Yakuza: Like a Dragon
game
•Updated Aug 2026SteamRPG Games

Yakuza: Like a Dragon

byRGG Studio

RGG Studio took a 15-year-old brawler franchise, threw out its combat system, replaced its iconic protagonist, and somehow made the best entry point the series has ever had. The turn-based gamble pays off, even when the fights run long.

Get it$7.99

Where it ranks in Action

Scores 9.0 against a category average of 8.6 — top 26% of the 763 Action games we've reviewed.

Scores

Score breakdown

How we weighted the criteria

Design
9/10
Innovation
9.5/10
Value
9.5/10
Utility
9/10

Our strongest category here is Innovation (9.5/10); the weakest is Design (9.0/10).

Price
$7.99
one-time or subscription
Released
Nov 10, 2020
Platform
Steam
Developer
RGG Studio
Publisher
SEGA
Metacritic
83 / 100

More Steam / PC app reviewsMore RPG Games ranked by score

Quick summary

Yakuza: Like a Dragon (Steam) — scored 9.0: RGG Studio took a 15-year-old brawler franchise, threw out its combat system, replaced its iconic protagonist, and somehow made the best entry point t...

Pros

  • The genre swap is justified by the narrative, not bolted onto it
  • Ichiban Kasuga is the most likable protagonist in the series
  • Job system offers genuine build depth and mid-game flexibility

Cons

  • Combat animations run long with no skip option — punishing over 50+ hours
  • Party positioning is imprecise, undercutting tactical play
  • Sharp late-game difficulty wall forces grinding before the finale

Verdict

Is Yakuza: Like a Dragon worth it?

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 ever had. The 94% Steam consensus isn't nostalgia — it's players recognizing a studio that took a genuine creative risk and landed it.

The flaws are real and they're structural. Unskippable animation length in a 50-hour game 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.

Buy it. Play it on a controller. Forgive the animations.

Pros

  • The genre swap is justified by the narrative, not bolted onto it
  • Ichiban Kasuga is the most likable protagonist in the series
  • Job system offers genuine build depth and mid-game flexibility
  • Enormous, high-quality side content that never feels like filler
  • Best entry point in the franchise — no prior knowledge required
  • Both Japanese and English dubs included, both excellent

Cons

  • Combat animations run long with no skip option — punishing over 50+ hours
  • Party positioning is imprecise, undercutting tactical play
  • Sharp late-game difficulty wall forces grinding before the finale
  • PC port ships with limited graphics options and launcher friction
  • Mouse-and-keyboard support is functional but clearly secondary
  • Cutscene animation quality is inconsistent across side content

Pricing: $7.99

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Gallery

Screenshots

4 screenshots · tap to enlarge

What stands out

Key features

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Absurd Content Volume: A ~45-hour 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.

Full review

Yakuza: Like a Dragon in depth

Bottom Line: RGG Studio took a 15-year-old brawler franchise, threw out its combat system, replaced its iconic protagonist, and somehow made the best entry point the series has ever had. The turn-based gamble pays off, even when the fights run long.

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 let's be direct: 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 you're only given approximate control over where an attack lands. Line up a multi-hit sweep expecting to catch three enemies, watch your character wander two steps left, and connect with one. It's imprecise in a genre that rewards precision, and the game 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 — the first time a Poundmate crashes into frame, it's a delight. By hour 40, having watched the same five-second wind-up several hundred times, it's a tax. There's no meaningful way to speed the game up, and in a title that regularly runs past 50 hours, that's a design failure that a skip toggle would have solved outright.

The Difficulty Wall

The pacing problem is real and worth flagging before you buy. Progression is smooth and generous for roughly three-quarters of the runtime, then the game abruptly demands you be substantially higher-leveled 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 world-class. 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 single best 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 genuinely moving to outright deranged. They're not padding; they're the pressure release that makes a 60-hour 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.

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Top in Action

How Yakuza: Like a Dragon ranks among our 763 published Action reviews.

RankNameOur scorePlatformsPrice
#1CelesteScores 0.8 higher than Yakuza: Like a Dragon9.8Steam, Nintendo Switch$19.99
#1Deus ExScores 0.8 higher than Yakuza: Like a Dragon9.8Steam$6.99
#1God of War (2018)Scores 0.8 higher than Yakuza: Like a Dragon9.8Steam$49.99
#192Yakuza: Like a DragonThis review9.0Steam$7.99

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Our scores

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FAQ

Common questions

Is Yakuza: Like a Dragon worth it?

Reboots usually hedge. Our experts scored Yakuza: Like a Dragon 9.0 out of 10 — best in class.

Why does Yakuza: Like a Dragon score 9.0 out of 10?

With a score of 9.0 out of 10, Yakuza: Like a Dragon lands in our best in class band. Innovation is its strongest category at 9.5 out of 10. Design is the weakest at 9.0.

What do our experts like most about Yakuza: Like a Dragon?

The genre swap is justified by the narrative, not bolted onto it. Ichiban Kasuga is the most likable protagonist in the series.

What do our experts say is Yakuza: Like a Dragon's biggest weakness?

Combat animations run long with no skip option — punishing over 50+ hours. Party positioning is imprecise, undercutting tactical play.

About this review

How we scored Yakuza: Like a Dragon

Yakuza: Like a Dragon was scored on Design, Innovation, Value and Utility — each from 1 to 10, with the same rubric as every other game in its category — for an overall 9.0. Research and drafting follow Rankeno's fixed editorial rules; the rubric, the checks before publishing and the decision to publish are ours. Published Aug 19, 2026.

Editorial disclaimer The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.

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9.0Yakuza: Like a DragonSteam