Apologies for the quality of footage! One of the reasons I've been repurchasing and replaying all the Yakuza games on PS5 was to capture footage of a higher quality, and the material you're currently watching stems from a game I've yet to redo in that manner. As I've said in the past, my laptop wasn't built for gaming purposes, so the addition of TH-cam's compression and the built-in capture lowering the resolution really did a number on this release. Ironically, the lower fidelity oddly fits this video, considering how old the debate on Majima Everywhere truly is, so consider this an attempt at making a retro-feeling video from me :D I hope you enjoyed the discussion and that you have a great day!
One idea I had for an overhaul of the ME system was from a seed planted in Yakuza 5 with Komaki's grandson. The Majima Family will start of going after you to size you up, once you get to "max rank" for that letter. Afterwards, you fight Majima as usual, but after fighting his three main styles and beating him... Kiryu points out how Majima has gotten sloppy as well. After an exchange, BOTH start to learn moves from each other and Majima style switches more and more often. Max Level Majima can style switch between certain attacks like the player and makes every encounter feel unique
My real problem with kiwami everywhere is a severe lack of getting majima to spawn when you need him, sometimes you are just running around getting into fights just to see if he's gonna spawn or running around on circles wherever you'd hear "KIRYU-CHAN" in the background.
there is a fight next to the shushi restaurant in front of the millennium tower that majima consistently joins in on that i discovered by myself without even looking at guides and got myself to max level with so im not sure if this is true
@@ghintz2156yep was at the near end before nishiki and it's easier to beat him with dragon stance but I couldn't find majima so I just skipped and watch the cutscene cuz I was fighting this mf for 2 hours barley got 2 heath bars low and everytime a heat action was propted I couldn't do it cuz it's a red outline which means I need the dragon stance
Yeah, you basically need a guide to what type of majima will spawn at what place. I swear I spent hours chasing majima for some rank up before looking st the cyricz guide and seeing I need to fight him in front of the theater, the drugstore/fried race place, ajd another place tonget the dragon power
The Majima Everywhere system was actually really fun for me. I found myself actively hunting down Majima at some points because I wanted to unlock all of the Dragon style, which to me is probably the best reward you could come up with, looking at how fun and strong it is. Not to mention how unique some encounters with Majima are, like the time he is running a bar, or the zombie invasion (closest thing to Dead Souls 2 we are ever getting). And the final fight with Majima in the batting centre with the OG Receive You Subtype was just the cherry on top. Only real complaint is that Majima still roams around after that fight, which is unfortunate, otherwise it was one of my favorite parts from Kiwami 1.
But you have to admit the implementation is lacklustre. I mean the original, he gets stabbed, you don't see him, then only see him bandaged up while raiding Shangra la. And their fix was to add another counter just before where he gets shot. I dunno, it just seems like a very roundabout way to "fix" that plot hole. Not to mention the complete the contrast between original unhinged majima, and kiwami whacky majima
The thing is though some of those encounters you would have to look up because it’s unlikely you’d run into it naturally. Like the one you mentioned about him running the bar. I forgot what it is you have to do but like I said you wouldn’t run into that event organically
I think they actually had a good idea for a "best reward" kind of thing for the system, but it got overshadowed by the system also crippling Dragon hard. Said reward is the moves you learn that Majima had for his styles. Let me give you 3 examples: There's a heat action Majima could do in Breaker style in 0 that required the enemy to be bouncing off the ground, as he would do a flip kick and lauch them back down to the ground. You can learn this heat action for Dragon in Kiwami. Enemies couldn't block against Majima in Thug style because he had a heat action that would break through their guard and snap their necks. You can learn this heat action for Brawler in Kiwami. Although I don't think this is a move he did in 0, one of the final rewards for Majima Everywhere involves a heat action for Dragon that uses both Majima's knife as well as a bat, both of which represent Mad Dog and Slugger styles. Upgrading the Dragon style with EXP (maybe make Majima give a bunch of EXP if you beat him) while rewarding you for fighting him with his moves would have made the system flow much, much better in my opinion.
@@DarkkirbyKRPGEnemies could block against Majima in thug style, the move you're thinking of only happens when Majima is behind a person or acts as a heat action counter when you're in 3rd gear. Enemies couldn't block against Kiryu's brawler in 0 because of a move you learn from Bacchus, which was buffed in K1 to be able to be used during a light attack combo in Brawler. Kiryu does, however, learn the neck break move from Majima in K1. Also he did do the Mad Dog & Slugger style move in 0, it was a heat action in the Slugger style that required 3rd gear and to be at red-flashing health
The Majima system was one of my favorite parts I never actively hunted him down so as I did every sub story I just naturally got it to max because for me it was almost perfectly paced
Real biggest issue was how they took the facial animation of a 2005 low poly game, and slapped a 2016 high poly model over it, effectively making Kiryu look like an alien
i mean, for the time it was some pretty good mocap, and it's kind of impressive that they can "just" slap a high poly model into a 20+ old rig and it kind of works
I thought it was cool how they implemented Makima’s styles into the story fights too. The 2nd boss fight has him starting in MD and then switching to Thug in second phase, since y’know, there’s no baseball bats just lying around in Shangri-La.
They could've just handled it like they handled Sodachi and Saigo's fights in Yakuza 6; they occasionally spawn in each city, and when you get close enough, they'll offer you to fight, but you can just decline them. Also really like the idea that the player could choose a specific Majima to fight each time, in case the player needs a specific skill unlocked. I could imagine Majima ambushing Kiryu, but then he just stands there thinking for a second before admitting that he can't decide how he wants to fight Kiryu, then prompting the player to choose a specific style to fight.
Personally, I liked the system. Having only just come from 0 to Kiwami and just starting the series, I was glad to see more of his wacky antics through the ways he'd get Kiryu to fight him and also having a relatively more difficult fight almost always readily available outside of street brawls. I can understandably see why people have issues with it and it's continuity with the game's story, but I thought it was fun.
My only problem with this system is max power Slugger Majima dealing so much damage and having super armor but that’s about it. I found the constant challenge to be super fun
I love when there are honest attempts of fixing something. You did a good job with that. Personally, only the pacing issues really bothered me when i was playing the game and i think making the Majima Everywhere system unavailable for such a long time would be too much. You could stop the spawning for a few chapters, then send Kiryu a text message that he's up for a fight again. The thing that bothers me so much about that the dock scene is that it was just not necessary even with the given circumstances. He didn't have to abandon Majima like that, even if he was in a hurry. He could have at least jumped after Majima, saved him from dying and then leave him to his subordinates. Not a real time loss there. But now if you imagine if Kiryu wasn't in a hurry, he would have even more freedom to act in character. Imo you could remove that predicament just by not scheduling the dock scene *directly* before the second fight. Or, alternatively one subtle thing to add would be Majima confronting Kiryu about abandoning him at the docks during the second fight. (I don't remember the exact dialog lines so if he did, disregard this point) Hope that makes somewhat sense given how it has been almost 1 year since i played Kiwami.
I personally loved the system the whole way through with the SOLE exception of the Docks scene. It must be a "started with 0 and played Kiwami after" thing given how many comments there seem to be stating a similar experience. I'm not smart enough to figure out why that would be so much different than having history with the series prior to 0 but it's something to think about.
Some folks don’t realize Kiryu was a bit rough around the edges in the first game, I was honestly more amused than surprised that Kiryu at this point in time wouldn’t be pressed to… y’know save a guy who’s been trying to kill him and kind of put himself in that situation to get shot. Especially when he had bigger fish to fry
I really loved the majima everywhere system, at the start, i tried to hunt him down every opportunity the game gave me, even to the point of the game saying i have to progress the story before moving on with the system. All of these unique and comical ways majima could appear coupled with all of those fantastic costumes made every single appearance fun for me (and never get old), also I absolutely adored each rank-up event (especially the zombie one). I also find it very cool that the game actually finds a way to consistently surprise you, even if you’re familiar with the system like the fake shaking cones and such.
