I haven't replayed this game yet and I've only played through it once so if I get anything wrong I will commit ritual yubitsume to atone for my crime okay ty♥♥♥♥
4 Stars out of 5 because it's a Yakuza game and they have like a high baseline level of quality but god daaaaamn this is definitely the least good one out of what I've played (which is so far the entire Kiryu saga and nothing outside of that). I feel like that for what was intended to be the very last game for the character they had the choice between going for massive bombastic drama or for a more thoughtful, introspective and slower-paced kind of experience, and unfortunately they didn't really take full advantage of either. I mean Yakuza 5 and 0 had already seriously upped the ante in terms of massive high-stakes drama, but even still you can see the skeleton of a potentially higher-stakes story that was never fully realised, which I'll get to. In terms of a more introspective story, the game never really feels like it takes enough time away from its newer characters to explore Kiryu or how his repeated failed attempts to escape his past have taken its toll on him. I dunno, it just seems like a potentially interesting idea that was missed, considering that Kiryu approaches this conflict with the same unflinching determination and self-sacrificial mentality he always has. I suppose that's the core of his character, but it just seems strange to continue that tradition unchallenged into the final instalment. It really would have better contextualised his decision at the end to just disappear entirely from the lives of the people he loved by adding a dimension of emotional pain to the character that hasn't really been seen since the third game. As it stands, the game kind of feels like its missing a heart in places. Despite being the last Kiryu game, it really doesn't feel like an effective finale. I mean the ending is a very definitive conclusion for Kiryu and all, but what I mean is that the whole game really fails to build itself up as a final instalment in any capacity. The whole game should have been building up to Kiryu's final decision, but what happens in practice is that the opening and ending of the game are the only parts that really feel resonant and appropriate to the rest of the series, and the whole game in between is just an interlude to get to that final point.
Disregarding the whole emotional crux of Kiryu's story, the game also kind of fails to pay off effectively with its crime drama plot. The crime plots of Yakuza games are obviously points of contention among fans in terms of quality (I am specifically thinking about the Rubber Bullets™), but I feel like this is the worst one just because of how it handles its main villain. I'm not saying the whole plot is bad cause Yakuza plots are way too complicated and multi-layered to make quality judgements about them just based on one element, but what they do with Iwami is just atomic bomb levels of plot mismanagement. A lot of people defend him (lukewarmly I might add, no one's exactly enthralled by the character) because he's meant to a two-dimensionally evil bastard who just wants power. I'm perfectly fine with that kind of character as a villain, like not everything has to be a walking Shakespearian tragedy or whatever, but I don't think it's Iwami's actual personality that matters so much as his place within the wider story of the entire franchise. Like, Iwami as an archetype (and not as a character) is what the series has been building up to from day one, both chronologically within the series timeline and from the first game. The most fundamental conflict posed to Kiryu as a yakuza is that he's an old fashioned honour-bound Robin Hood type in an underworld that's being slowly consumed by ruthless pragmatism. While many great villains in the series are similarly honour-bound warrior types (Ryuji Goda and Masato Aizawa being the most prominent), Kiryu has essentially being fighting his whole life against a rising tide of Machiavellian criminals (Shibusawa, Jingu, Takashima, Kurosawa etc etc there's way more besides them) who stand in direct opposition to his idealistic view of organised crime. Despite being his enemies, Kiryu was able to respect and see eye-to-eye with Goda and Aizawa (and Mine and Someya, though their belief in some kind of Yakuza honour is way more under the surface) because even though their ideals were opposed, they at the very least held ideals. It's his other villains, the pragmatic types, that were always the real threat to Kiryu because they posed a threat not just to him and his loved ones, but to the very ideology that drove him. I think Iwami's status as an emotionless power-hungry manipulator with no higher-minded goal or interiority is actually perfect for what they could have done with him. When all pretence of criminal honour is thrown out the window, you basically have free rein to just fuck shit up completely till you're at the top of the game, so to speak. That's what the core of Kurosawa's character was in 5, and he's probably one of the best villains in the entire series. Iwami had the potential to be even more threatening by holding onto that mentality while also not being an old man dying of cancer. But even though these two guys are superficially similar, it's how the plot deals with both of them that is the real dividing line of quality. I think the problem here is that they tried to make Iwami an unassuming villain who comes in at the very end to reveal he'd been behind everything, which is exactly what Kurosawa was, except that they kind of failed to make him look that smart or manipulative. I guess Kurosawa had the advantage of existing within a very long game that explores the