And above all...I hope they don't include ever again first person fighting mode, horrendous.
The main issues with the combat in the first game are:
A) there simply isn't enough of it to make training feel worthwhile
B) training up moves isn't required and is only rewarded in one fight (Chai arcade)
C) training mostly amounts to repeating combos in an empty park without an opponent -- this isn't how improving your sparring techniques work in real life and is probably the biggest missed opportunity in the first game. They should've had sparring partners for Ryo in Dobuita and the harbour
In Shenmue II the camera troubles become more prominent, perhaps due to an increase in enemies, confined spaces etc. and the inclusion of Command QTEs in some fights feels cheap and frustrating for the most part.
Straight away, there are a bunch of things they could improve upon in Shenmue III, but based on that single combat screenshot, one thing I don't think we'll be getting is traditional fighting game combos. If that screenshot is any indication of the general camera positioning (and it may not, but if it is...) then direction-based combos will feel terrible from behind-the-shoulder, just like when Ryo is facing towards/away from the camera in Shenmue I & II. They're going to create a style that feels condusive to an analogue stick, not a D-pad, which means something that works better in 3D.
I won't debate you on 3 since we have so little information or the inherent flaws of the combat system in the first two games since it's better at one on one fights than against multiple opponents. The only thing I'll say about 3 is that problem will be rectified by having Ryo attacking multiple opponents. However your first three points about Shenmue I disagree with.
1. There is plenty of combat in the first game especially if unlock various extra cut scenes. Even if that wasn't the case you can replay the 70 man battle multiple times.
2. Leveling up your moves gives you more powerful moves to use in battle. I'd rather Ryo do a lower crawl cyclone, a handstand kick mud spider, a brutal tiger that doesn't leave Ryo vulnerable, a pit blow that ends with a elbow slam and so on. Mastering your moves not only gives more powerful moves to utilize but increases your combo options.
3. As a former martial arts practitioner solo training is just as important as sparring with another. In the game much like real life practicing your moves continuously increases your familiarity with them. In reality it's to get the proper form down while in game it's to improve your input speed since Ryo has the perfect form already. The sparring with Fukuara and Jianmin is to apply what you've learned much like real life sparring.
I agree with everything you said in your post except this. I love the QTEs in the fights. They were always totally unexpected my first time playing and fun to overcome and eventually master. I grin ear to ear when I fail the first one or two attempt to dodge Izumi's attack and then start using her attack against her as I wisen up... it's just another thing that makes this series so immersive to me...the inclusion of Command QTEs in some fights feels cheap and frustrating for the most part.
1. There is plenty of combat in the first game especially if you unlock various extra cut scenes. Even if that wasn't the case you can replay the 70 man battle multiple times.
2. Leveling up your moves gives you more powerful moves to use in battle. I'd rather Ryo do a lower crawl cyclone, a handstand kick mud spider, a brutal tiger that doesn't leave Ryo vulnerable, a pit blow that ends with a elbow slam and so on. Mastering your moves not only gives you more powerful moves to utilize but increases your combo options.
3. As a former martial arts practitioner solo training is just as important as sparring with another. In the game much like real life practicing your moves continuously increases your familiarity with them. In reality it's to get the proper form down while in game it's to improve your input speed since Ryo has the perfect form already. The sparring with Fukuara and Jianmin is to apply what you've learned much like real life sparring.
Shenmue is one of the few games that does QTEs right in this regard. They're actually challenging and make sense for the most part as far as the inputs. Most modern games just throw random buttons at the screen and it's more like padding than part of the gameplay, but Shenmue managed to make QTEs feel natural and satisfying...Super satisfying when you pull them off also.
I always thought it was because the camera wouldn't work in those tight areasI don't want to see that first-person crap we had to endure in S2, that's for sure. No idea what the decision was behind all that.
Suddenly, Left/Right input becomes Up. No thanks.
I have no problem with QTEs in fights, as long as failing them isn't an instant loss/restart, which is just bad game design. It's Command QTEs specifically that I just don't think are well executed in Shenmue II. The concept of a multi-button QTE is fine, but the timing is too ambiguous. I mentioned previously, a circular bar or something that fills around the button to indicate how long you have to press each one -- that would improve things greatly.I quite like the QTEs in fights too. It's another layer of challenge keeps you on your toes.
I didn't mind the control changing with the camera, I actually find it kinda interesting in yellow head building when I have to do this often in tight spaces... but yeah it was dumb to force it like that all the time at the wharf...I don't want to see that first-person crap we had to endure in S2, that's for sure. No idea what the decision was behind all that.
Suddenly, Left/Right input becomes Up. No thanks.
As far as CQTEs. One of the major reasons i absolutely adore Shenmue is it transcends games in a way; meaning, if you listen to Iwao and Xuiying or Jianmin about keeping your mind polished and clear and focused--relaxed, not tense--all those CQTEs come with ease. You literally need a bit of Kung Fu to play Shenmue the best.
In theory...yes. In practice...you will probably fail and then try to remember the button combination so you have a better chance of pulling it off next time because the window of time is so small. That's how a lot of them went for me my first time through (and judging by streams, a lot of other people).