← Post History

DIFFERENCES BETWEEN VERSIONS

· Yakuza series

Read the original post on X

DIFFERENCES BETWEEN VERSIONS YAKUZA 0 VS. YAKUZA 0 DIRECTOR'S CUT The basic game is still the Kiryu-and-Majima prequel. You aren't buying a sequel by picking Director's Cut. The expanded edition adds cutscenes involving major characters, English and Chinese voice tracks alongside Japanese, more text languages, and Red Light Raid. That multiplayer mode lets you take on challenge missions with other players and choose from a roster of 60 characters. It's separate from the original single-player story. There is also a practical save-system change: Director’s Cut lets you save from the pause menu. In the original, normal saving meant finding a telephone save point. That matters when you want to stop without running back across town. The extra scenes also mean it isn't simply the exact original cut presented at a different resolution. If you care about seeing 0 as originally released, that distinction matters. If you're choosing the expanded edition, know that the additions go beyond graphics. YAKUZA VS. YAKUZA KIWAMI Kiwami rebuilds the first game rather than just sharpening the PS2 image. The models and environments were redone, Japanese dialogue was rerecorded, and the English script was localized again. Combat is a major difference. Kiryu can switch between Brawler, Rush, Beast, and Dragon instead of playing exactly like the original PS2 game. Your progression through those styles is part of this version's experience. Majima Everywhere is another substantial addition. Majima can challenge Kiryu around the city, and those encounters are tied to rebuilding the Dragon style. That whole structure wasn't how the original game worked. Those appearances aren't limited to ordinary street fights. Majima can turn up in disguises and interrupt activities, with encounters including Officer Majima, Zombie Majima, and Goromi. His rank system and specific encounters unlock Dragon abilities. You still have Komaki training too, so learning Kiryu's moves is spread across more than one system. If you only follow the main story, you can leave a lot of that style undeveloped. The remake also adds story scenes, including more material around Nishikiyama, and makes stronger connections back to 0. Pocket Circuit and MesuKing give you additional activities, alongside changes to the hostess content and substory navigation. That's why Kiwami is the practical modern version I'd list for the first game's slot. But the PS2 original still has its own presentation and pacing, and its English-language release had an English dub that isn't the same thing as Kiwami's rerecorded Japanese performance. There's a boss-fight change worth knowing as well. Some bosses stop to recover health, and the Kiwami Heat Actions are designed to interrupt that recovery. The aura tells you which style to use. That mechanic changes the rhythm of those fights compared with the PS2 original, so it's worth learning instead of treating every recovery phase as the boss simply wasting your time. YAKUZA 2 VS. YAKUZA KIWAMI 2 Kiwami 2 moves the second game into the Dragon Engine, the technology introduced with Yakuza 6. The cities, character models, lighting, and combat presentation are rebuilt rather than simply upscaled. It also doesn't carry over Kiwami 1's four-style structure. Kiryu's fighting here follows the Dragon Engine approach, with its physics, environmental interactions, charged attacks, weapons, and different feel in motion. The new Majima Saga is one of the biggest story additions. It gives Majima a separate playable campaign and connects back to material from 0. It wasn't included in the original Yakuza 2. It's divided into three chapters, uses Majima's knife-based fighting, and has a much smaller scope than Kiryu's campaign. Don't expect another 0-sized Majima story with the same businesses and progression. The side activities change too. Cabaret Club Grand Prix builds on the cabaret management idea from 0. Majima Construction uses a revamped Clan Creator mode. Virtual-On and Virtua Fighter 2.1 are among the arcade additions. There are specific losses too. Shinseicho, the smaller Osaka area from the original, isn't explorable in Kiwami 2. Club Adam's host-club activity is gone. Bowling and pool are gone. The original's Ultimate Battles aren't brought over as the same mode, and some substories are removed or combined. Music is rearranged or replaced in places as well. Bouncer Missions are one of the new combat activities. You accept them through Club Debolah, fight through enemy encounters, and cannot