Sure, that makes sense.The timing is not that important as Shenmue I&II were already slowed down a bit. It might even be better than VS games because it will not feature their unrealistic (and sometimes frustrating) ground bounces. What is important is that there's still a challenge in the way the moves require a good positioning and we can suppose that "AI assist" might influence that.
This is roughly my read on it too. The 70/30 to 50/50 split probably isn't because they decided to drop 20% of old ideas, but rather that the percentage of new stuff grew since Summer 2017.50/50 vs 70/30 isn't worse, theres simply more overall. Still every one of the old favorite mechanics as always intended, but with more time and money came more ideas to implement which couldn't be done on Dreamcast or wouldn't be done with only Kickstarter/Shibuya funds.
I won't call it a confirmation, but I think it's fair to say AI Battling is an option rather than something imposed on all players if it's purpose is to assist those who can't match up against the default difficulty. I don't think they've dramatically toned down the difficulty compared to the originals either, as Takeuchi-san's "difficulty range" analogy is more about Virtua Fighter to Shenmue, rather than Shenmue/Shenmue II to Shenmue III.Q: Shenmue 1 and 2 already had a great battle system, with many moves being faithful representations of real martial arts. So how will Shenmue 3’s system improve on this?
YS: Shenmue 1 and 2’s battle system used data from the Virtua Fighter series. However the battle system of an RPG such as Shenmue was still quite different to that of a pure fighting game. Pure fighting games require precise timing and reactions, but for Shenmue we used a more basic system than Virtua Fighter, such that the controls were not too difficult, which was more suited to a story-driven game.
For Shenmue 3 we have moved away from that system, and have created a brand-new battle engine. The system is very different; richer and more playable than before.
HT: The battle system is completely different. For fighting games (such as Virtua Fighter), satisfying hardcore gamers very proficient in reactive control can be achieved simply by setting the controls' difficulty to a particular narrow range. However for games that are aimed at a broader player base (such as Shenmue 3), this difficulty range has to be widened, such that experts as well as more novice players can enjoy the gameplay. This aspect requires much care and balance during design, and we have spent a lot of effort on this.
Q: Previously it has been said that Shenmue will include “Advanced AI Battling”; how will this system handle the difficulty during a particularly-tough boss battle for example? Will this system aid those who are not very good at fighting games in order to defeat this boss?
YS: As we have said, the previous battle system could only satisfy players of a particular proficiency, because the difficulty was set to a certain range. With this new AI assistance, more players will be able to match this difficulty level, so even those who are not good at fighting games can succeed.
I think certain moves need to stay such as counter elbow assault which played quite a significant role in the story. However the inputs could change if needed.Hopefully an upcoming trailer or demo video will further show what this AI assist is. As a fighting game veteran, I’ll probably play without them but I’m going to assume it may be like the Batman Arkham games, but I’ll admit I can be wrong about these things.
He wants to make a system that realistically depicts Chinese martial arts and I really like to see what he means by that. Hopefully, something akin to a Hong Kong flick which would be awesome. As a life long martial artist and enthusiast, the quality to Shenmue was what always attracted me to it and I’m glad it still has that appeal for the third installment, but with a new sense of presentation.
But I feel some older moves and inputs such as forward, forward, punch for the elbow assault need to stay IMHO.