camelCase
Member
If they're reselling it then the should have fixed thatProcessing power can't fix what the game's engine doesn't allow.
If they're reselling it then the should have fixed thatProcessing power can't fix what the game's engine doesn't allow.
Yeah I'm just so entitled for thinking that could be possible on a PS4. Thankfully we have true realists among us like thou
You say some fair arguments but everything you say is excuses. I don't even know why you feel compelled to say these things; they're obvious. Really I don't know why you feel like you need to spew these excuses. Do you not want better?You could think what you like but DOOM 2016 going from 60 FPS to 30 FPS is, magnitude wise, a much greater jump than Shenmue going from 30 FPS to 60 FPS. The game has framerate tied to game systems (down to framerate fluctuations directly affecting game playback speed) and, while there is nothing that makes me thing their ported engine cannot hold 60 FPS in terms of performance, I do not think it would have been trivial to do not it is something Shenmue as an experience really begs for.
Sure SEGA could have roped in BluePoint, if available, earlier and set aside a bigger budget and go for a SotC style remake, but for the longest time it was a "no way, forget about them" kind of reply and from that getting a locked 30 FPS (instead of the highly fluctuating original framerate), higher resolution widescreen rendering, improved image quality (see DF's review), and some tweaked effects (bloom lighting does work well in Shenmue I)... that is still THE definitive way to play Shenmue and that is what I wanted (bugs notwithstanding).
There are some bugs and there is really no good reason for this (it, the game and its announcement, could have been delayed by a month or so without problems), but this is no Silent Hill HD collection on Xbox 360 kind of scenario.
What I said is obvious yet you are talking about lazy port?! Uhm... and I already said I was happy with something that could be considered the ultimate way to be able to play and replay that experience and for £29 that is fine by me... once they fix the audio and camera bugs :/... then again for me it was about being able to preserve this game and being able to enjoy it again as if it ran on a Super Dreamcast of sorts as I already liked it before when it came out many moons ago, maybe you were not a fan of it before/never played it before?You say some fair arguments but everything you say is excuses. I don't even know why you feel compelled to say these things; they're obvious. Really I don't know why you feel like you need to spew these excuses. Do you not want better?
Like why are you so ok with a dreamcast port that is so lazily done... I've said it before the game is 2 decades old... lol and yet it's just fine that they threw it up there without giving two shits about how it looked and played. You give them too much credit friend.
I had never played this game and I am disappointed to have paid what I did for itWhat I said is obvious yet you are talking about lazy port?! Uhm... and I already said I was happy with something that could be considered the ultimate way to be able to play and replay that experience and for £29 that is fine by me... once they fix the audio and camera bugs :/... then again for me it was about being able to preserve this game and being able to enjoy it again as if it ran on a Super Dreamcast of sorts as I already liked it before when it came out many moons ago, maybe you were not a fan of it before/never played it before?
Uhm... and I already said I was happy with something that could be considered the ultimate way to be able to play and replay that experience and for £29 that is fine by me...
It's solid overall but, yeah, there are some really annoying bugs - many of which we were told would be addressed with a patch that either never materialized or simply didn't cover everything it should.Is this the PC version the OP is referring too?
Because I'm sure Shenmue is barely 2gb and Shenmue II is a little over 2gb on PS4
DF did say it's the ultimate version but the PC version has PROBLEMS the console versions don't like stuttering.
Being 30fps is likely because it was designed around 30fps and increasing it would likely break it.
I'm sure a modder will break it soon so.
I had never played this game and I am disappointed to have paid what I did for it
Complaining about the 30fps lock is stupid because it can't be fixed.
It's like buying a classic movie like Jaws on Blu-ray, the special effects would never match Infinity War. All you get is a restaured pictures and it's fine by me. There's no shortage of modern games, Shenmue doesn't have to comply to anything, it's a cult classic game and it's meant to be played the way it is (and in 4/3 format).
YepSo it sounds like a port of an old game to current consoles with some slight tweaks to it and the OP is complaining that a 30 fps game is still a 30 fps game.
