Reviews from

in the past


i am not the woman i was when i made this account, for one i’m now happily engaged and i don’t thirst after men who live in the tv anymore. that being said okita is rivalling yakuza 0 majima in terms of ‘men made of pixels making me feel insane’ here. so much so, i am convinced this being remastered was a ploy devised by rgg studios bc they saw i’d stopped buying yakuza merchandise and needed to boost their figures, “show that bitch majima with a ponytail again, we need to shift these novelty shot glasses”. jokes on them i’m in my mid-20s now and i dont have the vigour 22 year old me had when it comes to blowing money on stupid bullshit. i want to wander the streets of kyo and lock eyes with okita, i think it’d be like looking at the sun or a really nice photo of a landscape, just pure bliss before he kills me out of fear & confusion bc i’m a white woman in 1800s japan

Ishin! is a well-crafted remake that also serves as an impressive spinoff of the acclaimed "Yakuza" series. The premium cast of characters ensures that the journey through the epic story is a memorable experience from start to finish.

not done yet but holy mother of god this is the most boring story rgg has ever told. I don't like Yakuza 5 or 6 much but at least their stories had their good points, this is just Worst Detective Alive Simulator 2014


Your usual RGG remake (😒), but at the same time your usual RGG game and story (😁😁😁)

About the game in itself:
Amazing fucking game from start to finish man, I haven't had this much fun with a game in a LONG while. There's nothing quite like an RGG game and I will always be grateful for it. Story grabs you in and spins you around in many ways but it culminates in a perfect way. The gameplay is fun as per usual, took a bit to get used to since it's not the usual RGG gameplay, but it was fun nonetheless with all the styles. More some than the others, but that's bound to happen. While I only did like 50% of the side content that didn't disappoint either so I had a great time with the game.

About the remake:
While the game being very good, let's talk about the "Kiwami" aspect of it.
I had high hopes that RGG Studio would finally be able to make a great and faithful remake. I was somewhat disappointed in both regards. There are a couple huge bugs in cutscenes, that just ruin the whole cutscene, like character models disappearing. Main one that comes to mind is the one reveal in Teradaya. (I'm not sure if it's because I am playing on an Xbox One though.) There are also a bunch of typos in the dialogue of the game. And while I totally appreciate them bringing back some popular characters like the lieutenants from 0, I absolutely despise the fact it came at the cost of other characters. Other than that though, unlike the other two remakes, the game remained essentially pretty faithful from what I saw, though that's probably cuz this was more of a port from engine to engine than a proper full remake. All in all I believe this was pretty rushed.

Overall however, at the end of the day it's still an RGG game so it's always gonna be "perfect" in my eyes, but I really can't ignore these issues with the remakes. I really wish they would invest more time in properly bringing these games, either old or unlocalized, back to wider audiences. The DLC thing is a whole another problem, that I won't get into, but I really hope RGG sees the error in their ways.

Regardless, thank you RGG for another masterpiece 🫡

Glad this finally came to the west after so many years. I loved it at the beginning and slowly got bored of it but then the story picked up again at the end. Loved seeing characters like Mine and Ryuji return. The combat is very fun but extremely unbalanced with some styles being OP and others being useless and doing no damage. The game is also very grindy, I think I had to grind more in this than in 7 which I did not expect going into it. Overall, a fun but flawed experience which can get boring at times due to the poor pacing, but is worth seeing it through the end.

Pleasantly surprised that it's closer to a Yakuza game than some random spinoff adventure. Combat was fine though a bit stiff which makes sense considering it was a 2014 game. Story was about average. Still neat seeing characters from all the games.

Definitely has shown it's age in some areas, more so then other Yakuza games. The decision to essentially just port this with an updated graphics engine and some new cast members makes Ishin a decidedly, and weirdly, retro experience, but it's a return to the classic Yakuza formula that should work for long time fans even if it's grindier then I think people would like.

It's liberties with Japanese history are plentiful for sure, but it's version of Ryoma Sakamoto feels true to life while also fascinating in it's exploration of identity and legacy; it feels like a game grappling with it's own portrayals of these figures on a meta level which makes the story thematically compelling. Another RGG banger, if ultimately nothing more then a fun side story.

Ishin is a solid game, but not as good as some of the series better games. It was released just prior to Y0 and the dated mechanics does unfortunately show even in this "remastered" version.

The story starts off interesting, but I never really got hooked by it and never got much better afterwards. The plot twists are mostly foreseeable and the big reveals are lackluster. It also lacked big epic moments from other Yakuza titles.

Characters are solid throughout, but not much of a standout. It was nice seeing many Yakuza characters appear in the game and the different roles they were given. Kiryu as Ryoma was about 95% the same person, but some of the differences were nice to see like him acting like a lazy bum at one point. Other characters were pretty much the same as their Yakuza counterparts which is both good and bad I guess.

Combat is very much in line with Y0, but not quite as good. Gun style is pretty boring and the hybrid Wild Dance style is missing something that elevates it to a different level. Brawler added a parry mechanic which is nice, but otherwise lacks the depth that Kiryu's style normally has. Sword style felt clunky early on, but did got much better towards the end.

