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* GameMod: ''Yakuza Restored'' is often recommended to people interested in playing the original game instead of the remake. It modifies the game to be more faithful to the Japanese version and switches over to the original Japanese voice over instead of the SoBadItsGood English dub. Some examples include re-translating the script to be more accurate, restoring the original character names[[note]]with Punk-Ass Abe being the noted sole exception[[/note]], consistent use of honorifics, toning down the [[ObligatorySwearing gratuitous profanity]], and fixing typos and dialogue bugs that were present in the original version. The creator claims that 50% of the game's 20K lines were modified in some way.
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* TookTheBadFilmSeriously: Or in this case, "Took the Bad ''Dub'' Seriously". Creator/MichaelRosenbaum's performance as Nishiki is often regarded as the one consistently decent performance throughout the entire dub (not counting Creator/MarkHamill's [[HamAndCheese gloriously hammy]] run as Majima), particularly his delivery during the scene where [[https://youtu.be/HmSZ24GqTxM Nishiki executes two henchmen for killing Mizuki.]]

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* TookTheBadFilmSeriously: Or in this case, "Took the Bad ''Dub'' Seriously". Creator/MichaelRosenbaum's performance as Nishiki is often regarded as the one consistently decent performance throughout the entire dub (not counting Creator/MarkHamill's [[HamAndCheese gloriously hammy]] hammy]], yet somewhat inconsisent run as Majima), particularly his delivery during the scene where [[https://youtu.be/HmSZ24GqTxM Nishiki executes two henchmen for killing Mizuki.]]
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** The boss fight against Futoshi Shimano in Chapter 3 is often cited as one of the most annoying in the game. Not only does he have a mountain of health, but he is also immune to flinching most of the time, meaning that even if you're beating on him, but he can also still hit you back in the middle of your combo. The Kiwami Attack mechanic only worsens his high HP. At times, he will start to regenerate health, and the only way to interrupt this is by using the Essence of Extreme Rush Heat Action... which has to be unlocked in the skill tree beforehand. [[GuideDangIt If you didn't know this in advance]], prepare to waste up to half an hour slowly chipping away at his health (you can bet that most players immediately rush to unlock all of the Kiwami moves as soon as possible after the fight). Once you've memorized his patterns and when he's safe to attack, he's not too difficult, but Shimano is still a boring and annoying enemy to take down.

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** The boss fight against Futoshi Shimano in Chapter 3 is often cited as one of the most annoying in the game. Not only does he have a mountain of health, but he is also immune to flinching most of the time, meaning that that, even if you're beating on him, but he can also still hit you back in the middle of your combo. The Kiwami Attack mechanic only worsens his high HP. At times, he will start to regenerate health, and the only way to interrupt this is by using the Essence of Extreme Rush Heat Action... which has to be unlocked in the skill tree beforehand. [[GuideDangIt If you didn't know this in advance]], prepare to waste up to half an hour slowly chipping away at his health (you can bet that most players immediately rush to unlock all of the Kiwami moves as soon as possible after the fight). Once you've memorized his patterns and when he's safe to attack, he's not too difficult, but Shimano is still a boring and annoying enemy to take down.
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Tone is too gushy and informal, when we strive for a neutral tone in editors' writing. Also it's not really Ho Yay if the innuendo is deliberate. It belongs (in rewritten form) under an in-universe trope on either the main or character pages.


** The things Majima is saying in every single encouter are ''so'' filled with innuendo it's ''absurd''. For starters he promises Kiryu he'll "be on his ass 24/7", asking Kiryu to "heat him up because he's cold", sincerely telling him he won't tell other people he's into gay porn (yes, that's a real encounter, and Kiryu insists it's a martial arts flic), or "getting a side-order of Kiryu-chan" or calling the traffic cone fight "totally consensual"... god, every other sentence he says can be read as flirting! And the ''sheer thrill'' in his voice when he says Kiryu's name.
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** The things Majima is saying in every single encouter are ''so'' filled with innuendo it's ''absurd''. For starters he promises Kiryu he'll "be on his ass 24/7", asking Kiryu to "heat him up because he's cold", sincerely telling him he won't tell other people he's into gay porn (yes, that's a real encounter, and Kiryu insists it's a martial arts flic), or "getting a side-order of Kiryu-chan" or calling the traffic cone fight "totally consensual"... god, every other sentence he says can be read as flirting! And the ''sheer thrill'' in his voice when he says Kiryu's name.

