Yakuza 0: Director’s Cut – Game Review

Two men in suits stand surrounded by flying money under neon city lights, with the "Yakuza 0: Director's Cut" logo shining brightly.

Yakuza 0: Director’s Cut brings Ryu Ga Gotoku Studio’s breakout hit to Nintendo Switch 2, giving those new to the series a way to jump in from the beginning. First released in 2015, this prequel set in 1980s Japan follows young Kazuma Kiryu and Goro Majima through their earliest and often most personal conflicts. Now on Nintendo Switch 2, the Director’s Cut adds new cutscenes, a full English dub, and a four-player mode called Red Light Raid.

Kiryu’s quiet determination and Majima’s controlled chaos both hit differently here. You’re not dealing with hardened legends yet, but two men finding their way through criminal politics, betrayals, and everything in between. This version keeps the game’s dual-tone storytelling: dark, dramatic plotlines mixed with of the wall side quests, karaoke, disco, and arcade games.

Compared to later games in the series like Like a Dragon, Yakuza 0 sticks to the old-school brawler formula, letting you swap styles mid-fight while tossing bikes, signs, and chairs at enemies. It may feel dated in spots, but it still holds up well and makes a strong first impression.

So is Yakuza 0: Director’s Cut worth your time? Whether you’re new to the series or coming back after a while, there’s plenty here to dig into. What that actually means? We’ll get into it.

Two Sides of the Same Street

Yakuza 0’s story is split between two cities and two protagonists. Kiryu’s story begins with a murder he didn’t commit. Majima’s arc revolves around a job he’s not sure he can go through with. Both are tied to a small piece of land called the Empty Lot, but what starts as real estate quickly spirals into something bigger.

Kiryu is calm and reserved. Majima is theatrical but broken underneath. The alternating chapters give you time with both and build momentum as their paths inch closer. The stakes are clear, and the tone never wavers, even when a side character named Mr. Libido is running around in his underwear.

The pacing works well. Cutscenes are long, sure, but they land thanks to strong performances and great motion capture. You get twists, betrayals, and some genuinely emotional turns. It never feels like it’s trying too hard to shock you. The characters just carry it.

Some of the new Director’s Cut scenes add small moments between major beats. I didn’t mind them, but nothing stood out as essential. If you’ve played the original, you might notice a few odd changes. If you haven’t, they’ll probably feel like they were always there.

What pulled me in wasn’t just the plot. It was how the game let both leads show vulnerability. Majima questioning orders or Kiryu dealing with guilt gave the story more weight than I expected. It felt like I was watching two people figure out who they were, not just playing through a crime drama.

Two serious men sit in a car at night, one driving and holding a cigarette, both in suits—capturing the intense atmosphere of Yakuza 0: Director's Cut.

Fists, Friends, and a Whole Lot of Side Hustles

Yakuza 0 mixes brawler combat with open-ended exploration. You switch between Kiryu and Majima as the story progresses, each with three unique fighting styles. Kiryu’s Beast stance is all brute force, while Majima’s Breaker stance turns street fights into dance-offs. Switching styles mid-fight keeps the action flexible, especially when you’re cornered or outnumbered.

Combat is fast, direct, and loaded with options. You can grab traffic cones, bicycles, even signposts, and use them to knock enemies across the sidewalk. Heat moves add flair, letting you finish enemies with brutal, often ridiculous, context-sensitive attacks. You’ll see a lot of these during longer sessions, but they rarely get old.

Outside of fighting, there’s a ton to do. You can run a real estate business as Kiryu or manage a cabaret club as Majima. There are arcades, discos, fishing, pool, and even phone dating minigames. These aren’t just distractions. They feed into side stories and help you earn cash or unlock bonuses.

One of the first things I did was dump hours into the disco. I thought I’d just try it once. I ended up chasing high scores for way too long. Between the music, the goofy dance animations, and the competitive rhythm-based challenge, it was surprisingly addictive. I completely ignored the main quest for two nights just to perfect my timing.

The Director’s Cut adds Red Light Raid, a four-player co-op mode with waves of enemies. You can unlock different characters and take on street fights solo, online, or locally. It’s not deep, and some characters feel limited. Still, it’s a fun extra if you’re in the mood for arcade-style brawls.

Two men in suits brawl on a neon-lit city street, with one punching the other amid chaos and flying money in a scene reminiscent of Yakuza 0: Director's Cut.