The question is though - why would they uncompress them? I doubt they have access to the original source files, or they'd clean them up a bit (as it is, the speech sounds like ass).It doesn't look like it. Uncompressed audio in multiple languages would definitely do it.
Even if the actual audio sounds bad, WAV files are big.
I guess I appreciate your honesty, I just expect more of humans. I had no nostalgia so maybe this wasn't for meHmm, honestly for a port I usually expect the bare minimum since it is usually just a quick buck for these companies. So the 30fps isn't surprising and would require probably a lot more money than they were willing to put into it. I honestly just think that if you didn't play this game in the past then this game really isn't for you (outside of possibly enjoying some gaming history?). Nostalgia hype can create hype for games that most folks wouldn't touch with a 10 foot pole these days.
I guess I appreciate your honesty, I just expect more of humans. I had no nostalgia so maybe this wasn't for me
I have similarly low expectations of itIf this was a passion project for them then I would expect more but I usually expect less of people and far less from companies. I honestly haven't played the game either so I plan to get it later since I have been seeing it in magazines and reading about it on forums for years but my expectations are honestly really low for the game because of how old it is.
I had never played this game and I am disappointed to have paid what I did for it
This encapsulates how I feel about the game. I pay a premium if I am served a premium and I was not. The fact that you are happy with the scruples you were served doesn't mean anything to me
"once they fix the audio and camera bugs :/..."
You people are exhausting
I prefer the wire being shown in its original 4:3 format (the seasons that were filmed in that aspect ratio)
But this isn't that. Idk why the preservationists are coming out of the woodwork to defend this.
True, it will sound exactly like the original 128kbps MP3 file. Which is why I'm somewhat baffled by people suggesting they'd use uncompressed audio here - it just doesn't make any sense.A 128 kbps MP3 even uncompressed in WAV will never sound as the original WAV file.
True, it will sound exactly like the original 128kbps MP3 file. Which is why I'm somewhat baffled by people suggesting they'd use uncompressed audio here - it just doesn't make any sense.
I've never seen a forum that cries and complains about so much than this one. If you love Shenmue, this is AWESOME. Plain and simple. Imagine being a fan, waiting 15 years for this, and crying on the internet cause a few cutscenes don't show up properly. Jesus.This reminds me of the BioShock collection where people were so down on it yet compared to the old console versions it was night and day better.
It's two great albeit it buggy games, visually looking their best with fast loading at a discounted price.
I'm loving it![]()
I heard all they did was grab the original games, removed assets relating to brands they no longer have licenses to and ported them, but were working on bugs with updates...
I am interested in getting this, but I keep hearing so many differing opinions...
You people are exhausting
I prefer the wire being shown in its original 4:3 format (the seasons that were filmed in that aspect ratio)
But this isn't that. Idk why the preservationists are coming out of the woodwork to defend this.
Shenmue is a visionary and unique production, especially when it is placed in the context of its release in December 1999. He perfectly embodies SEGA's very specific videogame philosophy when they were still console manufacturers. In many respects, it is not usurped to say that it is a cult game, a UFO, on the legendary console that was the Dreamcast. Its relative success had a confidential impact in a sector yet specialized in the duplication of concepts. Even today, this masterpiece – because it is necessary to take the risk of qualifying it as such – doesn't suffer any alterations.
In gestation for many years in the brain of Yu Suzuki, then head of the AM2, the most legendary of SEGA's studios. Shenmue, with its numerous episodes announced and its excessive ambitions, quickly became one of the craziest projects in the industry at the time. The budget allocated by SEGA was so colossal that it participated in the financial fragility, then very real, of the Japanese manufacturer. Were such investments worth it? Although success did not live up to expectations, it appears retrospectively obvious that it was an indispensable development to evolve video games to new directions but also to prove all the wealth and Diversity of their language. Almost 20 years after its initial release, Shenmue is still surprisingly modern, visionary and unequalled. He probably will never be.