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** The Weapon Master GP in the Coliseum. You're limited to using weapons that do laughably low damage (significantly less than you'd deal bare-handed) and lock you out of nearly all of your special moves. You can't even get the Komaki style bonus to katana attacks with the wooden katana because you're also locked out from switching to the Dragon style. This makes the huge healthbars you're dealing with an incredible slog to grind through.

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** The Weapon Master GP in the Coliseum. You're limited to using weapons that do laughably low damage (significantly (the vast majority dealing significantly less than you'd deal bare-handed) and lock you out of nearly all of your special moves.Heat Actions. You can't even get the Komaki style bonus to katana attacks with the wooden katana because you're also locked out from switching to the Dragon style. This makes the huge healthbars you're dealing with an incredible slog to grind through.through.
*** The only real silver lining is that unlike the katana, the [[PowerFist brass knuckles]] defaults to the Rush style version of the weapon meaning you at least have full access to [[FragileSpeedster the quickest style with the best dodging ability]] along with some unique Heat Actions. The only caveats being that your selection of Heat Actions is still pretty limited, there are no stuns from repeated punches unlike unarmed Rush style, and no parries whatsoever. Still, this all effectively makes brass knuckles the only viable weapon to choose if you care about actually winning against some of the juggernauts the Coliseum throws at you.
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* HilariousInHindsight: The seedy soapland love hotel of Shangri-La tries to reject Kiryu and Haruka from entering because it's simply not a place for children to be, though Kiryu intimidates his way in regardless. Come ''VideoGame/YakuzaLikeADragon'', we find out that around twenty-eight years prior to this game, Ichiban was raised in Shangri-La, slapping the place with a hilarious brand of DramaticIrony that wouldn't become apparent for another fifteen years in both real life and in-universe.
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Has been made into a disambiguation.


* EvilIsSexy: Nishiki was already handsome and attractive in ''0'', but his slicked-back hair and sleek white suit in ''Kiwami'' certainly add to his attractiveness despite him being [[AxCrazy much less stable than he appears]].

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*** The big sticking point is the lack of a 'soft targeting' system; you are either locked-on to a specific enemy, or you are performing attacks based on Kiryu's current position without regard to the precise positions of nearby enemies. This makes crowd-control and trying to switch between targets very difficult, and can easily lead to a lot of missed attacks. When players complain that the combat of the original ''Yakuza'' feels clunky in comparison to later entries, this quirk is likely what they are subconsciously or not referring to.
*** The positioning criteria for environment-based HEAT actions can be very clunky and precise; trying to slam enemies against walls can feel random as to whether any specific part of the wall will work or not.
*** For follow-up attacks after perfoming HEAT actions, for whatever reason the game will cancel the QTE if you perform ''any'' input while the preceding cutscene is playing. Many players don't even realise the first game had follow-up attacks just because it is easy to never get a prompt for one.

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*** The big sticking point is the lack of a 'soft targeting' system; if you are either not manually locked-on to a specific enemy, or you are performing then your attacks will be based on Kiryu's current position without any regard to the precise positions of where nearby enemies.enemies are standing. This makes crowd-control and trying to switch between targets very difficult, and can easily lead to a lot of missed attacks. When players complain that the combat of the original ''Yakuza'' feels clunky in comparison to later entries, its sequels, this quirk is likely what they are referring to, subconsciously or not referring to.
not.
*** The positioning criteria for environment-based HEAT actions can be very clunky awkward and precise; overly-precise; trying to slam enemies against walls can feel random as to whether any specific part of the wall will work or not.
*** Your HEAT gauge drains ''rapidly'' in this game at a level that makes it frustrating to try and keep its benefits; just getting knocked down can put you in a position where your HEAT is likely gone by the time you've recovered. There also isn't any grace during the downtime in extended fights, meaning that after you finish one fight you may as well assume that you won't have any HEAT remaining by the time you've finished running to the next one.
***
For follow-up attacks after perfoming HEAT actions, for whatever reason the game will cancel the QTE prompt if you perform ''any'' input while the preceding cutscene is playing. Many players don't even realise the first game had follow-up attacks just because it is easy to never get a prompt for one.
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*** For follow-up attacks after perfoming HEAT actions, for whatever reason the game will cancel the QTE if you perform ''any'' input while the cutscene is playing. Many players don't even realise the first game had follow-up attacks just because it is so easy to miss them due to an arbitrary restriction.

