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Yakuza 4 Remastered similar games & best alternatives

Yakuza 4 Remastered

PC (Microsoft Windows), Xbox One, PlayStation 4 • 2021

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Quick resume

When a dark secret brings a loan shark, a death-row inmate, a corrupt cop and the legendary yakuza Kazuma Kiryu together the resulting war in Kamurocho might level the district to the ground.

Global score

91/100

Genres

Action, Adventure, Hack and slash/Beat 'em up, Role-playing (RPG), Simulator, Sport

Similar games

    Pros

    • Multiple playable characters with unique styles
    • Improved combat over previous entry
    • Deep and engaging story with intertwining plots
    • Extensive side content and minigames
    • Strong audiovisual presentation and soundtrack

    Cons

    • Story can be convoluted and overcomplicated
    • Some boss fights frustrating or poorly designed
    • Substories and side content sometimes repetitive
    • Graphics dated compared to newer entries
    • Lack of multiplayer or cooperative features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players choose characters with unique fighting styles and make story decisions affecting outcomes, indicating high player control and freedom."

      Capsule for BlazBlue: Calamity Trigger BlazBlue: Calamity Trigger

      "Players control four distinct protagonists with unique fighting styles and storylines, allowing varied personal agency and decision-making."

    • Competence

      Game with the same Competence vibe

      3

      "Combat requires skillful dodging and stamina management; boss fights provide challenge though some are easier; feedback on performance is clear."

      Capsule for Momodora: Moonlit Farewell Momodora: Moonlit Farewell

      "Combat is improved over Yakuza 3 with skill-based fighting styles and heat actions, though some boss fights can be frustrating."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on single-player story and personal progress; no evidence of competitive multiplayer or leaderboards."

      Capsule for Mafia Mafia

      "Focus is on single-player story and personal progression; no evidence of competitive multiplayer or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long playtimes (40+ hours main story, 80+ including side content), habitual play, and strong attachment to characters and world."

      Capsule for Yakuza Kiwami 2 Yakuza Kiwami 2

      "Players report long playtimes (20-70+ hours), extensive side content, and habitual engagement with the game and series."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay and story focus on individual player decisions and solo play; no multiplayer or teamwork elements mentioned."

      Capsule for Sierra Ops - Space Strategy Visual Novel Sierra Ops - Space Strategy Visual Novel

      "Gameplay and story focus on individual characters and solo play; no multiplayer or teamwork mechanics described."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players can customize controls and engage in side activities, but core gameplay follows established structures."

      Capsule for Judgment Judgment

      "Players can engage in various side activities and minigames, but core gameplay follows predefined structures."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize story and character relationships rather than exerting power or superiority over others."

      Capsule for Judgment Judgment

      "Interactions emphasize balanced character relationships and narrative rather than exerting control or superiority over others."

    • Escapism

      Game with the same Escapism vibe

      5

      "Players describe emotional immersion, distraction from real-life problems, and transformative experiences."

      Capsule for Duck Simulator 2 Duck Simulator 2

      "Players describe deep immersion in the fictional world, emotional engagement, and distraction from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players express intrinsic motivation and personal desire to play rather than obligation or pressure."

      Capsule for Retail Royale Retail Royale

      "Players express intrinsic motivation, personal desire, and enjoyment rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Multiple characters with different playstyles and skills encourage trying new approaches and tactics."

      Capsule for Ys Origin Ys Origin

      "Multiple characters with distinct fighting styles and exploration of new areas encourage trying new gameplay approaches."

    • Exploration

      Game with the same Exploration vibe

      2

      "Small city environment with some exploration, but limited map size and repetitive locations reduce novelty."

      Capsule for Metro Sim Hustle Metro Sim Hustle

      "Kamurocho is expanded with rooftop and underground areas, but exploration is somewhat limited to a single city."

    • Expression

      Game with the same Expression vibe

      2

      "Character customization and naming allow some self-expression, though limited by preset aesthetics."

      Capsule for Dokapon Kingdom: Connect Dokapon Kingdom: Connect

      "Some character customization and mini-games allow self-expression, though mostly within preset aesthetics."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "The game features exaggerated, fictional criminal scenarios and characters, providing strong fantasy elements."

      Capsule for Grand Theft Auto V Enhanced Grand Theft Auto V Enhanced

      "The game features dramatic crime drama, fictional characters, and improbable plot twists typical of the series' style."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Players feel connected to a community of fans and share experiences, though gameplay is solo."