I actually really enjoyed the system, even actively looked for Majima because I wanted to max the skill tree or just have fun with Majima. My only complain, aside from the continuity in story mode, is that slugger is so annoying to fight against due to how much armor and damage Majima has with that style. I always dread seeing slugger Majima in the streets, so I try to spawn him again just to avoid it and get another style to take its place.
15:00 I honestly feel when it comes to any game I put down and come back later. I feel the need to start over so I am not confused by the story and such. But the idea of saying to Majima you want to fight to brush on your skills more seems like it would be in character for him to oblige Kiryu and fight him
I agree with pretty much everything in this video. While fighting Majima was fun, I did took issue with all the flaws you mentioned in this video, except the thing about his personality. The suggestions you made would've made the system so much better.
I think him sneaking up behind you and suddenly joining street battles are what take it to far for me, these are charming the first few times but get real old with time. If the random encounters outside the specific event battles were just roaming majima (particularly with the ability of being able to see on the map unlocked) and having to interact with specific objects I think I would have little to no issue with the system.
ME will always be tainted for me as for whatever reason I couldn't get a signle instance of slugger majima to spawn before premium adventure, locking me out of heat actions for the dragon style (it had to specifically be SLUGGER majima, not any majima that used a bat)
In my only Yakuza 1 playthrough, I faced Majima only 2 times and after that I even started looking for him. I did not find him and finished the game without Dragon of Dojima. I feel like when everyone got him too many times, for me it was the opposite.
When I first played Yakuza Kiwami, Majima actually stopped appearing after the batting cages fight. I don't know if I softlocked him him or missed a flag or what. I was actually wondering if he was okay and also why they would implement this whole system for it to only work for a few chapters lmao
considering the only thing you ever fight otherwise in free roam is wimpy mobs, i think majima making you wake up every now and again and actually play the game is refreshing
idk yall but i love majima everywhere (and mr shakedown) systems, idk, something about having the same fodders everywhere that pose zero challenge even when i'm on early game on hard difficulty of the new game i just got into from the series, the lack of an actually strong opponent kinda breaks it for me. i'm in Yakuza 5 and i haven't seen one system with those strong opponent stuff come back yet.
I find it funny how you make more views than actual subscribers. Thats actually a good thing I'd say. I've seen guys with 200k subs that barely reach 1k views
Idk if that's a good idea but I was thinking that after finishing the final battle with Majima the game would have grant you an option decision if you want the Majima everywhere system to be on or off (that's my opinion at least)
I actually liked the majima system. It added a level of survival to the games. You could heal during a fight or save it for when majima spawn. You could use a heat action against a common enemy or use it on majima to make the fight easier. Kiwami is my favorite game, i wish they removed the stagger system and rebalanced a few things like the first Shimano fight, Jingu, and that fucking car segment
I really enjoyed the system myself, just wondering how many situations he would pop up during was nice to find. Progression wise, i think the skilltree and main fights should just be progressed by rank rather than trying to start specific fights. That way, every opportunity to fight him could be left to chance making it more surprising. Also, on the falling in the water moment, if they just had one or two guys drag him into a car after being shot, it would have fixed that entire bit.
I get people like Majima Everywhere, and all the goofy moments, but if they had chopped it down to just the scripted fights. (Like the Zombie Majima long battle, at the Tojo HQ, etc) I'd probably actually like it, and instead of requiring you to level up Majima to unlock DOD, you could just use your EXP for it. (Obviously not on the Komaki abilities) That way you can get what you want, and it can actually be useful during the earlier parts of the game.
I think it should’ve been a system with multiple mini bosses like clan captains or nishiki family, and have majima be a rare appearance in those fights (when he isn’t out of commission), and give him real time style switching
One thing I think that could have helped Majima Everywhere would be more wholesale reuse lol There's a lot they could done to add more variety gameplay wise. Y5 Majima boss moveset, Y3 unarmed, Ishin Okita sword, Nishitani knife, maybe even the Y4 majima family boss's. Would make for some neat one off fights
Majima everywhere system and Majima as a character is what got me to try Yakuza in the first place (so Kiwami was my first game). It seemed so goofy and funny to see this uniquely design designed character who was funny and strong. I do understand how it may be too much for some people and quite repetitive, this is exactly why I love Majima and what got me in to Yakuza, so it is quite special to me.
Great video as ever. I'd like to make a suggestion to maybe fill our the middle of the game if removing the system at that point isn't feasible. I've seen an argument some time back that each encounter shouldn't end up in a fight, especially because some of Majima's shenanigans are truly more fun than others. Two examples that come to mind are the encounter with Goromi and that time Kiryu ran into Majima at the bating cage. For the first one, why not just have it be a regular date? Kiryu did seem to genuinely enjoy his time with Goromi. So ending it with a browl was lame imho. You could earn XP for just hanging out with her. For the second one, Kiryu and Majima could be bonding over their memories of coming to hit some homeruns with their respective sworn bros before everything went to shit. That'd help deepen their bond and pique new players' interest. Additionally, I'm all for more bros being bros tbh. Bonus one for me: we should've gotten more Majima pole dancing. Truly a missed opportunity there! 🤪
My main takeaway I got from this system was "I REALLY don't want to fight a Majima boss battle, every other time I happened to run into random thugs on the street. Complete with Majima having multiple bars of health." that eventually I got to the point where I just thought "screw it, I don't need The DoD Style to beat the game" and I just went on to beat the game with the 3 main Zero styles instead. I love Majima as a character. (Who doesn't?) but this system was WAY too much.
One of the small annoyances I had with Majima Everywhere is trying to get dragon upgrades that are tied to fighting a specific Majima. I'd run to where Majima is on the map, only to find it's not zombie or idol majima. So I'd have to use a tip which is to go in and out of the drug store, to get the Majima I need to fight.
The initial problem with dock segment was the idea that Kiryu still had to express surprise seeing Majima alive, like if they couldn't do a minor script change that would take few seconds to implement. They greatly expanded the scene where the two ecounter each other at the beginning, so what was the problem with altering a bit or original dialogue anywhere else? If it was up to me and still had to implement Majima Everywhere in the game, I wouldn't include dock fight at all, but when Majima raids Shangri-La, he's not wounded this time and Kiryu, instead of going "Wtf? You're alive?", says something like "What now, Majima?", or "You're going too far this time!". Those responses can seem a bit cheesy, but I still think it's a more organic solution than what we actually got
so just now i was playing kiwami and progressing it just an hour ago, dont get me wrong the majima everywhere system is somewhat fun for me but man it's so hard to go for one specific majima, as of now i need to fight his officer variant to further progress another line of the skills and im having trouble trying to find him because of him having like 3 healthbars now and only seeing either breaker or mad dog (weirdly enuf and im still only on B rank, plus im also on chapter 8 as of now) this would have been such a fun system if only it wasn that hard to farm properly smh but as it stands pretty fun nonetheless since it makes me learn to use rush's counter and brawler's discount tiger drop
I love majima everywhere, but they shouldve made his hp much lower. When it comes to unlocking the dragon style, I will take this system over the one in 0 any day, as you arent forced to MAX OUT a minigame you might not even like.