As someone who has already gotten used to the Dragon Engine games, seeing the loading for pre and post battles with mobs is quite annoying. Even picking things up from the ground takes a while to load.

Kyo is a decent setting, but not quite as interesting as Kamurocho or Yakuza's other major city hubs.

The game has a ton of content on par with other Yakuza games, but there wasn't a unique side activity that I really liked. The Second Life Farm Sim wasn't as engaging as I liked.

Overall, it's a decent game with a lot of content, but it doesn't feel up to par with some of the best in the series. I guess the change in setting is a nice change of pace, but it really needed a bigger makeover. Even then, it wouldn't make the story better than it already is.

Like a Dragon: Ishin! is the story about a name whose name is repeated many times.

The story of Sakamoto Ryoma was a powerful and beautiful one to that made me almost cry as story near the climax is a jump in quality for me. A clash of ideals to prove a character's resolve always pulls me in as Ryoma being the exact way Kiryu is just turns this story from good to great. The story never let me down even with the twists and turns.

I was extremely excited for this game to get it as I've never experienced the original and I have say--the story is pretty damn good with the characters. It still had that RGG touch to it with the comedic side to it and the good side quests that I always prioritized it over the main story. Obviously, the remake changed the casting where some are replaced with characters from the newer games like 0 and 7 after the OG's release alongside new trooper cards, new minigames, and simplistic UI changes. I always love the style-switching gameplay in RGG games so I can say that the gameplay is still good as it is throughout. Wild dancer style is little bit OP but the other styles have their own OP quirks regardless as you destroy bosses with the usual komaki tiger drop (and trooper cards).

As much as I like some of these remake changes in the game... some of them just don't feel enough to make me like it. Money in this game is hard to acquire compared to 0 or 7 which is necessary to upgrade your essential gear and weapons making it feel like a chore. The blacksmith wants you to upgrade late game stuff at 20 or more ryo then it jumps to a HUNDRED or more ryo--and you can't even acquire it yet because you need to level up the blacksmith in the first place. So how do you do that? Well that's where the bandit cave missions/dungeons come in. Their levels that have their own objectives and bosses (minus the fact that the bosses just get reused anyways in the story) and they're fun at first until you realize you have to keep doing this if you plan on leveling the blacksmith, get weapons, and/or gain money. I wished the remake tuned this grinding down in some way to prefer QoL but they didn't do that which is a shame. I got pretty burned out with the grinding but I got pretty decent gear anyways out of it.

The minigames and activities to do in Ishin are abundant and I liked it from the scarecrow destruction to cannonball smashing along with the courtesan minigame that includes a bullet hell, rock paper scissors, and a drinking minigame; it's is alright--that's just it.

Is this game a good game? Sure. Absolutely. Love it like any other RGG game with the story and combat. Is it perfect? No, but that's up to you. I'd say it's worth the buy but I recommend a casual playthrough cause unlocking max blacksmith is hell.

I finished main story the story is amazing just like many other RGG titles will come back to 100% completed once I clear my backlogs. So finished the story but not the game

This is easily one of the best Yakuza/Like a Dragon games, and I'm glad that it's finally available in the west. I don't have much to say really, it's a very faithful remaster of the original (with some odd changes here and there, I'm not entirely on board with the kamehamehas in combat and literal giants), meaning that the gameplay might seem outdated in some aspects, but generally it is very close to Yakuza 0's gameplay since it was made around the same time on the same engine. Thankfully the slightly dated gameplay does not take away from the combat, which is still very enjoyable, as it should be, considering the majority of the gameplay is comprised of combat segments. In particular, the Wild Dancer fighting style is my favorite, evokes feelings of Majima's Breaker style in Yakuza 0 where you just endlessly spin around, beating down your enemies. Story-wise it's great, with a story that rarely had any low points or filler moments for me, unlike some other RGG games. The side content is enjoyable as well, with stupidly ridiculous substories as always and a karaoke mod, both being series staple at this point. Overall, I'd say this game is definitely on the higher end of RGG games, and I'm glad we finally got it in the West. I just hope that in the future we can get other Japan-locked RGG games, such as Kenzan and the Black Panther games.

Yup, it's Like a Dragon, alright. Same overblown, melodramatic story that I absolutely loved. Same flawed, occasionally blatantly unfair combat that was still incredibly satisfying. Same great side stories, some of which were surprisingly emotional. Check it out if you love the series. You won't be disappointed.

Overall a ok game. Worst rgg combat I've experienced by a mile lol. But side stuff is good and I like the story and ost a lot. The combat definitely fucked up the experience a lot and the many performance issues even though I'm on ps5. But if you fw these games cop it any yakuza fan will probably enjoy this somewhat.

I really enjoyed this games story and loved all the returning characters it was just never ending fan service for people who kept up with the series. Tho I have to say the game as a whole is a bit disappointing to play. The styles are still lopsidedly balanced like the original and the grind to make new gear and weapons is an absolute joke. Honestly feels like they just gave the original game a new coat of paint and added new boss remixes and called it a day which is a shame.

everytime a new character showed up i was like.. "yoooo its _______!"

