Done with Yakuza Kiwami 2 now as well. Might just be a matter of having less weight of expectation but I enjoyed the main thrust of this one much more than 6. We're still in classic territory, dealing with familiar characters and concepts, and thanks to the ass-backwards way I've been working my way through these games I've been dying to witness Ryuji Goda's story since Yakuza: Dead Souls. He doesn't disappoint, though it's surprising how little of the plot he affects. Remove Goda and most of the story would work out the same way, except there wouldn't be a boastful, musclebound nutter present at the finale for Kiryu to punch. And then things would just suck, wouldn't they? Beyond that, it's business as usual. Kamurocho and Sotenbori are both present and correct, with the occasional new attraction here and there; 6's livechat cafés have been replaced with a gravure studio if you've ever wondered what it feels like to make feeble small-talk with attractive women in the middle of a sexy photo shoot, for example. Combat feels unchanged though there's a delightful heap of new heat moves to unlock. Side stories are still mad, with the 'main' side quests resurrecting 0's club manager mode and 6's clan battles, albeit reinterpreted as a kind-of tower defense scenario. I kinda preferred the scrolling brawler feel of 6's but that's still fun, and now contains more Majima. Speaking of, there's an extra 3-chapter 'Majima Saga' that unlocks as you progress, and lets you play as the Mad Dog as he essentially runs through a prequel to the main story that I really wish got more time to explain itself. Solid idea, though.