So I’ve been re playing Shenmue. I'm currently working the docks with the forklift job...so of course, I'm at the most fight heavy area of the game. Had a fight against the thugs in the warehouse. Got backed into a corner where the camera re-adjusted behind me. Because the camera angle lost all perspective it became damn near impossible to pull off anything with a directional input. Was trying to perform shadow step, couldn't do it. Was trying to perform Mud Crawl, couldn't do it. Why? Because the camera angle was fucked and was losing all perspective of where I was in 3D space.
Reaffirming my belief that D pad directions for Shenmue III would not work...especially given the camera angle that the game is fixated to.
The D-pad directionals work best in the original Shenmue when the camera hovers by your side in a traditional fighting game perspective...but the moment the camera re-aligns in tight spaces...all bets are off. Because it seems like the game has trouble telling where you are in 3D space and struggles with the input reads....this is not a problem in traditional fighting games because traditional fighting games fix their camera to a conventional left-right plane. But when you take the fundamentals of a conventional fighter and try to put them into a 3D space, it's a bit of a crap shoot. Especially when the camera is constantly readjusting on the fly and trying to fixate to the best angle.
I've got to be honest, I think I prefer the camera angle of III's combat way more. It's fixed and always keeps the action framed. Unlike the original game which was always trying to re-fix itself on the fly. Again, no idea how it's gonna play out for multi men battles (it could be a mess in multi men battles) but I liked what I played of it in the demo...the fixed angle worked well. But it also reaffirms my belief that doing any sort of directionals in that fixed camera angle would be awkward to the max.
Because when the camera fixates behind you in the original game, all bets are off when it comes to inputting directionals as the game does break a little.
The camera is, at times, a real hindrance in the original game and is a reminder of why trying to shove the mechanics of a conventional fighter that is fixed to a 2 directional plane into a 3D space isn't always the best idea. When it works, it works wonderfully, but when it breaks then it becomes a fucking pain in the ass to deal with. And there are more moments where it breaks than not. Especially when you're constantly trying to evade in the games tighter spaces.
It just reaffirms my belief that directionals in Shenmue 3 would be a hindrance more than a benefit. Especially at the camera angle the game is fixating its fights at.
Other things I've noticed? Honestly, both have their pros and cons. The original game can be quite janky at times. When it works, it works wonderfully well. But when it breaks, it becomes a bit of a jank filled mess. Throws and parries are a benefit. It does remind me that I will miss throws a little bit...but I actually think the animations in III generally look way better in some regards. Compare III's Mud Crawl with the original Mud Crawl...I think III's Mud Crawl looks way better...in every way (and is way more satisfying to pull off when it connects)
Parries and throws are the only thing I will miss, but there are other things I won't miss. Namely the sometimes janky camera system which leads to janky combat that feels more awkward than it should be. As much as I love the original game, its combat wasn't perfect by any means.
Re-playing it now is a reminder that it wasn't always perfect...when it works, it works wonderfully. But when it breaks, it becomes a real hindrance and a real pain in the ass to deal with and it really boils down to the free flow camera and its constant need to keep everything in frame.