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Re: Four Movie Loglines (Kenny Movie Updates Topic)

Damn, this thing is old.

Well, that whole chronicle was eventually put on hold for a few different reasons and I've since resurrected it again. Been doing a ton of different little things the past few years but this one (going on two years now) is finally 2/3rds finished:

http://i.imgur.com/LUTV4DD.jpg

This is my baby, M O N S T E R S . B&W comic book that I'm planning on releasing the end of the year latest. I need one more story before the premiere issue is complete but I'm gonna be hunting for a publisher soon.
by Kenny
Tue Jun 20, 2017 7:35 am
 
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Re: Recent Gaming Purchases

Just arrived this afternoon.

Lost my old PAL Saturn several years ago, which I have very fond memories of, so decided to order a new one. Opted for a Japanese model this time, for the wider game library.

Image
by SickOctopus
Fri Jul 28, 2017 9:48 am
 
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Indy game Tokyo Dark comes out on PC 7th September.

Tokyo Dark is a 2D horror point and click game. Police Detective Ayami Ito is searching for her partner, and as her investigation takes her around Tokyo, she ends up fighting to maintain her sanity.

One of the main themes of Tokyo Dark is making decisions and living with the consequences of those decisions. One of the features is the "SPIN" system, Sanity, Professionalism, Investigation, and Neuroticism. Actions and dialogue options taken can affect one or more of these attributes, and this may also have eventual consequences, for example, Ito will start hallucinating, if her sanity gets too low, or people may be less willing to talk to her if her neuroticism becomes too high. Tokyo Dark has a total of eleven endings, with the eleventh, only being available after completing the game once.

Supposedly, there's more than one way to solve every puzzle in Tokyo Dark (an early game example, do you shoot a off a lock, or do you persuade the person in charge of the key to give it up?) and a large amount of dialogue branches.

https://www.kickstarter.com/projects/114971883/tokyo-dark/description

(The creators are Shenmue fans, and named Shenmue as one of their inspirations.)

https://www.youtube.com/watch?v=LJ_cqdPFtM8
by Ash
Mon Aug 14, 2017 1:39 pm
 
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Re: Shenmue Collections & Merchandise

I thought I would put a brief post here in case anyone is after the Shenmue Art Book - I know Peter has it!

It's up on Ebay this week from Retro Import Gamer, who are based in the UK and are our sponsor for the Phantom River Stone blog.
http://www.ebay.co.uk/itm/322696365144

Also I wrote an overview article about the Art Book:
The Shenmue Art Book: Overview of Contents
by Switch
Mon Sep 04, 2017 10:11 am
 
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Translation of Early Design Doc: Ryo's Arrival in HK

I've translated a early design diagram for Shenmue II into English. It's quite fascinating to compare some of the early ideas they were considering for the story. (The diagram can be found in the Shenmue art book).

In particular:

- The little girl who Ryo saved from Chai in the boat chapter side-story & her mother were originally going to help Ryo more, assisting him with finding Xiuying / Master Tao.
- There was going to be more interaction with the "two butchers" who always argue with each other, as part of the main story.

Here are the first 3 sections of the diagram:
https://i.imgur.com/3dLAGu5l.jpg

https://i.imgur.com/1ztPXFkl.jpg

https://i.imgur.com/1Al2nkZl.jpg

Analysis & the rest of the diagram can be found at the blog:
http://www.phantomriverstone.com/2017/09/ryos-arrival-in-hong-kong-shenmue-ii.html
by Switch
Mon Sep 11, 2017 4:09 am
 
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Possible that one final FREE sequence was cut?

This post is overly long and not really a big deal, but I believe it's possible that there was a section of FREE exploration cut (or at least significantly reduced) towards the end of the game. So when Ryo gets fired from his job, it's around 10.45am and from the Alpha Trading Office you can either choose to wander around for a very short time, or go directly to meet Tom, before auto-jumping to meeting the Mad Angels at 10pm that night. Meeting Tom will trigger the point of no return, in the sense that you're on a linear path of move instructions, battles and cutscenes to the end credits. If you choose not to walk towards Tom, Ryo's watch will sound at around 12.30pm or 1pm, and you'll go there automatically. So that gives you barely 10 real-time minutes of final FREE gameplay.