An incredibly top tier Yakuza game, easily in my top 3. I love the blend of styles, the story, the entire setting, it's great.

I'm really really glad that RGG listened to the western fans and took this incredibly Japanese game and localized it proper. I appreciate it so much that they just give you a glossary button instead of dumbing down the story for the gaijin that'll be playing it.

I genuinely hope that even with Nagoshi gone, we'll still keep getting top quality bangers from the Like a Dragon series. RGG hasn't made a bad game yet, and I want that to continue.

A breath of fresh air to the RGG formula from the new setting and combat styles. The story starts off real slow but definitely picks up and becomes more investing towards the second half. And seeing familiar faces play new roles is a fun addition.

Most of the side content focuses on the usual RGG grinds or "bonds" similar to the Judgment games, leaving the side content feeling lackluster compared to the main series.

All in All, a very fun game and a great remaster (putting aside some slight framerate drops on certain story segments on PS5) to a long awaited localization of this entry in the beloved Yakuza/LAD franchise.

Amazing stuff from RGG! Cannot wait for Yakuza 8!

For me only thing holding "Like a Dragon: Ishin" from being a 9 or a 10 is an unpolished middle-part where the same beat of "Ryoma hangs out with a Shinsengumi Captain, they discuss their philosophies and then Ryoma goes to sleep" is repeated for 3 consecutive chapters. Technology can't me blamed, this could have been handled better (it was, on Yakuza 0).
That aside, it has everything you expect from an RGG game and the finale is amazing.

ummm where are the sega arcade machines?!?!? what did they do for fun back then, read??? (video review)

I'm actually so disappointed in this game. Part of it might've been my expectations. Ishin was like this legendary spinoff I was waiting to play since I first heard about it after finishing 0. Still, RGG definitely made a lot of weird decisions that inarguably hamstring the game.

When I first saw it was carrying over a lot of the RPG-ized mechanics from Y7, I was pretty excited. I thought things like gear and crafting worked way better in those systems compared to the traditional Yakuza games. There's a weapon crafting system that basically looks like Monster Hunter's. Unfortunately, you will hardly get to use it. Money is so scarce outside of chicken race exploits and save-scumming gambling that you'd have to dedicate an actual dozen of hours to doing tedious crafting tasks to get it to the level to craft the high-grade weapons. You are so aggressively incentivized to ignore it. XP has a similar issue. It's fine for a while, then you hit about the halfway point of the game and it slows to a crawl. You basically stop unlocking new skills. Again, you can remedy this by dumping more hours into the game to make money to buy XP orbs (or spend real money on them; can't help but wonder if this is an Assassin's Creed Odyssey situation), but really it just doesn't feel worth it. Why bother? Just finish the game and save yourself 20 hours on tedious crafting and money-making schemes.

The combat and enemy design also have pretty significant issues. I found the boss fights pretty great in the first half of the game, but later they fall off sharply, becoming damage sponges (its BAD) and having very few interesting mechanics. In general, you'll be spending most of combat wailing on or shooting at a downed enemy. In sword fights, you will likely find yourself just repeating the 4 light 2 heavy combo. Sure there's other things you can do, but outside of most situations, this is just the best thing you can do. It's a shame because a lot of the aspects of the real-time combat are good. It has great hit collision as in Y0/K1, instead of Y6/K2's weird bumbling Death-Stranding-tripping-over-a-rock movement and collision. The gameplay could be better, it's just held back by baffling combat and enemy design choices. I found few fights to be memorable, except the Sauna fight and the three-way buddy brawl, which I admit almost makes the game worth playing in itself.

I found the plot to be pretty forgettable. It's not terrible like 3, just kind of standard for the series. The opening premise is interesting, and with all these great actors that have worked on the newer games I was hoping it'd be elevated to the levels of 0 and 7. Some of the acting / characterization was good. This is maybe the most interesting incarnation of Kiryu. You see sides of him that are rare to see in the mainline series. I thought Mine's actor did a really great job. Saejima and Majima stayed interesting throughout the whole game. Awano did good reprising his role. Most other characters, I was unimpressed or let down by. Kuze was a huge disappointment. Now, I don't know if this is the writer's fault or the actor's fault, but Kuze played such a bland character that didn't seem to incorporate the original characters personality and quirks the way nearly every other character did. Maybe his performance felt dry because they gave the character nothing to work with. For whatever reason, it was a bummer.

In conclusion, I would only recommend this game to diehard fans of the entire series. A lot of the series' charm is present here, but the gameplay and systems are very poor. I'd seen people online recommending new players to start the series with this and after finishing I have to strongly argue against this. It will definitely turn some people off on the series. So much of this game is a wink at other characters and plot points in older games that a new player will just not appreciate or even notice. I also have a sneaking suspicion that the characters don't work well enough on their own and need the implied backdrop of which Yakuza character is "playing" them to fill in gaps. This game is for fans of the series, who know and accept its tropes and repetition, and love it in the way people love a bad season of their favorite TV show.


