Yakuza Kiwami 3 & Dark Ties - Systems
The core systems of Yakuza Kiwami 3: the seamless brawler combat and its Heat Actions, the Komaki training and Revelation unlocks that expand Kiryu's move set, the chase sequences, and the open-district content that fills Kamurocho and Okinawa between story chapters.
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of 11 entries
· updated 2026-09-15
| Name | Type | Description | Source |
|---|---|---|---|
| Seamless Brawler Combat | Combat System | Street fights start directly in the open district with no load screen or arena transition. | Core combat, available from the first chapter |
| Heat Actions | Combat System | A Heat gauge fills as Kiryu lands hits, blocks and taunts. | Core combat, upgraded through story and training |
| Komaki-Style Training | Progression System | Master Komaki's dojo in Kamurocho teaches counter-focused techniques: parries that reverse an incoming strike, throws that punish committed attacks, and follow-ups that only work off a successful counter. | Komaki's dojo in Kamurocho |
| Revelations | Progression System | Bizarre incidents around the city can be filmed, and each filmed Revelation teaches Kiryu a new Heat Action based on what he saw. | Triggered by street incidents in Kamurocho and Okinawa |
| Chase Battles | Set-Piece System | Pursuit sequences in which Kiryu runs down a fleeing target through crowds and narrow streets. | Story sequences and some substories |
| Weapons and Equipment | Item System | Weapons picked up in the street, bought from vendors or acquired through the story have durability and can break mid-fight. | Vendors, story rewards and street pickups |
| Substories | Side Content | Optional stories triggered around both districts, ranging from comedy sketches to multi-part character arcs. | Triggered by exploring Kamurocho and Okinawa |
| Minigames | Side Content | The district arcades and venues host the series' minigame suite, including karaoke, mahjong, golf, fishing, batting cages, bowling and casino games. | Venues across Kamurocho and Okinawa |
| Hostess Clubs | Side Content | Conversation-driven club dates where dialogue choices and gift preferences decide how the evening goes. | Clubs in Kamurocho |
| Orphanage Life | Story System | Between the Tokyo chapters, the game slows down at Morning Glory: conversations with the children, small domestic tasks and seaside scenes build the family the plot threatens. | Morning Glory Orphanage chapters |
| Two-City Free Roam | Exploration System | Kamurocho and the Okinawan islands are separate, freely explorable districts connected by story travel. | Available from the opening chapters |
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