Steam · Action · Adventure

Like a Dragon: Pirate Yakuza in Hawaii

Like a Dragon: Pirate Yakuza in Hawaii Review: Fast Swings and Chaotic Brawls Carry Majima Across the Pacific. RGG Studio puts Goro Majima in charge of a pirate ship, delivering fast aerial juggles and rowdy deck brawls that overcome occasional lock-on clutter.

Vance · Feb 20, 2025 · Played for 22 hours on PC via Steam.

How the Controls and Combat Styles Handle

Right away, the inputs feel punchier and lighter on their feet than the heavier brawlers in this series. Majima does not drag his heels. You press light attack, and the swing starts without noticeable pre-attack sluggishness, letting you chain hits into quick dodges before enemy recovery frames even end.

The split between the Mad Dog and Sea Dog styles gives you two distinct rhythms to play with. Mad Dog is classic wild knife work, built around quick pivots, low sweeps, and rapid slashes that shred single targets if your positioning is clean. Sea Dog introduces dual cutlasses and piratical flair with wider horizontal hitboxes, letting you launch targets into juggles and chase them down with aerial takedowns before they touch the dirt.

Switching styles mid-combo is smooth. You can pop a goon into the air with a launcher, swap on the fly, and slice him on the way down without dropped inputs tripping up your fingers. It feels active and responsive in small skirmishes, though keeping track of your active strike zone gets sloppy the moment a dozen guys crowd you at once.

Goro Majima chains strikes across the sand in his Mad Dog stance.
Goro Majima chains strikes across the sand in his Mad Dog stance.

Boarding Parties and Crowded Hitboxes

The setup strands an amnesiac Majima on a remote Pacific island alongside a kid named Noah, eventually pushing them into open waters against cutthroat criminals hunting for legendary treasure. The story moves along with the usual eccentric criminal drama, backed by solid English voice and interface options that let you track dialogue without reading subtitles mid-fight.

The real meat shows up when combat moves to ship decks. Cannon battles play out in real time where you steer your vessel, dodge incoming artillery, and blast broadsides into enemy hulls until you can pull alongside and board. Once you grapple over, it turns into an all-out crew brawl against the opposing captain and their deckhands.

Deck brawls can be messy fun, but tight quarters expose the game's targeting quirks. With your crewmates swinging wild and ten enemies packed into a narrow gangway, your lock-on occasionally snaps to a shielding grunt behind you instead of the captain right in front of your face. Attacks still connect with good hit stop feedback, yet you will eat cheap hits from off-screen attackers simply because the camera gets pinned against a mast.

Cannons fire across open water as Majima maneuvers his vessel into position.
Cannons fire across open water as Majima maneuvers his vessel into position.

Ship Progression and Exploration Flow

Between brawls, you spend your time sailing the Pacific, upgrading your vessel, and hunting down recruits to fill out your roster. Expanding your ship gives tangible perks for naval skirmishes, boosting hull durability and cannon reload speed so you can crack heavier pirate vessels faster.

Scouting hidden islands breaks up the open-sea travel nicely. You hop ashore, clear out roving thugs, crack open treasure chests, and head back to the helm with enough cash to tune up your ship parts. It is a simple loop that rewards you for veering off the critical path, even if standard island bandit encounters rarely test your defense like the main story bosses do.

The sixty-dollar price tag on Steam gives you a substantial action package with plenty of side tasks, yet the naval navigation itself is somewhat basic between engagements. You steer toward waypoints and line up shots, meaning the thrills come almost entirely from the frantic hand-to-hand boarding fights rather than nuanced sailing mechanics.

Performance and Visual Impact

On PC, frame delivery stays steady during standard street fights and one-on-one boss duels. Swing animations flow cleanly from startup to active hit, and Majima's evasive rolls give you just enough invulnerability to slip through wide horizontal swings without clipping invisible edges.

The frame rate wobbles slightly during dense boarding encounters where smoke, cannon fire, and twenty characters collide on a rocking deck. It never crashes your inputs entirely, but you will notice the stutter when trying to time a tight parry inside a cloud of cannon blast particles.

Still, RGG Studio nailed the pure kinetic joy of letting Majima cut loose in midair. It lacks the surgical hitbox discipline of a dedicated tournament action game, but the sheer speed, wild juggles, and lively chaos keep your thumbs busy and satisfied throughout the voyage.

A deck crew brawl erupts into chaos after boarding an enemy pirate ship.
A deck crew brawl erupts into chaos after boarding an enemy pirate ship.

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Comments 11

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tk2002Feb 22, 01:17 PM

deck fights are a mess, feels like the camera is fighting me on those tiny ships. it gets super jittery in tight spaces. at least the aerial combos are fun.

peter griffins kneeFeb 22, 06:23 PM

getting frame stutters during boarding fights, especially near the cargo. the aerial attacks make up for it though. it's annoying, but the combat is still fun.

lanternFeb 23, 11:35 PM

you haven't mentioned how you're handling the boarding fights yet. those crew brawls get pretty chaotic, so you really have to watch your positioning when the camera starts acting up.

lanternFeb 23, 11:35 PM

you haven't mentioned how you're handling the boarding fights yet. those crew brawls get pretty chaotic, so you really have to watch your positioning when the camera starts acting up.

peter griffins kneeFeb 22, 06:23 PM

getting frame stutters during boarding fights, especially near the cargo. the aerial attacks make up for it though. it's annoying, but the combat is still fun.

tk2002Feb 22, 01:17 PM

deck fights are a mess, feels like the camera is fighting me on those tiny ships. it gets super jittery in tight spaces. at least the aerial combos are fun.

outofpaperagainFeb 21, 10:27 PM

Whoa, those boarding particle effects are amazing! Is the ship customizable? I want to spend hours on that water.

peter griffins kneeFeb 21, 10:01 PM

Proper mate, the combat's got that old-school Yakuza feel but the camera on the ship is a proper shame. Brings back memories of simpler times when we didn't need lock-on at all. Still having a laugh though.

mr beans carFeb 21, 09:20 PM

Camera's straight busted on those decks, y'all. I don't care how fast Majima moves, it's like fighting in a phone booth with a strobe light. This needs a fix pronto.

Rory PFeb 21, 06:41 PM

Three questions: Is Majima's eyepatch glued on? Why does the camera hate the left side? And can I apply juggle combos to my TCG deck? Camera's messy but air juggles are a hoot.

l33t_strpureFeb 21, 10:20 AM

The camera ruins the experience. Total letdown.

tpr93Feb 21, 11:57 AM

@l33t_strpureEasy, mate. The camera's not great, but the juggles are ace. Don't write it off yet.

VanceFeb 26, 12:23 PM

@l33t_strpurethe lock-on gets weird on the cramped decks. it’s fine when you're fighting in open areas or in the air, but the camera really struggles to keep up when things get crowded on the ship.

oofFeb 20, 07:53 PM

Camera's a bit rough on tight decks but I found the aerial combos make up for it (mostly). No stress either way (just my two cents though).