Why shenmue remake is much anticipated (bunch of crazy facts)

Mountain

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I don't understand the love for this game... I didn't enjoy going to work everyday on a game.

What about the story, the graphic design, the a.i., the combat, the immersiveness, the innovative technology behind it e.t.c.

Its a master peice no matter which way you cut it, I dont even game like that anymore but I was happy as fck when I heard this sht was coming back.
 

The Mad Titan

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Alot of what made shenmue good was the same thing that made cheesy 90's action movies good.


Random QTE in shenmue was huge at that time. Now, its what everyone cries about.... Walking around and being able to buy stuff and talk to people, man that was crazy then. Now its like stand with every game...

Nostalgia is a bytch, I use to laugh at the dialog back then...even with that I still thought it was amazing.

"On that day.... The day it snowed"

"I'm looking for a man in a black car" x10


lol man.


I dont even remember what the story was about outside of looking for someone. The combat was great tho I do remember that. And having a job was pretty mind blowing at the time.
 

bigrice25

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What about the story, the graphic design, the a.i., the combat, the immersiveness, the innovative technology behind it e.t.c.

Its a master peice no matter which way you cut it, I dont even game like that anymore but I was happy as fck when I heard this sht was coming back.


I just remember it being soooo slooooow.... and I was into RPG's and things like that. The graphics were top flight for its time. I just couldn't get into it though.

I definitely didn't enjoy going to work lol
 
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the black car shyt grated on my nerves. If Ryo had any investigative ability the game would've ended in two hours.
 

iceberg_is_on_fire

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I took this from Gaf but this is a great example

This is a question I have heard before and since today we've had a few GAF'ers scratching their head about this game and why it gets the die hard fans like me and even some of the casuals very excited.

I will try and break it down as best as I can.

Story

I am quite deliberately going to keep this brief as the story so far is too long to write in full here.

Shenmue and it's sequels are a revenge story in the beginning Ryo witnesses his father being murdered at the hands of Lan Di and he is powerless to prevent it. It's a great tribute to the martial arts movies of the 70's and 80's we grew up with and like so many of them, the game has a very moral aspect to the story and we see Ryo learn to temper his anger in the second game as he has to leave his old life and home town behind to pursue Lan Di.

Gameplay

Shenmue's gameplay while dated was revolutionary for it's time, it introduced features which today are very much standard, most of these had been used before in some capacity but never all in one game.

Key points

Every character is fully voiced and they all have unique dialogue, from the major characters who are the backbone to the story, to the random person on street. These days we take it for granted, we expect it, we'll joke about AAA games that don't do it.

Full night and day cycle, Shenmue implements a full night and day system, with according lighting to reflect this, at 7pm the street lights in town come on, which can make streets which feel safe if the day time feel threatening at night. As such certain events only happen at certain times of day, like meeting important characters. In game shops also follow this, each having their own opening/closing hours, this has a knock on effect, for instance when you rather infamously go looking for sailors, you'll have to wait until the evening, because that's when the bars the sailors go drinking at open. Other subtle changes include decorations to the town décor as the first game takes place in winter, so Christmas banners and the like get put up.

NPC's also follow a schedule based on where they work, where they live and even what they do in their spare time, during the day the owner of Yaokatsu produce is at his shop in town selling fruit and veg, but in the evening he can sometimes be found knocking back a few drinks and singing karaoke at his favourite bar after he's done working for the day.

Weather system, Shenmue has a dynamic weather system which changes on the fly, mornings can start dry but then rain later and before long there will be snow on the ground as winter takes hold.

Free battle/QTE

The game features a fighting system which is a scaled down version of the Virtua Fighter system, with fights that range from one on one right up to taking on a 70 man strong gang at the end of Shenmue I. In addition to his starting moves, Ryo can learn new techniques in a variety of ways, like finding Martial Arts scrolls which unlock moves after reading them, he will also meet other martial arts practioners who will personally instruct him to teach new skills. In total Ryo has a repertoire of about 50 unique moves once all skills are learned.

Leveling up moves is not done through XP, instead Ryo's proficiency with a move increases the more he uses it successfully, both in practice and actual battle. As he becomes more familiar the moves change, becoming more powerful and more efficient, for instance when Ryo first learns the brutal tiger spinning heel kick he's off balance when he tries using it and ends up facing away from his opponent after execution, once he has gained a greater understanding of the move he is much more proficient throwing it with speed and grace.

QTE is one of Shenmue's most often discussed features, it is often credited with popularising the technique. in Shenmue it is used in highly choreographed cutscenes such as fights scenes or chasing an enemy, it is also combined with free battle in some boss battles, to deliver a dramatic finishing blow to the enemy.

Quest mode

In this mode Ryo is free to wander round town, both gathering information for his quests and side activities in his down time. You will speak to characters to gain information on the events that have transpired and where to check out next.

When not hunting down Lan Di, there are many things you may choose to do occupy, Shenmue has a fully realised arcade with such offerings as Darts, QTE Title (boxing mini game based on QTE's) and official licensed SEGA arcade games (Hang On, Space Harrier, Outrun, Afterburner II) created by Yu Suzuki.