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*** For follow-up attacks after perfoming HEAT actions, for whatever reason the game will cancel the QTE if you perform ''any'' input while the preceding cutscene is playing. Many players don't even realise the first game had follow-up attacks just because it is so easy to miss them due to an arbitrary restriction.never get a prompt for one.
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*** The big sticking point is the lack of a 'soft targeting' system; you are either locked-on to a specific enemy, or you are performing attacks based on Kiryu's current position without regard to the precise positions of nearby enemies. This makes crowd-control and trying to switch between targets very difficult, and can easily lead to a lot of missed attacks. When players complain that the combat of the original ''Yakuza'' feels clunky in comparison to later entries, this quirk is likely what they are knowingly or not referring to.

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*** The big sticking point is the lack of a 'soft targeting' system; you are either locked-on to a specific enemy, or you are performing attacks based on Kiryu's current position without regard to the precise positions of nearby enemies. This makes crowd-control and trying to switch between targets very difficult, and can easily lead to a lot of missed attacks. When players complain that the combat of the original ''Yakuza'' feels clunky in comparison to later entries, this quirk is likely what they are knowingly subconsciously or not referring to.

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** Combat was very clunky and specifically targeting a particular enemy was quite tedious. It got an overhaul in the [[NoExportForYou Japan-only]] [[CompilationRerelease HD re-release]] using the second game's mechanics.

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** Combat was The series' first attempt at combat is a bit tough to return to if you're used to later entries, as even ''Yakuza 2'' would make many significant quality of life improvements to it. For some of the details:
*** The big sticking point is the lack of a 'soft targeting' system; you are either locked-on to a specific enemy, or you are performing attacks based on Kiryu's current position without regard to the precise positions of nearby enemies. This makes crowd-control and trying to switch between targets very difficult, and can easily lead to a lot of missed attacks. When players complain that the combat of the original ''Yakuza'' feels clunky in comparison to later entries, this quirk is likely what they are knowingly or not referring to.
*** The positioning criteria for environment-based HEAT actions can be
very clunky and specifically targeting a particular enemy was quite tedious. It got an overhaul in precise; trying to slam enemies against walls can feel random as to whether any specific part of the [[NoExportForYou Japan-only]] [[CompilationRerelease HD re-release]] using wall will work or not.
*** For follow-up attacks after perfoming HEAT actions, for whatever reason
the second game's mechanics.game will cancel the QTE if you perform ''any'' input while the cutscene is playing. Many players don't even realise the first game had follow-up attacks just because it is so easy to miss them due to an arbitrary restriction.

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!! YMMV: [[YMMV/LikeADragon All Games]] | ''Yakuza'' | ''YMMV/Yakuza2'' | ''YMMV/RyuGaGotokuKenzan'' | ''YMMV/Yakuza3'' | ''YMMV/Yakuza4'' | ''YMMV/YakuzaDeadSouls'' | ''YMMV/Yakuza5'' | ''YMMV/LikeADragonIshin'' | ''YMMV/Yakuza0'' | ''YMMV/Yakuza6'' | ''YMMV/YakuzaLikeADragon'' | ''YMMV/{{Judgment}}'' | ''YMMV/LostJudgment''

