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The Video Gamer’s Experience – Shenmue III Review

Sitting in my ninth-grade science class, my teacher asked us all the significance of the day’s date: September 9, 1999. Someone behind me immediately spoke up to state that Sega’s Dreamcast system was being released on this historic day. A majority of the class including yours truly agreed that today was monumental day because of Sega’s latest & unknowingly final console (much to the disappointment of our teacher) being available in North America. We gamers both hardcore & fringe didn’t understand what was on the horizon thanks to the Dreamcast’s release. A year after the Sega Dreamcast hit store shelves in North America, western gamers were treated to something completely different than anything else on a system that also allowed players to communicate with fish featuring human faces: “Shenmue”. Originally appearing to be a 3D brawler set in Japan, “Shenmue” proved to be so much more. Its sequel on both the Dreamcast and original Xbox expanded the world, story, and innovative gameplay options that would influence so many games in the generations to come. Last year saw the release of a HD port of both entries; setting the stage for the long-awaited third iteration that only came to be thanks to dedicated fans putting forth the money on a wing & a prayer that Ryo Hazuki’s journey would continue.

 

Did I Complete “Shenmue III”?

 

Taking control of Ryo Hazuki – the son of a martial artist slain by the mysterious Lan Di to attain a sacred mirror – the player is immediately thrust into an expanded version of the village Hazuki found himself inside at the end of “Shenmue II”, Bailu. In this rather small area featuring adults & kids running around completing their daily tasks including farming & spending money on capsule toys respectively the player is introduced to the plethora of things to do alongside completing the main story like gambling at the local bizarre, training Hazuki’s “Kung Fu” ability at a temple, and fishing. There are also side quests that will randomly pop up usually connected to Ryo walking by a particular character like a kid hoping to own a soccer ball. After twenty-plus hours Ryo discovered that his journey must continue after I spent too much time grinding for money, skills & passive abilities as well as playing any side quests I was able to discover. I may go back and trophy hunt with a guide, but right now it feels like it’s best to leave well enough alone.

 

 

Did “Shenmue III” Live Up to the Hype?

 

For twenty years the “Shenmue” franchise has been credited for being one of the most innovative games associated with gaming’s sixth generation. The story begins simply, yet horrifically as Ryo Hazuki discovers the dojo he trains at and lives beside is invaded by a menacing, almost stereotypical martial artist Lan Di who is in search of a mythical mirror that apparently is possessed by Ryo’s father. When Ryo’s dad refuses to give up the mirror, Lan Di slays him in cold blood – leading Ryo on a search for answers & revenge. Most games with an initial narrative like the one in “Shenmue” would feature the player entering an open world ready to kick butt & take names. While Ryo can kick butt and discover many names, the way he goes about succeeding in his quest turns what could’ve been a 3D brawler a la future Sega success story “Yakuza” into a point & click adventure with some awkward fights mixed in where Ryo either succeeds in grand fashion or gets beaten down with ease. Ryo will go around two towns asking townspeople if they can provide any information about whatever his main goal is at the time; be it the location of thugs threatening local shop owners or a martial arts master.

 

 

Ryo will be hoofing it around his environments much to the chagrin of the player as there is no overview map or fast travel system without returning to Ryo’s home base in Bailu (a function that completely goes away with the second town, Niaowu). Unfortunately there will be times when figuring out what to do next will force the player to ask every person in talking distance or, like several missions featuring the first-person investigation mode, opening dozens of drawers & cabinets with each opening being awkwardly slow.

This moving around the world of “Shenmue III” is made worse because of the fact Ryo’s stamina & health are connected with them going down the more Ryo moves and if Hazuki is standing around his health will still drain unless Ryo eats something. This function is definitely an annoying factor when trying to save back some money for a key item connected to the story or the player steps into a fight with little to no health without a pre-fight warning like the one given when Ryo wants to fight at a dojo. Getting money is definitely a blessing and a curse. Early in the game it is tedious to earn cash/Yuan thanks to a variety of options including gambling and chopping wood. The money grind can get really annoying later in the game for story reasons and it’s unfortunate how much grinding must be utilized to progress the plot.

 

 

With a day & night cycle similar to what was offered in the previous games, Ryo is a slave to time – one of the biggest faults of the first game was particular missions couldn’t advance at certain times of the day and Ryo wouldn’t sleep his hours away until the next big moment. This problem is mostly alleviated here with certain events offering a fast-forward or skip option so Ryo can immediately move to the next scene or confrontation. Like its predecessors, “Shenmue III” doesn’t play into the idea of fast-paced gameplay by featuring an archaic combat system. One of the game’s biggest flaws is the moment Ryo has to throw hands & feet against one or, heaven forbid, more than two opponents thanks to the game’s cycling targeting system usually focusing on the wrong adversary.