use your normal inventory healing items during the mission. They have Normal, Hard, and Legend versions. That's a separate challenge from the main-story difficulty setting. The new cabaret mode puts Kiryu in charge of a hostess club and develops characters connected to 0. It doesn't recreate the original Club Adam activity, where Kiryu worked as a host. Likewise, Majima Construction is a defense-focused version of Clan Creator, with recruits protecting equipment from attackers. Those are actual replacements and additions to the side content, not just different names for the same minigames. THE NEWER KIWAMI AND KIWAMI 2 RELEASES One more naming trap: a newer platform release of Kiwami isn't a second remake of Yakuza 1. The same applies to Kiwami 2. SEGA describes the newer releases as having no significant differences in their basic game content. Additional language support and platform availability shouldn't be confused with another new campaign. Check the exact platform and edition before buying something again. For example, SEGA specifically says the old Steam Kiwami save data doesn't transfer to the newer Steam release. YAKUZA 3, 4, AND 5: THE REMASTERS These are a different kind of upgrade from Kiwami. They retain the underlying PS3 games instead of rebuilding them into the newer combat systems. The collection brought the PS3 presentation from 720p and 30fps to a 1080p, 60fps target on PS4, alongside revised English localization. Those figures describe that particular console upgrade, not a promise that every platform and setting behaves identically. Yakuza 3 Remastered is especially important for English-language players because it restores substantial content cut from the original Western PS3 release. That includes activities such as mahjong, shogi, hanafuda, hostess content, and associated substories. The remaster also improves substory tracking and the presentation of karaoke lyrics. Yakuza 4 also changes Tanimura’s character model and voice performance. The remaster recasts him with Toshiki Masuda, so this is a visible and audible difference, not simply a resolution increase. For 4 and 5, go in expecting the original games with presentation and localization improvements, not new Kiwami campaigns. The older combat, structure, and overall design remain. Don't mistake the extra protagonists or side stories in those games for features that were invented for the remasters. A couple of smaller details matter if you're comparing versions closely. In 3 Remastered, “restored Western content” doesn't mean every piece of the original Japanese release was carried over unchanged. Answer x Answer, the Japanese quiz game, isn't restored. The Michiru chase material was removed, and the hostess lineup was revised. That's why I want to be specific about what came back instead of just saying the remaster is completely uncut. In 5 Remastered, some bonus-item availability changes. Saejima's Golden Rifle and Shinada's Fried Shrimp Bat are restricted to Premium Adventure, whereas the PS3 version made those items available during the main game. That can matter if you're following an old PS3 guide and wondering why an item isn't where the guide says it should be. None of these three remasters adds an English voice track. Their revised English localization is written dialogue and subtitles. And the 60fps improvement doesn't turn the fighting into Kiwami 2 combat: the original move sets, enemy behavior, and progression are still the starting point. YAKUZA 3 REMASTERED VS. YAKUZA KIWAMI 3 This deserves more than a quick “play the newer one.” Kiwami 3 rebuilds Okinawa and Kamurocho, adds scenes, and changes Kiryu's fighting. Its two styles are Dragon of Dojima and Ryukyu. Ryukyu brings Okinawan weapon techniques into the fighting, rather than just reproducing the original game's combat. Ryukyu isn't just Kiryu equipping a weapon from his inventory. It's a full style built around eight kinds of Okinawan weaponry. There is also a new teacher, Miya-san, at Miyazato Dojo. Training and promotion tests there unlock techniques, so the remake has its own training route rather than simply copying every original master and lesson. Morning Glory is greatly expanded. There are activities involving cooking, gardening, sewing, homework, fishing, and catching bugs. Daddy Rank and individual Family Time stories give the orphanage a more developed progression system. That part is especially relevant to what I was saying about wanting more time with Kiryu as a father and caretaker. You can also sell things you've grown or made and use that work to support the orphanage. The