
Family Crest TAKE 2 1 Kiuchi Masashi Watanabe Jun
The punchline is a bit…
>>1
Wasn’t the foreshadowing laid out carefully!?
Barking!!
It seems that bookmaking is profitable, huh?
Nonetheless, that ending is unacceptable.
I wish you had changed it along the way.
The early part of the story where you’re engaged in time-traveling yakuza is fun, and the mid-section where you establish yourself seriously as a yakuza and grow your family is interesting as well.
I can’t forgive the end where all of that gets dismissed.
The mercenary’s unmatched prowess is indeed tough, more so than the punchline.
I only have memories of how incredibly weak the police were…
I think it’s quite impressive to consider that a Yakuza manga was prominently featured in a young men’s magazine aimed at young people, like Young Magazine.
There were plenty of works back then that could have been featured as the flagship of Young Magazine.
The balance of comedy and seriousness is good, it makes you feel passionate, it makes you cry, and the artwork is skilled, making me feel that the manga is well done.
I guess they never intended to drag it out like this.
It’s not so much protagonist correction, but rather in-game correction.
It’s becoming increasingly blatant.
That game was normally played by elementary school students, but now it definitely seems like it would be labeled as Z-rated content. Is that okay?
>>12
It’s like Yakuza, right?
>>13
The appearance of Yakuza reminds me of the thread image.
It may have been a work that was too early.
>>25
Also, GTA.
>>12
Akunitsu was seriously doing it, but from the outside, isn’t it like a Kunio-kun game?
The chaos of the prison arc and the mercenary arc has a kind of action game feel to it.
>>12
Because there was no CERO during the Super Famicom era.
The artist is doing a Golden Guy in Goraku, and it’s interesting.
I feel like the friendly silliness of the emblem has been lost.
It’s not enough to just lay down foreshadowing.
I wonder who the true final boss is.
It was a Super Famicom.
I thought it was a Famicom.
I like it until I return to Tokyo.
I understand that it was depicted as such a work, but I also wanted to see it end not as a game but as a Yakuza story.
The mercenary unit is too strong.
An enemy that you know exists but won’t be the final boss, to the point where the players say it’s unfair… Who could it be?
>>24
Sister Kaori
>>24
Characters that should be dead, perhaps?
If it had come out like that, there would be no surprise, and maybe the ending was changed.
I couldn’t bear to watch after Kaori-nee was killed, even if it was just mercenaries.
Ehara final boss bug
I think it’s a masterpiece, both the storytelling and the artwork, until the mercenary arrives.
It feels like I’ve messed up the flag since I’ve ended up on a route where mercenaries appear.
>>33
Thinking about this, the original game is quite chaotic, isn’t it…
Yamazaki’s old man is coming back as a machine.
Even if there are foreshadowings, it doesn’t necessarily mean they can be explained…
The characters in the story are quite pitiful.
Well, even though you may grow attached to the characters, there are surely adult circumstances that would make it difficult to recommend that the yakuza come out on top.
It’s tough to have to start over from the beginning if you end up in a bad ending route.
I like Akira from the atomic bomb.
The early parts where everything goes smoothly and progresses quickly are really satisfying to read…
The live-action drama was interesting in that regard.
I think the ending is not as bad as people say.
It’s a depiction that could be interpreted as a hallucination seen just before death.
I understand that becoming strong as a Yakuza won’t compare to being a mercenary.
Mercenaries are going too far in other countries.