check the "CP" Shrine: Go to the Bob Utsunomiya character at the shrines. You earn Completion Points (CP) for basically everything—eating at every restaurant, walking a certain distance, etc. Spend these on the "Bottomless Stomach" perk immediately so you can eat for health even when your bar is full.