The Real Estate sidegame was an idler, you were supposed to check up on it between rounds of Fantasy Zone, JCC, or visiting the Telephone Club lol. Majima's hostess training was a fun diversion overall, I wished there was more to it than the List required. Only thing I could really do was max out the levels of all hostesses (all 20 of them), and you get like 75% of that done by the time you unlock Mad Dog
The Kiwami demakes really were huge cases of missed opportunities. Way too rushed and lacking direction. The K1's ME system mixed with the presence of the Y0's "prototype styles" really made the whole game a grindy slig, the DOD style outright useless for majority of the game, and Majima himself a parody of himself, that clashed both stylistically and mechanically with his story encounters. There is some good stuff too, like the Nishiki's flashbacks, but everything else is eithertoo much like in the 2005 original, or sometimes way WORSE than on the PS2.
Genuinely this is a good video, and honestly a topic I'm surprised wasn't covered by many videos as during in many reviews or videos talking about Kiwami 1 as the Majima everywhere system is the unique thing about the game, but it generally is not the greatest but its interesting, I think the solutions to the flaws you suggest are ones that could honestly work with system, I think one of the things that could have been done for some of the encounters, for example the encounters with officer Majima could have him use both Slugger and thug as thug has many heat actions that remove weapons which if included for those encounters would put the player on edge and cautious when using fights against this version of Majima, while this would be tough to balance it's an interesting way to make the encounters challenging and interesting way to keep the encounters well interesting. I think the fight and non fight encounters are interesting when in a moderate amount, but when some of these encounters have no reward for completing them it's kind makes them pointless, like the shogi challenge match is pointless as you earn nothing for doing it cause it doesn't help towards the dragon style tree. I've spent 90 hours purely focused on completing the Majima everywhere system, it's the most interesting system in a video game but it dose not help that my bias towards Majima made me ignore a number of it's flaws, it's repetitive encounters and predictable spawn locations, but genuinely I think this system is more unique than the shakedown omnipresent boss system, it's not as intimidating unless you count the first few encounters but it still presents an extra range of unique encounters and interactions with Majima which I don't mind as a fan of the character. Overall I like the system but yeah it has it's flaws that ruin some parts of it and the game's pacing
Honestly, I'm not sure I would try to fix Kiwami. The PS2 version is just better in all ways (except graphical fidelity and accessibility), try out Yakuza Restored if you can. It removes the english dub and just leaves the subtitles. Kiwami's fights are completely unbalanced because certain mechanics were brought over from the newer Yakuza games which don't mesh well with how the original game was made. In the original game, bullets didn't stun you or do that much damage. That's a modern Yakuza game feature. That's why it was OK back then for so many fights to have dual wielding gun enemies, they were less overpowered. In Kiwami though, if you didn't grind the hell out of your dragon style upgrades, and visit komaki and do all the tournament stuff and get tiger drop, then you just aren't getting past Jingu. I played both the original game and Kiwami both on hard, the original game felt much more fair and reasonable to the player.
For me Majima everywhere was the most fun I've had in a Yakuza game. Let's face it, Kiryu-Chan wouldn't be as iconic without Majima everywhere. Cab driver, Zombie, Everyone's Idol, Pocket Circuit and my personal favourites Goromi and Majima in the adult video store. I just was so much fun considering I played Kiwami immediately after beating Y0 where you get to play as Majima for the first time and explore each moveset. Then Kiwami lets you fight that same character after mastering each style in the previous game. It was also interesting to experience Majima's new persona as the Mad Dog after playing as an entirely different character in Y0's Lord of the Night. After that we don't really get enough crazy Majima in YK2 and even less in Y3 onwards. As far as Majima's story arc, YK and that bit of Kiwami 2 are the last time we get a few laughs with the good ole Mad Dog before he was nerfed in Y3, 4 and 5. Y7 and LAD Gaiden made a really good attempt to bring Majima back, but it just doesn't feel the same after Y1.
I dislike Majima Everywhere. I had to grind the system two times and it just just annoying and tedious to continuously fight him just to unlock Kiryu’s original style he should already have. On top of that, you also need to grind the coliseum and train with Komaki, so they really put it out of the way for you to unlock it. In addition, The Kiwami system with the regenerating health makes fighting Majima even more unbearable because his health bad is incredibly big near the last levels- forcing you to use tiger drop to get rid of him faster. They really should have just let you disable it somehow.
In my opinion. I think if they really wanted a Majima everywhere system, I think they should lock behind powerful skills into fighting Majima. Like you can level the normal skills with Exp and when you reach a certain skill, thats when you can fight Majima to unlock it.
My first blind run of kiwami i was going out of my way to try and find him. Got to the point he was hidden under the giant traffic cone in the street and he never moved anywhere else until after i finally dealt with it. Problem was i noticed the cone he was under, and used it as a weapon in a fight. Naturally it didnt respawn right away nor give any indication he was there so i had proceeded to play most of the game thinking rhat was a normal item in the game world and only encountered him maybe 4-6 times. My second run on legendary i was prepared. However he spawned during the pocket fighter minigame and couldn't beat him. My guide wasnt even correct regarding the minigame either so hes just been standing there, waiting to lose at toy cars until i one day go back and beat him.
Honestly my biggest problem with Kiwami isn't Majima Everywhere, although I have thoughts on that, it's the god awful hyper armor on a good chunk of bosses it kills so much of the fluidity from the combat in 0
I never had a problem with the majima system because either the game glitched or I fucked up and after like the first 2 appearances he never showed up again.
Near the end it started to get annoying (took me like an hour to find cop Majima), but overall i really like the mechanic, and tbh having Majima intterupt you doesnt matter that much once you get Tiger drop, just leads to some funny moments with the Mad Dog scurrying in the trash or getting stuck in the sewers.
This might sound like such a niche complaint but I miss the flowing clothes in the original games and am I the only one who prefers majimas haircut in the ps2 version rather than the kiwami
I like majima, but he’s like a nice bottle of sake 1 glass is fine, but you can only keep drinking it until you start hating it’s name Giving you an item to stop majima from spawning would help, hell why not just have him stay in the upper right and state that he ain’t up for fighting because for some reason you smell like ass
I've just purchased a copy of Yakuza Kiwami (pre-owned, remake) for PS4 and so far so good it's a bit hard to get into but these videos help, hello from Dublin Ireland 🍀🇮🇪, are you Russian? You sound like a well known Russian TH-camr? Just thought I'd ask, happy gaming 😜
I still play og Yakuza and that's because of the bloat in the story (not the Nishki scenes) in kiwami. Maxima everywhere also ruins progression for me. I wish he stopped spawning after the Dragon Style was unlocked and you didn't have to fight him 50 times.
i always thought it'd be cool if you got a dragon ability after a chapter/story boss. as well as komaki and majima. For example, when beating jingu you unlock essence of extreme dragon(to be used in nishiki's fight), or when beating second majima you get essence of mad dog (the bat + knife heat action, dont remember the name)
Honestly I liked the Majima Everywhere system, it isn't perfect but I personally don't have many issues with. Honestly I think the thing I disliked the most in retrospect was the achievements attached to specific Majima variants randomly showing up in random encounters and Kiryu not caring much about Majima getting shot.
... I like all of your calls here, except maybe the Majima Everywhere System just vanishing for half the game. Yes, the dock scene was bad, yes, they needed to make that better or retcon a line in or something, but losing my chance to interact with Zombie Majima or Goromi or Everbody's Idol Majima or a totally normal traffic cone for an extended period of time hurts the "Kiwami"-ness of it all.
I love the ME system, but i hate how the dragon style is locked behind this system. The dragon style was locked in 0, and for it to be locked again in the game its supposed to be FROM is just upsetting
Great idea, great system, way too grindy. Which isn't a problem exclusive to the Kiwami games. Also the Majima death fake out issue practically ruins Kiwami for me. I wish a mod could be made to fix it eventually.