I do find it strange that there's no kind of menu prompt informing you of this, the way there was in Shenmue II (At the end of Disc 2, you're informed that saying goodbye to Xiuying will trigger Ryo's departure for Kowloon, as well as the option to have one final day of free time before infiltrating the Yellow Head Building.) But what's also strange is that during that short window between getting fired and meeting Tom, you can have a significant amount of unique conversations with NPCs relevant only to that point in the game, with it even being possible to travel back to Dobuita and do the same. Even the fortune teller has a unique reading for Ryo, foreseeing his eventual meeting with Shenhua. You can have a specific conversation with Ine-san at that point too, but have to make a bit of a speedy dash to the Hazuki Residence in time to get it. In a moment uncharacteristic of Shenmue, you have so little time that you have to pick and choose where you're going to go/who you're going to speak with.

I think it's possible that after learning the Tornado Kick/saying goodbye to Tom, FREE gameplay was intended at one point to resume until 10pm that night, giving you a more natural and relaxed pace to explore/train/speak with people one last time, as opposed to jumping straight to the Mad Angels meeting. Perhaps the team felt that the slower pace would've killed the building momentum of the story at that stage, or they wanted to include the scene of Ryo watching the airplane from the harbour in a more essential way. I dunno. But it's interesting that after being fired, Ryo's notes inform us that he "should check with everybody", yet the game barely gives us ten minutes to do so.
by Hadoken Hazuki
Wed Sep 13, 2017 3:48 pm
 
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Early design doc: Ryo Earning Money to Meet Ren

Here's as second early story flowchart for Shenmue II that I've translated into English. (The diagram can be found in the Shenmue art book).

One of the most interesting findings:

- In this flowchart, the book-airing task at Man Mo temple is included, but Ryo was going to be able to duck out from the task (when Xiuying is out) and go down to the harbor area to search for Ren. But if he's not back by 5 pm Xiuying gets mad!

Here are the first couple of sections of the diagram:
https://i.imgur.com/cWaz3RTh.png

https://i.imgur.com/koB8Vmmh.png

Remaining diagrams & article:
http://www.phantomriverstone.com/2017/10/earning-money-to-meet-ren-shenmue-ii.html
by Switch
Sat Oct 07, 2017 9:28 am
 
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Re: Daily Shenmue - Starting November 29th

I did this "annualy" a couple of years ago, two or three times. It's a fun way to experience the game for sure.
Really shows you how little there is to do on some days and how much on others. Of course watching the intro and then putting the game aside for 4 days is already one hell of a start.
by BlueMue
Wed Nov 29, 2017 3:59 pm
 
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Re: Daily Shenmue - Starting November 29th

this time I'll only be playing an in-game day each day, no more, no less. If time skips forward for Ryo, then I am not allowed to play Shenmue until the realtime day and ingame day sync up again. Anyone wanting to join me is welcome--although I understand why it may not be super appealing of a playthrough.

Since today is the day that Iwao Hazuki died, I'll be starting today. (although there's not much to play today haha)

I'll also be keeping a personal journal entry of everything that happens in game.
That's exactly the way we played the first game 13 years ago as you see here:

http://www.shenmuedojo.net/forum/viewtopic.php?f=3&t=19679&start=15

I see many old faces joining in the game there. Memories...
by Kiyuu
Fri Dec 01, 2017 4:16 am
 
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Project Update #82: Shenhua Finds Her Voice!

https://i.imgur.com/hm801MF.jpg

It is now official! Voice actress Haruka Terui will be the voice of Shenhua Ling, the heroine of this story facing the adventures ahead with Ryo.


From the Recording Studio
The leading parts are cast and the Japanese voice recording is steadily moving ahead. The crew poses for a shot below taking a break from the excitement and emotion of the recording studio session.

https://i.imgur.com/AjxtgyN.jpg
From left: Sound Director Nakamura-San, Mr. Matsukaze, Ms. Terui, and Yu-San

https://i.imgur.com/PzZc7V5.jpg
Look at that smile! That’s the one, Masaya!

https://i.imgur.com/9OQSmS6.jpg
Leading lady Haruka Terui!

https://i.imgur.com/EX5UakH.jpg
Inside the recording booth…


Besides our leading couple of Masaya and Haruka, recording for the other Japanese cast members is ongoing daily! When the English voicing is all set, we will be sure to have an update.


Links: Kickstarter Update #82 | Forum Discussion | Masaya Matsukaze Twitter | Haruka Terui Blog
by James Brown
Thu May 24, 2018 7:58 pm
 
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Re: Shenmue and Streets of Rage soundtracks coming to Vinyl

Just a shout out to those who missed getting a copy of the Shenmue vinyl soundtrack, Data Discs is restocking it this summer.

Image
by sand4fish
Fri Jun 22, 2018 11:28 am
 
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Re: RELEASE DATE CONFIRMED: Shenmue 1 & 2 will launch 21/8/

Sega have released an updated FAQ:

Which version of Shenmue II did we port?
For technical reasons we started with the Xbox source code and data. This has the advantage of some additional features missing from the Dreamcast version:

Snapshots system
Filters
Texture mip-maps to improve anti-aliasing
As some community members will know, the Xbox does have some graphical differences to the DC version which will also be present in our version.