Looks Good, Sounds Familiar

Yakuza 0: Director’s Cut runs well on Nintendo Switch 2. The visuals are cleaner than past console versions, and performance holds steady at 60fps. Whether you’re docked or playing handheld, it looks smooth and plays without hiccups. The cities feel full, with detailed shop signs, weather effects, and crowds that move naturally through each district.

The cutscenes, especially close-ups, show off the game’s age a little, but the animation still holds up. You’ll notice sharper lighting and crisper shadows in the Director’s Cut. These touches don’t overhaul the game, but they give it a more polished look. Load times are practically gone, which makes it easier to jump in and out of different side content.

The new English dub is included by default, and while it’s decent overall, some of the casting choices didn’t quite land for me. Kiryu in particular felt off. I switched back to Japanese voiceover after a few hours, and the delivery hit harder, especially in more emotional scenes. Still, it’s good to have options, especially for gamers who prefer playing without subtitles.

What surprised me most was how alive Kamurocho felt this time. Compared to earlier ports, the streets felt busier, the lighting stood out more, and I kept spotting details I’d missed before. Stuff like shop interiors and little background animations just popped more. It’s not a huge visual upgrade, but it clicked better than I expected.

Two men in suits face off in a tense fight scene against neon city lights at night, reminiscent of the dramatic brawls seen in Yakuza 0: Director's Cut.

Red Light Raid Feels Like an Afterthought

Yakuza 0: Director’s Cut includes a new mode called Red Light Raid. It’s a four-player co-op brawler where you fight off waves of enemies using a variety of characters from the main game and beyond. You can play by yourself, team up online, or use local multiplayer. Each round earns you money to unlock and upgrade more fighters.

It sounds better than it is. There are a lot of characters to choose from, but most don’t have much to work with. Pick the wrong character, and you’re stuck grinding cash to unlock another, hoping they’ll actually be more fun. Some just feel like basic beat-’em-up characters, and even the better ones get old pretty fast.

Online matches were pretty sparse when I tried. So I played with computer-controlled teammates instead. They did most of the work, which made it hard to stay invested. The action looks good, and it throws a lot of enemies at you, but things start to blur together fast.

I gave it a fair shot. I chose Kazuma Kiryu and jumped into the fray. I had a blast at first, punching through waves of thugs. But about fifteen minutes in, it hit me. I was just mashing the same combos and watching health bars drop. It has its moments, but it didn’t keep my attention for long.

Character selection screen from Yakuza 0: Director's Cut, highlighting Homare Nishitani in a stylish magenta suit.

Yakuza 0 Director’s Cut Is a Great Place to Start for Those New to the Series

Yakuza 0 still stands as one of the best entries in the series. It balances heartfelt storytelling with ridiculous side quests and satisfying street brawls. Yakuza 0: Director’s Cut doesn’t change much, but it doesn’t need to. It runs well, looks sharper, and gives those new to the series an easy way to jump in.

The new cutscenes are fine, though none feel essential. Red Light Raid is fun in short bursts, but it doesn’t add much. The English dub gives more options, even if some voices miss the mark. For longtime fans, none of this will be a game-changer. But for anyone starting fresh, this is a solid way to experience where it all began.

Personally, I forgot how much I missed this version of Majima. Getting to revisit his quieter, more conflicted side hit harder than I expected. I also spent way too long messing around in the disco and cabaret club again, just like I did years ago. It didn’t matter that I knew what was coming. The loop still pulled me in.

Yakuza 0: Director’s Cut might not be a must-buy for returning fans, but it nails what it sets out to do. If you’ve never played it, this is the version I’d recommend.

Yakuza 0: Director’s Cut

Review by @4scarrsgaming

Two men in suits stand surrounded by flying money under neon city lights, with the "Yakuza 0: Director's Cut" logo shining brightly.
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Summary

Yakuza 0: Director’s Cut brings the series’ best prequel to Nintendo Switch 2 with smoother performance, sharp visuals, and strong storytelling. The new cutscenes and Red Light Raid mode are minor additions, but don’t take away from the experience. Combat is still satisfying, and the side content holds up, even if some parts feel a bit dated. It’s not a must-have for returning fans, but for those new to the series, this is a great place to start.

4.2

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Jon Scarr (4ScarrsGaming)

Jon is a proud Canadian who has a lifelong passion for gaming. He is a veteran of the video game and tech industry with more than 20 years experience. Jon is a strong believer and supporter in cloud gaming, he's that guy with the Stadia tattoo! He enjoys playing and talking about games on all platforms and mediums. Join the conversation with Jon on Threads @4ScarrsGaming and @4ScarrsGaming on Instagram.

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