What a wild ride, to think they did very little to improve on the original and the vast majority of changes make the game much worse. The biggest bad change is the whole crafting system, which I spent ages figuring out and working on a video explaining it all because it's total nonsense https://www.youtube.com/watch?v=2e82M7zj12g&t=22s&ab_channel=AllstarBrose

On its own, Ishin is a middling Yakuza game. Middle of the road story that's really slow but has a few decent highs, a weak selection of minigames, a bad selection of substories, some of the grindiest side content in the series, and combat that loses the refinement of 5 without the energy or synergy of 0's styles. If you look at it on its own, Ishin's probably a solid 6/10. Once you compare the changes between the original release and this one, you'll question what the hell RGG Studio was doing.

First off, why on earth is brawler so weak? It deals no damage compared to the rest of your styles and the combo speed boost does not help. Why is sword so slow? Why does wild dance do so little? Why is gun... well gun's mostly the same once you put a pierce seal on one since armor takes no damage from guns. The combat does not feel good, especially when compared to the original release. Ryoma falls over if an enemy so much as looks at him wrong and you gotta sit through a two second animation. There is no herculean spirit in this game (and stability is locked to brawler) so unless you wanna be on the ground for 1/5 of the time you're fighting, get good at those blocks and dodges (of which they locked komaki dharma tumbler to unarmed instead of it being for all styles for some reason).

Ishin was already known as one of the grindiest games in the series, but they did very little to fix it initially. A lot of the diligence records were made less grindy, but some of the worst ones (like Gion reputation) weren't changed at all. The seal system was completely ruined, but the video linked above covers that. At release material gathering was just as tedious as it was in the original, but a patch has been put out to remedy this at least. This game is still insanely grindy and frustrating for that purpose, don't say "that's just for 100% completion!!!" The game encourages you to use the blacksmith. If you're playing a casual playthrough, you won't be able to craft much of anything since so much requires dungeon grinding, plus none of the systems are explained to you. It's complete bullhonkey.

The casting changes are also a big misstep, one of the cool things about the original release was that because almost every character was similar to their mainline personality, you got to see interactions that never happened before. Seeing Mine as an ally to Kiryu or interacting with Saejima or seeing Baba showing off his deceptive personality from the start created interesting dynamics. Now? Oh cool there's Kuze, sounding more bored than ever and being an underhanded, dishonest bastard for some reason. Oh wow there's Han, who's a spy and torturer but sticks out like a sore thumb and acts completely different than he did in 7 (and in 6 he has one scene where he's ruthless). Oh cool there's Zhao, being shifty and shady when he's never been like that before. The only one that really fits is Awano, but that character was barely present anyway. All of this casting just screams fanservice for people who played only 0, K1, K2, and 7 instead of having a wide variety of characters from your whole legacy.

The original release of Ishin was in my bottom 3 for Yakuza games, but this one easily takes the cake for worst game in the series to me. I can't ever see myself replaying either iteration of the game, nor could I ever recommend them. If you want a gripping story with good emotional beats, play Y3. If you want a more serious, clinical, but tightly written story, play Judgment. If you want great side content, play 5. If you want great combat, play Lost Judgment. There's nothing Ishin does better, or even close to as good, as any other game in the series. Do not bother with this one.

Like A Dragon Ishin: The Man Whose Name Was Repeated A Thousand Times

Besides that I wish I could give this game a higher score. It's got everything you could ever want from your typical RGG Studio experience and more, complete with goofy side content that I shirked the main story for at every single opportunity possible, funky dialogue & digs on popular figures of the time period (i.e. Souseki Natsume who would've been exactly 1 year old at the time of the games' release) that I was beyond happy to see returning to what in my head, i imagined to be a game that would take itself 'too seriously', but nope, it's still a tried and true RGG game at heart. Another Life was lots of fun as well, giving an ample incentive to visit it at every opportunity possible; even though Haruka had no factor into anything outside of those scare side content segments some of those scenes though scant, were very well implemented.

SAKAMOTO RYOMA was of course every bit the Kiryu I'd come to know and love over the course of such a spanning saga of games and so understandable was easily my personal favorite character, who else could it be, really. BUT OKITA THOugh damn I love that man a hell of a lot, he and Ryoma going on quirky and sometimes heart wrenching escapades together warmed me down to my very core, especially considering who the former is based after.

In the thick of my issues with the game, however, lies the story. I just couldn't connect with everything going on, the pacing felt contrived and all over the place, none of the characters besides the aforementioned Ryoma and Soji felt substantially developed or explored on deeply enough for me to care, and all-in-all the game just left me feeling empty by its conclusion, all due to my inability to feel for much of anything there. I have plenty of gripes with this game but in the end, I can't hate or even dislike it. The side content truly kept me hooked and coming back for more, and I did most of the dilligence records (~80%) as well as over half of the completion list which alone took me a looot longer than I initially projected. And speaking of the content off the beaten path, I can with full confidence express I learned MUCH more about the Edo period than I knew before, so since I've was watching Gintama in tandem with playing this game, it actually BOLSTERED my enjoyment of that show even more which,, is pretty funny lmao... the different sides of the Shinsengumi such as Hijikata's softheartedness being a major aspect of his personality reminded me a ton of the not selfsame Hijikata I knew from Gintama.

