Yakuza 0 | Beating up Kuza again...in the sewers and becoming a cabaret club czar

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Gameplay Part 4

The glitz, glamour, and unbridled decadence of the 80s are back in Yakuza 0.

Fight like hell through Tokyo and Osaka with protagonist Kazuma Kiryu and series regular Goro Majima. Play as Kazuma Kiryu and discover how he finds himself in a world of trouble when a simple debt collection goes wrong and his mark winds up murdered. Then, step into the silver-toed shoes of Goro Majima and explore his “normal” life as the proprietor of a cabaret club.

Switch between three different fighting styles instantaneously and beat up all manner of goons, thugs, hoodlums, and lowlifes. Take combat up a notch by using environmental objects such as bicycles, sign posts, and car doors for bone-crunching combos and savage take-downs.
Fighting is not the only way to kill time in 1988’s Japan: from discos and hostess clubs to classic SEGA arcades, there are tons of distractions to pursue in the richly detailed, neon-lit world.

In this playthrough we cover:

Chapter 6 - The Yakuza Way:

Kiryu returns to the Empty Lot in Kamurocho to confront his framing—Tachibana reveals that someone besides Kuze set him up, escalating the mystery around the Empty Lot’s ownership. As the Dojima lieutenants (Awano, Kuze, and Shibusawa) realize Kiryu won’t give up Tachibana, an all-out manhunt is launched for him. Gameplay highlights include learning the Cash Confetti skill to distract street thugs, battling through waves of Dojima Family soldiers across Kamurocho, and finally taking on Kuze in yet another brutal boss fight in the sewers below the Serena. Escaping back up to the Serena, there, he comes face-to-face with Awano, who tries to lure him into betraying Tachibana with promises of wealth and protection. Kiryu refuses, leading to a brutal confrontation and carves out a narrow escape. Meanwhile, Nishikiyama helps him narrowly escape the Dojima Family’s trap, with a plan that leads to the brothers split.

Chapter 7 - A Dark Escape:

The chapter opens with Majima and Makoto Makimura hiding in a warehouse, their bond strained but growing as Majima tries to understand Makoto’s mysterious past. When Yamagata (owner of Club Odyssey) confronts Majima, he’s tempted with a job in the cabaret club world, introducing the Cabaret Club Czar system. Majima then tracks down Lee—injured but alive—in Mahjong Jambalaya; during a mahjong game Lee reveals that the bat-tattooed man was involved in Makoto’s trauma, fuelling Majima’s determination to protect her. The story shifts through moments of caretaking (fetching Makoto takoyaki to comfort her) into nightlife business as Majima assists Youda in reviving Club Sunshine against pressure from the Five Stars. Near the end, Lee shows Majima surveillance photos suggesting a body double impersonating Makoto; Lee orders Majima to kill the double, but Majima refuses, choosing integrity over deception. The chapter closes with Majima defying Lee—returning to the Grand and preparing to fight against larger forces threatening Makoto, while solidifying his involvement in the cabaret scene.

Substories:

Sugar Daddy – Majima helps a young woman escape from a predatory “sugar daddy” scheme, teaching her about self-respect and independence.

Beyond The Door – Kiryu uncovers a shady cult brainwashing young people, freeing a girl from its grasp and exposing the group’s leaders.

A Taxing Issue – Kiryu meets Japan’s first national tax advisor and debates the fairness of a new consumption tax, giving a humorous historical nod.

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