Money is vitally important in Yakuza 0, since it powers the skill system you’ll use to upgrade your combat styles. Flashy, varied fighting increases the payouts from battles, but the less bloodthirsty can go into (mostly) legitimate business. Kiryu runs a real-estate operation; Majima takes over a cabaret club, entering partnerships with local businesses, recruiting girls and prettying them up to increase their yield. Fisticuffs will be required to shut down meddling rivals from time to time; to spice things up, another distraction lets you despatch agents to far-flung lands to gather materials for new custom weapons. Little wonder that, when we complete the story with 40 hours on the clock, our completion stat is less than 20 per cent.