I would have liked less random encounters and more narrative ones like the bar and cabaret club, which were the capstone abilities or just fun encounters, so more of those and just had do action x 10 times or defeat 20 enemies with y heat action or something for the in between bits. Aside from that they could have just given him a larger health bar, like 8 bars worth, and just had him call the fight after Kiyru knocks off 1-3 bars depending on the level. That way it doesn't feel like were actually beating him in the side quest all the time, we would know he's holding back. Also expand his styles as the game goes on so start with just thug, then after chapter 5 the slugger shows up, throw breaker in somewhere and then later towards the end Mad Dog. Then when in Chapter 5 you just don't take him to zero, just his first 3 or 4 bars and then he jumps into the way and takes the knife and that ends that fight, again, we haven't beaten him as we are not back to full strength. Going on from there he shows up with like 5 bars of health instead of 8 and a bandage so we know he's injured, maybe don't let him use breaker because of his injures or disable the ability to regen health, and again he calls the fights after 3 bars of health damage. Then to finish off the Dragon Style you have to fight a full strength Majima, who gets to use all 4 styles and has the full 8 health bars, switching every 2 bars or like Amon give him less bars upfront but he gets up and changes style each time you take him to zero so he gets 2 or 3 health bars per style, making him a optional boss fight stronger then any of the main boss fights in the game, but weaker then the Amon fight.
I must of had a very unique experience with kiwami having literally 2 extra fights with majima from the everywhere system so in totel having 4 or 5 fights with majima Definitely wasnt the best with 4 fights cos i got annoyed not completing dragon style basically at all
While I love the Majima Everywhere system with all my heart, they should have just made him stand in the Arena to challenge after we beat the story and all his unique fights. Personally I don't know why the system bugs people so much as it's far from the worst thing to deal with in the series.
Sorry for the wall of text. I personally don't like the Majima Everywhere system. It devalues Majima's actual appearances in the story, it made people believe that Majima is obsessed with Kiryu (despite the fact that this only happens in Kiwami, not even the original, and it never happens EVER AGAIN in the entire series), it made people think that Majima is always hiding in a trash can or something, and that's just the implications for characterization and story, specially in the first game where Majima is much closer to a black morality than gray like he is from 2 onwards. Gameplaywise, it makes leveling up the Dragon style (both the best, and the style that comes from the original game) a pain compared to the other 3 styles, and with him being literally everywhere, it's downright impossible to just walk around Kamurocho without bumping into him. Fighting him every now and again is fun, he's somewhat of a superboss for the game, but it gets really old and really boring quite fast, specially in NG+ when you already have everything. It also devalues "unique" fights against him, such as the two related to the story, and specially the one from the coliseum as Hanya Man (in a different context, I'd join everyone in joking about how Hanya Man is not Majima, but not when talking about this system). The coliseum has an entrance for Hanya Man that cannot be skipped (either that or my game is bugged) and it tries to hype you up for the fight, but in the end.....it's just Thug Majima *AGAIN*. Despite not being popular either, I much rather prefer something like the Majima saga in Kiwami 2 over the Majima Everywhere system. By this I don't mean that I want any other game to do another Majima Saga with Makoto and all of that, but the short, DLC-like story served to expand Majima in ways that don't harm his character nor his personality. Sure, maybe Makoto shouldn't have come back (though I much prefer the loose end of her not knowing who Majima was to be resolved, specially after her life is all set now) but it also served to expand on the people he met in 0 (which comes back around to the 4 Shine minigame), and to explain why he would leave the Tojo in a more detailed manner than the original LAD 2 did. Granted, it is not a terrible system. I just feel it does more harm than good, specially to Majima as a character and his importance to the series. Someone could go from Kiwami 1 to Kiwami 2, find the new Majima fight and feel like it's nothing because he fought him over 100 times in the previous game, for example. Despite my disliking of this system, I actually really like Kiwami 1. It's one of my favorites when it comes to the combat (it's better than 0's in my opinion), and I like the added bits of story for Nishiki and his downfall. And again I don't necessarily hate everything about the system, as I did quite enjoy my NG+ run with Majima being a somewhat wandering superboss, but I feel like they overdid it with the system overall. Lastly, while he does switch between Mad Dog and Thug during his second story fight, he also switches styles in his first fight. He starts as Mad Dog but switches to Slugger later on.
And there was I who got the majima under w cone event, never found him and had maybe 2 majima everywhere encounters before the last story majima fight 😅
I just wanna give my two cents and say that, for me, I really hate how reliant on RNG the Majima Everywhere system is. In one of my playthroughs, I had to go through the whole game without the ability to use heat actions in the dragon style because Slugger Majima just wouldn't spawn on the overworld and the times I *did* fight him during those unavoidable encounters, it wouldn't count towards my dragon style skill tree.
I hate the idea of Majima being absent after chapter 6. Because, for example, what if you haven't unlocked B or A rank and do the chapter 6? You're banned from having a functional dragon style ? That's not a good idea imo
I dont like the fact you force to hunt down certain majima for the skill i would prefer if they let the player pick what they want , dont give me wrong he is a good boss for testing combo compare that to mr shakedown where i can chose when to fight him is more interesting then this
@@mithvibes4727 *there won't be a second time 😂i specifically remember bosses blocking every attack for 15 boring minutes...and the story itself making absolutely no sense. I played Kiwami 2 before Kiwami 1 and loved EVERYTHING about it* 🌠
Apologies for the quality of footage! One of the reasons I've been repurchasing and replaying all the Yakuza games on PS5 was to capture footage of a higher quality, and the material you're currently watching stems from a game I've yet to redo in that manner. As I've said in the past, my laptop wasn't built for gaming purposes, so the addition of TH-cam's compression and the built-in capture lowering the resolution really did a number on this release.
Ironically, the lower fidelity oddly fits this video, considering how old the debate on Majima Everywhere truly is, so consider this an attempt at making a retro-feeling video from me :D
I hope you enjoyed the discussion and that you have a great day!
One idea I had for an overhaul of the ME system was from a seed planted in Yakuza 5 with Komaki's grandson. The Majima Family will start of going after you to size you up, once you get to "max rank" for that letter. Afterwards, you fight Majima as usual, but after fighting his three main styles and beating him... Kiryu points out how Majima has gotten sloppy as well. After an exchange, BOTH start to learn moves from each other and Majima style switches more and more often. Max Level Majima can style switch between certain attacks like the player and makes every encounter feel unique
My real problem with kiwami everywhere is a severe lack of getting majima to spawn when you need him, sometimes you are just running around getting into fights just to see if he's gonna spawn or running around on circles wherever you'd hear "KIRYU-CHAN" in the background.
there is a fight next to the shushi restaurant in front of the millennium tower that majima consistently joins in on that i discovered by myself without even looking at guides and got myself to max level with so im not sure if this is true
if its a fight that majima is going to join, there will be a text box and the guy will stop you and force you into the fight
He's everywhere when you got crap to do and just need to get to a location, but you can't find him when you're trying to actively rank up.
@@ghintz2156yep was at the near end before nishiki and it's easier to beat him with dragon stance but I couldn't find majima so I just skipped and watch the cutscene cuz I was fighting this mf for 2 hours barley got 2 heath bars low and everytime a heat action was propted I couldn't do it cuz it's a red outline which means I need the dragon stance
Yeah, you basically need a guide to what type of majima will spawn at what place. I swear I spent hours chasing majima for some rank up before looking st the cyricz guide and seeing I need to fight him in front of the theater, the drugstore/fried race place, ajd another place tonget the dragon power
Well we could always get the Majima Nowhere system from Y6
or the majima prison from y5 and y0
The Majima Everywhere system was actually really fun for me. I found myself actively hunting down Majima at some points because I wanted to unlock all of the Dragon style, which to me is probably the best reward you could come up with, looking at how fun and strong it is. Not to mention how unique some encounters with Majima are, like the time he is running a bar, or the zombie invasion (closest thing to Dead Souls 2 we are ever getting). And the final fight with Majima in the batting centre with the OG Receive You Subtype was just the cherry on top. Only real complaint is that Majima still roams around after that fight, which is unfortunate, otherwise it was one of my favorite parts from Kiwami 1.