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!! YMMV: [[YMMV/LikeADragon All Games]] [[WMG:[[center:[-''VideoGame/LikeADragon'' | ''Yakuza'' '''[[YMMV/LikeADragon Main Page]]'''\\
'''''Yakuza''''' '''series'''\\
'''''Yakuza'''''
| ''YMMV/Yakuza2'' | ''YMMV/RyuGaGotokuKenzan'' | ''YMMV/Yakuza3'' | ''YMMV/Yakuza4'' | ''YMMV/Yakuza5'' | ''YMMV/Yakuza0'' | ''YMMV/Yakuza6''\\
'''''Like a Dragon''''' '''series'''\\
''YMMV/YakuzaLikeADragon'' | ''YMMV/LikeADragonGaidenTheManWhoErasedHisName'' | ''YMMV/LikeADragonInfiniteWealth''\\
'''''Judgment''''' '''series'''\\
''YMMV/{{Judgment}}'' | ''YMMV/LostJudgment''\\
'''Other Spin-Offs'''\\
''YMMV/RyuGaGotokuKenzan'' |
''YMMV/YakuzaDeadSouls'' | ''YMMV/Yakuza5'' | ''YMMV/LikeADragonIshin'' | ''YMMV/Yakuza0'' | ''YMMV/Yakuza6'' | ''YMMV/YakuzaLikeADragon'' | ''YMMV/{{Judgment}}'' | ''YMMV/LostJudgment''''YMMV/FistOfTheNorthStarLostParadise'']]-]]]
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* GoodBadBugs: The PC version of the game sometimes glitches during bowling so that it is impossible to apply spin to the balls. Where this comes in beneficial is when playing against an AI opponent, as those often make generous use of spin and the glitch applies to them as well.

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* GoodBadBugs: The PC version of the game sometimes glitches during bowling so that it is impossible to apply spin to the balls. Where this comes in beneficial is when playing against an AI opponent, as those often make generous use of spin and the glitch applies to them as well. For those curious, the glitch seems to be triggered by doing Windows task switching during a game of bowling.
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* GoodBadBugs: The PC version of the game sometimes glitches during bowling so that it is impossible to apply spin to the balls. Where this comes in beneficial is when playing against an AI opponent, as those often make generous use of spin and the glitch applies to them as well.
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* AluminumChristmasTrees: The Burning Grand Prix's stipulation of making anyone who touches the ring's walls suffer an explosion is a clear nod to the 'explosive barbed wire deathmatches' made famous by Wrestling/{{FMW}}.

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* OneSceneWonder: Punk-Ass Abe, the random street dweller who fights you on your way to Stardust near the start of the game, gets a disproportionate amount of love from fans in spite of his minuscule role and easy difficulty. Even ''Yakuza Restored'', a popular fan-made patch that undoes many of the English dub's inventions, keeps Punk-Ass Abe intact.

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* OneSceneWonder: OneSceneWonder:
**
Punk-Ass Abe, the random street dweller who fights you on your way to Stardust near the start of the game, gets a disproportionate amount of love from fans in spite of his minuscule role and easy difficulty. Even ''Yakuza Restored'', a popular fan-made patch that undoes many of the English dub's inventions, keeps Punk-Ass Abe intact.intact.
** Hiroshi Hayashi, for a very minor PunchClockVillain, has a decent amount of appreciation for being one of the few antagonists in the game to be fully respectful for Kiryu, with the dub performance (''arrogant mother. fucker.'') certainly helping. His return in ''Yakuza 2'' and especially ''Dead Souls'' in expanded roles were much appreciated.
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** The inability to move items between your inventory and storage without visiting an Item Box. This inventory management system is let down by three major flaws: Your inventory in this game is tiny (a maximum of nine items and three weapons at any time), is taken up by both combat and non-combat items (if you want to equip items that will help you out with minigames or side-missions, that almost certainly means sacrificing a chunk of your healing items), and Item Boxes are extremely rare (within Kamurocho, you're effectively forced to run all the way to Stardust every time you want to swap something out). It would ultimately take until ''VideoGame/Yakuza3'' for this to be fully fixed, with a more permissive inventory size and Item Boxes now being a function of the plentiful Save Points.

