Hello! I heard someone describe a quote from Yu Suzuki a while back about how the fundamental difference between arcade and console game design was the amount of time you had to play and that was something he kept in mind while designing Shenmue. Unfortunately, it's kind of impossible to Google...
This is such a funny post, you clearly think that the third option is the best and everyone is excited for the first. I'm excited for the first as well, and I hope that's what Shenmue 4 ends up being (new music, obviously, but reused assets could go super far in other areas).
I was almost certain that it was going to be a Shenmue 1 & 2 announcement happening at today's Direct, but with that out of the window... 4? I'm almost willing to believe it.
I agree with a lot of his specific complaints about Shenmue 3's combat, and I agree with some of the complaints about its progression, but I think he takes a lot of these things to strange conclusions. Like, yes, the reverse body check probably should have had a different animation, and yes...
Part of me's excited because UE5 would represent a huge boon for S4's graphical quality, and it should be easier to work with - having to come up with level of detail models wastes a huge amount of time for art teams - but I'm also nervous that another large technical shift will mean that a lot...
I think this is worth focusing in on. Shenmue is a niche game, for sure, but that doesn't mean that it has to be an unsuccessful game. As game development gets exponentially more expensive, it feels like we're seeing a re-emergence of middle-market games, and it seems like Shenmue could find its...
I'm generally positive on this interview, lots of worthwhile quotes and exciting propositions, but this bit stuck out:
Maybe that would have been for the best.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.