Overview
Nobody asked for this. That’s what makes it remarkable.
For a decade and a half, Yakuza was defined by one thing above all: Kazuma Kiryu breaking a bicycle over a street thug’s spine in real time. The series had a formula — melodramatic crime opera in the foreground, absurdist minigame arcade in the background, and a fast, tactile beat-‘em-up holding it together. RGG Studio detonated all three pillars at once. New protagonist. New city. And a full conversion to command-based, turn-based JRPG combat.
The setup is the series at its most operatic. Ichiban Kasuga, a low-ranking Tojo Clan foot soldier, takes an 18-year prison sentence for a murder he didn’t commit — the ultimate act of loyalty in a world built on it. He walks out expecting a hero’s welcome. Instead, the patriarch he worshipped shoots him and leaves him in a garbage heap in Isezaki Ijincho, Yokohama. He wakes up homeless, penniless, and 18 years behind on the world.
That’s the hook that justifies everything else. Ichiban grew up on Dragon Quest, and his brain never quite let go of it. Street punks render as ridiculous monsters. Brawls resolve as party battles. The genre shift isn’t a mechanical decision bolted onto the fiction — it is the fiction, filtered through a man whose imagination is the only asset he has left.
Commercially, this was SEGA making a play for the mainstream. Yakuza had spent years as a beloved cult property with a Japanese-language reputation problem and a decade of backstory gating new players. Ichiban’s story starts from zero, in a city no prior game visited, with a combat system that doesn’t demand combo memorization. It worked. The game holds a Metacritic score of 83, and RGG bet the franchise on a joke premise and won.
Key features
- Turn-Based Combat With Spatial Teeth: Six-person party, command menus, elemental weaknesses — but positioning matters. Characters move organically around the arena, meaning a swing might catch two enemies or clip a bystander. Environmental objects — bicycles, traffic cones, signage — get picked up mid-turn. Poundmate summons call in cinematic guest attacks that are consistently funnier than they need to be.
- The Job System: A genuine class system replacing fixed roles. Retrain any party member as a Bodyguard, Idol, Chef, Breakdancer, or Host, each with distinct skill trees, stat curves, and weapon proficiencies. Job changes happen at a Hello Work employment office, which is exactly the kind of joke this game builds entire systems around.
- Bond & Drink Link Progression: Party relationships deepen through side content and bar conversations, unlocking passive buffs and combo attacks. Social progression feeds combat power directly rather than sitting in a separate narrative silo.
- Isezaki Ijincho: The largest map in series history, and the first genuinely new city in years. Denser and more vertical than Kamurocho, with distinct districts that actually feel governed by different factions.
- Absurd Content Volume: A lengthy main story surrounded by dozens of substories, a business-management sim with shareholder meetings, kart racing, mahjong, shogi, karaoke, a competitive can-collecting race, part-time hero requests, and a deep optional dungeon.
Analysis
The Gameplay Loop
The core rhythm is walk, get jumped, fight, level up, get distracted by something stupid for two hours. It’s the Yakuza loop, and the turn-based conversion changes its texture more than its shape.
Combat is where the scrutiny lands, so here’s the honest read: it’s good, not great, and it’s carried by presentation. The fundamentals are competent JRPG design — elemental and physical weakness targeting, MP economy, status effects, back attacks for bonus damage. The Job system provides the real depth. A Breakdancer’s sweeping AoE covers ground a Bodyguard’s single-target burst can’t, and rebuilding a party composition three-quarters through the game is a legitimate strategic option rather than a punishment.
The friction is positioning. Characters drift around the battlefield on their own logic, and the player is only given approximate control over where an attack lands. A multi-hit sweep lined up to catch three enemies can connect with one after the character wanders two steps left. It’s imprecise in a genre that rewards precision, and the design never fully resolves the tension between “characters move naturally like a brawler” and “you’re issuing turn-based commands.”
The second issue compounds it. Animations are long. Gorgeously long, at first — a Poundmate crashing into frame is a delight the first several times. But the same five-second wind-ups repeat across hundreds of encounters, and there’s no meaningful way to speed the game up. In a title this long, that’s a design failure a skip toggle would have solved outright.