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** The inability to move items between your inventory and storage without visiting an Item Box. This inventory management system is let down by three major flaws: Your inventory in this game is tiny (a maximum of nine items and three weapons at any time), is taken up by both combat and non-combat items (if you want to equip items that will help you out with minigames or side-missions, that almost certainly means sacrificing a chunk of your healing items), and Item Boxes are extremely rare (within Kamurocho, you're effectively forced to run all the way to Stardust either Serena or Purgatory every time you want to swap something out). It would ultimately take until ''VideoGame/Yakuza3'' for this to be fully fixed, with a more permissive inventory size and Item Boxes now being a function of the plentiful Save Points.
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** Several side-missions can become PermanentlyMissableContent if you don't complete them in the Chapter they appear in, a trait that would be fairly quickly phased out in later entries. Low points include "A Doctor's Duty" (the start point for this one is on the path of the main story, but it requires that you give a character a Bento before proceeding. If you decide to continue the story for now and get a Bento later, you have already missed your opportunity to do this side-mission), "The Price of an F-Cup" (not an example by itself, but it contains a very specific dialogue choice that turns out to be the only way of accessing a secret casino, which in-turn is a requirement for two later side-missions), and "The Boxing Gamble" (requires taking Haruka to Bantam at a specific moment, something the game doesn't prompt you into doing).
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** The inability to move items between your inventory and storage without visiting an Item Box. Maybe not a bad idea in theory, but it's let down by three major flaws: Your inventory in this game is tiny (a maximum of nine items and three weapons at any time), is taken up by both combat and non-combat items (if you want to equip items that will help you out with minigames or side-quests, that means less things you can use in fights), and Item Boxes are extremely rare (within Kamurocho, you're effectively forced to run all the way to Stardust every time you want to swap something out). It would ultimately take until ''VideoGame/Yakuza3'' for this to be fully fixed, with a more permissive inventory size and Item Boxes now being a function of the plentiful Save Points.

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** The inability to move items between your inventory and storage without visiting an Item Box. Maybe not a bad idea in theory, but it's This inventory management system is let down by three major flaws: Your inventory in this game is tiny (a maximum of nine items and three weapons at any time), is taken up by both combat and non-combat items (if you want to equip items that will help you out with minigames or side-quests, side-missions, that almost certainly means less things you can use in fights), sacrificing a chunk of your healing items), and Item Boxes are extremely rare (within Kamurocho, you're effectively forced to run all the way to Stardust every time you want to swap something out). It would ultimately take until ''VideoGame/Yakuza3'' for this to be fully fixed, with a more permissive inventory size and Item Boxes now being a function of the plentiful Save Points.
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The inability to move items between your inventory and storage without visiting an Item Box. Maybe not a bad idea in theory, but it's let down by three major flaws: Your inventory in this game is tiny (a maximum of nine items and three weapons at any time), is taken up by both combat and non-combat items (if you want to equip items that will help you out with minigames or side-quests, that means less things you can use in fights), and Item Boxes are extremely rare (within Kamurocho, you're effectively forced to run all the way to Stardust every time you want to swap something out). It would ultimately take until ''VideoGame/Yakuza3'' for this to be fully fixed, with a more permissive inventory size and Item Boxes now being a function of the plentiful Save Points.

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** The inability to move items between your inventory and storage without visiting an Item Box. Maybe not a bad idea in theory, but it's let down by three major flaws: Your inventory in this game is tiny (a maximum of nine items and three weapons at any time), is taken up by both combat and non-combat items (if you want to equip items that will help you out with minigames or side-quests, that means less things you can use in fights), and Item Boxes are extremely rare (within Kamurocho, you're effectively forced to run all the way to Stardust every time you want to swap something out). It would ultimately take until ''VideoGame/Yakuza3'' for this to be fully fixed, with a more permissive inventory size and Item Boxes now being a function of the plentiful Save Points.

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The inability to move items between your inventory and storage without visiting an Item Box. Maybe not a bad idea in theory, but it's let down by three major flaws: Your inventory in this game is tiny (a maximum of nine items and three weapons at any time), is taken up by both combat and non-combat items (if you want to equip items that will help you out with minigames or side-quests, that means less things you can use in fights), and Item Boxes are extremely rare (within Kamurocho, you're effectively forced to run all the way to Stardust every time you want to swap something out). It would ultimately take until ''VideoGame/Yakuza3'' for this to be fully fixed, with a more permissive inventory size and Item Boxes now being a function of the plentiful Save Points.