But you have to admit the implementation is lacklustre. I mean the original, he gets stabbed, you don't see him, then only see him bandaged up while raiding Shangra la.
And their fix was to add another counter just before where he gets shot. I dunno, it just seems like a very roundabout way to "fix" that plot hole.
Not to mention the complete the contrast between original unhinged majima, and kiwami whacky majima
The thing is though some of those encounters you would have to look up because it’s unlikely you’d run into it naturally. Like the one you mentioned about him running the bar. I forgot what it is you have to do but like I said you wouldn’t run into that event organically
I think they actually had a good idea for a "best reward" kind of thing for the system, but it got overshadowed by the system also crippling Dragon hard. Said reward is the moves you learn that Majima had for his styles. Let me give you 3 examples:
There's a heat action Majima could do in Breaker style in 0 that required the enemy to be bouncing off the ground, as he would do a flip kick and lauch them back down to the ground. You can learn this heat action for Dragon in Kiwami.
Enemies couldn't block against Majima in Thug style because he had a heat action that would break through their guard and snap their necks. You can learn this heat action for Brawler in Kiwami.
Although I don't think this is a move he did in 0, one of the final rewards for Majima Everywhere involves a heat action for Dragon that uses both Majima's knife as well as a bat, both of which represent Mad Dog and Slugger styles.
Upgrading the Dragon style with EXP (maybe make Majima give a bunch of EXP if you beat him) while rewarding you for fighting him with his moves would have made the system flow much, much better in my opinion.
@@DarkkirbyKRPGEnemies could block against Majima in thug style, the move you're thinking of only happens when Majima is behind a person or acts as a heat action counter when you're in 3rd gear. Enemies couldn't block against Kiryu's brawler in 0 because of a move you learn from Bacchus, which was buffed in K1 to be able to be used during a light attack combo in Brawler. Kiryu does, however, learn the neck break move from Majima in K1.
Also he did do the Mad Dog & Slugger style move in 0, it was a heat action in the Slugger style that required 3rd gear and to be at red-flashing health
The Majima system was one of my favorite parts
I never actively hunted him down so as I did every sub story I just naturally got it to max because for me it was almost perfectly paced
Real biggest issue was how they took the facial animation of a 2005 low poly game, and slapped a 2016 high poly model over it, effectively making Kiryu look like an alien
So that's why the characters feel so emotionless in the cutscenes
i mean, for the time it was some pretty good mocap, and it's kind of impressive that they can "just" slap a high poly model into a 20+ old rig and it kind of works
Correction: Majima's 1-st story fight actually has a style switch. He starts with MD, and in the second phase, he switches to Slugger.
Oh, nice! Thank you for the correction
I thought it was cool how they implemented Makima’s styles into the story fights too. The 2nd boss fight has him starting in MD and then switching to Thug in second phase, since y’know, there’s no baseball bats just lying around in Shangri-La.
@@peanutmurgler Heh heh, Makima.
@@dariogonzalez8989 Chain style go brr
I loved fighting majima so much i actually looked for him actively, ignoring everything else. I was literally majima playing as kiruy.
They could've just handled it like they handled Sodachi and Saigo's fights in Yakuza 6; they occasionally spawn in each city, and when you get close enough, they'll offer you to fight, but you can just decline them.
Also really like the idea that the player could choose a specific Majima to fight each time, in case the player needs a specific skill unlocked. I could imagine Majima ambushing Kiryu, but then he just stands there thinking for a second before admitting that he can't decide how he wants to fight Kiryu, then prompting the player to choose a specific style to fight.
Devilleon7 and Gokudoni videos at the same day, must be a dream.
YUME
@@abella458 not the Y word
I loved majima in 0 and I love the everywhere system. I would not change a damn thing.
Personally, I liked the system.
Having only just come from 0 to Kiwami and just starting the series, I was glad to see more of his wacky antics through the ways he'd get Kiryu to fight him and also having a relatively more difficult fight almost always readily available outside of street brawls.
I can understandably see why people have issues with it and it's continuity with the game's story, but I thought it was fun.
Me too. Did you expect Kiryu and Majima to fight while playing 0?
@@peanutmurgler always. They missed each other by minutes in Nikkyo Consortium.
@@Aurora-bv1ys Lol they did, didn’t they. Writers were teasing us hard
I'm in the same boat. I think alot of people just tried to grind tf out of Dragon Style in one sitting which made them sick of Majina everywhere.
My only problem with this system is max power Slugger Majima dealing so much damage and having super armor but that’s about it. I found the constant challenge to be super fun
Lore accurate slugger
I struggle against Slugger Majima more than the other three
just don't get hit
I think there is not enough majima
Kiwami was my first game, and Majima stayed under that Traffic cone the whole game lol, I never found him.
Same, I only got the dragon moves in premium game.
I really like all your suggested improvements to the system and would love to play a Kiwami like that
It seems like Majima Everywhere must feel super weird if you skip Yakuza 0 and play Kiwami as your first LAD game.
I love when there are honest attempts of fixing something. You did a good job with that. Personally, only the pacing issues really bothered me when i was playing the game and i think making the Majima Everywhere system unavailable for such a long time would be too much. You could stop the spawning for a few chapters, then send Kiryu a text message that he's up for a fight again.
The thing that bothers me so much about that the dock scene is that it was just not necessary even with the given circumstances. He didn't have to abandon Majima like that, even if he was in a hurry. He could have at least jumped after Majima, saved him from dying and then leave him to his subordinates. Not a real time loss there. But now if you imagine if Kiryu wasn't in a hurry, he would have even more freedom to act in character. Imo you could remove that predicament just by not scheduling the dock scene *directly* before the second fight.
Or, alternatively one subtle thing to add would be Majima confronting Kiryu about abandoning him at the docks during the second fight. (I don't remember the exact dialog lines so if he did, disregard this point)
Hope that makes somewhat sense given how it has been almost 1 year since i played Kiwami.
I personally loved the system the whole way through with the SOLE exception of the Docks scene. It must be a "started with 0 and played Kiwami after" thing given how many comments there seem to be stating a similar experience. I'm not smart enough to figure out why that would be so much different than having history with the series prior to 0 but it's something to think about.
Some folks don’t realize Kiryu was a bit rough around the edges in the first game, I was honestly more amused than surprised that Kiryu at this point in time wouldn’t be pressed to… y’know save a guy who’s been trying to kill him and kind of put himself in that situation to get shot. Especially when he had bigger fish to fry
I really loved the majima everywhere system, at the start, i tried to hunt him down every opportunity the game gave me, even to the point of the game saying i have to progress the story before moving on with the system. All of these unique and comical ways majima could appear coupled with all of those fantastic costumes made every single appearance fun for me (and never get old), also I absolutely adored each rank-up event (especially the zombie one). I also find it very cool that the game actually finds a way to consistently surprise you, even if you’re familiar with the system like the fake shaking cones and such.
suddenly, im craving a fight with majima...
Looking in retrospect, it's funny to think of how little times i encountered Majima in my first time playing Kiwami
It should've been greener
I actually really enjoyed the system, even actively looked for Majima because I wanted to max the skill tree or just have fun with Majima. My only complain, aside from the continuity in story mode, is that slugger is so annoying to fight against due to how much armor and damage Majima has with that style. I always dread seeing slugger Majima in the streets, so I try to spawn him again just to avoid it and get another style to take its place.
