Halo 2 and Yakuza 0: Converging Paths of Two Protagonists (plus a lot of extra thoughts)

This whole thing was originally a thought dump I texted to my friend at 1am one day, but I decided to share it here for anyone interested. This is just about some similarities I noticed between the games Halo 2 and Yakuza 0, specifically in the way that they both handled having two playable protagonists who almost never interact directly yet influence each other’s stories unknowingly. Also, I’ll add an extra bit of my final thoughts after the second separator to discuss my current thoughts now that I’ve finished Yakuza 0 (yes, I wrote all this before even finishing the game). Also, spoilers for Yakuza 0 and Halo 2, obviously.


The Original Message

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So this is a kinda random thought I had lol but I was thinking about the parallels between Halo 2 and Yakuza 0. Obviously these are two vastly different games lol but the main comparison to be made is with how they handled having two playable protagonists. Both games have the player switching to the other protagonist every few chapters with their paths never crossing until after the events of the game (I know Yakuza 0 has that iconic “Yo, Kiryu-chan!” scene, but like that’s at the very end so I don’t count it lol). Also, I love that in both games, the playable protagonists unknowingly affect each other’s lives throughout the story which makes it so much more satisfying when they eventually do meet.

But I think what’s most interesting to talk about is how each game handled this formula because I think it’s brilliant how they both executed this. Yakuza 0 made the protagonists feel vastly different to play, to the point that switching between Kiryu and Majima almost feels like playing a different game. The obvious thing to point out is the fighting styles lol, but I think it goes a bit deeper than that. Majima, especially at the beginning of the game, is slightly older and more experienced than Kiryu, so when you switch to him, there are a bunch of subtle changes in gameplay like how much easier it is to get a huge health bar before unlocking the full skill tree compared to Kiryu, or how Majima shows more mastery of his fighting styles in the training missions compared to Kiryu. And not just in fighting, Majima is clearly much more experienced than Kiryu in running a business so you get to see how Majima already knows all the formalities in business interactions while Kiryu initially struggles to properly hand out a business card at the beginning of the game.

I’m only halfway through Yakuza 0’s story at this point (why are the mini games so much fucking fun 😭) but I feel like I’ll have more to say later on lol. Anyway, I have finished Halo 2, so I’ll talk on that here. Halo 2 has a much different approach to making the protagonists feel distinct. Since it’s a linear first-person shooter unlike Yakuza 0 which is an open-world beat-em-up game, Halo 2 kinda has to make the two protagonists feel almost identical at their core. There’s the obvious part that it also has multiplayer so they need to make the characters feel the same, and while I do kinda wish they had a tf2 approach to make the characters different, I think it’s fitting given the story. Arbiter and Master Chief are supposed to be each other’s counterparts, almost equal in skill and significant leaders on their respective side of the conflict. What really sets them apart is how they’re treated by those around them, and it’s really made clear in the opening cutscene. Master Chief is celebrated by humanity for his success against the Covenant at the battle of Installation 04. At the same time this is happening, Thel ‘Vadam is being publicly humiliated by the Covenant and is stripped bare and burned for his failure against humanity leading him to becoming the Arbiter.

This is where the English teacher analysis comes in lol because the parallels between the characters are really subtle in the gameplay but tie into the story poetically. In the game, Master Chief has a flashlight. It barely has any use in gameplay, especially compared to the first game lol, but the way I see it, the flashlight symbolizes how he is the beacon of hope for all humanity against this unstoppable foe. That may seem like an asspull at first lol but it makes more sense when you look at Arbiter. Pressing the exact same button as Arbiter instead activates his cloaking device making him invisible to all enemies. This symbolizes his shame for his loss, wanting to hide himself from the world that rejected him, but also the fact that he now hides in the shadows, having left his old identity behind to fight the war in places no one will see.

Halo 2’s level design also plays a role here and I think this is where the brilliance shines. Without getting too specific, Master Chief’s levels feel like good old shooter gameplay where you shoot aliens and protect humans. However, Arbiter’s levels can get confusing because you’re fighting against your own race and now you have to keep track of which aliens are with the Covenant and which are the heretics. While they do have subtle design differences, you’ll find yourself asking “Who is the enemy and who am I fighting for?”, the same question that the character himself is asking. It’s such a subtle detail in the gameplay that gets you thinking the same way as the characters you’re playing. Master Chief has his mind set on saving humanity and has no uncertainty on who he’s trying to protect, so his gameplay feels very traditional. Arbiter is lost and confused on what he’s been fighting for and whether or not the faith he was raised to believe in is even true, so his levels often feel confusing.

I could yap a lot more lol but these are just my current thoughts. I might even write a full video essay discussing my full thoughts after I’ve replayed Halo 2 and finished Yakuza 0 🙂


Addendum (Am I using that word right?)

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As of writing this part, I finished Yakuza 0 a few weeks ago and am now on the final chapter of Yakuza Kiwami, only putting it off because I want to finish the Jo Amon fight before the final chapter. With my new context, I want to add a bit more to my previous thoughts.