The breadth of available locations is also impressive, when players reach Dobuita, the shopping district of the main game, they can enter into almost any building in the area. For the time period this was very impressive as we saw an entire town recreated, this is nothing compared the second game, it has a playing field which is gargantuan in comparison to the first, the initial area in the first third of the story dwarfs the world of the first game.

The intangibles

Now this is what makes Shenmue more than the sum of it's parts, one of the first aspects of this is unique to the first game more than the second and that is the hometown feel. This is particularly noticeable in Dobuita, the shopping district, where most of the business owners in the area know Ryo by name and his family, some are little more than acquaintances who know Ryo as a local, while other characters consider Ryo a good friend, those who are his friends will offer their condolences to Ryo and some of them will try to aid him in his quest to track down Lan Di.

Another thing of note is the actual home of the family itself, have you ever knocked on the walls of your house, wondering if there was anything secretly hidden, maybe by a family member or even a former owner? Well in this game we find that there is more to the house and dojo than what we see initially as Ryo learns of a hidden treasure he must recover to continue his adventure. You could also try rummaging through the various rooms, you will find interesting mementoes for nostalgic purposes and practical bits which will be worth hanging on to.

Naturally this makes for a marked contrast in the second game which sees Ryo leave his home town in Japan to travel to Hong Kong and far beyond, following Lan Di's trail, here he is an outsider and must stand on his own two feet, there is no house to return to each night to rest at the end of a day. No longer does he have a steady income which he can rely on, he must earn his way by taking on jobs and gambling.

Other interesting features are being part of the upbringing of a kitten who was orphaned, this is entirely optional, you can choose to feed it, monitor it's progress as it grows in real time and even give it a name, I must say as a cat owner this particularly struck a chord with me.

Then we have some of the character interactions, I'm going to keep this as spoiler free as I can, but one story line I found particularly amusing occurs in Shenmue II, when a teenage girl associated with a major character develops a crush on Ryo, things develop in a way which now is very common place, how Ryo responds to her in conversation determines her reactions, either inspiring her or in some cases causing her to become quite upset to the point that she will not talk to him for an entire day if you're very insensitive. There's no romance to be found here, Ryo appreciates the sentiment at least. He also gets interest from other females closer to his age, some are subtle in their intent, others are quite obvious, but he's too intent on revenge to notice their affections.

Whew, that took a while, hope this helps, I will try and elaborate more later
 

iceberg_is_on_fire

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4 folks spent 10,000 a piece on the kickstarter :dwillhuh:

This game for those that played and enjoyed it, there was never a game that gave a better experience for the time in which it came out. It's been quite a while since I've played something or used something and knew instantly that I was playing/using some next level shyt.
 

The Mad Titan

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I dont know where these kickerstarter people get all this money from.


I've been messing with them for awhile, with Board games :troll: And these dudes drop LOOT on kickstarters.
 

Tetris v2.0

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Shenmue 1 & 2 was less about the game than it was about the experience. There isn't enough money in the world to replicate that :dwillhuh::whoo::krs: feeling anymore in games as far as advancements in graphics & gameplay. Now, we just want a fitting conclusion to the trilogy. That's my expectation going into this game.
Exactly. I don't really care about the graphics on this as long as they're decent.

I hope the money gets put towards detailed environments, creative art design, sound and overall immersion.

Remember, Shenmue takes place in the late 80s..."Eastern" culture as a concept is withering away and the original games captured that feeling. You're a foreigner in a foreign land at a foreign time. Ryo is one of the last of his kind. Capturing that feel is essential to the Shenmue story
 

EnyceLowRida15

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Last year, the world's biggest-selling magazine on cinematic entertainment, Empire, ranked the Top 100 Video Games of All Time. The top five are titles so legendary that even the most casual of gamers will recognize them: The Last of Us, The Legend of Zelda: The Ocarina of Time, World of Warcraft, Final Fantasy VII, and Metal Gear Solid, respectively. Crouched in the shadows of these giants on pillar #7—just behind GoldenEye:007 and just above Red Dead Redemption, Grand Theft Auto V, Halo:Combat Evolved, and Skyrim—is our meek, neglected orphan, Shenmue.
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For nine years, Shenmue held the Guinness World Record for "Highest Production Value in a Video Game", until it was finally dethroned by Grand Theft Auto IV in 2008. Two generations of consoles arrived in those nine years, along with such games as Metal Gear Solid 2–3, Halo 1–3, Call of Duty 1–4, and Final Fantasy VIII–XII. And yet none of them, for all their resources and ambitions, could hurdle the bar set by Shenmue nearly a decade earlier.
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Most big-budget games have a development period of 1–3 years (Call of Duty, Halo, Assassin's Creed, Uncharted), and for modern-day, content-rich RPGs (Final Fantasy, Fallout, The Last of Us, Red Dead Redemption) the development period is typically 4–5 years. Shenmue took six years of constant development to create, starting way, way back in 1993―an unthinkable scope at the time. It took so long to make that the system they were designing it for (the Sega Saturn) died halfway through, and the team was forced to start from scratch with Sega's new system, the Dreamcast.