Yu Suzuki began to think about Shenmue as early as 1994, when the Saturn had just arrived on the shelves. Planned on the 32-bit, the title was then codename Virtua Fighter RPG and then became some time after the famous Project Berkley. There is also a technical demo made on Saturn and dating back to 1996 (accessible after finishing the game in the "Shenmue Collection" of the 4th GD-Rom of Shenmue II). Too ambitious, the title will soon be cramped on Saturn, whose technology proved too limited for a project of this magnitude. So it was the Dreamcast, Little monster of Power, that hosted the saga of Ryo Hazuki.
Shenmue is difficult to define. Moreover, to do so, SEGA used the term "F.R.E.E." for "Full reactive Eyes Entertainment". The term is a bit pompous. The best way to conceptualize it is to imagine it as a cocktail composed of known tastes but whose final flavor is unique. The heart of the game is to conduct an investigation to solve the murder of Ryo Hazuki's father by the mysterious Lan Di. This will involve exploring places, meeting and questioning different characters in order to advance the plot. It starts in Japan, in the town of Yokosuka, to continue in Hong Kong, then in the small bucolic Chinese village of Guilin. This form of investigative gameplay is borrowed from the adventure games of the early 90's. It might seem daunting if it was not recorded in a very precise representation of the various places travelled by our hero. It is possible to manipulate almost everything: from the drawers of the dresser of the room of Ryo to the terminals of the arcade. The amazed player can even play the AM2 classics such as Space Harrier, OutRun or Hang On. The addition of all these little things gives the lasting impression of being lost in a strange and wonderful elsewhere. For us, Western players, to evolve in Asia and more especially in Japan, land of our greatest playful myths, has something deeply moving.
To overcome the monotony, the developers have integrated two separate but complementary phases of action: the QTE and the Free Battle. The QTE unfold during dynamic cinematics and are based on simplistic gameplay that purely relies on reflexes. Despite their ease, these passages are finally very catchy because they allow to participate concretely in scenes normally scripted and therefore passive. The Free Battle mode oscillates somewhere between streets Of Rage and Virtua Fighter. Indeed, the principle of street fighting is a direct takeover of SEGA's mythical beat'em all, while the variety and number of hits are the result of the king of 3d fighting games. Skilfully dosed, these phases often constitute intense and sometimes unforgettable moments of action.
Finally, the last facet of Shenmue is that of a life simulator, failing to find a more appropriate term. The components the existence of Ryo Hazuki have been reproduced with great care. The places visited are full of life and details. At the beginning of the adventure, it is possible to manipulate the family house from top to bottom. Unnecessary gestures most of the time but which allow to materialize the scenery, to give it a consistency. It is no longer a textured polygon but indeed an alternative reality. When the meticulous player has, for example, the idea of observing the kitchen table in subjective view, he sees Ryo relive a moment of complicity with his disappeared father , the emotional impact is then striking. For the first time, simple and moving feelings are modestly expressed, without resorting to grandiloquent staging effects. Like real life, Shenmue is finally a succession of small things that form the chain of experience and sensitivity forged as a result of meetings and events. Like Ryo Hazuki, the player finds his own way to evolve in this universe. Some will spend hours collecting figurines – from SEGA's mythical series – while others train scrupulously in martial arts in the family dojo or in a park in the heart of Hong Kong. There is not only one way to progress in the adventure. Everyone will find their own rhythm and create their own history. And even if the two episodes have a deadline that, outdated, automatically gives the "bad ending", the time allotted is long enough to allow the passage of seasons.
Ryo Hazuki is probably the most humane hero ever created by SEGA. When the player takes control, he is eighteen years old and has just come out of the depravity of adolescence. He's assisting, dazed, about the murder of his father. From this moment it seems to be permanently disconnected from reality, almost apathetic. It is not a traditional video game hero who will wear a blind vengeance by slaughteringing everyone in his path. Ryo wears a pain that he is unable to express or even feel. He therefore concentrates meticulously on his daily tasks and that is precisely where the trivial work and the slow pacing of the game such as working on the docks or training in martial arts takes all their meaning. Ryo rarely expresses his emotions, he gradually falls into the sickly compulsion to find the murderer of his father and decides to trace the events that led to this murder. Yet, for the player, embodying a character as erased is a great and playful way of appropriating it, injecting into the game something of his own initiatory quest and abandoning himself to discovery.
