I loved Shenmue 3. I agree with everyone about the issues with the lack of real additions to the overall Shenmue story, but I really enjoyed the game and would probably back a Shenmue IV at the same level that I did before. I think that we all have our own conception of what a 'Shenmue game' is. There are some complaints that I have seen around the internet that I actually enjoyed about the game, and I think that if certain elements were removed, it would have been less of a 'Shenmue game' for me.
For me, Shenmue was always about being the most realistic game to simulate Ryo's life experiences as he serches for his father's killer. (To me) The reason the first game(s) were ground breaking graphically, was to add to the immersion rather than set a benchmark. I like that Ryo has to earn money to pay his way. I like that you can at least knock on every door in the city. I like that you can open up drawers that you have a right to open, and that Ryo doesn't do things that he doesn't have a right to do-such as enter Shenhua's room or go behind a clerk's counter. I liked that in the original games, that there was an animation for drinking a soda bought from the machine, and that you could pick up and inspect items in shops, and I assume those things weren't added to 3 for budgetary reasons. In the original games, I feel like the use of a real fighting game's engine also added to this realism. I know that Suzuki made VF, so it might seem like an obvious choice, but there were probably easier options to implement that would have made more sense as we never fully explore the fullness of that engine in Shenmue.
For me, Shenmue 3 pretty much nailed these aspects. I would venture to say that Niaowu probably had more shops that I could visit and actually patronize than Shenmue 1 and 2 combined. I remember in Shenmue 2 there was a section of Hong Kong that was an electronics district, and another that was full of food stalls, but I couldn't purchase a thing from any business on either street. In Niaowu, everybody has something to offer. I also disagree with those who wish for a way to skip through dialogue on the first play through. To me, this would break the realism. In real life if you ask someone a question, you have to listen to them finish speaking, out of respect-especially someone like Ryo. Those who complain about S3's length would have found the game much shorter if you could just skip dialogue and wait for a journal entry to pop up. There are even cries on the internet to 'modernize' Shenmue by adding skippable dialogue and way-points on the map. For me, this would destroy what Shenmue is about, for me. For me, the game is about immersion in a place.
I loved the forklifts in the first game, and always wished that the second game had them instead of carrying boxes. I actually liked that Ryo had to catch the bus to go to work every morning. I liked that he had a lunch break in the middle, and then had to go back to work before he could resume his investigation at night. For me, that was the essence of Shenmue. It was realistic. Ryo has to go to bed at night, because a human cannot go indefinitely without rest, despite what other open world games might pretend. I wish that Niaowu had a better forklift segment, but I realize that the harbor area from Shenmue 1 was almost as big as all of Niaowu, so I understand why it was cut down in this game.
Another thing that people on the internet have complained about, that I liked the inclusion of, was the stamina system. I always wondered why in the original games Ryo could drink but not eat, and I always wanted to see that included to make the game more realistic. I think that having your health drain throughout the day, and drain more during strenuous activity is brilliant. It make sense to me, in a game that has you go to sleep at night, and has you actually reach down to pick up items and herbs, rather than just automatically adding them to your inventory. Now, parts of it I would have done differently. I would have made it more realistic. I would have limited how much the player can carry(at least in the first playthrough), but made food boost your health more realistically. I don't think its realistic to eat 6 heads of lettuce to get your energy back up, or 20 apples or whatever. I would have made food increase your health more than it does, but limit your ability to carry too much so that you had to visit stalls when hungry and just keep a few items on you to replenish health if you weren't nearby a stall.
I also liked that Stamina and health were tied together. As Ryo was not taking bullets or being stabbed with swords by enemies in this game, it makes sense to keep the realistic immersion of the game. Getting into a fight and getting punched up would reduce one's stamina by about the same amount as if one had been just jogging around town all day talking to people and playing arcade games.
I for one didn't terribly miss the actual Sega Arcade games. For one, I doubt there was any thing that could be done about them being in the game. I assume that Sega didn't want to give Yu the rights to use them, or wanted to charge too much for them. Also, while I appreciate the option to play them at the arcade, I never much liked Space Harrier, Outrun, or Hang-On, and I never tried to get the high scores on them in the first two games. I actually played the QTE games in the arcades more, so I didn't personally miss the actual Sega games, and I didn't mind the stand in games that the team created to replace them. It would have been nice if the real games were there, but what can you do?
I think that most of the issues of the game can be attributed to the meager budget, and I can excuse most of them because of it. I think that even some of the customer service issues, such as the Epic store exclusivity was likely because of this. I can imagine that sometime around the beginning of last year, they realized that they needed 8 or 9 more months to finish the game, and they only had enough money to pay the staff for 4-6 months, and so they went around looking for additional investment, and Epic games offered them the money to finish the game in exchange for the timed PC exclusivity. I could totally be wrong, but I wouldn't be surprised if this is more or less what happened.
I miss the animations for drinking and would have loved animations for eating, but I think they knew that was something that they would either add at the end of production, or not add at all.
My biggest complaint about the game, was that the fights were far too easy. I got addicted to perfecting my kung fu, and mastered every move in the game, and even playing the game on hardest, it was way too easy in the last moments. Instead of running a gauntlet, all of the goons just went down with one punch, and even the red snake boss at the end was a joke. I also would have liked to actually fight the 3 bodyguards at the end. I think this was a missed opportunity and it would have lengthened the ending section and made the game feel more like the ending of Shenmue 1 where you have to do the 70 man fight and then fight the leader of the gang, and then Chai.
I don't understand how they could have messed up the QTEs the way that they did. The sequences were really well done, but the button commands disappeared so quickly that I almost always missed on the first try. I would rather had a chance to get it right on the first try, rather than failing everytime and having to memorize the commands, but this is a minor issue.
Again, I agree with everyone about the lack of story related quests in the game, or rather how little story we actually got or how little was explained. I never knew the name of either of the muscle guys, in the same way that I knew Don Niu or Yuan or Goro or Big Z. I didn't even catch the name of Niao Sun in the game, and never knew that she was an important character until reading that on here.
All in all, I enjoyed what I played, and I hope that we get another game, or even 2 to finish the story. I hope that this game can sell a couple hundred thousand copies and Yu Suzuki can go to Sega or another investor and say look," this is what we did with such a small budget. We sold a quarter of a million copies (They sold 81,000 just to backers). We have the engine built and a team in place, and we can make the next game in 3 years instead of 4 and sell the same amount of copies." Hopefully we won't have to do a kickstarter for Shenmue IV and this can serve as a demonstration to investors what YsNet can do with just 12 million dollars.