EGW-NewsOkinawa Returns In Yakuza Kiwami 3 & Dark Ties
Okinawa Returns In Yakuza Kiwami 3 & Dark Ties
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Okinawa Returns In Yakuza Kiwami 3 & Dark Ties

Yakuza Kiwami 3 & Dark Ties Review revisits a divisive chapter in Ryu Ga Gotoku’s long-running crime saga and rebuilds it with faster combat and a reshaped structure. The 2009 original drew praise at launch but slipped behind later entries as its combat aged and its pacing stalled. This new version retools both, while adding a separate campaign centered on antagonist Yoshitaka Mine.

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I played the original Yakuza 3 years ago and remembered how often fights slowed to a crawl. Enemies blocked in clusters, combos stalled mid-string, and street encounters dragged. Kiwami 3 changes that rhythm. Battles move faster, and Kazuma Kiryu now switches between two distinct fighting styles. His Dragon of Dojima stance delivers heavy punches and grapples with clear impact. A second stance equips him with eight weapons mapped to button combinations, with no inventory toggling or manual swapping.

The weapon set covers tonfa for stun, scythes that cause bleed, brass knuckles that shatter guards, a shield that deflects blades and bullets, and nunchucks that extend combos. Inputs blend taps and holds across three attack buttons, letting Kiryu chain strikes without pause. I found the transition between blunt strikes and thrown blades seamless, and the pace rarely stalled. In the original release, weapons broke quickly and discouraged use. Here, the system encourages experimentation and keeps pressure on opponents.

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The visual overhaul matches the combat changes. Character models align with recent Like a Dragon entries, with sharper detail and more expressive faces. Particle effects flare during heat actions and heavy blows. Okinawa’s coastal district receives a full remodel. Sunlit streets, low-rise buildings, and open waterfront spaces contrast with Kamurocho’s tight alleys and neon corridors. The setting holds focus during the opening half of the story, grounding Kiryu’s attempt at a quieter life.

The main plot still centers on a turf conflict tied to Okinawa, but chapter flow has shifted. In the original, extended stretches locked Kiryu inside the Morning Glory orphanage, pushing long text conversations with little interaction. Kiwami 3 restructures these segments. After introductory tutorials, orphanage activities become optional. Players can return to the city or stay and engage with the children through interactive tasks.

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Those tasks now take the form of compact minigames. Algebra homework becomes a timed challenge. Spearfishing yields ingredients that feed into a fast cooking sequence. Sewing involves guiding a needle along a racing-style fabric track. Each activity connects to a specific child and builds rapport through action rather than dialogue alone. As these sequences stack up, the later story stakes carry more weight because the bond feels earned.

The rewrite does not remove every excess. One extended meeting room scene in chapter nine stretches through a prolonged exposition exchange. The game allows Kiryu to walk around the office during the sequence, but the information still lands in a dense block. A post-credits twist reframes events in a way that may divide long-time fans. Even so, the central arc maintains momentum and drives toward a combat-heavy finale that took me about 17 hours to reach.

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A new story addition titled Bad Boy Dragon places Kiryu within a biker gang conflict. He recruits members from street encounters, assigns them to squads, and joins large group clashes against rival outfits. Between battles, players hold rallies to boost experience, adjust gang colors, and unlock special attacks such as grenades or even stampeding bulls.

The concept introduces scale but leans heavily on repeated warehouse arenas. Encounters follow a similar pattern, and the environmental variety thins quickly. Despite the biker theme, motorcycle combat remains limited. Kiryu rides between squads but does not engage in extended on-road battles. I tried to stay with the mode through several clashes, yet its repetition set in faster than the comparable pirate side mode from last year’s spin-off.

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Outside the main campaign and biker storyline, the game preserves a wide range of side activities. Kiryu delivers towering ice cream cones through crowded streets, customizes his flip phone with stat-boosting charms, works as a host at a cabaret club, sings karaoke, and visits the batting cages. Collectible Game Gear titles appear for the first time in the series, playable at Kiryu’s hideout. The substory count drops to 31 from the original’s much higher tally, but the new selection avoids repeated templates and focuses on distinct setups.

The second major component, Dark Ties, shifts perspective to Yoshitaka Mine. This standalone mode tracks his early steps into the Tokyo underworld and his alignment with Tojo Clan figure Tsuyoshi Kanda. The campaign spans three chapters and runs just over five hours. Mine fights with a single “shoot-boxing” style that mixes rapid punches, acrobatic kicks, and directional redirects between enemies. A Dark Awakening state unleashes high-damage special attacks.

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Mine’s progression tree remains compact, reflecting the shorter runtime. Story missions often require building Kanda’s reputation by completing side tasks across Kamurocho. Some assignments offer novelty, such as screening patrons outside an adults-only club. Many others involve basic errands like retrieving items from convenience stores. These objectives gate narrative advancement and stretch the middle chapter.

Mine lacks access to the Street Surfer mobility device that Kiryu uses in the main campaign, which slows traversal across familiar streets. Dark Ties revisits Kamurocho’s established map and features two primary bosses fought twice each. The structure positions it as a companion piece rather than a full-scale sequel.

One element stands out: a roguelike dungeon mode called Survival Hell. It unfolds across five underground arenas, each with four escalating floors and a boss at the end. Players race against a timer to gather cash and items. Defeat wipes the current run’s rewards, but optional exits allow banking progress early. Earnings unlock buffs, weapons, and AI bodyguards for future attempts. The loop creates risk-reward tension absent from some of Dark Ties’ slower missions. After finishing both campaigns, this mode remains the one I return to for quick, self-contained challenges.

Across both storylines, Yakuza Kiwami 3 & Dark Ties rebuilds a chapter that once lagged behind its successors. Combat now carries speed and variety. The Okinawa setting gains visual clarity and renewed focus. Optional orphanage activities strengthen narrative stakes through interaction rather than passive scenes. Dark Ties expands the perspective with a playable antagonist, though its structure limits depth.

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The package delivers a reshaped take on a divisive entry. It does not surpass the strongest games in the series, yet it closes the gap that once separated Yakuza 3 from its peers and restores it as a viable stop in the franchise’s long arc.

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