So, let's take a closer look at what we now know. Lots of ambition, lots of time...and lots of money. It might be difficult to tell this now, but in the 90s, Sega was a god in the world of gaming. In 1993, when Sega controlled a whopping 65% of the console market, they seemed invincible...and they must have felt that way too, because they dedicated an unprecedented 70 million dollars to a top-secret development called Project Berkeley. Their goal? To make a supergame unlike any the world had ever seen. To captain this titanic endeavor, Sega chose their in-house wonderboy, Yu Suzuki. What Miyamoto is to Nintendo, or Hideo Kojima is to Konami, Yu Suzuki was to Sega. He was nothing less than a prodigy in the world of arcade games, creating such revolutionary titles as Hang-On, Out-Run, and After Burner. One of his games, Virtua Fighter, was the first video game to go on permanent display in the Smithsonian's National Museum of American History in Washington D.C.. (His work would make another appearance at the museum decades later, when Shenmue was featured in the Art of Video Games exposition in 2013). Not only did Sega infuse its ambitious enterprise with a genius and enough money to fund a small army, they gave their pet project six years to come to fruition. When most games spend as much time in development as Shenmue, its usually because they are trapped in the dreaded Development Hell, a bureaucratic limbo where a game is stalled at a light that can't choose between red, yellow, or green. Yet this was not the case with Project Berkeley. Every workday of those six years was utilized to its fullest. Suzuki traveled the world to do research at ancient temples and foreign cities, while back in Japan, scores of master craftsmen—everyone from martial artists, to sculptors, to movie directors—toiled away under meticulous orders. Sega even pieced together their own full-sized orchestra to produce a complete cinematic score for the project. The music was released in a 2-disc album all to its own, and will be released again on vinyl in September 2015. While you continue to read this article, listen to this sample from the stunning soundtrack and try not to get goosebumps: So? After combining all of these ingredients—tens of millions of dollars, years of slaving away by countless artisans, the insightful direction from the Leonardo DaVinci of video games—what did the final product look like? Before we take a look at it, take a moment to consider the other cutting-edge games that were also released in 1999, the same year as Shenmue:
Final Fantasy VIII [Sony PlayStation]
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Super Smash Bros. [Nintendo 64]
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Silent Hill [Sony PlayStation]
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Tony Hawk's Pro Skater [Sony PlayStation]
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Soul Calibur [Sega Dreamcast]
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Counter-Strike [PC]
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Tomb Raider: The Last Revelation [PlayStation/PC/Dreamcast]
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All of these games were considered the greatest products that the industry could boast at the time—the cream of the gaming crop. Now, keeping in mind that all of these titles were in the same 1999 Toy's R' Us Christmas catalog, take a look at what Shenmue brought to the table, all of it generated in-engine:
Shenmue [1999 Sega Dreamcast]
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Shenmue Passport [1999 Sega Dreamcast]
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Shenmue II [2001 Sega Dreamcast]
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Meet Ryu Hazuki, Shenmue's protagonist. After witnessing the murder of his father by a villainy-looking fellow, he sets out on a relentless campaign for revenge.
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Welcome to Yokosuka. A real-life city in Japan, where the majority of Ryu's investigation takes place. As you can see, its about as charming as a tire swing in a junkyard.
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And yet...if you are willing to explore, you'll come to find that, behind all the chainlink and concrete, that every alley and drab building beats with a warm heart.
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The ambiance in the game is very flexible, and any environment can cover a wide-array of moods depending on what point in the story the player is at.
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Even though you are monitoring Ryu's every waking second, you never see him eat or drink or use the toilet. But that doesn't mean he can't if you ask him to. From spending your limited money on pointless things like potato chips and light bulbs, to dialing random numbers on the telephone to see if anybody picks up, there is no rock you can't overturn, no matter how pointless.
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Many of the characters you meet have a pre-existing relationship with Ryu, but the others, if you pester them enough, may come to know you over time.
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Shenmue takes place in 1986, during a time when culture was scrambling to find a new look, in a part of Japan that was struggling to find its own place between Eastern and Western cultures. Even though the setting of the story seems to be undergoing an identity crisis, the result is an environment that is both engrossing and unique.


Ryu's journey is all about discovery. From the moment the player first picks up the controller, she is exploring a Russian doll from the inside out. The first minutes are used to investigate every crack and crevice of Ryu's cramped bedroom, which opens into a large house that in turn opens up to a sanctuary, then a street, then a neighborhood, then a town, then a city, then Hong Kong. By the time of the story's abrupt end, Ryu is exploring the vastness of China's wild.


Much of the game is about unraveling mysteries. No question is more pressing to the player than "WHO IS THIS FRICKIN GIRL?" The entire intro is devoted to her, her face is plastered on everything from candy bars to cassette tapes, and she frequents Ryu's dreams. Yet the player never meets her until the final moments of the second game, which never even made its way to American Dreamcast owners.
 
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