I'll end this review here, I've def written an entire essay and a half at this point but my feelings on this game are so beyond complicated Idk I just felt I had to place them somewhere, even if onto the isolated box of a video game logging website.


RGG not using Kauro Sayama as Oryo is the nail in the coffin for me. She ain't coming back 🥲

this game is a perfect fan service for both new fans and old fans alike,it had all of what made RGG so loved by people,great story and characters with nice comedy?its here,fun minigames and amazing soundtrack?its here too,and most importantly,fun combat with a twist?its right here. Like A Dragon Ishin is a must play for every Like A Dragon fan out there or newcomer that wants to get into the series.

This review contains spoilers

It's pretty cool this game finally released in the West. Feels a bit surreal, to be honest.

Some background - Ryu ga Gotoku: Ishin! released in Japan in 2014. Because the series was hanging on by a thread in the West (Yakuza: Dead Souls was a commercial failure and Sega was rapidly losing confidence in the series’ profitability outside Japan, with Yakuza 5 being a digital-only release), Sega understandably refused to localize Ishin!, given it was a spinoff of an underperforming series and set in a time period unfamiliar to most non-Japanese.

Then Yakuza 0 happened, and the series’ popularity exploded. Yakuza: Like a Dragon’s release a few years later only cemented the series’ status as a global superstar. And yet, Ishin! (alongside Kenzan! and the Kurohyou duology), remained Japan-exclusive.

Sega felt confident to finally localize this game thanks to Ghost of Tsushima, with series lead Masayoshi Yokoyama stating its success gave RGG Studios confidence Ishin! could perform well too.

Anyways, that’s all to say that this kind of elusive game to non-Japanese fans is finally in our hands, with Sega already stating a Ryu ga Gotoku Kenzan! localization might be in the cards if Ishin! does well. All in all, my ultimate point is that Ishin! symbolizes how Sega views Like a Dragon now - it’s their superstar franchise, and they believe it can do well even if a game is unfamiliar compared to the rest of the franchise. They trust their now-global audience with it, which is nice!

Like a Dragon: Ishin! is not the exact same game as Ryu ga Gotoku: Ishin!, though. Case in point, the recastings. The cast of this game is modeled after main series characters, and this more modern version of the game replaced several from the original game to appeal to Yakuza 0 and Yakuza: Like a Dragon fans.

The original game was a fanservice game from the start, and now that the series is doing incredibly well, I’d say it was a good call to shake up the lineup a bit with newer, more interesting characters. My one major complaint is the lack of Yakuza 6 representation - only Koshimizu returns, albeit I imagine casting the Yakuza 0 lieutenants already ran the budget pretty hard, and given that Yakuza 6’s major characters were nearly all modeled after their actors, I suppose it makes sense it’d get the shorter end of the stick for this remake. That’s all speculation, though.

Sucks to see the replaced characters gone, and I fully understand why some fans might be annoyed at it, but at the same time… I kinda fail to see how someone can care more about Kugihara from Yakuza 5 than Joon-gi Han. Oh well. That said, I really do get the annoyance at Shigeki Baba’s (Yakuza 5) recasting, given he was modeled after Shunsuke Daito (who, to my understanding, is a pretty big name actor), as well as that of the two fully original characters, Kondo Isami (modeled after actor Eiichiro Funakoshi) and Takechi Hanpeita (modeled after actor Katsura Takahashi).

With all that set dressing out of the way, time to talk about the setting. Like a Dragon: Ishin! takes us away from the blaring lights of Japanese nightlife and into 1860s Japan. The United States has just forced Japan to open up its borders and to accept a very unbalanced trade deal to boot. Unrest begins to brew, with the nation being divided between the loyalists, who seek to restore power to the Emperor, and the Shogunate, who obviously intend to keep their 300-year long reign going. Some groups even begin attacking foreigners, under the “Sonno Joui” doctrine. Point is, Japan was under a ton of tension.

Anyways, here’s the premise of the story - which is just a summary of Chapters 1 and 2. Our protagonist, Sakamoto Ryoma, is a low-class samurai (goshi) and loyalist. His oath brother, Takechi Hanpeita, is the leader of the Tosa Loyalist Party, and after Ryoma returns from training in Edo, is named the vice leader, prompting a minor jealousy-filled scuffle with assassin Okada Izo.

Anyways, it’s not really a Yakuza game with tragedy striking within 10 minutes of the player taking their first step, and Ryoma’s and Takechi’s foster dad, Yoshida Toyo, gets assassinated. After a year of investigating, Ryoma learns that the assassin used the Tennen Rishin style, and that said style is used exclusively by members of the Shinsengumi, a special police force dedicated to protecting the shogunate. And so, under the pseudonym of Saito Hajime, Ryoma joins the Shinsengumi to weed out his dad’s assassin. It’s a revenge story, through and through.

