Wed. Apr 1st, 2026

Yakuza Kiwami 3: Not as Bad as People Say, But the Remake Has Two Fatal Problems

Upon its release, Yakuza Kiwami 3 faced a barrage of criticism, with initial user reviews leaning towards mixed. But is the situation truly that dire? This review will delve into the main grievances players have and determine whether this re-release truly deserves such a harsh reception.

New Ending and Narrative Hints

After the events of the second installment, Kazuma Kiryu stepped down from his leadership role, entrusting the Tojo Clan to Daigo Dojima and relocating to Okinawa. There, the legendary yakuza opened a small orphanage for children, personally overseeing their care.

The remake subtly alters the plot, introducing new cutscenes and expanding upon existing ones. Most of these changes are cosmetic, with the exception of the ending, which has drawn significant criticism.

A new post-credits scene drastically shifts the franchise’s narrative. It impacts a character crucial to Yakuza 4, initiating events that, in this new version of the story, the character would no longer be able to set in motion.

Could Ryu Ga Gotoku Studio be hinting at a Yakuza Kiwami 4, despite previous statements that a remake of the fourth installment wasn’t planned? Such a remake would be timely, given that Yakuza 4 is now the most outdated entry in the series, and the narrative inconsistencies with Yakuza Kiwami 3 are glaring.

On the other hand, the developers stated that the Kiwami series itself is complete, not that there won’t be further remakes or re-imaginings. Perhaps they will be presented in a different format. If not a full remake, then another spin-off, similar to Like a Dragon Gaiden: The Man Who Erased His Name, seems likely. The creators directly imply that one of Yakuza Kiwami 3’s key characters will return, possibly in the next major Like a Dragon title.

The new ending also has a positive side: its philosophical depth. It explores profound ideas about Kiryu Kazuma’s true nature, his desires, and the path he has walked. These insights challenge preconceived notions about the protagonist’s destiny, adding significant dramatic weight to his journey.

Less Tedium, More Dynamic Gameplay

Despite the controversial ending, the overall plot has improved. When playing the original Yakuza 3, I was often frustrated by the mundane side quests woven into the main story. For instance, a large portion of the original’s second chapter forced players to run back and forth, assisting children at the orphanage. While this helped to convey their importance to Kiryu, it felt out of place for the franchise’s style and genre.

In the remake, the developers have moved this routine to the background. Orphanage management is now a separate set of mini-games, including helping with homework, cooking, sewing, and cultivating vegetables. The personal stories of the children under Kiryu’s care have also been integrated here and expanded.

Instead, in Kiwami 3, the former yakuza lends his aid to an Okinawan biker gang. Their goal is to become the strongest group on the island and eliminate rivals from the capital. While Kazuma still gets sidetracked by either childcare (in the original) or street brawls (in the remake), the difference is palpable. The gameplay now feels significantly more dynamic and less irritating than before.

However, it can still appear somewhat absurd when the protagonist abandons critical issues to help children or bikers. This significantly disrupts the narrative pace when players are pulled away from the engaging main story.

The biker gang storyline replaced the cabaret club management mini-game from the original, which was a good decision, as Yakuza Kiwami 2 already featured a similar mini-game, tracing its roots back to Yakuza 0.

The excellent localization further enhances the remake’s dynamic feel. Characters frequently use gritty language that perfectly fits the setting, insulting each other, boasting, and responding rudely. Even inappropriate terms are humorously handled; the name of the biker gang Kiryu joins is particularly memorable.

Dark Ties and Its Length

Bundled with the remake of Yakuza 3 is a short story campaign titled “Dark Ties,” focusing on Yoshitaka Mine. It chronicles how the former businessman entered the world of Japanese organized crime and rose through its ranks.

Beyond Yoshitaka, the campaign also enriches the character of Daigo Dojima, explaining why he became so important to Mine. Kanda, one of the main antagonists, also receives substantial screen time.

The campaign has been criticized for its brevity, similar in length to Goro Majima’s mini-story in Yakuza Kiwami 2. The entirety of Dark Ties can be completed in about four hours and comprises three chapters. While the beginning effectively draws you into the story and the finale showcases the Yakuza series’ signature drama, the new ending of the main game somewhat diminishes the experience, cheapening the philosophy and emotional impact of the characters.

However, the real issue isn’t merely its short duration. The main story of Kiwami 3 takes about 12-13 hours to complete, so a bonus campaign a third of that length is not inherently bad. The key drawback is that half of this time feels like unnecessary padding. The creators inexplicably added a host of mandatory, tedious tasks without which progress is impossible.

It’s understandable when a main story introduces players to secondary activities or sub-plots, like Kiryu and Majima’s business ventures in Yakuza 0, which started in the main narrative before players could revisit them separately. But when the primary storyline forces hours of grinding, it becomes frustrating. I would have preferred a dense, two-hour narrative to such prolonged padding.

If Dark Ties were a standalone short game, like Like a Dragon: Pirate Yakuza in Hawaii, then adding more branching activities might make sense. But the Mine campaign is inseparable from the larger Yakuza Kiwami 3. These tedious activities should have been optional, allowing those who wished to pursue them.