perspectives of five different characters so you could see the extent of his designs across the whole of Japan in a way that made him feel like the invincible nucleus of an unimaginably large criminal conspiracy, which made the final two hours of the game where you rip that conspiracy to shreds soooo fucking satisfying. Iwami serves as a hateable villain that you're meant to feel satisfaction from bringing to justice, but the problem there is that there isn't the same air of invincibility around him. All of his big plans come way too late in the game to feel like an effective manipulator. He reveals the Secret of Onomichi because (????) and then kidnaps Haruka to fuck with Kiryu and Kiryu's like fuck you and beats the shit out of him. Wow. I dunno, there's no feeling that there's any kind of clash of ideology between the two like there had been with previous villains. When Kurosawa fucked with Kiryu, it felt more than just personal, like he was punishing him for thinking he could hold anything dear considering the world he was part of. When Iwami does it, it really does feel kind of shallow, like nothing deeper beyond "this guy is a pain so I'm going to ruin his life" kind of thing. Maybe that's his character, but like that's just so boring! Iwami's villain reveal really should have been earlier, cause what happens is that he comes in at the end as the villain and is like "oh shit I had better do something villainous" so he kidnaps Haruka at the end and there's no kind of thematic buildup or anything. This guy's on the same level as like Shindo in terms of villainous significance it feels like, despite ostensibly being the main antagonist. Sorry if it feels like I'm talking in circles here, but it's kind of difficult to explain how similar character archetypes can succeed or fail in relation to the story around them.
As for other characters, eehhhhh. Kiyomi and Nagumo are two of the best characters in the entire series for me, and I love what they did with Hirose, but everyone else is just kind of there. Despite being at the centre of like one of the main plot points, Usami is so forgettable that I literally had to look up his name to remember it. The Yakuza series is no stranger to reusing certain character archetypes, and that's a writing decision that's often paid off, but Usami really just feels like Rikiya from 3 minus a certain je se ne quois. He's the hot-headed youthful idiot like Rikiya but he really doesn't have much of his own personality to stand out. He goes through a whole character arc where he matures or whatever but I never cared enough to help but think of him as just some guy. Tagashira and Matsunaga just exist and take up way too much screen time because they don't really feel like they have much purpose beyond having more characters to smokescreen the mystery of Haruto's parentage.
I'd say the most infamous aspect of this game's story (besides the most random and inconsequential Big Reveal in perhaps any game ever) is the fact they decided to torpedo every series regular besides Akiyama and Date, probably because it's too much baggage for a game that's relatively short for the series. This game's plot was already a multiverse of wasted potential and this multiplies that by like a square factor. Like seriously, 4 and 5 spend so much effort building on Majima's past to imply that there's So Much More awfafesvdgageg to him under the surface, 0 took that idea and ran a marathon with it, and 6 had the potential to portray Majima in the present day with all these knowledge of his past having been explored. Instead, Majima goes to jail and is never mentioned again until the end. Okay. Why. Was this some kind of development thing, like were they making this game before they'd finished writing 0 or something. The question of Daigo Dojima's leadership in the Tojo Clan that's always felt a little underexplored in my opinion. Oooops lol!! The prospect of Saejima going one single game without ending up in fucking jail. Like come on. And what's left from that. I guess Akiyama was a welcome presence but he just feels kind of There, and Date's impact on the story was so great that I, again, had to look up whether he was even in the fucking game or not because he does not do anything (and in general suffers from being one of the least remarkable Yakuza side characters despite featuring in every main entry that isn't 0).
This game breaks the series tradition of having a tech demo style game (Kenzan, Ishin) to test out the new engine and that really shows. I do enjoy the more physics-based combat in this game, before they somehow made it worse in Kiwami 2, but it can't help but feel a little underdeveloped. I kind of like that sluggish Rockstar-style movement for walking around, but it really fucks up the combat, it feels less like you're controlling Kiryu and more like you're driving a car and it's really easy for your attacks to just straight up miss your targets without them even really dodging become the lock-on system in this game feels less like you're actually locking on so much as you're gently suggesting to Kiryu an enemy whose general direction you should attack in. Exploration is fun, too bad that much of the map is cut. Uhh the arcade's great. I never really mess with it more than a few times per playthrough in other games but Puyo Puyo and Virtual Fighter 5 are fun additions. I don't know if that counts towards the quality of the game itself but who cares. The points-based level up system is my least-favourite in the series and if you don't intentionally hold off on upgrading your stats then it feels like you get way too strong way too fast.
There's a lot to talk about this game but that's all I really have on mind right now. Peace out lol