Steam · Action · Adventure

Like a Dragon Gaiden: The Man Who Erased His Name

Like a Dragon Gaiden: The Man Who Erased His Name Review: Sharp Brawling With a Gadget Twist. Kiryu returns to real-time brawling with tight response times and eccentric spy gadgets that shake up the street fights.

Vance · Nov 9, 2023 · 14 hours on PC via Steam with an Xbox controller

Snappy Inputs on the Street

Right out of the gate, the controls sit where they need to be. Moving Kiryu feels immediate, with none of that heavy input lag or delayed turning radius that often plagues third-person adventure games. A light strike chain links into a heavy finisher the exact moment you hit the button. If you cancel into a quickstep, the character snaps sideways without swallowing your directional input.

That baseline responsiveness matters because combat is the entire backbone here. Walking around as Kiryu under the codename Joryu puts you into street brawls every couple of blocks. When three thugs circle you, being able to rely on a tight dodge recovery window means you can slip past an incoming pipe swing and instantly punish the enemy back. RGG Studio kept the action direct, punchy, and free of input bloat.

Agent Wire Versus Raw Power

The game splits your combat options into two distinct fighting styles. Yakuza style is the classic brutal brawler setup. You wind up heavy swings, absorb minor hits, and flatten groups with wide haymakers. The hitboxes on those charged strikes are generous, letting you sweep up stragglers who wander into the edge of your fist. The trade-off is longer recovery animation if you whiff against a boss who knows how to sidestep.

Agent style flips the tempo entirely. It puts Kiryu in a sleeker stance with shorter, rapid-fire strikes and gadget utility. The standout tool is the electrified bind wire, which lets you whip out a tether, wrap up three punks in a straight line, and yank them into each other for an instant knockdown. It feels strange seeing Kiryu use spy tools, but mechanically it fixes the crowd management annoyance that used to slow down older entries. You can pull an annoying ranged mob straight to your boots, step on him, and switch right back to heavy blows.

My only gripe with the Agent style is the tracking on gadget deployment. If you tap the wire during a chaotic group brawl, Kiryu sometimes snaps toward an off-screen grunt instead of the big guy winding up a knife hit right in front of your face. It forces you to manually reset your camera more often than you should during high-density brawls.

Grinding Through the Coliseum

A big chunk of mid-game combat lives on the Castle, an offshore container ship hiding a massive neon arena. The Coliseum cuts out the story banter and throws wave after wave of armed meatheads into an open cage. This is where the melee system gets tested properly. You cannot just mash through armored mid-bosses who refuse to flinch from standard light attacks.

The arena fights demand clean spacing. Heavy bruisers carry sweeping hammer attacks with wide active hitboxes that will clip you if you try to dodge backward instead of rolling through their swing arc. Figuring out the startup frames on enemy unblockables and countering them with Heat actions kept me parked in the ring for hours. The Legendary Fighter Pack even lets you mess around with characters like Goro Majima in the cage, giving you distinct attack strings to learn if you pick up the deluxe content.

Visual Clarity and Technical Pace

The PC port runs clean at fifty dollars on Steam. Fights stay fluid even when the screen fills with neon reflections, flying debris, and four goons caught in an electric wire trip. I did not hit frame drops during heavy impact freezes, which is critical when you rely on visual hit confirms to decide whether to finish a combo or dodge out.

You also get full English voice acting alongside the original Japanese audio. Playing through with the English voice track worked well enough for the cutscenes, though the localized vocal timing sometimes feels slightly stiff compared to the rapid cadence of Kiryu's physical movement. The sound effects carry the real weight anyway. Every cracked jaw and shattered signpost sounds appropriately violent, grounding the slapstick gadgetry in meaty physical impact.

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Comments 13

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crumpetNov 15, 10:37 PM

tbh kiryu been loud since kiwami lol the wire just makes it honest tbh looks fun lol

Phil M.Nov 11, 09:13 PM

The gadgetry trivializes Kiryu's struggle. I miss the weight of his fists alone. This feels like a side story that forgot its purpose.

guten_garyNov 9, 08:48 PM

forty nine ninety nine for a gaiden entry feels steep y'all. that's like seven waffle house breakfast platters with extra grits. fixin to wait for a sale unless the coliseum got fifty hours in it

timberNov 9, 04:47 PM

how's the dodge cancel window feel on steam deck compared to desktop? anyone notice frame drops during the cage matches when wire binds multiple targets? the lighting on the bind wire effect look baked or realtime?

isitoveryetNov 10, 03:14 PM

@timberdodge cancel window is tight on pc too rn got top 200 on coliseum leaderboard just spacing clean inputs bind wire trivializes wave 12 lol but camera hitches during quicksteps still get me killed

ciao_tonyNov 10, 08:52 PM

@isitoveryettop 200 is wild congrats but camera still trash in wave 15+ when wire grabs 4+ guys rn

bramley_danNov 11, 04:57 AM

@timberdoes kiryu file taxes for the bind wire expense or does the agency handle payroll deductions automatically

guten_garyNov 9, 08:48 PM

forty nine ninety nine for a gaiden entry feels steep y'all. that's like seven waffle house breakfast platters with extra grits. fixin to wait for a sale unless the coliseum got fifty hours in it

ciao_tonyNov 10, 01:32 PM

@guten_garyy'all talkin price but the coliseum alone got replay value if u into score chase. still camera needs a patch tho the auto aim on gadgets picks wrong target in big crowds

flanders mustacheNov 9, 11:23 PM

just vibing with the agent style so far the bind wire feels nice in tight rooms the soundtrack reminds me of that old lambchop record nobody remembers just smooth brawling no stress

needacoffeeNov 10, 01:56 PM

Combat feels really good here. The dodge cancels are snappy and that bind wire is actually fun for grabbing mobs instead of feeling like a cheap gimmick. Really hope RGG keeps this style around since the Coliseum cage matches make you actually think about your spacing. Kiryu's basic punches just look clean as hell.

guten_garyNov 11, 05:11 PM

still waitin on that sale price forty nine ninety nine for a gaiden is a hard pass when elden ring went for thirty used

yepNov 11, 06:10 PM

y'all ever notice how kiryu runs a whole spy network but still punches guys in a parking lot like he's fighting for the last rotisserie chicken at the grocery store on a sunday afternoon! i mean the agent gadgets are cool and all but nothing beats the satisfaction of a clean heat action when the camera decides to cooperate fixin to grab this on sale though the coliseum looks like it'll eat my weekends

Phil M.Nov 11, 09:13 PM

The gadgetry trivializes Kiryu's struggle. I miss the weight of his fists alone. This feels like a side story that forgot its purpose.

Phil M.Nov 15, 08:02 PM

The gadgets strip away the silence that defined Kiryu's atonement. His fists were penance. This noise feels unearned. Forgive the sentimentality.

crumpetNov 15, 10:37 PM

@Phil M.tbh kiryu been loud since kiwami lol the wire just makes it honest tbh looks fun lol