It is not to be imagined that freedom is total and that the possibilities of experimentation are endless. In reality, Shenmue is a linear game in which it is virtually impossible to get lost. Progress information is always explicitly reported to the player but more elegantly than the beacons found in modern games. In this sense, this is probably one of the most accessible games released by SEGA. Everything was thought to thin the process. Yet it offers a true sense of freedom. The simple fact of having to explore a universe populated by hundreds of unique characters is already a fascinating act in itself. The surroundings are so beautiful that the only pleasure to walk is already fabulous. The strength of Shenmue is that it has no immediacy, it does not work on the principle of chaining the levels one after another or hurrying to get to the end. In that sense, the nearest title conceptually would perhaps be Animal crossing. The goal is to prolong the experience as long as possible or simply to let go, with no specific objectives. We can of course reproach the game for closing as many doors as he opens, to simulate a feeling of freedom finally very marked. In fact, it does not matter. Shenmue is a trip, a destination of choice for those who see in video games something other than just a hobby. Yu Suzuki has created a world and infused it with life, wandering, the player not only embodies Ryo Hazuki, he has the chance to discover a certain Japan, poetic and profound, to bring back with him memories of landscapes and meetings. Ine-san, Fuku-san, Nozomi... None of these characters are anonymous, nor are the places crossed as the small supermarket with the figurine machines, the park with the swings at the end of the street or the temple with the stray kitten.
Shenmue is also, and perhaps above all, a nostalgic walk in the 80's and a tribute to what was a certain golden age of video games. For those who have not experienced this period, it is also a way of understanding what made it specific. The stop of the Dreamcast and the capitulation of SEGA in the manufacturing business also mark the end of innocence, the end of the simple fascination that could exert these assemblies of pixels in motion. Video games have now become adults and nothing will ever be the same. This is even more true with Shenmue II, which was the last great game of the Dreamcast before the end of its production and which took place in 1987, a time when the company's future seemed glorious. A way for SEGA to send a thank you to all his fans, one last waving hand: "Thank you for playing".
Yes I agree with this postThe exhausting thing here is having to repeat ourselves about how the game was designed.
Personally, I'd prefer that companies take a more preservationist approach to porting and sell the games at a budget price to match.
Rather than have to pay full price for an ill-advised remaster that tries to bite off more than it can chew.
Lol how is it not? And the things you listed are plainly not true.Two games with plenty of improvements (massively reduced load time, resolution and IQ, bloom effect, rock solid framerate, etc...) for £29 is not "premium".
Yes I agree with this post
Lol how is it not? And the things you listed are plainly not true.
Resolution and IQ? Have u played the game you're defending? Whatever man we plainly don't agree on what constitutes a presentable release in this time.
That said I am having an alright time with the game. It's just inscrutable compared to what I'm used to. Love R2 to run, wish yakuza took that cue
None of which really matter to me dude. I would probably rather play this on DC if I owned one but I don't. 4:3 doesn't bother me nor does shitty pixelated graphics which tbh make themselves way more evident when on a 1080 screen than my CRT. The improvements you cite are superfluous to me, different strokes though.Yes, I have. The resolution is clearly not 480p, the presentation is not just 4:3 anymore (in gameplay) and on PC it even supports super wide monitors with the right FOV, the textures are not just bilinear without mipmapping as in the original leaving a lot of surface aliasing/shimmering in the distance, the output is not dithered to a lower color depth leaving banding behind, no heavy geometry aliasing of large objects and thin phone/power line wires, lighting is a bit more impactful with the availability of not too heavy handed light bloom in both Shenmue games (change over the Dreamcast version of Shenmue I... and the version of Shenmue II has the proper shadows of the Dreamcast version with most of the improved effects of the Xbox release), and last but not least the framerate is not a fluctuating problem anymore.
Have you been able to watch DF's technical cover of this collection, btw?