First, I want to cover something I said in the second paragraph (third paragraph of the overall post): “Kiryu initially struggles to properly hand out a business card at the beginning of the game.” As it turns out, if you make the right choices and quicktime events in that part of the game, Kiryu executes all the business tasks perfectly and he only messed up because I messed up all the choices. I personally think my outcome was canon since Kiryu had no formal business experience at this point since he was just a debt collector for the Yakuza before that, but it could honestly go both ways. What really surprised me after beating the game was how much more money Kiryu makes from his real estate business over Majima’s Cabaret Club. Previously, I thought Majima’s business minigame was more profitable to reflect that he is the more experienced businessman, and that was the case at the beginning, but once I had completed both minigames, Kiryu was easily earning over a billion yen per collection while I could only get barely over 100 million from Majima’s business. I guess it makes sense considering the game takes place when the real estate market was booming, but it still kinda ruins my original point about the gameplay reflecting their business skills.

Now I want to talk about the combat. This is where things get a bit more interesting. I said before that the game’s combat reflects the difference in experience between Kiryu and Majima with Majima having access to a lot more health and damage upgrades near the start of the game since he’s an older and more experienced fighter. Even the story shows how much stronger Majima is than Kiryu in 1988 with Majima taking down Awano and Lao Gui, the deadliest assassin in all of Asia, back-to-back. However, when both characters have all upgrades unlocked, including their respective Legend styles, I think Kiryu ends up being stronger than Majima, especially with how ridiculously overpowered the drunk upgrades for Brawler style are (you can easily cheese some of the coliseum tournaments by choosing the sturdy knife and instantly winning with a single heat action while drunk and at full health). Majima still ends up being a lot better for multiple enemies, but for one-on-one battles, Kiryu ends up being stronger. This makes sense after having played Kiwami because it’s clear that in later years, Kiryu rivals Majima in fighting ability which is why Majima sees Kiryu as such a worthy opponent.

The thing is, I beat the main story after having unlocked both Legend styles, so the difference in strength was not reflected in the gameplay for me. However, I’ve heard people say that the business minigames canonically happen after the ending of the main story which makes a lot more sense, especially considering how the game does not indicate how much time has passed between Sera becoming chairman and Kiryu and Majima meeting, so I can see how they could have done all that in that span of time. With all that in mind now, I think the final chapter still does reflect their strength differences if played before getting the Legend styles. If memory serves me right, most of the overpowered upgrades for Kiryu are locked behind the real estate minigame while Majima has a lot of the damage and health upgrades from the start so if you max out both characters with the limited skill trees, Majima still ends up the stronger fighter which makes sense for this point in the timeline.


Now I want to talk about the training missions since I only briefly mentioned them in the original text. I think this is where Majima and Kiryu’s different personalities really stand out, so I’ll go even more in depth for them.

Kiryu’s training missions are about him learning techniques under his masters, but never using it against them. A lot of times, he’s either sent to fight someone else to use a technique for the lesson or he unlocks it after finishing a task. I believe this is to reflect how at this point in time Kiryu has not surpassed the level of his teachers since he never gets to fight them. I guess you can argue that he surpassed Miss Tatsu since he beat that one guy she lost against or that he couldn’t fight Bacchus since he’s old, but I still think he’s supposed to be a beginner fighter at this point. He is only 20 years old in this game, so he is nowhere near the legend status he achieves in later games, and I think that’s reflected well with his training missions. He is just a young man with a mind open to all these new techniques.

Majima, on the other hand, approaches his training missions differently. He is already an experienced fighter being 4 years older than Kiryu and already achieved a bit of a legend status being Sotenbori’s Lord of the Night and known throughout the Yakuza as the guy who survived a year of imprisonment and torture for refusing to carry out an assassination. Because of this, all his lessons have him beating his teachers in combat. With Fei Hu, he learns the different weapon styles by beating him with his own baseball bat style. With Komeki/Komaki, he ends up inventing new techniques to counter the moves that Komeki tries to teach him. With Areshi and his crew, he learns their techniques similarly to how Kiryu does with his training missions, but unlike Kiryu, he ends up far surpassing his teachers (most likely because Areshi and the others dance for entertainment but Majima is actually using the moves for combat).

Now I also want to mention the Komaki training in Yakuza Kiwami (spoilers for that game obviously lol). In this game, Komaki uses his real name (apparently Komaki and Komeki have vastly different kanji when written out so it makes more sense in Japanese why he chose such a similar sounding name for his fake name lol) and is training Kiryu this time. This Kiryu is a much older and stronger fighter than before, so his training actually involves fighting the master. However, he still ends up learning the intended techniques like before, unlike Majima who developed his own techniques from the lessons. On top of the Komaki training, the game also features the Majima Everywhere system for Kiryu to relearn some of the Dragon style techniques he forgot during his 10 year sentence. What’s really interesting is that some of the moves you unlock are actually Majima’s techniques that Kiryu adopted into his own fighting style. This further emphasizes Kiryu’s learning style of adopting other people’s techniques into his own.


It has been a few weeks since I wrote the last paragraph and I completely lost track of what I was saying. Feel free to expand the text, but just note that these are mostly insane ramblings of a man who couldn’t find sleep that night.