
Two larger-than-life heroes, Ichiban Kasuga and Kazuma Kiryu are brought together by the hand of fate, or perhaps something more sinister… Live it up in Japan and explore all that Hawaii has to offer in an RPG adventure so big it spans the Pacific.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese*, Korean, Simplified Chinese*, Traditional Chinese, Portuguese - Brazil, Russian*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 631 reviews with recorded playtime.
Reviews
Themes across 628 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Mas enfocados en poner 20 mil minijuegos bosta en vez de hacer una historia minimamente interesante
简直是一坨屎 哪怕开着修改器拉满我连通关都不想通关了 本来想通关就卸载 盘容量也不够了还是直接卸载吧 还影响我玩别的游戏的心情 ,如果说其他几代如龙每个离谱的地方都能让我大喷特喷,这一代就是根本懒得骂了,我本来以为如龙4已经很垃圾了,没想到还有高手,如龙8才是最垃圾的如龙!除了画质TMD没有一点好的。这个游戏没有一点地方和如龙沾边的根本不是如龙,吹捧这个游戏的也只有00后rpg小鬼,脑子正常的如龙玩家根本不会说它好,说回合制好。如龙系列在7代就已经死了,在这一代是下葬的过程。如龙7 8 唯一的玩点就是消费桐生一马 脸都不要了
:)
greatet yakuza game of all time, no contest. if you're like me and initially the turn based combat turned you off of giving the game a shot, PLEASE reconsider. you are missing out on one of the best stories ive ever had the joy of playing through.
回顾桐生一马的一生还是太有杀伤力了 第一次想把如龙全收集
历史性进步:剧情对话能快进 另外改了7代的一些毛病,比如战斗时可主动控制角色站位,增加了大量aoe技能,打起来比7代舒服多了 人物表情即时演算比7代丰富多了,7代女主在过场动画看着眉清目秀,一到即时演算就把眼睛瞪得像两个铜铃... 剧情还是老一套,原谅包寿司,不能带着脑子看,所以说对话快进功能的意义.... 总体来说完成度挺高的,难度低容易上手,就是剧情太烂
7から始めた感想。8は面白いけどちょっと微妙な点も多い。 ダブル主人公制。桐生さんのほうにそこまで思い入れなく7ではレジェンドとして薄ぺらっくしか出てこなかったが今回はがっつり。ダメなところは桐生パートは突っ込みどころ満載。桐生関係者は全員テレビもyoutubeも見ないのかな?違和感しかなかった。ただ過去の回想はエモくはないけど興味は沸く内容ではあった。 ネタバレになるので控えるが最後の場面は次につながるのかな?って感じ。ここは考察多そう。一番のほうはここからどう展開するのかは予想がつかない。逆に言えばどうとでもなるか。 次にダメな点は強くてニューゲームをダウンロードコンテンツにしたとこ。ここはだいぶマイナス。軽い気持ちでゲームをやり直せないのはつらい。 あとは戦闘のショートカットをなくした点。地味にめんどくさい仕様になった。せめて技の並べ替えさせてほしい。 仲間の加入も遅すぎて前作の強キャラがお飾りにしかならなかった・・・。 ただ面白いのは面白いのでおすすめです。
Overall, if you enjoy the Yakuza game formula, this is fine. The turn-based combat has been improved here, but still feels mostly the same. We have new and returning characters, all pretty good. We have lots of side-activities, that feel pretty fun too, for the most part. The story though... it feels like they completely ran out of ideas. The story feels rather boring, repetitive (also to past games), confusing in severity, way too randomly connected, and overall, pointless. This game also for the first time for me felt like... too much. Too long. Too much stuff to do. Even for a Yakuza game. Everything just requires a bit too much grind and time. The lackluster story does not help to stay motivated either. The return of Kiryu... is questionable. I love the guy as a character and all the previous games, but his story really should have been over. It was over, and we were trying to explore new things. His return here now seems desperate but overall just makes everything worse. Really not sure where they will go from here, but I am not left that hopeful, unfortunately. Still, this game can be fun to play for a bit.
一个优缺点明显的作品。
Puntos positivos Una aventura enorme, casi infinita en cuanto a actividades. El sistema de combate ha mejorado, gana en estrategia. Una historia repleta de momentos épicos y emotivos… Puntos negativos … Pero a veces pierde el ritmo entre tantas horas de juego. Algún detalle gráfico de la pasada generación. El modo Nueva Partida+ no está en todas las versiones. En resumen Un 'Like a Dragon/Yakuza' para perderse durante decenas de horas en sus calles y combates mejorados, y una mirada nostálgica a los casi 20 años que nos ha acompañado Kiryu.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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