* ScrappyMechanic: The inability to move items between your inventory and storage without visiting an Item Box. Maybe not a bad idea in theory, but it's let down by three major flaws: Your inventory in this game is tiny (a maximum of nine items and three weapons at any time), is taken up by both combat and non-combat items (if you want to equip items that will help you out with minigames or side-quests, that means less things you can use in fights), and Item Boxes are extremely rare (within Kamurocho, you're effectively forced to run all the way to Stardust every time you want to swap something out). It would ultimately take until ''VideoGame/Yakuza3'' for this to be fully fixed, with a more permissive inventory size and Item Boxes now being a function of the plentiful Save Points.
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* ScrappyMechanic: The inability to move items between your inventory and storage without visiting an Item Box. Maybe not a bad idea in theory, but it's let down by three major flaws: Your inventory in this game is tiny (a maximum of nine items and three weapons at any time), is taken up by both combat and non-combat items (if you want to equip items that will help you out with minigames or side-quests, that means less things you can use in fights), and Item Boxes are extremely rare (within Kamurocho, you're effectively forced to run all the way to Stardust every time you want to swap something out). It would ultimately take until ''VideoGame/Yakuza3'' for this to be fully fixed, with a more permissive inventory size and Item Boxes now being a function of the plentiful Save Points.
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* OneSceneWonder: Punk-Ass Abe, the random street dweller who fights you on your way to Stardust near the start of the game, gets a disproportionate amount of love from fans in spite of his minuscule role and easy difficulty. Even ''Yakuza Restored'', a popular fan-made patch that undoes many of the English dub's inventions, keeps Punk-Ass Abe intact.
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* CryForTheDevil: Nishiki had become a cutthroat Yakuza who was willing to have his own adopted father murdered, as well as being responsible for the deaths of [[spoiler:Reina and Shinji.]] But Kiwami expands on his story through flashbacks of his life while Kiryu was in prison. He constantly gets berated by his superiors for a position he clearly was ill-prepared for, mocked by his own men who treat him like dirt, and all of them comment how he would never live up to Kiryu's legacy. To make matters worse, his sister needed expensive surgery to survive and to get the money Nishiki had to grovel in front of his own {{Jerkass}} men. Then tragic circumstances caused his sister to die regardless because [[spoiler:the doctor was lying to him the whole time and bailed on him once he got the money he wanted,]] meaning that all his efforts, from swallowing his pride to enduring being chewed out by his superiors were AllForNothing. From that point on, it's clear that the Nishiki that we had known in ''0'' was dead.

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* CryForTheDevil: Nishiki had become a cutthroat Yakuza who was willing to have his own adopted father murdered, as well as being responsible for the deaths of [[spoiler:Reina and Shinji.]] But Kiwami expands on his story through flashbacks of his life while Kiryu was in prison.prison, only further aided by his role in ''Yakuza 0''. He constantly gets berated by his superiors for a position he clearly was ill-prepared for, mocked by his own men who treat him like dirt, and all of them comment how he would never live up to Kiryu's legacy. To make matters worse, his sister needed expensive surgery to survive and to get the money Nishiki had to grovel in front of his own {{Jerkass}} men. Then tragic circumstances caused his sister to die regardless because [[spoiler:the doctor was lying to him the whole time and bailed on him once he got the money he wanted,]] meaning that all his efforts, from swallowing his pride to enduring being chewed out by his superiors were AllForNothing. From that point on, it's clear that the Nishiki that we had known in ''0'' was dead.
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*** Heat Actions do less damage the more times they are used, which generally isn't a problem against normal enemies, but often makes boss fights a slog to get through due to their high amounts of health. The Essence of Kiwami Heat Actions are also not exempt from this mechanic, which means that the boss will likely have healed enough to make the Essence of Kiwami Heat Action's effect negligible.

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*** Heat Actions do less damage the more times they are used, used in a fight, which generally isn't a problem against normal enemies, but often makes boss fights a slog to get through due to their high amounts of health. The Essence of Kiwami Heat Actions are also not exempt from this mechanic, which means that the boss will likely have healed enough to make the Essence of Kiwami Heat Action's Actions' effect negligible.

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** Bosses and strong enemies now will rapidly regenerate health during certain points in their fights, and it can only be countered by the Essence of Kiwami Heat Action, which must be unlocked for each individual style. Some bosses tend to go into this state right after a Heat action is used against them, and they can recover a lot of health before you can regain enough Heat again to put a stop to it, provided they aren't a FlunkyBoss. If you change styles when this happens, their rising health bar won't slow down.

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** Bosses and strong enemies now will rapidly regenerate health during certain points in their fights, and it can only be countered by the Essence of Kiwami Heat Action, which must be unlocked for each individual style. Some bosses tend to go into this state right after a Heat action Action is used against them, and they can recover a lot of health before you can regain enough Heat again to put a stop to it, provided they aren't a FlunkyBoss. If you change styles when this happens, their rising health bar won't slow down.