15:00 I honestly feel when it comes to any game I put down and come back later. I feel the need to start over so I am not confused by the story and such. But the idea of saying to Majima you want to fight to brush on your skills more seems like it would be in character for him to oblige Kiryu and fight him
Babe wake up new gokudoni video is out
I agree with pretty much everything in this video. While fighting Majima was fun, I did took issue with all the flaws you mentioned in this video, except the thing about his personality. The suggestions you made would've made the system so much better.
I think him sneaking up behind you and suddenly joining street battles are what take it to far for me, these are charming the first few times but get real old with time. If the random encounters outside the specific event battles were just roaming majima (particularly with the ability of being able to see on the map unlocked) and having to interact with specific objects I think I would have little to no issue with the system.
Their just something so wholesome with these videos.
ME will always be tainted for me as for whatever reason I couldn't get a signle instance of slugger majima to spawn before premium adventure, locking me out of heat actions for the dragon style (it had to specifically be SLUGGER majima, not any majima that used a bat)
babe, wake up. gokudoni released a new hannyas advocate!
I really do like your improvements to the system and would love to play a Kiwami like that
Basically the majima everywhere system is the sidequest dimension bleeding into the main game a bit
In my only Yakuza 1 playthrough, I faced Majima only 2 times and after that I even started looking for him. I did not find him and finished the game without Dragon of Dojima. I feel like when everyone got him too many times, for me it was the opposite.
Can’t wait for a mod that stops him from spawning after it’s completed
When I first played Yakuza Kiwami, Majima actually stopped appearing after the batting cages fight. I don't know if I softlocked him him or missed a flag or what. I was actually wondering if he was okay and also why they would implement this whole system for it to only work for a few chapters lmao
Majima Everywhere should have ended after the final fight against him at the batting center.
Agreed. Or give it a toggle switch in the menu for people who wanted to continue fighting him.
Great video as always!!
considering the only thing you ever fight otherwise in free roam is wimpy mobs, i think majima making you wake up every now and again and actually play the game is refreshing
idk yall but i love majima everywhere (and mr shakedown) systems, idk, something about having the same fodders everywhere that pose zero challenge even when i'm on early game on hard difficulty of the new game i just got into from the series, the lack of an actually strong opponent kinda breaks it for me. i'm in Yakuza 5 and i haven't seen one system with those strong opponent stuff come back yet.
Baba grill wake up new Hannya advocate episode is out!!
I find it funny how you make more views than actual subscribers. Thats actually a good thing I'd say. I've seen guys with 200k subs that barely reach 1k views
Idk if that's a good idea but I was thinking that after finishing the final battle with Majima the game would have grant you an option decision if you want the Majima everywhere system to be on or off (that's my opinion at least)
I actually liked the majima system. It added a level of survival to the games. You could heal during a fight or save it for when majima spawn. You could use a heat action against a common enemy or use it on majima to make the fight easier.
Kiwami is my favorite game, i wish they removed the stagger system and rebalanced a few things like the first Shimano fight, Jingu, and that fucking car segment
I really enjoyed the system myself, just wondering how many situations he would pop up during was nice to find. Progression wise, i think the skilltree and main fights should just be progressed by rank rather than trying to start specific fights. That way, every opportunity to fight him could be left to chance making it more surprising.
Also, on the falling in the water moment, if they just had one or two guys drag him into a car after being shot, it would have fixed that entire bit.
I get people like Majima Everywhere, and all the goofy moments, but if they had chopped it down to just the scripted fights. (Like the Zombie Majima long battle, at the Tojo HQ, etc) I'd probably actually like it, and instead of requiring you to level up Majima to unlock DOD, you could just use your EXP for it. (Obviously not on the Komaki abilities) That way you can get what you want, and it can actually be useful during the earlier parts of the game.
the only problem i had with kiwami are constant stuns during fights
I think it should’ve been a system with multiple mini bosses like clan captains or nishiki family, and have majima be a rare appearance in those fights (when he isn’t out of commission), and give him real time style switching
One thing I think that could have helped Majima Everywhere would be more wholesale reuse lol
There's a lot they could done to add more variety gameplay wise. Y5 Majima boss moveset, Y3 unarmed, Ishin Okita sword, Nishitani knife, maybe even the Y4 majima family boss's. Would make for some neat one off fights
Majima everywhere system and Majima as a character is what got me to try Yakuza in the first place (so Kiwami was my first game). It seemed so goofy and funny to see this uniquely design designed character who was funny and strong. I do understand how it may be too much for some people and quite repetitive, this is exactly why I love Majima and what got me in to Yakuza, so it is quite special to me.
At least Majima Everywhere isn't nearly as annoying as the Keihin Gang. Because at some point you can just not sugarcoat Majima away.
Great video as ever. I'd like to make a suggestion to maybe fill our the middle of the game if removing the system at that point isn't feasible. I've seen an argument some time back that each encounter shouldn't end up in a fight, especially because some of Majima's shenanigans are truly more fun than others. Two examples that come to mind are the encounter with Goromi and that time Kiryu ran into Majima at the bating cage. For the first one, why not just have it be a regular date? Kiryu did seem to genuinely enjoy his time with Goromi. So ending it with a browl was lame imho. You could earn XP for just hanging out with her. For the second one, Kiryu and Majima could be bonding over their memories of coming to hit some homeruns with their respective sworn bros before everything went to shit. That'd help deepen their bond and pique new players' interest. Additionally, I'm all for more bros being bros tbh. Bonus one for me: we should've gotten more Majima pole dancing. Truly a missed opportunity there! 🤪
My main takeaway I got from this system was "I REALLY don't want to fight a Majima boss battle, every other time I happened to run into random thugs on the street. Complete with Majima having multiple bars of health." that eventually I got to the point where I just thought "screw it, I don't need The DoD Style to beat the game" and I just went on to beat the game with the 3 main Zero styles instead.
I love Majima as a character. (Who doesn't?) but this system was WAY too much.
One of the small annoyances I had with Majima Everywhere is trying to get dragon upgrades that are tied to fighting a specific Majima. I'd run to where Majima is on the map, only to find it's not zombie or idol majima. So I'd have to use a tip which is to go in and out of the drug store, to get the Majima I need to fight.
The initial problem with dock segment was the idea that Kiryu still had to express surprise seeing Majima alive, like if they couldn't do a minor script change that would take few seconds to implement. They greatly expanded the scene where the two ecounter each other at the beginning, so what was the problem with altering a bit or original dialogue anywhere else? If it was up to me and still had to implement Majima Everywhere in the game, I wouldn't include dock fight at all, but when Majima raids Shangri-La, he's not wounded this time and Kiryu, instead of going "Wtf? You're alive?", says something like "What now, Majima?", or "You're going too far this time!". Those responses can seem a bit cheesy, but I still think it's a more organic solution than what we actually got
so just now i was playing kiwami and progressing it just an hour ago, dont get me wrong the majima everywhere system is somewhat fun for me but man it's so hard to go for one specific majima, as of now i need to fight his officer variant to further progress another line of the skills and im having trouble trying to find him because of him having like 3 healthbars now and only seeing either breaker or mad dog (weirdly enuf and im still only on B rank, plus im also on chapter 8 as of now) this would have been such a fun system if only it wasn that hard to farm properly smh but as it stands pretty fun nonetheless since it makes me learn to use rush's counter and brawler's discount tiger drop
I love majima everywhere, but they shouldve made his hp much lower. When it comes to unlocking the dragon style, I will take this system over the one in 0 any day, as you arent forced to MAX OUT a minigame you might not even like.