Like a Dragon: Ishin!’s historicity is kind of tenuous. To be more precise, this game takes place in 1867, one year before the real-life Boshin War that ended the Shogunate. By then, many of the real-life counterparts of the cast were dead already, a good chunk of which died years before 1867. The most obvious creative liberty comes from the fact Sakamoto Ryoma and Saito Hajime were two different persons and not the same person using two names. In short, Ishin! gets the broader strokes correct, but takes liberties with many of the finer details.

That said, it does get a lot right, including some surprising attention to detail. The Shinsegumi’s most famous act, the Ikedaya Incident, is recreated ingame, and the game even includes the fact Hajime’s, Toshizo’s, Genzaburo’s, and Sanosuke’s squads arrived late due to camping out at another suspected Loyalist hangout. Tennen Rishin being used primarily by Shinsengumi members is also accurate to the real organization.

I highly recommend doing some research on this era of Japanese history before diving into Like a Dragon: Ishin!. Even if the game itself depicts pretty much just the broader text and some fine print accurately, a general grasp of the era and its tensions adds a lot of texture to the story.

The game tries to ease the player in as well, to… mediocre effects. It has a glossary function, which appears when certain terms show up in dialogue. Just press the button, and voila, a definition of a relevant Japanese word shows up. While a fantastic idea to situate the player without having to work around the term itself or downright replace it, it feels half-baked, as a fair amount of terms don’t have glossary items, and it mostly just boils down to domains most of the time. Terms like “dappan” and “hatamoto” don’t have glossary entries, and that just feels like a missed opportunity.

The story itself is one of the better ones in this franchise, I find. It’s hard to talk about it without spoilers, but there’s a constant tense atmosphere throughout, which is fitting, given you’re essentially a spy in this game - one fuck-up, and Ryoma could be killed. Plus, the Shinsengumi heads all have different ideas of how the organization should be run, leading to a lot of strife; thus, at points, it feels like the organization is on the brink of collapse, adding more fuel to the fire, and that’s not mentioning the fact that, y’know, loyalists want to fucking crush it.

That said, if you know anything about this franchise (as in, the general plot of Yakuza 0, the best-selling game in the entire series), the twist can be seen coming from a mile away. The Shinsengumi is also, y’know, a secret police force, and even if you end up there only as a spy to figure out what happened to your dad and there are plenty of moments showcasing their ruthless cruelty against loyalists, I personally find it ends up portrayed as a heroic force more often than it’s criticized.

Point is, there are no good guys in the storyline. The organization you work for is a cruel secret police that tortures and executes dissidents, and the loyalists’ plan to restore rule to the Emperor, even if well-intentioned, would result in the British Empire jumping in at the last second and colonizing Japan. To some extent, it’s kind of refreshing playing an RGG game with no good guys (Ryoma himself doesn’t shy away from murder), but at the same time, I fail to see what side’s meant to be portrayed sympathetically.

Alright, finally moving on to gameplay. Ryoma has four combat styles, like in Yakuza 0 and Yakuza Kiwami. They cover a huge variety of playstyles and ranges, and so you’re always covered regardless of the situation. Unlike the other games that ran on this engine (Yakuza 5, Yakuza 0, and Yakuza Kiwami), knocked down enemies can be hit by most attacks, similarly to the Dragon Engine games; except for the protagonist leaning down to do so. Here it just sorta happens, but it’s a welcome change nonetheless.

- Ryoma’s first style, Brawler, is unarmed. Unlike Kiryu’s power-oriented and unrefined style of the same name, Ryoma’s Brawler is fast and has more form, and I believe it’s karate-inspired, having a lot of straight punches and knife hand motions. As expected, Ryoma can grab objects and enemies, but Brawler suffers from being his weakest style. It has an instakill in the form of throwing enemies off cliffs, but it’s ineffective against stronger enemies. Ryoma can also use special weapons (such as an Odachi or huge cannons) with this style. Even with its weak attack power against bulkier enemies, it’s still a really fun style, with its speed making it very efficient on smaller enemy groups.

- Swordsman is the second style Ryoma starts the game with, and, as the name implies, it uses his katana. It’s by far the strongest style in terms of sheer power, possessing a guard break and the ability to charge finishing blows for stronger damage. Furthermore, once you get a specific upgrade, you can even disarm enemies with a specific input. Once you get a really strong katana, you can cleave through most enemies with ease, and you can even imbue your sword with status effects. The main drawback this style has is that it’s Ryoma’s slowest style, and finishing blows often leave him vulnerable at the very end. That said, it’s still my personal favorite style.

- As Hanpeita tells you early on, anyone can use a gun, and that includes you! Gunman is the third style Ryoma has, and, as should be obvious, revolves around a handgun. Gunman is very spammable, with the main fire not having an ammo mechanic, while the secondary fire (which uses different types of ammunition) does. This style obviously has the range advantage, and thus it’s easy to take pot shots from far away and watch enemies die as you fill them with lead, unable to do much. It has a lot of cool Heat Actions, encouraging the player to get more daring with it from medium distance as well. A very fun style overall, with a ton of unique mechanics behind its seemingly simple surface.