The Difficulty Wall
The pacing problem is real and worth flagging. Progression is smooth and generous for roughly three-quarters of the runtime, then the game abruptly demands a substantially higher level than the natural story pace delivers. The intended solution is the optional dungeon — go grind, come back. It’s a structural relic, the kind of thing JRPGs did in 2002, and it lands hard in a game otherwise obsessed with respecting player momentum. Budget several hours for it or lower the difficulty; there’s no shame in the latter.
Tone Control
Here’s what almost nobody discusses seriously: the tonal engineering is excellent. This game asks you to accept, in a single sitting, a homeless man weeping over a betrayal that cost him two decades of his life, and then a boss fight against a man in a diaper. Those two registers should annihilate each other. They don’t.
The mechanism is Ichiban. He’s an unironically sincere protagonist in a genre that defaults to stoicism — earnest, loud, easily moved, and completely without cynicism. Because he takes both the tragedy and the nonsense at full face value, the player is given permission to do the same. Kiryu was a wall you watched things happen to. Ichiban is a conduit. It’s the sharpest character-design decision RGG has made, and it’s why the party — a disgraced cop, a former nurse, a middle-aged hostess, an ex-lieutenant — lands with weight instead of playing as JRPG archetypes in trench coats.
Onboarding
The substory design is the series’ strongest safety valve. When main-story difficulty spikes or the melodrama gets heavy, there are dozens of self-contained 10-minute vignettes that range from moving to outright deranged. They’re not padding; they’re the pressure release that makes a very long runtime survivable. And the business-management minigame is a full strategy game hiding inside a crime drama — a Yakuza tradition, executed with more polish than usual.
Visuals & performance
The Dragon Engine renders Yokohama with real density — wet asphalt reflecting neon, crowded alley sightlines, interiors modeled far past what the story requires. Character faces remain the studio’s technical showpiece, and the performance capture in cutscenes is among the strongest work in the genre.
Where it wobbles is consistency. Cutscene fidelity varies noticeably between critical-path scenes and substories — some side content runs on visibly cheaper animation, which is an honest resource decision but a jarring one when it hits mid-emotional beat.
The UI deserves specific credit. Menus commit fully to the JRPG pastiche — enemy names rendered in absurd monster-manual fonts, job descriptions written as employment listings — without sacrificing readability. Information density is high and legible, which matters when you’re comparing four Job skill trees.
Japanese and English dubs ship together, and the English cast is strong rather than merely serviceable. That’s a meaningful accessibility win for a series that historically demanded subtitle tolerance.
Platform nuances
On Steam, the honest verdict is: play it with a controller.
Mouse and keyboard is supported and functional, but it’s a translation, not a native design. Menu navigation is fine; the minigames are where it frays. Karaoke’s rhythm timing and the kart racing both assume analog input and stick prompts, and the UI never fully stops speaking in gamepad iconography.
The port itself is competent but dated in its plumbing. Graphics options are limited — the essentials, not the granular tuning PC players expect from a 2020-era release. A game of this scope is light on hardware demands, which is the port’s real strength; this isn’t a machine-melter.
The launcher is the sore spot. A wrapper layer sits between the player and the game, adding startup friction for no perceptible benefit. It’s not a dealbreaker, but it’s the kind of thing that reads as publisher policy overriding player experience.
Final verdict
Reboots usually hedge. This one didn’t, and that’s the whole story.
RGG Studio could have shipped Yakuza 7 as a safe brawler with a new coat of paint and sold a million copies on brand equity alone. Instead they changed the genre, changed the protagonist, changed the city, and wrapped the entire gamble in a joke about Dragon Quest that turns out to be the most emotionally coherent premise the series has had. The strong critical reception isn’t nostalgia — it’s recognition of a studio that took a genuine creative risk and landed it.
The flaws are real and they’re structural. Unskippable animation length in a game this long is a legitimate complaint, not a nitpick. The pre-finale grind wall is a design pattern the genre should have retired. Positioning imprecision means the tactical layer never reaches the depth the Job system implies it should.
None of it matters as much as what works. Ichiban Kasuga is the reason to play this, and the systems built around him — the job changes, the bond progression, the sprawling absurdity of Ijincho — exist to give a man with nothing a way to build something. That’s the actual theme, and the mechanics carry it. Very few games manage that alignment.
We recommend it. Play it on a controller. Forgive the animations.
Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review