Follow TV Tropes

Following

History VideoGame / Yakuza1

Go To

OR

Added: 1332

Changed: 969



* AdaptationalHeroism: Not surprisingly, [[BreakoutCharacter Goro Majima]], though his dialogue in the main story cutscenes hasn't changed aside from an expanded introductory scene where he tries to goad Kiryu into fighting him. In the original game, he killed one of his underlings in the batting cage with a bat, but in this game the underling survives the beating and actually participates in the proceeding fight (you'll recognize him because he's the only one without a bat). In the new "Majima Everywhere" system, he serves as Kiryu's StealthMentor who fights him to knock off the rust from his ten years in prison so he can survive on the dangerous streets of Kamurocho. [[RivalsTeamUp They even team up for a fight later on]]. Unlike the original game, where he was strongly implied to be a PsychoForHire, in ''Kiwami'' he comes off as more of a PunchClockVillain whose ruthless actions are a result of [[ConsummateProfessional consummate professionalism]] rather than geniune malice.

to:

* AdaptationalHeroism: AdaptationalHeroism:
**
Not surprisingly, [[BreakoutCharacter Goro Majima]], though his dialogue in the main story cutscenes hasn't changed aside from an expanded introductory scene where he tries to goad Kiryu into fighting him. In the original game, he killed one of his underlings in the batting cage with a bat, but in this game the underling survives the beating and actually participates in the proceeding fight (you'll recognize him because he's the only one without a bat). In the new "Majima Everywhere" system, he serves as Kiryu's StealthMentor who fights him to knock off the rust from his ten years in prison so he can survive on the dangerous streets of Kamurocho. [[RivalsTeamUp They even team up for a fight later on]]. Unlike the original game, where he was strongly implied to be a PsychoForHire, in ''Kiwami'' he comes off as more of a PunchClockVillain whose ruthless actions are a result of [[ConsummateProfessional consummate professionalism]] rather than geniune malice.malice.
** During a sidequest in the original version of the game, Kiryu had the option [[VideoGameCrueltyPotential to just give a woman up to a drunk without interfering.]] In the remake, this option is removed and he automatically decides to defend the girl without player input, [[CharacterizationMarchesOn likely to match his more heroic demeanor in later games.]]

Added: 734

Removed: 749

Is there an issue? Send a MessageReason:
None


* FingerTwitchingRevival: The eventual [[RevivingEnemy revival]] of the [[spoiler:MIA Colonels]] [[FlunkyBoss escorting]] [[spoiler:Kyohei Jingu]] during the penultimate battle is preceded by a brief cutscene in which the camera closes in on their unconscious bodies, and focuses on their hands as their fingers twitch before they promptly rise up to rejoin the fight.



* RevivingEnemy: After the [[spoiler:two MIA Colonels]] that serve as [[FlunkyBoss the flunkies]] to penultimate boss [[spoiler:Kyohei Jingu]] are taken down, they will eventually revive with full health bars, but [[CombatBreakdown trade away the guns they were originally wielding for combat knives]]. And they will keep reviving as long as the boss is still alive.



* FingerTwitchingRevival: The eventual [[RevivingEnemy revival]] of the [[spoiler:MIA Colonels]] [[FlunkyBoss escorting]] [[spoiler:Kyohei Jingu]] during the penultimate battle is preceded by a brief cutscene in which the camera closes in on their unconscious bodies, and focus on their hands as their fingers twitch before they promptly rise up to rejoin the fight.



* RevivingEnemy: After the [[spoiler:two MIA Colonels]] that serve as [[FlunkyBoss the flunkies]] to penultimate boss [[spoiler:Kyohei Jingu]] are taken down, they will automatically revive with full health bars once said boss' [[MultipleLifeBars first health bar]] is down by half, although they'll [[CombatBreakdown trade the guns they were originally wielding for combat knives]].
Is there an issue? Send a MessageReason:
None


* RevivingEnemy: After the [[spoiler:two MIA Colonels]] that serve as [[FlunkyBoss the flunkies]] to penultimate boss [[spoiler:Kyohei Jingu]] are taken down, they will automatically revive with full health bars once said boss' [[MultipleHealthBars first health bar]] is down by half, although they'll [[CombatBreakdown trade the guns they were originally wielding for combat knives]].

to:

* RevivingEnemy: After the [[spoiler:two MIA Colonels]] that serve as [[FlunkyBoss the flunkies]] to penultimate boss [[spoiler:Kyohei Jingu]] are taken down, they will automatically revive with full health bars once said boss' [[MultipleHealthBars [[MultipleLifeBars first health bar]] is down by half, although they'll [[CombatBreakdown trade the guns they were originally wielding for combat knives]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FingerTwitchingRevival: The eventual [[RevivingEnemy revival]] of the [[spoiler:MIA Colonels]] [[FlunkyBoss escorting]] [[spoiler:Kyohei Jingu]] during the penultimate battle is preceded by a brief cutscene in which the camera closes in on their unconscious bodies, and focus on their hands as their fingers twitch before they promptly rise up to rejoin the fight.


Added DiffLines:

* RevivingEnemy: After the [[spoiler:two MIA Colonels]] that serve as [[FlunkyBoss the flunkies]] to penultimate boss [[spoiler:Kyohei Jingu]] are taken down, they will automatically revive with full health bars once said boss' [[MultipleHealthBars first health bar]] is down by half, although they'll [[CombatBreakdown trade the guns they were originally wielding for combat knives]].

Top