- Ryoma’s fourth style, Wild Dancer, is a mix of Swordsman and Gunman. Consisting primarily of fast, spinning sword slashes that can be capped off with revolver shots or extended with a secondary, slightly slower Rush Combo (which has Ryoma firing shots wildly in the fourth hit), Wild Dancer excels at crowd control. To make up for its speed and agile evasion, Ryoma becomes unable to block in this style, although a parry can be unlocked. Wild Dancer is really, really fun, albeit its lack of finishing blows in favor of the second Rush Combo (triangle instead fires a gunshot) makes it rather repetitive.

Upgrading the styles is a bit more complex than in most other RGG games - you have “Style Orbs” and “Training Orbs'', which must be placed down on the upgrade wheels. The former can only be applied into the style it belongs to, while the latter can be used anywhere in the wheel as long as you have the preceding upgrade. The idea is that you’ll be replacing the Training Orbs with Style Orbs, which will then give you more Training Orbs to use. In theory, it’s not a bad system, but I’d rather just have a simple upgrade tree like most of the other games.

In addition, once you max out all four styles’ wheels, you can continue getting Orbs to further increase your strength; the typical Limit Break upgrade this series has. Again, not bad in theory… I’d rather have a wheel and a proper end in sight, though.

Furthermore, the Trooper Card system is a thing. Initially limited to the Battle Dungeon side game, Like a Dragon: Ishin! lets you bring them with you outside it and use them in normal battles. Trooper Cards, put as simply as I can, provide abilities when activated. Every card has an active skill, and, if set to the “Corporal” slot, a passive bonus. You can set up to four squads - one per style - and the cards themselves are all nods to other characters in the Yakuza/Like a Dragon series, which is a pretty cool way to include them.

I was pretty wary that Troopers would make combat worse, and, in my experience, they actually didn’t. There’s a very wide variety of effects - from Support Troopers that speed up the recharging for other cards, Attack Troopers that unleash a variety of (often extremely overpowered) attacks, Medical Troopers that heal and cure status effects… you get the gist. Some bosses can use absurd special attacks, too, which is a strange inclusion, especially with the inconsistency, as the vast majority just get an elemental blade or something similar. If you’re all about the period piece immersion, I totally get why someone would hate Troopers and some bosses having similar abilities, but really, my main complaint is the lack of consistency and balancing with them.

To me, the more annoying part about Troopers is the Morale system; if you fail a Battle Dungeon mission with a Trooper whose Morale is low, they’ll desert and fuck off to Mukurogai, where you can rehire them. The trek is annoying as is, but there’s also the fact it seems only one deserter Trooper can spawn there at a time until you get them to rejoin and complete another Battle Dungeon mission, leading to an insufferable amount of back-and-forths. Always save and be sure to visit the tea shop outside HQ frequently, as eating with your Troopers equipped helps raise morale.

Lastly, there are some free DLC Troopers, which… are free for only one save, and then you have to rebuy them; by far one of the scummier tactics Sega has ever done with DLC. There’s also another free DLC Trooper pack, featuring six celebrities: Kenny Omega, Rahul Kohli, Vampy Bit Me, Alex Moukala, CohhCarnage, and Nyanners. I dig it - I don’t use their cards much (save Kenny’s - “Essence of the One Winged Angel” is badass as all hell), and I do wish some Yakuza community figures (like Devilleon7 or CyricZ) got some recognition through these, but, being realistic, bigger celebrities/content creators who happen to be fans are better for marketing.

As aforementioned, we’re back to the 5/0/K1 engine, and… it’s weird, after five games in the Dragon Engine. Interiors are separate realms entered with button presses, things don’t break by walking into them anymore, it doesn’t have the same weight the DE games had, and, in general, it feels a bit stiffer. I got used to it really quickly, but it felt jarring at first.

Anyways, Like a Dragon: Ishin! has an entire side mode to it, titled “Another Life.” It’s a pretty cute farming simulator; you plant vegetables, catch fish/eggs, then make meals and sell them for a bit of extra pocket change and to pay Haruka’s (strange she’s in the side mode given how crucial she is to the main games, but alright) debt. It’s cute, but I didn’t sink that much time into it. The cooking portions are repetitive, and the farming just takes time; I didn’t feel hooked is the point. There’s a story element to it, but, to my understanding, you have to make a ridiculous amount of cash with the meal sales to advance it even once. I didn’t bother.

... Which transitions to my biggest gameplay concern with Ishin! - it’s grindy as fuck. You can (and need) to upgrade your weapons and equipment to do well in the late game, but you make a really paltry amount from anything besides gambling. The materials themselves can be found in the Battle Dungeons subgame (smaller long battles capped off with a miniboss), but each mission has its own loot pool, and what you get from each run is randomized. Add that to the absurd amount of cash you need to get good weapons and weapons to donate to raise the blacksmith’s level, and the game comes to a screeching halt. The best way to get cash (without modding… and I caved.) is to gamble on chicken racing of all things, and not the main game! What happened here?!

I am already aware the original Ishin! is grindy as hell, but experiencing first hand is… different. The remake tries to remedy this by giving you some weapons at some points in the story, but I’d rather the grind not be immensely annoying to begin with. It feels like a bandaid fix.