It is not dirt cheap, but I fail to see how it is a lot less value for your money than DS: Remastered and the Wii U to Switch ports we have been having and will continue to have. Two games with decent remaster work now available for PC (helps to preserve them much more easily and all versions now have both language packs), Xbox One, and PS4 at £29 does not seem a bad deal. I am not sure if you would have gotten it for even £9 which means that simply they lost you as a customer, but that may be ok. I also think that the App Store like race to the bottom in terms of price to reach out beyond your fan base is a mistake that has pushed that same Store to be the land of micro transactions and live services models.
How deeply profoundMy word. Learn to enjoy life a little. We don't need the game picked apart that way to know what it is, and what it isn't.
There is a resolution bump to 1080p on both consoles compared to the 640x480 (I believe) on DC. Rescaling all that artwork to a console the game obviously was not targeting at time of release obviously takes space. Visual improvements and making them look in place also takes time. Then there are also various extra's not included with the DC release.First of all, 22 gigabyte installed footprint. What? If you have seen what this game looks and sounds like, you will be similarly disillusioned at how surprising that figure is.
Great compliment to the devs at bay here who obviously had a rather limited budget to this. The game is completely playable, at 1080p, with faster loadtimes and even some extra's thrown in. But yeah, they are incompetent.This generation's Silent Hill HD Collection. Depressing how such great games got treated with such incompetence.
Can you name a few examples? Else, what can be extrapolated from your post?I read that it's full of bugs, too. A pity.
This isn't a remaster in that sense of the word. Its also not a remake, its a straight port reworked for full HD. That's it. The sound is that Shenmue Magic because the devs dont have access to the original master disks of the audio. Even so, you would need the original VA's to record new lines to get a better audio quality, so that''s out of the question. Although it is funny how the Japanese VO is slightly less raffled than the English VO.Yeah I'm just so entitled for thinking that could be possible on a PS4. Thankfully we have true realists among us like thou
I don't mean to sound catty but come on, man. This game looks and sounds like utter garbage. For 30$ too. If you were a shenmue fan then I guess I can see why you might enjoy it but really this release was an absolute pissfest, it's just full of mediocrity at every turn. Look at the remasters/reimaginings we've been getting. They've not done a bang up job.
The camera bugs are honestly few of the things that could be patched up, but even so, the game is totally acceptable in this day and age. Its a classic running in 1080p, nothing less, nothing more. Seeing the DF video i can understand why this was such a big thing in 1999 and 2001. (Never had a DC nor played this game, but a DC is one of those consoles ill need to have somewhere in life.)What I said is obvious yet you are talking about lazy port?! Uhm... and I already said I was happy with something that could be considered the ultimate way to be able to play and replay that experience and for £29 that is fine by me... once they fix the audio and camera bugs :/... then again for me it was about being able to preserve this game and being able to enjoy it again as if it ran on a Super Dreamcast of sorts as I already liked it before when it came out many moons ago, maybe you were not a fan of it before/never played it before?
You would be more believable if you actually brought in some honest points to discuss. The game is unfinished and buggy?I have nothing against shenmue or sega but y'all acting like sega Couldn't possible have done any better with the time they had, are bullshitting. There's work to be done here obviously. The game is unfinished and buggy and not worth your 30 euro.
Shenmue is a visionary and unique production, especially when it is placed in the context of its release in December 1999. He perfectly embodies SEGA's very specific videogame philosophy when they were still console manufacturers. In many respects, it is not usurped to say that it is a cult game, a UFO, on the legendary console that was the Dreamcast. Its relative success had a confidential impact in a sector yet specialized in the duplication of concepts. Even today, this masterpiece – because it is necessary to take the risk of qualifying it as such – doesn't suffer any alterations.
In gestation for many years in the brain of Yu Suzuki, then head of the AM2, the most legendary of SEGA's studios. Shenmue, with its numerous episodes announced and its excessive ambitions, quickly became one of the craziest projects in the industry at the time. The budget allocated by SEGA was so colossal that it participated in the financial fragility, then very real, of the Japanese manufacturer. Were such investments worth it? Although success did not live up to expectations, it appears retrospectively obvious that it was an indispensable development to evolve video games to new directions but also to prove all the wealth and Diversity of their language. Almost 20 years after its initial release, Shenmue is still surprisingly modern, visionary and unequalled. He probably will never be.
