![]() Money is also spent on purchasing healing items, weapons, defensive accessories, food at restaurants that restore health out of combat, and a plethora of mini-games and arcades around the game world. It doesn't seem too bad because you do earn a fair bit a cash in the early game, namely from performing well during fights, but there are some caveats to all of this. Upgrades start out relatively "inexpensive" at around 2 million yen per upgrade but will quickly make large leaps to 30 million yen or more. This means that money plays a hugely important role in Yakuza 0. Each fighting style has their own experience grid, though there are some cross-over benefits between styles such as an increased health pool. First, you can spend your hard-earned cash to purchase upgrades such as increased health, new combos, new contextual actions, and even more moves. New moves and abilities are earned in one of two ways. You just haven't experienced how crazy the combat can get in this game until you pick a weak foe up and swing him around to knock out his nearby buddies. These methods are all capped off by the ability to execute highly damaging charged-up Heat moves to finish off one or a group of foes in one cinematic attack. Players can pick up and wield items such as swords, bats, traffic cones, bicycles, and the like. The styles mix beautifully with the ability to utilize the environment to your advantage during fights. Though the combat across all styles can be simplified down to light attack, heavy attack, grab moves, and dodge moves there are simply too many variables at play here to ever make the combat in this game ever feel stale. Each character can learn a few different fighting techniques, which can be swapped to at will in the heat of a battle, and all of which are unique both visually and technically. The fights especially showcase this tendency towards the exaggerated. So much in Yakuza 0 is done with such a flair for the eccentric that you cannot help but smile even in some of the more down to earth scenes. It runs with it so hard and I love that it does so with almost everything cranked up to 11. Set in late 80s Japan, the game takes the era's ideas of fashion, glitz, bright lights, and the non-fictional real estate bubble economy for the housing market and runs with it. I won't ruin the moment for you aside from saying that the introduction includes a big band orchestra, an unruly patron, and the idea that "the customer is always right!" Trust me when I say that Majima loves to steal the show. ![]() Majima explodes onto the scene and into your heart from his very first appearance. On the flip side, we have the high-end cabaret owner, Majima. Kiryu feels that the only way he can freely get to the bottom of this obvious setup is to leave his yakuza clan and start down a mysterious and dangerous path. He was framed for a crime he was quite sure he didn't commit. Right from the get-go, we find that young Kiryu is nothing more than yakuza near the bottom of the totem pole. This means it's a perfect starting point for anybody that has been looking to jump into the series but were too afraid because they wouldn't know what was going on. Set in 1988, Yakuza 0 serves as a prequel to the events in the other mainline entries. From my limited knowledge about the series, Kiryu is a series mainstay and the incredibly eccentric Majima is also prominently featured in the other games. The focus of Yakuza 0 is split between Kazuma Kiryu and Goro Majima. However, thanks to SEGA and the upcoming Yakuza 0 for the PlayStation 4, I finally got a heaping helping of what the franchise has to offer. Between never really knowing much about the games and some of them never making it Stateside, it just wasn't meant to be. I am sad to say that I have never played any entry in the Yakuza franchise before. I went in not knowing anything about the franchise, but I came away a huge fan.
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