Next up, minigames! This game’s got a lot, with the two highlights for me being buyo theater and the karaoke. The former is a new dance minigame that utilizes the d-pad and face buttons, and despite me being bad at it and frequently panicking, the music’s great and it’s really well-animated! Karaoke’s the same deal, but with a really big selection - the remake even added a new remix of Baka Mitai, which is great. Everything else is more of the same; there’s gambling, mahjong, shogi, the udon minigame from Yakuza 5, and rock paper scissors where the loser undresses. Sadly, we do not see Ryoma hang dong.

As is RGG tradition, substories are in this game, and they’re… eh? The friendship mechanic from Yakuza 0 is here, and a lot of substories consist purely in starting the friendship meter. Other than that, they mostly follow the usually goofy formatting the rest of the series’ substories does, with the humor coming from Ryoma’s stubbornness and stoicness contrasting with the absurd situations he finds himself in. Some include new minigames, like the Cannonball training and the mailman racing storyline. There’s also a side story here in the form of the tengu ronin, which I didn’t bother much since the trek from and to the HQ you get them from gets annoying incredibly fast.

Graphically, this game looks fantastic… when it doesn’t screw up.

In my experience, I’ve had strange tearing during a few cutscenes, some lag when an effect is drawn for the first time (apparently they’re not pre-cached), and Z-fighting. I’ve seen some truly monstrous glitches from other people, like fully broken texturing and the whole shebang. RGG’s been actually patching this game to clamp down on these, which is good, but it’s weird it even released like this to begin with. The cutscenes (aside from the final boss’ intro cinematic, I believe) are also all in 30FPS, making the transitions rather jarring.

The biggest gameplay glitch I’ve found myself was in the Tokugawa Yoshinobu fight: he throws knives with stunning properties, but they just… didn’t move, and hung out in midair. They still kept their hitbox, so on occasion I accidentally walked into the minefield of floating knives and got stunned, which often led to me getting screwed over. Yeah, not fun, but it’s fixed now.

The soundtrack, though? Fantastic all around. Consisting primarily of a unique, high-energy blend of traditional Japanese instruments with the electronic rock Yakuza is most well-known for, it’s one of the more unique soundtracks the series has to offer; it’s tense, it’s heroic, it’s energetic, and, at points, somewhat sad. Like a Dragon: Ishin! features a few new remixes of tracks from other games:
Yakuza 3 - Fly
Yakuza 4 - Massive Fire
Yakuza 5 - Affected Fight
Yakuza 5 - Collisions of Our Souls

Plus some reused tracks, which kinda feels like cheapening out, but hey, I’m not objecting to them being in a game again:
Yakuza 0 - With Vengeance
Yakuza 0 - Pledge of Demon
Yakuza Kiwami - Pray Me Revive
Yakuza 3 - Sounds Storm
Yakuza 6 - Town Bully

My biggest complaint is with Town Bully being here; Yakuza 6 has next to no representation in the main game, and its inclusion replaces “Rhapsody of Chivalry”, a boss theme from the original specific to its fight. It fits well with the lighter tone said fight has, but… damn, “Rhapsody of Chivalry” is great. I feel they felt bad about Yakuza 6’s minimal representation (again, just one character in the main cast), but I feel there’s a better solution to represent the soundtrack here.

Point is, the soundtrack is great. The new remixes are fantastic, but I do wish they remixed the reused songs from other games and figured out a better way to represent Yakuza 6 without having to replace a unique boss theme. I believe it’s also the longest Yakuza soundtrack (maybe tied or slightly smaller than 5?), and there’s not a single bad song in here, as I expect from RGG Studios.

Closing thoughts
Like a Dragon: Ishin! is pretty much Yakuza All-Stars in the form of a period piece. A fantastic atmosphere and a gripping revenge story with no heroes based around Japan’s most important period, it suffers heavily from grinding and glitches. The combat, overall, is pretty fun, but I miss the fluidity and interconnected overworlds from the Dragon Engine games. The unbalanced series representation and decision to remake only some of the reused songs kind of makes the Yakuza All-Stars angle a bit too skewed towards Yakuza 0 and Yakuza: Like a Dragon, leaving Yakuza 6 lagging behind.

The Trooper Card DLCs are incredibly scummy, and the system itself feels out of place on occasion, especially given not every boss gets the special attacks meant to match your cards. Boss fights can be chaotic, with the latter ones having way too many people around, and the grinding for materials and money is downright disgusting - I detest relying on gambling, so I eventually just installed a mod that increases the money gained from the Battle Dungeons.

I’d suggest waiting for a sale to get this game. I haven’t played the original, but some of those who did insist it’s a better version; which I cannot vouch for, and am admittedly not interested in emulating a game with a guide on my phone, since I don’t speak the language. Even then, Like a Dragon: Ishin! is an overall good time, even if the original is allegedly better. It’s very much worth a shot if you’re a fan of the franchise, with a lot of the appeal coming from seeing fan favorites interact again.

This review contains spoilers

'old and sickly takechi hanpeita' should have been an actual plot point