Yu Suzuki began to think about Shenmue as early as 1994, when the Saturn had just arrived on the shelves. Planned on the 32-bit, the title was then codename Virtua Fighter RPG and then became some time after the famous Project Berkley. There is also a technical demo made on Saturn and dating back to 1996 (accessible after finishing the game in the "Shenmue Collection" of the 4th GD-Rom of Shenmue II). Too ambitious, the title will soon be cramped on Saturn, whose technology proved too limited for a project of this magnitude. So it was the Dreamcast, Little monster of Power, that hosted the saga of Ryo Hazuki.
Shenmue is difficult to define. Moreover, to do so, SEGA used the term "F.R.E.E." for "Full reactive Eyes Entertainment". The term is a bit pompous. The best way to conceptualize it is to imagine it as a cocktail composed of known tastes but whose final flavor is unique. The heart of the game is to conduct an investigation to solve the murder of Ryo Hazuki's father by the mysterious Lan Di. This will involve exploring places, meeting and questioning different characters in order to advance the plot. It starts in Japan, in the town of Yokosuka, to continue in Hong Kong, then in the small bucolic Chinese village of Guilin. This form of investigative gameplay is borrowed from the adventure games of the early 90's. It might seem daunting if it was not recorded in a very precise representation of the various places travelled by our hero. It is possible to manipulate almost everything: from the drawers of the dresser of the room of Ryo to the terminals of the arcade. The amazed player can even play the AM2 classics such as Space Harrier, OutRun or Hang On. The addition of all these little things gives the lasting impression of being lost in a strange and wonderful elsewhere. For us, Western players, to evolve in Asia and more especially in Japan, land of our greatest playful myths, has something deeply moving.
To overcome the monotony, the developers have integrated two separate but complementary phases of action: the QTE and the Free Battle. The QTE unfold during dynamic cinematics and are based on simplistic gameplay that purely relies on reflexes. Despite their ease, these passages are finally very catchy because they allow to participate concretely in scenes normally scripted and therefore passive. The Free Battle mode oscillates somewhere between streets Of Rage and Virtua Fighter. Indeed, the principle of street fighting is a direct takeover of SEGA's mythical beat'em all, while the variety and number of hits are the result of the king of 3d fighting games. Skilfully dosed, these phases often constitute intense and sometimes unforgettable moments of action.
Finally, the last facet of Shenmue is that of a life simulator, failing to find a more appropriate term. The components the existence of Ryo Hazuki have been reproduced with great care. The places visited are full of life and details. At the beginning of the adventure, it is possible to manipulate the family house from top to bottom. Unnecessary gestures most of the time but which allow to materialize the scenery, to give it a consistency. It is no longer a textured polygon but indeed an alternative reality. When the meticulous player has, for example, the idea of observing the kitchen table in subjective view, he sees Ryo relive a moment of complicity with his disappeared father , the emotional impact is then striking. For the first time, simple and moving feelings are modestly expressed, without resorting to grandiloquent staging effects. Like real life, Shenmue is finally a succession of small things that form the chain of experience and sensitivity forged as a result of meetings and events. Like Ryo Hazuki, the player finds his own way to evolve in this universe. Some will spend hours collecting figurines – from SEGA's mythical series – while others train scrupulously in martial arts in the family dojo or in a park in the heart of Hong Kong. There is not only one way to progress in the adventure. Everyone will find their own rhythm and create their own history. And even if the two episodes have a deadline that, outdated, automatically gives the "bad ending", the time allotted is long enough to allow the passage of seasons.
