Main menu (after finishing the game, shows more options).
The story starts with Shun Akiyama, a loan shark at Sky Finance.
At Kamurocho square, looking in 1st-person... phone boots are still places where you can save your game.
People marked with blue triangle will provide you trivial gameplay hints which will grant you experience points.
Finishing kick in the head will teach him not to mess with just anyone.
There are more ways to play baseball.
Stopping for some ever-so-healthy fast food.
Each of the four playable characters will have different fighting style and hence different set of upgradeable abilities.
While many places are imaginary, some licensed ones, like Pronto, will look pretty much as in real life.
Pause menu will provide you with plethora of options, such as inventory, map, cellphone, and more.
Unlike all the prequels, Yakuza 4 offers access to Kamurocho's subways and rooftops.
Street punks will constantly start a fight for whatever reason at the time.
Akiyama has impressive leg work which will let you plow through enemies with an ease.
When you feel a bit tense, visit the massage parlor.
The dating simulation is back, and you'll have to woo the girl you'd like to ask to a date.
Kamurocho offers different mood and setting during the night.
As Akiyama is also an owner of a night club, you'll be able to hire, train and dress up your girls.
She actually wants you to look down there... but only to show you that she works hard as a ballerina.
During ping-pong, focus your view on... her, in order to fill up your special attack gauge.
The more you win at ping-pong, the more her kimono will start to slip down.
Repeatedly hit the button to think what your date is doing behind that door separating you.
In order to ask a girl to a karaoke bar, you'll have to make her like you first.
The story entails certain past events, which let us see the Devil Majima while he was still young yakuza.
Playing at Saejima, you start in a secret Okinawa penitentiary.
These prison guards are worse than the convicts in here, so no need to hold your punches.
Saejima is a walking mammoth, so lifting guards, and even motorbikes, and tossing them around can be done without breaking a sweat.
Using weapons, no matter how soon they wear out, will always give you advantage in combat.
This way, the police can't interrupt us.
As detective Tanimura, you'll be notified of any misdemeanor on the streets via dispatch.
A kick in the teeth times two.
Escape the enemy grip before they mow you down.
The more you fight, the sooner you'll level up which will let you upgrade your abilities.
A quick sweep while getting up.
There are various quick-time events during fights and action scenes.
The police, despite the odds, seem to have the situation under control.
The Dragon of Dojima, returning to Kamurocho... talking about deja vu.
Meeting ex-detective Date at a familiar place doing the bartender's work.
He's so tough, he doesn't even care that it's raining.
Oh boy, did this punk pick a wrong person to mess with.