RGG Studio details Yakuza Kiwami 3 & Dark Ties ahead of PS5 launch

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RGG Studio details Yakuza Kiwami 3 & Dark Ties ahead of PS5 launch
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RGG Studio has confirmed that Yakuza Kiwami 3 & Dark Ties launches on PlayStation 5 on February 12, aligning with the franchise’s 20th anniversary—the first Yakuza debuted on PlayStation 2 20 years ago this month. To mark the milestone, Executive Producer Masayoshi Yokoyama, Chief Director Ryosuke Horii, and Chief Producer Hiroyuki Sakamoto reflected on the series’ evolution, studio culture, and the reworked Kiwami 3. Their comments outline a studio that has broadened its perspective, refined its development pipeline, and doubled down on character‑driven drama and offbeat side content. Below are the key takeaways and factual details from the official discussion.

Anniversary plans and timeline

RGG Studio is treating the 20th anniversary as a moment to look back while continuing to build forward. A Tokyo exhibition titled “The Four Ceremonies of Life Exhibition” is already running, with more initiatives set to roll out beyond December 8. Celebrations are planned to continue through December 7 next year.

“We envisioned the 20th anniversary to be similar to a ‘coming of age,’ reflecting on the history of Like a Dragon… We hope to continue celebrating with fans until December 7 of next year,” said Masayoshi Yokoyama.

Key dates at a glance – 20th anniversary and release

The table summarizes the core timing confirmed by RGG Studio. It helps set expectations for the release and the ongoing anniversary program.

PS5 release Yakuza Kiwami 3 & Dark Ties – February 12
Anniversary exhibition “The Four Ceremonies of Life Exhibition,” Tokyo – ongoing, with more initiatives after December 8
Anniversary window Celebrations continue until December 7 next year

How the studio has changed in 20 years

Yokoyama notes a shift from a largely domestic, male team to a more diverse group. More than 10% of team members are from abroad, and the gender ratio is nearly 50:50. He links this to wider exposure to global culture and content.

“I don’t consciously chase trends… With the rise of streaming platforms… we now encounter diverse cultures daily. Back then, our studio was about 90% male and almost entirely Japanese.”

Development pace and setting research

The studio’s consistent release cadence is attributed to workflows honed over many years. Sakamoto points to an emphasis on quality without unnecessary steps, and a strong awareness of scope, time, and cost. Depicting modern entertainment districts like Kamurocho requires fresh research every cycle, while spin‑offs allow greater creative freedom.

“Our team takes pride in refining quality while eliminating unnecessary tasks… When working on mainline titles set in the present day, we need to research the current landscape,” said Hiroyuki Sakamoto.

Characters at the core – Kiryu to Ichiban

With Yakuza 7 passing the lead to Ichiban Kasuga, Sakamoto said the team expected players to embrace him by the story’s end. The throughline is simple: if the audience connects with the personality, any character can carry the lead.

“I trusted that by the time players reached the end of the story, they’d grow to like Ichiban.”

Minigames and tonal balance

Horii explains that the story concept and setting come first, and side content is built to reinforce those themes. Examples include the business management feature in Yakuza: Like a Dragon and the Dondoko Island resort-building in Like a Dragon: Infinite Wealth. Weekly iteration cycles help preserve the series’ signature humor.

“Each piece of content is designed to deepen the player’s immersion… The most important thing is preserving the signature Like a Dragon humor.”

  • Theme-led design – side activities reflect the protagonist’s arc or location.
  • Iterative prototyping – weekly trial‑and‑error to nail the joke and the feel.
  • Examples – “apology” as a finishing move in shareholder meetings; multiple cabarets on Dondoko Island.

Read also our article: Inside Ghost of Yōtei: finale design, Storm Blade, and 2026 DLC

Arcade selections: love meets feasibility

Retro inclusions are curated by the studio’s technical director, Itō. Choices depend on feasibility within the schedule and licensing or porting constraints. The priority is titles the team respects and wants modern players to experience.

“Each game comes with its own unique challenges… we select games that we love, that are feasible… and that we genuinely want today’s players to experience,” said Ryosuke Horii.

Kiwami 3’s overhaul – what’s new and who it’s for

Yakuza Kiwami 3 is described internally as going far beyond a standard remaster. While the core story remains, the team has added new cut scenes, characters, and voice lines. Major side content such as “Life at Morning Glory” and “Legendary Baddie, Bad Boy Dragon” aim to reshape the game’s overall design, pacing, and structure.

“It’s a title that truly stands on its own as a brand-new release from RGG Studio,” said Horii.

Newcomers are supported by a story recap of previous entries. The team notes that playing Yakuza 0, Kiwami 1, and Kiwami 2 can deepen character connections ahead of Kiwami 3.

Remake philosophy and future direction

RGG Studio has not committed to remaking more past titles. The guiding principle remains “do whatever it takes to make it happen” for games that feel right now. Yokoyama adds that Kiwami 3 & Dark Ties includes elements that signal the series’ future direction.

“We haven’t made any concrete decisions about remaking additional past titles… Our philosophy, ‘do whatever it takes to make it happen,’ will continue to guide us.”

Official videos

RGG Studio shared interviews and featurettes alongside the anniversary discussion. Watch on YouTube:

Final takeaway – why this matters

February 12 marks a significant return for a key chapter in the series, rebuilt with new scenes, side content, and structural changes. For players, it means a refreshed entry that aims to stand on its own while honoring the original – and a clearer look at how RGG Studio intends to evolve the Like a Dragon formula in the years ahead.

Meet the Author

Daniel Togman

Editor-in-Chief & Gaming Analyst at TopGame.blog

Daniel Togman is a gamer with an editor’s eye (and an editor with a gamer’s heart). As Editor-in-Chief of TopGame.blog, he makes sure every review, guide, and insight hits with honesty, clarity, and a bit of flair. Years in content creation and gaming journalism taught him one thing: readers don’t want fluff — they want the real stuff. And that’s exactly what he delivers.

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