Ryo Hazuki is probably the most humane hero ever created by SEGA. When the player takes control, he is eighteen years old and has just come out of the depravity of adolescence. He's assisting, dazed, about the murder of his father. From this moment it seems to be permanently disconnected from reality, almost apathetic. It is not a traditional video game hero who will wear a blind vengeance by slaughteringing everyone in his path. Ryo wears a pain that he is unable to express or even feel. He therefore concentrates meticulously on his daily tasks and that is precisely where the trivial work and the slow pacing of the game such as working on the docks or training in martial arts takes all their meaning. Ryo rarely expresses his emotions, he gradually falls into the sickly compulsion to find the murderer of his father and decides to trace the events that led to this murder. Yet, for the player, embodying a character as erased is a great and playful way of appropriating it, injecting into the game something of his own initiatory quest and abandoning himself to discovery.
It is not to be imagined that freedom is total and that the possibilities of experimentation are endless. In reality, Shenmue is a linear game in which it is virtually impossible to get lost. Progress information is always explicitly reported to the player but more elegantly than the beacons found in modern games. In this sense, this is probably one of the most accessible games released by SEGA. Everything was thought to thin the process. Yet it offers a true sense of freedom. The simple fact of having to explore a universe populated by hundreds of unique characters is already a fascinating act in itself. The surroundings are so beautiful that the only pleasure to walk is already fabulous. The strength of Shenmue is that it has no immediacy, it does not work on the principle of chaining the levels one after another or hurrying to get to the end. In that sense, the nearest title conceptually would perhaps be Animal crossing. The goal is to prolong the experience as long as possible or simply to let go, with no specific objectives. We can of course reproach the game for closing as many doors as he opens, to simulate a feeling of freedom finally very marked. In fact, it does not matter. Shenmue is a trip, a destination of choice for those who see in video games something other than just a hobby. Yu Suzuki has created a world and infused it with life, wandering, the player not only embodies Ryo Hazuki, he has the chance to discover a certain Japan, poetic and profound, to bring back with him memories of landscapes and meetings. Ine-san, Fuku-san, Nozomi... None of these characters are anonymous, nor are the places crossed as the small supermarket with the figurine machines, the park with the swings at the end of the street or the temple with the stray kitten.
Shenmue is also, and perhaps above all, a nostalgic walk in the 80's and a tribute to what was a certain golden age of video games. For those who have not experienced this period, it is also a way of understanding what made it specific. The stop of the Dreamcast and the capitulation of SEGA in the manufacturing business also mark the end of innocence, the end of the simple fascination that could exert these assemblies of pixels in motion. Video games have now become adults and nothing will ever be the same. This is even more true with Shenmue II, which was the last great game of the Dreamcast before the end of its production and which took place in 1987, a time when the company's future seemed glorious. A way for SEGA to send a thank you to all his fans, one last waving hand: "Thank you for playing".
I bet enthusiasts will port it better if provided with sources
I can't wait for the mods to start rolling in and fixing all these issues, as well as customizing the experience. Looks like my PC version may be the definitive experience, it's a shame my PS4 version probably won't be...It is already being modded on the PC so chances are you can have the game pretty much as you want it.
Talking to him when you catch him in Dobuita is hilarious. Dude has some issues and he's basically exercising his demons...He may get in my way every now and then during my forklift runs, but kudos to the guy always jogging around the harbor and shadow boxing. The guy is a PT stud.
Oh you're just trying to get my goat.You would be more believable if you actually brought in some honest points to discuss. The game is unfinished and buggy?This is a profoundly negative take to make. Since you didn't watch the DF video, i'd politely suggest to watch this, as the video raises some good points, both positively and negatively.
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I am having a hard time getting through the game without the use of faqs. It takes me a considerable amount of time to go from person to person because finding the right person to talk to is a crapshoot. I go to aida florist and the girl is only there sometimes, maybe it's an am/pm split.Talking to him when you catch him in Dobuita is hilarious. Dude has some issues and he's basically exercising his demons...
Oh hey, awesome to see you posting on GAF again.It's solid overall but, yeah, there are some really annoying bugs - many of which we were told would be addressed with a patch that either never materialized or simply didn't cover everything it should.
From what I understand, the developers had a rough time with this one - unreasonably difficult time tables and nightmare spaghetti code. I can only imagine how stressful it must have been.