Another minor drawback of Dark Ties is a slight inconsistency with the main game’s events. For example, Mine and Kanda’s interactions in the Kiwami 3 story differ from what’s shown here, despite the large antagonist having seen Mine in combat multiple times.

Three Characters and Their New Designs

A contentious aspect of the remake involves the altered character designs for three individuals: Go Hamazaki, Shigeru Nakahara, and Shimabukuro Rikiya.

Go Hamazaki, one of the antagonists, originally appeared as a stereotypical gangster, someone clearly not above brutal methods. His face immediately conveyed that he was not to be trifled with.

Hamazaki’s new look is more subdued, presenting him as a respectable businessman. However, the actor’s performance elevates Go beyond a mere street thug who stumbled into power; he’s now a cunning manipulator whose intentions are masked by his expressions. This suits the character perfectly. The new Hamazaki evokes a visceral sense of revulsion, which is far more effective than the brutish “mug” from the original.

Shigeru Nakahara, the patriarch of the Ryudo family in Okinawa, previously looked like a hardened ex-convict, proudly displaying his tattoos and fixing the protagonist with a stern gaze, despite being a relatively decent person.

His redesigned image changes perception. He now appears as a broken man, evident in his emotions. He hides his tattoos and behaves with uncertainty. This perfectly fits him in a few key story scenes, such as when his adopted daughter disappears, and he hesitates whether to search for her.

Shimabukuro Rikiya, the captain of the Ryudo family, follows Kiryu for a significant portion of the game. While the new and old designs for Hamazaki and Nakahara were equally good (depending on personal taste and character interpretation), Rikiya’s design change is a misstep.

His situation is the opposite of Nakahara’s. In the old game, he was a young man who didn’t look like a gangster at all. Even if he was brash upon their first meeting, he didn’t elicit feelings of repulsion.

The new design makes him look more like a delinquent, with facial features that seem to warn strangers, “I’m dangerous.” However, his storyline aligns much better with his older appearance.

Like his patriarch, Rikiya lacks self-confidence. Similar to his unfinished tattoo, he’s unsure of his capabilities and unprepared for life. The tattoo artist refuses to complete it, directly symbolizing this internal struggle.

The new Rikiya tries to match his story, but it doesn’t quite work. This appearance is off-putting, almost as much as Hamazaki’s, but while it was appropriate for Hamazaki, Rikiya’s suffering feels forced, making it difficult to empathize with him. One can certainly get used to it, but the difference from his old image remains noticeable.

Kiryu Fights Like Dark Souls, Mine Like DMC

The combat system also received criticism. The developers attempted to blend the best elements from three games: the original Yakuza 3, Yakuza 6, and Like a Dragon Gaiden: The Man Who Erased His Name. Some players felt the concept was great, but the execution fell short.

Personally, I enjoyed the remake’s combat. Kiryu now has two distinct fighting styles.

The legendary Dragon of Dojima style is familiar to fans since the very first game: powerful, flashy strikes that break enemy guards. It’s perfect for battles against tough opponents and bosses.

The Dragon of Dojima style emphasizes evasion. In Yakuza Kiwami 3, much like the original, enemies frequently block, though here it feels more like an homage. Dodging attacks opens windows for damaging enemies, especially with perfect dodges performed at the last moment.

The Ryukyu style is new. Kazuma utilizes several weapons: nunchaku, tonfa, sai, and tekko. This is akin to the Agent style in Like a Dragon Gaiden, which focuses on gadgets, making it ideal for clearing crowds of weaker enemies.

I appreciated the mechanics and animations of the Ryukyu style. Instead of quicksteps, Kiryu uses rolls and can block enemy attacks with a shield. Dodges are replaced by parries, which also leave enemies vulnerable to damage. Visually, this brings to mind games from the Dark Souls series, although this is by no means a “soulslike” game.

Both styles effectively convey Kiryu Kazuma’s immense power and legendary status within the yakuza world. He glides across the combat arena, effortlessly dispatching foes without a flicker of emotion, though this, of course, depends on the player’s skill.

Kiryu also possesses a special mode, “Dragon’s Enhancement.” Once a special gauge is filled, he can activate it to significantly boost his power and slightly alter his movements. At the end, he can unleash a devastating finisher. However, this concept seems to have originated from a certain unofficial Majima game.

It’s a shame that the variety of standard finishers has decreased. Throughout most of the remake, Kiryu uses the same few finishing moves, which quickly become repetitive. While the developers tweaked combat animations, they reduced a key feature that added much enjoyment to the game.

Combat as Mine is more frenetic. He performs pirouettes and sends enemies flying in all directions.

He also has an enhancement mode called “Dark Awakening.” It can be used more frequently than Kiryu’s, as Mine has multiple charges for this gauge. This mode not only changes Yoshitaka’s animations but also kicks in an exhilarating soundtrack, injecting more emotion into battles, much like Devil May Cry, but without the monsters.