“Shenmue III” is a poor man’s 3D fighter a la “Virtua Fighter”. By hitting certain button combinations in their proper sequences will allow for Ryo to throw kicks, punches & combinations with the left trigger being responsible for Hazuki blocking. The block button also can parry incoming attacks if the player hits it at the proper time instead of holding down the button. Blocking has a meter attached to it that drains with each attack from an enemy that temporarily disables the function if the bar completely depletes; forcing the player to stick & move. Throwing options have been removed for some reason. Sadly the combat is as stiff as what was seen in the first two entries with terrible hit boxes, surprising moments where counters & parries don’t work, and enemies having temporary invincibility & great blocking depending on their skill level.

 

 

Ryo too has skill levels that can be upgraded (“Attack”, “Endurance” & “Kung Fu”). Playing through some rather mundane & boring mini-games like timed one-button punch sequences or sparring at the local dojo will boost both Ryo’s skills & whatever maneuver hasn’t reached its maximum level. Depending on the enemies, the player may discover that Ryo is underpowered without any indication as to how much stronger said opponent is compared to Ryo until Hazuki is on the ground and being told that his Kung Fu isn’t up to par. It doesn’t matter if the player controls Ryo better than the opposing AI in a fight, if that enemy has higher Kung Fu than Ryo two or three solid strikes will deplete Hazuki’s health. While training to get Ryo better for a fight is very “Shenmue”, it becomes obnoxious when these “Your Kung Fu is Lacking” messages appear with almost every fight that progresses the story; though there’s not much of a story in the first place.

After “Shenmue II’s” big revelation that would stay unresolved for eighteen years until this game’s release, “III” plods along with a narrative that barely accomplishes anything. The major story beats & moments that came from “Shenmue II” felt grand and deserving a majority of the time after “I’s” plot provided what many could only call a “teaser” for what its developers hoped to accomplish in future installments. “Shenmue II” from a narrative perspective felt like a proper step forward. “III”, however, barely capitalizes on its direct sequel’s pacing with a final act that leaves it open for a fourth game that isn’t guaranteed to happen. Beyond the disappointing cliffhanger is a lack of character development for people like the quiet girl Ryo met at the end of “II” in Shenhua or even some of the new characters introduced like a shrine maiden who is given one introductory scene and treated by the game’s end as if she’s become a huge part of Ryo’s world. The mysterious villains be it Lan Di or the thugs Ryo is constantly searching for too barely get any type of characterization.

 

 

Like the aforementioned mini-games available for both making money & just for the sheer enjoyment are also the return of quick-time events. While most QTEs come at the player pretty quickly they are incredibly forgiving with the checkpoints so the player isn’t stuck on the same spot for too long with some QTE failures actually being incredibly fun to watch play out. The graphics are definitely an upgrade compared to the original two games, but the stiff animations & almost Toei Animation style facial designs can be off-putting compared to the more polished designs like that of Ryo’s; though the landscapes usually look phenomenal. From a voice acting perspective it sounds like something from a game presented twenty years ago. Some actors do a remarkable & appropriate job, but a majority of the conversations are incredibly broken & edited badly together with odd pauses & even abrupt endings that forces the player to speak to an NPC again to ask Hazuki’s question. Technically the game does suffer from frame rate drops, texture & characters popping in, and extensive loading screens like what came with its HD remasters. Considering what is usually loading including twenty-second cutscenes will still produce a lengthy loading screen.

“Shenmue III” delivers on the nostalgia the franchise has now become associated with, but there are some definite gameplay issues that ruin the overall enjoyment including an underwhelming combat system, the joining of Ryo’s health & stamina, and a narrative that barely advances the overall story. No matter if it wants players to embrace a game rooted in a different time or not, it’s very hard to believe fans both new & old will be wholly satisfied with Ryo Hazuki’s latest journey.

 

Should You Play “Shenmue III”?

 

While an innovative franchise almost two decades ago, the core mechanics that made “Shenmue” so unique in 1999 hasn’t aged well. Sporting modified gameplay implementations, “Shenmue III” feels more like “Shenmue 1.5” instead of a second sequel sporting a more fleshed out plot and gameplay options. The combat can become tedious, as does making money through various means. But the biggest disappointment is the lack of story progression even with the aforementioned knowledge of this not being the overall story’s end. Dedicated “Shenmue” fans will mostly enjoy this offering and will probably ignore a majority of the game’s shortcomings. The intrigued should play the HD collection beforehand for both an understanding of the story and what to expect from the gameplay. And those who have experienced the HD collection in full should know that this iteration isn’t that much more unique. No matter what “Shenmue III” isn’t something that feels like it’s worth its extensive wait, but nothing rarely is unless all you are looking for in the game is a drunkard somehow speaking perfectly while drowning himself in fifty-year-old alcohol.

 

 

 

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