** "Majima Everywhere" can also be this. Even if you equip any accessories which reduce encounters (Silent Shoes, Head Honcho Scarf, and Beads of Good Fortune) the "Majima Everywhere" system still triggered regardless, which becomes especially tedious and time-wasting when speedrunning the game on EX-HARD (LEGEND on the localized version) as well as exploring for getting 100% completion for Premium Adventure mode, even if you've gotten SSS Rank for "Majima Everywhere" [[spoiler:and defeated him at the batting cages]]. On the bright side, at least Majima is a [[MetalSlime fantastic source of experience points]] on a first run, which makes him especially helpful for unlocking essential abilities like increased damage and health.

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*** Heat Actions do less damage the more times they are used, which generally isn't a problem against normal enemies, but often makes boss fights a slog to get through due to their high amounts of health. The Essence of Kiwami Heat Actions are also not exempt from this mechanic, which means that the boss will likely have healed enough to make the Essence of Kiwami Heat Action's effect negligible.
** "Majima Everywhere" can also be this. Even if you equip any accessories which reduce encounters (Silent Shoes, Head Honcho Scarf, and Beads of Good Fortune) the "Majima Everywhere" system still triggered triggers regardless, which becomes especially tedious and time-wasting when speedrunning the game on EX-HARD (LEGEND on the localized version) as well as exploring for getting 100% completion for Premium Adventure mode, even if you've gotten SSS Rank for "Majima Everywhere" [[spoiler:and defeated him at the batting cages]]. On the bright side, at least Majima is a [[MetalSlime fantastic source of experience points]] on a first run, which makes him especially helpful for unlocking essential abilities like increased damage and health.
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** For special encounters, these can be divided between Majima attempting to goad Kiryu into fighting him and Majima challenging Kiryu to different activities that don’t even end in a fight. For the former, one notable encounter occurs at Smile Burger after Kiryu orders something, with Majima appearing behind asking if he wants a side of Majima with that and continues his EroticEating dialogue wanting an order of Kiryu…to fight.

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** For special encounters, these can be divided between Majima attempting to goad Kiryu into fighting him and Majima challenging Kiryu to different activities that don’t even end in a fight. For the former, one notable encounter occurs at Smile Burger after Kiryu orders something, with Majima appearing behind asking if he wants a side of Majima with that and continues his EroticEating dialogue wanting an order of Kiryu…to fight. For the latter, Majima ropes Kiryu into doing all kinds of quasi-romantic activities such as darts, pool, bowling, shogi, pocket circuit racing, and [[GameWithinAGame MesuKing]].
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* HoYay: While Majima has always skirted the line of whether [[AmbiguouslyBi he likes Kiryu]] or [[FauxYay not]], the creators really seem to enjoy toying the line of whether he is a StalkerWithACrush or a StalkerWithoutACrush, with the Majima Everywhere storyline addition. It begins with Kiryu getting out of jail and Majima putting on a seductive pole dancing routine complete with [[PinkIsErotic pink hearts]] but doesn’t take off his clothes aside from his usual [[NoShirtLongJacket attire of a yellow boa print snakeskin blazer with no shirt on underneath]], and only gets more [[HomoeroticSubtext homoerotic]] from there with disguises and special encounters based on ranks.
** For disguises, Officer Majima and Goromi are two of the most notable examples, with players encountering them at Rank G & F respectively. For the former, Nishida will contact Kiryu, telling him that Majima is in front of the Millennium Tower dressed as a police officer, where he will frisk him and if Majima finds a weapon fight him. For the latter, Nishida contacts Kiryu again to tell him that a [[HostClub hostess at Club Shine]] is raising a ruckus and is refusing to leave unless she sees Kiryu, the hostess in question turns out to be [[CreepyCrossdresser Goro Majima crossdressing as Goromi]], with Kiryu being able to flirt with her or not based on the player’s choice.
** For special encounters, these can be divided between Majima attempting to goad Kiryu into fighting him and Majima challenging Kiryu to different activities that don’t even end in a fight. For the former, one notable encounter occurs at Smile Burger after Kiryu orders something, with Majima appearing behind asking if he wants a side of Majima with that and continues his EroticEating dialogue wanting an order of Kiryu…to fight.

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