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.

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