So the shops don’t have doors in Shenmue 3 because of technical limitations and not because their absence is true to the areas where the game is set? Starting to think they should’ve passed on UE4 if they couldn’t handle it. There are some strange things going on here, from the sparsely populated streets of Niaowu to the thing with the doors. These are things I don’t think I’ve ever experienced in a PS4 game, maybe not even PS3. Are you sure about the doors,
@jcjimher?
There are a bunch of buildings with doors in Shenmue III that seamlessly transition from outdoor to indoor, like Shenhua's house, the seedy pawn shop and Hotel Niaowu (some have very short loads like the arcades). It's definitely not a limitation of UE4 or something the game can't handle.
It could've just been quicker and easier to have open doors on most shops as it removes a bunch of pathing and animation issues (NPCs opening/closing doors, blocking doors etc.), although the game does support that; I've seen kids go in/out of the arcades, but like in the original games, it can be annoying, and I get the feeling it's only a limited number of NPCs that do it.
Most NPCs in Shenmue III don't seem to enter shops. It's rare to see an NPC in a shop that isn't sitting down in a restaurant, which makes me think they could've went the "open door" route to hide the fact that NPCs don't really go in and out of places. And when they do, you have to wait several seconds for them to come and go (tolerable back in the day, not so much anymore).
My third theory is, imagine how dead Niaowu would seem if all the shop doors were closed? There's already a limited number of NPCs walking around. Close all the doors (or even half of them) and it'd feel like a ghost town. It's not as if open door shops are unprecedented -- there was tons of them in Shenmue II -- and ultimately I think it's relatively fitting of both locations in Shenmue III.
I don't think UE4 is to blame for the NPCs, either. UE4 is an excellent engine. They probably just made some technical design decisions at the beginning that left limited memory for NPCs depending on the area of the game, or they lacked data streaming expertise. It was a small team, after all.