      Capsule for FINAL FANTASY IX FINAL FANTASY IX

      "Players feel part of a community through shared fandom and narrative connections, though gameplay is solo-focused."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills, unlock abilities, and progress through story and combat challenges, supporting learning and personal development."

      Capsule for Yakuza Kiwami Yakuza Kiwami

      "Players develop skills, level up characters, and unlock abilities, indicating learning and personal development."

    • Health

      Game with the same Health vibe

      -5

      "Gameplay is sedentary with no physical activity or health-related mechanics."

      Capsule for DRAGON QUEST BUILDERS™ 2 DRAGON QUEST BUILDERS™ 2

      "Gameplay is sedentary with no physical activity or health-related mechanics."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention with continuous engagement in combat, story, and minigames."

      Capsule for Yakuza 5 Remastered Yakuza 5 Remastered

      "The game requires focused attention with continuous engagement in combat and story progression."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Some emotional connection through story and character interactions, but limited close social relationships."

      Capsule for Wuppo: Definitive Edition Wuppo: Definitive Edition

      "Some emotional connections form through story and character relationships, but social interactions are limited."

    • Leadership

      Game with the same Leadership vibe

      -3

      "Players follow scripted storylines without leading or managing groups."

      Capsule for Dreamfall: The Longest Journey Dreamfall: The Longest Journey

      "Players follow scripted narratives and character arcs without leading or managing others."

    • Progression

      Game with the same Progression vibe

      4

      "Character leveling, item acquisition, and unlocking abilities provide strong sense of progression."

      Capsule for Solasta: Crown of the Magister Solasta: Crown of the Magister

      "Character leveling, skill trees, and item upgrades provide a strong sense of progression."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Some players find flow and enjoyment, but combat can be tense and challenging."

      Capsule for Monster Hunter Rise: Sunbreak Demo Monster Hunter Rise: Sunbreak Demo

      "While some combat can be tense, many players describe moments of flow and enjoyment balancing challenge and skill."

    • Sensation

      Game with the same Sensation vibe

      3

      "Game features strong audiovisual style, music, and energetic combat providing sensory stimulation."

      Capsule for Travis Strikes Again: No More Heroes Complete Edition Travis Strikes Again: No More Heroes Complete Edition

      "The game offers engaging audiovisuals, music, and dynamic combat providing sensory stimulation and excitement."

    • Status

      Game with the same Status vibe

      -3

      "Achievements and recognition are mostly personal; no social status or popularity focus."

      Capsule for Phantom Doctrine Phantom Doctrine

      "Achievements and recognition are mostly personal; no social status or competitive ranking is emphasized."

    • Story

      Game with the same Story vibe

      4

      "Narrative immersion is strong with character-driven plot, multiple endings, and emotional storytelling."

      Capsule for Eternights Eternights

      "Narrative immersion is strong with multiple protagonists, intertwining plots, and emotional storytelling."

    • Strategy

      Game with the same Strategy vibe

      2

      "Combat involves some planning with skill and weapon choices, but overall gameplay is straightforward and repetitive."

      Capsule for Action Taimanin Action Taimanin

      "Combat and progression involve some planning and skill use, though largely action-oriented and straightforward."

    • Thrill

      Game with the same Thrill vibe

      3

      "Players experience suspense and excitement from combat and story twists."

      Capsule for The Darkness II The Darkness II

      "Players experience suspense and excitement from combat encounters and plot twists."

    • Value

      Game with the same Value vibe

      4

      "Players report good value for time and money with extensive content and long playtime."

      Capsule for Fish to Dish: Idle Sushi Fish to Dish: Idle Sushi

      "Players report high playtime and content value, considering it a worthwhile investment."

    • Violence

      Game with the same Violence vibe

      4

      "Combat involves melee and ranged violence with swords, guns, and brawling against enemies."

      Capsule for Like a Dragon: Ishin! Like a Dragon: Ishin!

      "Combat involves physical fights, brawling, and defeating enemies with punches, kicks, and weapons."

    • Survival

      Game with the same Survival vibe

      1

      "Some resource and health management in combat, but low risk compared to survival games."

      Capsule for Legacy of Kain: Defiance (2003) Legacy of Kain: Defiance (2003)

      "Some resource and health management in combat, but overall low-risk compared to survival games."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Fellowship, Cooperation, Leadership, Violence. Here, the score leans higher than usual among comparable games on Fellowship, Intimacy, Violence.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Where to buy

    Last update: 30/04/2026