Majima had gotten pretty throwaway roles in Yakuza games since Zero but this year this finally changed. We got a proper game all about Majima. Well... about Majima and pirates in Hawaii.
Like a Dragon: Pirate Yakuza in Hawaii is a fun, silly game that goes way beyond a quick cash-grab spin-off. A lot of it is very by-the-book, though. It's old-style Yakuza gameplay (no turn based stuff here) with tons of recycled minigames and content you've come to expect from the series, in good and bad. The visuals range from flashy and vibrant cutscenes and environments to stilted low-effort dialog sections like they always have. The music is mostly awesome once again. The sidestories are clumsy and simple gameplay-wise but hilarious content-wise. It's good stuff but very familiar.
However, the game comes with a surprisingly content-heavy pirate campaign with sea battles, crew management, ship customisation and so on. In a sense, it's a lot more ambitious in its new mechanics than say, the Judgment games were. There's a lot of improvement in the pirate gameplay but what is there is already very easy-going fun.
When it comes to combat, in addition to the more familiar Mad Dog fighting style, Majima is also given a new unique Seadog fighting style. This utilises throwable cutlasses, a pistol and a hookshok to close distances between enemies. It's a fun addition for sure. As is with Dragon Engine beat'em'up Yakuzas, though, the loose and chaotic combat is far from perfect, and the developers seem to even bring new problems in by trying to make the the battles larger in scale with tons of gun-wielding enemies. However, the battles (and the most of the game in general) are rather easy even with the harder difficulty, so that it doesn't get too bad with the dodgy combat. And as before: when the combat is fun, it is very fun and flashy.
Like the previous mainline entry, Like a Dragon: Infinite Wealth (which I haven't yet played, too long turn-based game makes me scared), Majima's pirate adventure takes place in Hawaii. The gist of the story is that Majima washes up on an island without his memories, gets saved by a kid called Noah, and then goes on a treasure hunt to find a legendary teasure and, most importantly, to show the crazy world out there to the sheltered kid Noah. The story itself is not particualrly strong but, as is typical with Yakuza games, the cast of characters is strong and it's nice to see them in the crazy events of the story as well as the more relaxed character-building moments of the side content.
In general, the overall tone of the game is pretty cozy and whimsical. In some ways, it's a bit jarring how child-friendly the tone is at times (and yet, at times it definetly is not child-friendly) but it also contributes to this nice lighthearted feel. Even venturing in Honolulu, the game's main city, and engaging in its side content is made pretty cozy. For example, you have a greet-button that let's you holler at people on the street and rack up new friends. Substories are mostly about helping people. There's also the "Drink Link" system that let's you have a heart-to-heart conversation in a bar with your crewmembers after finding enough slice-of-life dialog bits scattered around the game world. For a game about beating people up and dangerous pirate conspiracies, it sure is filled with feel-good vibes.
And then there's the insanity of Masaru's Love Journey live-action bits.
I went into the game expecting and wishing for a swift ten to fifteen hour campaign and some nice side content to tackle for a while after that. I ended up doing most of the content in the whole game and spending about 45 hours in total with it. And I still have some stuff to get into (new Sega arcade games!). Needless to say, I had fun.
And as a weird existential crisis hit me this year, it's kind of calming to see the old Yakuza uncles Majima and Saejima talk about aging and how to make your life worthwhile while you're still alive. You don't always need crazy stories to make an impact. Relatability on the whole being-a-human-thing we are part of goes a long way too.