individual children's stories and your Daddy Rank give you reasons to return to these activities instead of doing each one once and moving on. Bad Boy Dragon is another new side mode. Kiryu works with the Haisai Girls, recruits and develops allies, and takes part in larger gang battles. There are smaller Baddies Battles with a handful of allies and larger Rumbles where you organize squads. Recruiting people, choosing squad leaders, and improving the group are part of it. You're managing a gang as well as controlling Kiryu in the fight. LaLaLa Loveland adds another system around Kiryu's flip phone. He connects with other phone owners, builds friendships, and opens Loveboxes scattered around town. Straps and other phone parts can affect his abilities, while stickers and rhinestones let you change how the phone looks. That combination of exploration, customization, and stat bonuses wasn't how the original phone worked. The original Revelations are one of the things that didn't make it over. Those were the scenes where Kiryu watched something ridiculous happen, recorded it, and learned a move from it. The remake uses a different skill-and-training setup. It's a concrete example of a small feature with personality being lost even while the remake adds larger activities. Dark Ties is a separate campaign about Yoshitaka Mine and his path into the yakuza. It comes with Kiwami 3 but isn't something that was part of 3 Remastered. Mine also gets his own side activities. Kanda Damage Control has him completing jobs to improve Kanda's reputation. That feeds into a Charisma Rank and unlocks Drink Links between the two men. The work ranges from helping people around Kamurocho to larger Good Deed Quests, rather than sharing Kiryu's orphanage or gang-management progress. Hell's Arena has two different kinds of challenge. Hellish Brawls are timed arena fights. Survival Hell sends Mine through a dungeon while hunters pursue him, with weapons, hired allies, and upgrades to find along the way. Those are new modes attached to Mine's campaign, not a restoration of the original game's arena. The tradeoff is that Kiryu's remake campaign has 31 numbered substories, compared with well over 100 in the older game. That's not a perfect measure of hours, because stories can be combined or moved into other activities, but it does show why this shouldn't be sold as every original side quest plus extras. The remake also alters story material. The director has discussed those cuts as deliberate choices made alongside the new content. I wouldn't tell someone that the remake preserves everything the remaster contains. Rikiya, Nakahara, and Hamazaki are recast: Show Kasamatsu, Ryo Ishibashi, and Teruyuki Kagawa take those roles in the remake. Their faces change along with the performances. And there are changes around the ending. I'm leaving the actual outcomes out of this play-order post, but I will get into them when I compare the two versions directly. If you want to see the original story that players knew going into 4, don't assume the remake and remaster are interchangeable. LIKE A DRAGON: ISHIN! VS. THE ORIGINAL ISHIN The newer Ishin is a remake of the 2014 Japanese release. It follows Sakamoto Ryoma under the name Saito Hajime in a fictionalized nineteenth-century Japan; Kiryu’s familiar face is playing a different character. It uses Unreal Engine 4, revises the visuals, and changes parts of the cast to incorporate familiar faces from later games, including 0 and Yakuza: Like a Dragon. Trooper Cards also have a bigger role. In the original, their use was tied to Battle Dungeons. The remake makes those abilities available more broadly during combat once introduced. There are additional cards, new substories and songs, and Photo Mode. That means the remake's combat can include powerful card abilities during ordinary encounters, not just in the dungeon activity. The four core fighting styles still give you sword, gun, unarmed, and sword-and-gun options. It's worth separating those additions from returning features. Things like the farming and domestic-life side of Ishin weren't all invented for the remake. The new version changes and expands an existing game; it didn't create every activity from scratch. That's the order and the differences I wanted to get down before going game by game. I'll take these a few at a time. Individual thoughts first, then the guides, checklists, achievements, and other material that belongs with each one. There's a lot here, and I'd rather give each game room than rush the entire series into one post.

Browse more posts · Find me on other socials