Those minigames made me dead inside, especially the kamarucho estate. Majimas wasnt that bad, but you make very little money with it.
You are requried to max out pocket circuit to complete majima everywhere
The Real Estate sidegame was an idler, you were supposed to check up on it between rounds of Fantasy Zone, JCC, or visiting the Telephone Club lol.
Majima's hostess training was a fun diversion overall, I wished there was more to it than the List required. Only thing I could really do was max out the levels of all hostesses (all 20 of them), and you get like 75% of that done by the time you unlock Mad Dog
@@cidlucien5254 Is that a bad thing?
@@yapflipthegrunt4687 depends on if you like pocket circuit or not, but either way it is a mini game you need to max out
The Kiwami demakes really were huge cases of missed opportunities. Way too rushed and lacking direction. The K1's ME system mixed with the presence of the Y0's "prototype styles" really made the whole game a grindy slig, the DOD style outright useless for majority of the game, and Majima himself a parody of himself, that clashed both stylistically and mechanically with his story encounters.
There is some good stuff too, like the Nishiki's flashbacks, but everything else is eithertoo much like in the 2005 original, or sometimes way WORSE than on the PS2.
Genuinely this is a good video, and honestly a topic I'm surprised wasn't covered by many videos as during in many reviews or videos talking about Kiwami 1 as the Majima everywhere system is the unique thing about the game, but it generally is not the greatest but its interesting, I think the solutions to the flaws you suggest are ones that could honestly work with system, I think one of the things that could have been done for some of the encounters, for example the encounters with officer Majima could have him use both Slugger and thug as thug has many heat actions that remove weapons which if included for those encounters would put the player on edge and cautious when using fights against this version of Majima, while this would be tough to balance it's an interesting way to make the encounters challenging and interesting way to keep the encounters well interesting.
I think the fight and non fight encounters are interesting when in a moderate amount, but when some of these encounters have no reward for completing them it's kind makes them pointless, like the shogi challenge match is pointless as you earn nothing for doing it cause it doesn't help towards the dragon style tree.
I've spent 90 hours purely focused on completing the Majima everywhere system, it's the most interesting system in a video game but it dose not help that my bias towards Majima made me ignore a number of it's flaws, it's repetitive encounters and predictable spawn locations, but genuinely I think this system is more unique than the shakedown omnipresent boss system, it's not as intimidating unless you count the first few encounters but it still presents an extra range of unique encounters and interactions with Majima which I don't mind as a fan of the character.
Overall I like the system but yeah it has it's flaws that ruin some parts of it and the game's pacing
We need a new game where we play as Majima
Honestly, I'm not sure I would try to fix Kiwami. The PS2 version is just better in all ways (except graphical fidelity and accessibility), try out Yakuza Restored if you can. It removes the english dub and just leaves the subtitles.
Kiwami's fights are completely unbalanced because certain mechanics were brought over from the newer Yakuza games which don't mesh well with how the original game was made.
In the original game, bullets didn't stun you or do that much damage. That's a modern Yakuza game feature. That's why it was OK back then for so many fights to have dual wielding gun enemies, they were less overpowered. In Kiwami though, if you didn't grind the hell out of your dragon style upgrades, and visit komaki and do all the tournament stuff and get tiger drop, then you just aren't getting past Jingu. I played both the original game and Kiwami both on hard, the original game felt much more fair and reasonable to the player.
For me Majima everywhere was the most fun I've had in a Yakuza game. Let's face it, Kiryu-Chan wouldn't be as iconic without Majima everywhere. Cab driver, Zombie, Everyone's Idol, Pocket Circuit and my personal favourites Goromi and Majima in the adult video store. I just was so much fun considering I played Kiwami immediately after beating Y0 where you get to play as Majima for the first time and explore each moveset. Then Kiwami lets you fight that same character after mastering each style in the previous game. It was also interesting to experience Majima's new persona as the Mad Dog after playing as an entirely different character in Y0's Lord of the Night. After that we don't really get enough crazy Majima in YK2 and even less in Y3 onwards. As far as Majima's story arc, YK and that bit of Kiwami 2 are the last time we get a few laughs with the good ole Mad Dog before he was nerfed in Y3, 4 and 5. Y7 and LAD Gaiden made a really good attempt to bring Majima back, but it just doesn't feel the same after Y1.
There are a million ways they could have dealt with it. Maybe have other Majima family members go after Kiryu, rather than just Majima.
I dislike Majima Everywhere. I had to grind the system two times and it just just annoying and tedious to continuously fight him just to unlock Kiryu’s original style he should already have.
On top of that, you also need to grind the coliseum and train with Komaki, so they really put it out of the way for you to unlock it.
In addition, The Kiwami system with the regenerating health makes fighting Majima even more unbearable because his health bad is incredibly big near the last levels- forcing you to use tiger drop to get rid of him faster.
They really should have just let you disable it somehow.
In my opinion. I think if they really wanted a Majima everywhere system, I think they should lock behind powerful skills into fighting Majima. Like you can level the normal skills with Exp and when you reach a certain skill, thats when you can fight Majima to unlock it.
My first blind run of kiwami i was going out of my way to try and find him.
Got to the point he was hidden under the giant traffic cone in the street and he never moved anywhere else until after i finally dealt with it.
Problem was i noticed the cone he was under, and used it as a weapon in a fight. Naturally it didnt respawn right away nor give any indication he was there so i had proceeded to play most of the game thinking rhat was a normal item in the game world and only encountered him maybe 4-6 times.
My second run on legendary i was prepared. However he spawned during the pocket fighter minigame and couldn't beat him. My guide wasnt even correct regarding the minigame either so hes just been standing there, waiting to lose at toy cars until i one day go back and beat him.
My only issue with the majima everywhere system it it kinda gets repetitive after while
also have thought of covering haruka in the future?
There will be an extended look on the character once I make a comprehensive analysis of the story of Yakuza 5, if that's any help!
@@gokudoni ah good to know in that case take your time i will looking forward to it untill then
Honestly my biggest problem with Kiwami isn't Majima Everywhere, although I have thoughts on that, it's the god awful hyper armor on a good chunk of bosses it kills so much of the fluidity from the combat in 0
8:47 Nice
I never had a problem with the majima system because either the game glitched or I fucked up and after like the first 2 appearances he never showed up again.
He's stuck under the only man-sized traffic cone. You should check it out in the "premium adventure"
@@CornellD.Cavendish thanks 👌
Near the end it started to get annoying (took me like an hour to find cop Majima), but overall i really like the mechanic, and tbh having Majima intterupt you doesnt matter that much once you get Tiger drop, just leads to some funny moments with the Mad Dog scurrying in the trash or getting stuck in the sewers.
There neeeeeeeds to be a mod with these tweaks implemented.
A complete tangent unreated. Id be funny if Kiwami 3 was a turn based game. It won't if it ever happens, but that be funny.
This might sound like such a niche complaint but I miss the flowing clothes in the original games and am I the only one who prefers majimas haircut in the ps2 version rather than the kiwami
I like majima, but he’s like a nice bottle of sake
1 glass is fine, but you can only keep drinking it until you start hating it’s name
Giving you an item to stop majima from spawning would help, hell why not just have him stay in the upper right and state that he ain’t up for fighting because for some reason you smell like ass
I've just purchased a copy of Yakuza Kiwami (pre-owned, remake) for PS4 and so far so good it's a bit hard to get into but these videos help, hello from Dublin Ireland 🍀🇮🇪, are you Russian? You sound like a well known Russian TH-camr? Just thought I'd ask, happy gaming 😜
Cool video
I still play og Yakuza and that's because of the bloat in the story (not the Nishki scenes) in kiwami. Maxima everywhere also ruins progression for me.