Graphics and Its Filters

The visual presentation has also drawn criticism. Fans were not fond of the remake’s visual filters and color palette.

The green filter from the remakes of the first two games, along with the high contrast from an unofficial Yakuza spin-off, received particular flak. Do these elements make the graphics in Yakuza Kiwami 3 bad?

The green filter harmonizes the visuals with the two preceding remakes. If you play all the remakes consecutively, you might not even notice a difference. The high contrast is appropriate because this game also unfolds in sunny settings. Furthermore, the lighting issues present in the demo version were resolved before release.

However, Yakuza Kiwami 3 also introduced a blue filter in Kamurocho, which received even more criticism, despite its intriguing concept.

The blue tint aims to highlight the contrast between the warm, pleasant Okinawa and the cold, brutal Tokyo. Yet, this filter is only applied during gameplay, while cutscenes remain untouched, creating a jarring visual discrepancy. It should have been applied universally or not at all.

The Game’s Main Problems

Yakuza Kiwami 3 suffers from two significant shortcomings.

If you’ve played recent entries in the series, you’ll immediately notice a sense of repetitiveness. Ryu Ga Gotoku Studio is known for reusing assets and mechanics across games. This has been apparent since the franchise’s earliest installments, but now they’ve gone too far.

A prime example is the phone-based acquaintances system. While exploring the game world, you’ll encounter NPCs with whom you can befriend on social media. Just hold a button, aim, and voilà—you’re friends. However, this mechanic has been used in three consecutive games: Like a Dragon: Infinite Wealth, Like a Dragon: Pirate Yakuza in Hawaii, and Yakuza Kiwami 3. While it suits the first two, whose events occur in the same location with minimal time difference, it feels superfluous here.

The same goes for clothing changes. It’s great to customize the protagonist as you wish, but this feature was presented in exactly the same way in Pirate Yakuza in Hawaii. Literally, word for word, scene for scene: the protagonist meets a bar owner who gives him a room and says, “I bought a bunch of clothes, but I don’t wear them myself, so feel free to take them. You’d even be helping me by getting rid of them.”

The bounty hunting system is enjoyable. Players find a wanted criminal on the map and defeat them for money. But this mechanic also originates from the aforementioned unofficial Majima game. Thankfully, this time, it’s justified differently.

The other major problem, and a far more serious one, is the side quests. The original Yakuza 3 featured 119 substories, but the remake includes only 31, with some merely serving as introductory tutorials.

Did the developers cut costs by not porting additional missions to the remake? Some of these substories continued plotlines from previous games, while others developed characters from the main story, like Rikiya or Michio. Their removal has stripped these characters of their depth.

Side quests are a vital part of the franchise’s charm, creating a stark contrast with the main plot. While the main story in Yakuza games has always been a crime drama, the substories offered absurd and wild scenarios. In them, the protagonist might give interviews, help film a music video, participate in voice acting for an adult game, and much more. Some even delved into the hardships of ordinary people. This essence is largely lost here.

A few new quests were added, but the new content doesn’t fully replace the old. Acquaintances, for instance, replaced the fantastic “Revelations” from the original Yakuza 3. These were hilarious scenes that Kiryu would photograph and post online with absurd comments. Some even became famous memes, especially the one about the old woman who did a somersault on a scooter after staring at her favorite actor’s poster. It sounds ridiculous, and that’s entirely in the spirit of the franchise. What do these new acquaintances give the player? Nothing.

Verdict

Yakuza Kiwami 3 is a decent remake. The developers re-imagined the presentation of the main story, making it more dynamic by making the orphanage children’s problems optional.

The new ending hints at future projects, so it’s too early to judge it negatively.

The “Dark Ties” mini-campaign successfully explores Mine’s character and offers a deeper look into the inner workings of the Tojo Clan, which is always engaging, even if it means running around Kamurocho for a couple of extra hours doing trivial tasks.

The combat system has improved compared to the original. The classic style now boasts more varied animations, and the new style allows for effective crowd control against dozens of enemies.

Mine’s combat is a perfect balance: fast, powerful, flashy, and efficient, all set to an excellent soundtrack.

The updated character designs are appropriate in two out of three cases, and the new graphics align with the franchise’s remake aesthetic. However, the blue filter should have been applied to cutscenes as well.

The project’s problems certainly warrant criticism, but they don’t render the game as bad as some might believe.

Kiwami 3’s main drawback is the removal of numerous side quests, which significantly impacted both the game’s charm and the development of key characters. The new content simply couldn’t fully compensate for what was lost. The project’s repetitiveness and the blatant reuse of mechanics from previous games are noticeable.

The high price is another concern. While it costs 60 USD, is the remake truly worth that amount? Probably not. However, at a discount, it comes with a strong recommendation!

By Artemius Grimthorne

Artemius Grimthorne Independent journalist based in Manchester, covering the intersection of technology and society. Over seven years investigating cyber threats, scientific breakthroughs and their impact on daily life. Started as a technical consultant before transitioning to journalism, specializing in digital security investigations.

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