To say Yakuza Kiwami 2 is hard to follow is an understatement. Following the fairly straightforward first game, Kiwami 2 goes for a convoluted mess of a plot that focuses on the major yakuza family of the west, the Omi Alliance, taking on the major family of the east, the Tojo. But then there are Korean mobsters, weird familial melodrama, a former mobster turned construction magnate, a former information dealer gone legit, bombs everywhere, and a castle underneath another castle. It's a game that asks the question: how can we stuff as much plot as possible into the game while simultaneously feeling directionless?
Kiwami 2 starts a year after the first game with a hit on the current Tojo chairman, Terada, forcing Kiryu back into a life he thought he escaped. He teams up with a cop from Osaka who becomes his love interest, and together they uncover deep secrets about themselves that all lead back to an event in the early 80's.
The story, as I said, is convoluted as it gets and the motivations of the characters require you to believe they'd play the long game the way they have. Ryuji, the main villain, is really cool but his development and plot takes a backseat to a dozen others as the game bumbles along trying to tie together so many pieces. I really enjoyed the game's plot until about halfway through when it started to crumble under the weight of it all.
Then you go to Osaka Castle and learn that underneath it is another castle made of gold and you fight ninja and samurai and tigers...and the game kinda lost me there. Usually the sillier stuff is found outside the main story and that was the point the game jumped the shark so hard that any further investment was hard to happen across.
What kills me too is the fact the game has so many long periods of nothing. Taking Haruka out on the town, buying items for people...a general lack of urgency during moments in the story that require just that.
It all leads to an ending that is almost comedic in the amount of melodrama. The manly man fights were cool but by this point I just wanted to see how the game would end rather than cared how it concluded.
The combat in Kiwami 2 is another downgrade from the first game, relying more on rag doll physics and blocking rather than offering a variety of combat styles to choose from. The upgrade system means you can build on your abilities and acquire new attacks and finishing moves but it's pretty unremarkable overall. You can pretty much get away with using the same combos over and over and get through the whole game.
A major upgrade from the last game is the side content. Kiwami's side stories were very cut and paste and easily skippable. Kiwami 2 has a wider variety of stories it tells with some hilarious adventures to be found if you decide to leave the main story for a bit and help Kamurocho and Sotenbori's citizens. There are even some that have actual cutscenes and feel like integral parts to understanding the characters of some of Kiryu's many friends.
There is also a club management simulation that offers a lot of extra content and the Majima Construction tower defense-esque mini game that also provides hours of more lighthearted fun.
And then once you finish the game there is a little Majima bonus story that gives some idea of how the character got to where he is between Kiwami and Kiwami 2 while also offering some closure from a major thread in Yakuza 0. It's a nice bit of fan service even if the actual gameplay and story are pretty weak.
Kiwami 2 was a fun experience for the most part but I can't help feeling that it was a downgrade from the first. Because of how expansive the story was it often felt bloated rather than necessary. The combat is weaker. The side content is probably the only upgrade. I'm hoping Yakuza 3 manages to be a bit tighter and focused.
Rating: B-