I wish he stopped spawning after the Dragon Style was unlocked and you didn't have to fight him 50 times.
i always thought it'd be cool if you got a dragon ability after a chapter/story boss. as well as komaki and majima. For example, when beating jingu you unlock essence of extreme dragon(to be used in nishiki's fight), or when beating second majima you get essence of mad dog (the bat + knife heat action, dont remember the name)
Honestly I liked the Majima Everywhere system, it isn't perfect but I personally don't have many issues with. Honestly I think the thing I disliked the most in retrospect was the achievements attached to specific Majima variants randomly showing up in random encounters and Kiryu not caring much about Majima getting shot.
... I like all of your calls here, except maybe the Majima Everywhere System just vanishing for half the game. Yes, the dock scene was bad, yes, they needed to make that better or retcon a line in or something, but losing my chance to interact with Zombie Majima or Goromi or Everbody's Idol Majima or a totally normal traffic cone for an extended period of time hurts the "Kiwami"-ness of it all.
I love the ME system, but i hate how the dragon style is locked behind this system. The dragon style was locked in 0, and for it to be locked again in the game its supposed to be FROM is just upsetting
I'm just butt hurt because I'm playing legend and got to jingu but literally can't beat him bc I didn't want to spend time grinding ME
Great idea, great system, way too grindy. Which isn't a problem exclusive to the Kiwami games.
Also the Majima death fake out issue practically ruins Kiwami for me. I wish a mod could be made to fix it eventually.
I would have liked less random encounters and more narrative ones like the bar and cabaret club, which were the capstone abilities or just fun encounters, so more of those and just had do action x 10 times or defeat 20 enemies with y heat action or something for the in between bits. Aside from that they could have just given him a larger health bar, like 8 bars worth, and just had him call the fight after Kiyru knocks off 1-3 bars depending on the level. That way it doesn't feel like were actually beating him in the side quest all the time, we would know he's holding back. Also expand his styles as the game goes on so start with just thug, then after chapter 5 the slugger shows up, throw breaker in somewhere and then later towards the end Mad Dog. Then when in Chapter 5 you just don't take him to zero, just his first 3 or 4 bars and then he jumps into the way and takes the knife and that ends that fight, again, we haven't beaten him as we are not back to full strength. Going on from there he shows up with like 5 bars of health instead of 8 and a bandage so we know he's injured, maybe don't let him use breaker because of his injures or disable the ability to regen health, and again he calls the fights after 3 bars of health damage. Then to finish off the Dragon Style you have to fight a full strength Majima, who gets to use all 4 styles and has the full 8 health bars, switching every 2 bars or like Amon give him less bars upfront but he gets up and changes style each time you take him to zero so he gets 2 or 3 health bars per style, making him a optional boss fight stronger then any of the main boss fights in the game, but weaker then the Amon fight.
I must of had a very unique experience with kiwami having literally 2 extra fights with majima from the everywhere system so in totel having 4 or 5 fights with majima
Definitely wasnt the best with 4 fights cos i got annoyed not completing dragon style basically at all
While I love the Majima Everywhere system with all my heart, they should have just made him stand in the Arena to challenge after we beat the story and all his unique fights. Personally I don't know why the system bugs people so much as it's far from the worst thing to deal with in the series.
Sorry for the wall of text.
I personally don't like the Majima Everywhere system. It devalues Majima's actual appearances in the story, it made people believe that Majima is obsessed with Kiryu (despite the fact that this only happens in Kiwami, not even the original, and it never happens EVER AGAIN in the entire series), it made people think that Majima is always hiding in a trash can or something, and that's just the implications for characterization and story, specially in the first game where Majima is much closer to a black morality than gray like he is from 2 onwards.
Gameplaywise, it makes leveling up the Dragon style (both the best, and the style that comes from the original game) a pain compared to the other 3 styles, and with him being literally everywhere, it's downright impossible to just walk around Kamurocho without bumping into him. Fighting him every now and again is fun, he's somewhat of a superboss for the game, but it gets really old and really boring quite fast, specially in NG+ when you already have everything. It also devalues "unique" fights against him, such as the two related to the story, and specially the one from the coliseum as Hanya Man (in a different context, I'd join everyone in joking about how Hanya Man is not Majima, but not when talking about this system). The coliseum has an entrance for Hanya Man that cannot be skipped (either that or my game is bugged) and it tries to hype you up for the fight, but in the end.....it's just Thug Majima *AGAIN*.
Despite not being popular either, I much rather prefer something like the Majima saga in Kiwami 2 over the Majima Everywhere system. By this I don't mean that I want any other game to do another Majima Saga with Makoto and all of that, but the short, DLC-like story served to expand Majima in ways that don't harm his character nor his personality. Sure, maybe Makoto shouldn't have come back (though I much prefer the loose end of her not knowing who Majima was to be resolved, specially after her life is all set now) but it also served to expand on the people he met in 0 (which comes back around to the 4 Shine minigame), and to explain why he would leave the Tojo in a more detailed manner than the original LAD 2 did.
Granted, it is not a terrible system. I just feel it does more harm than good, specially to Majima as a character and his importance to the series. Someone could go from Kiwami 1 to Kiwami 2, find the new Majima fight and feel like it's nothing because he fought him over 100 times in the previous game, for example. Despite my disliking of this system, I actually really like Kiwami 1. It's one of my favorites when it comes to the combat (it's better than 0's in my opinion), and I like the added bits of story for Nishiki and his downfall. And again I don't necessarily hate everything about the system, as I did quite enjoy my NG+ run with Majima being a somewhat wandering superboss, but I feel like they overdid it with the system overall.
Lastly, while he does switch between Mad Dog and Thug during his second story fight, he also switches styles in his first fight. He starts as Mad Dog but switches to Slugger later on.
And there was I who got the majima under w cone event, never found him and had maybe 2 majima everywhere encounters before the last story majima fight 😅
I just wanna give my two cents and say that, for me, I really hate how reliant on RNG the Majima Everywhere system is. In one of my playthroughs, I had to go through the whole game without the ability to use heat actions in the dragon style because Slugger Majima just wouldn't spawn on the overworld and the times I *did* fight him during those unavoidable encounters, it wouldn't count towards my dragon style skill tree.
Funny how Kiwami 1 is in my bottom 3 mainline games and Kiwami 2 is like my second favorite lol
I hate the idea of Majima being absent after chapter 6. Because, for example, what if you haven't unlocked B or A rank and do the chapter 6? You're banned from having a functional dragon style ? That's not a good idea imo
There’s a problem with Yakuza Kiwami?
I dont like the fact you force to hunt down certain majima for the skill i would prefer if they let the player pick what they want , dont give me wrong he is a good boss for testing combo compare that to mr shakedown where i can chose when to fight him is more interesting then this
Wrong, Kiwami 1 is perfect
5:00 QTEs? He used the same one for like 4 games straight
majima everywhere's hardly the biggest problem with the game lol
Kiwami still kinda sucks tho, Gokudoni. You can't convince me the Kiwamis are good
*i hated this game. most annoying boss fights in the franchise* 👎
i used to think the same but after playing the game a second time , respectfully you just have to get good
Learn how to play
I mean most kiwami boss design arent good because jingu is the biggest example of just bs
@@mithvibes4727 *there won't be a second time 😂i specifically remember bosses blocking every attack for 15 boring minutes...and the story itself making absolutely no sense. I played Kiwami 2 before Kiwami 1 and loved EVERYTHING about it* 🌠
My third favorite in the series, don't know how you liked Kiwami 2 more.