What features have we added?
As well as the herculean effort of porting the code to the new platforms, there is a huge number of things we have added:

Choice of Japanese or English speech in both games
Saves can be carried over from Shenmue into Shenmue II on all platforms
Saving anywhere in both games
HD resolution rendering
Updated UI
New post processing effects for both games
Full controller support and configurable mouse and keyboard for PC users
Full Achievement support for both games on all platforms

What does Modern control scheme mean?
Modern control scheme means we have enabled use of the analogue stick instead of the D-Pad for movement of Ryo, as well as adding full mouse and keyboard support for PC users.

Will the games run at 60Hz?
Throughout the engine, game code and scripts there are hard coded assumptions about a fixed 30Hz frame update rate, so the game needs to run at 30Hz.

Is the game 4:3 or widescreen?
Gameplay where the player can control the camera is 16:9.

Cutscenes are letterboxed in their original formats.

Can the emulated arcade games be played?
We are pleased to announce that all the arcade games in the original are fully playable in the new release!

Who do we have to thank for this incredible work?
The amazing team at d3t.
by Peter
Tue Jul 03, 2018 10:30 am
 
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Father in law painting Ryo and Shenhua *UPDATE 07/26/2018

This is an update work in progress by my father in law

*7/26 shenhuas clothing painted, still in progress :)

https://scontent-dfw5-1.xx.fbcdn.net/v/t1.0-9/fr/cp0/e15/q65/37807656_10156533088719803_801679165039312896_o.jpg?_nc_cat=0&efg=eyJpIjoidCJ9&oh=194c4251893a46482def143abf423d66&oe=5BD5A107

https://scontent-atl3-1.xx.fbcdn.net/v/t1.0-9/fr/cp0/e15/q65/37638168_10156525998554803_4539934427924398080_o.jpg?_nc_cat=0&efg=eyJpIjoidCJ9&oh=48b2413f1e34984fa3e2e8db33948950&oe=5BD8A5CD

https://scontent-dfw5-1.xx.fbcdn.net/v/t1.0-9/37059009_10156502395739803_7537944909043466240_o.jpg?_nc_cat=0&oh=89f72d5af59b7e28d4dd8064260e4bc3&oe=5BA2DDDB
by PILMAN
Fri Jul 13, 2018 5:31 pm
 
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Re: What are you currently playing?

Really need to get around to playing Doom, heard nothing but great things. When I next have that FPS itch, that will be the next game that I play.

Anyway been replaying Resident Evil 2 and actually got my first A rank as Leon (finished Claire A scenario with a B rank) and in turn unlocked 4th Survivor (where you play as HUNK) which is real fun and a cool extra where Zombie Brad appears outside the Police Station. Just finishing it all reminded me of why it's one of my favourite games of all time and makes me even more excited for the reimagining (which I was initially disappointed about being TPS and not having cinematic cameras like REmake).

Also led me to play RE5 again which I hadn't played since release almost a decade ago. Loved it upon release date and lived up to my hype after RE4 blew me away. So it's nice to return to these games again and find they're still so great. The combat for me is the most refined in the series, yes, including RE6, which tried to take the series into new territory (more towards even more action focus with melee counters, quickdives, dual wielding and beat 'em up elements). Not that RE6 combat was bad or anything, but RE5 just hit that sweet spot between staying true to being the action adventure game whilst refining what made RE4 so great in the first place. I feel that RE5 is greatly underrated by the fanbase despite it being a clear attempt by refining what people loved about RE4's aesthetics and gameplay mixed with trying to stay more true to the "RE mythos", as it were, since RE diehard fans complained about how RE4 "betrayed" the story canon by changing everything up. Also the co-op aspect is fine by me too, Sheva's AI is better than what people were moaning about back then too, her AI was programmed smartly to get you out of hot spots (heal, revive, take out the enemies gathering around you etc) and the boss encounters are great as well. Such a great game, screw the haters.

It also makes me know that the RE2 Remake is in great hands, since the Director is actually Yasuhiro Anpo, who was the director of RE5 and lead programmer of RE2 (and a member of the Onimusha team, working as a Planner and Lead Programmer on those games also). So his credentials check out, out of the remaining members of the Resident Evil team, I think the RE2 Remake is in good hands with him at the helm.
by Henry Spencer
Tue Jul 03, 2018 5:22 pm
 
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You are not authorised to read this forum.
by Peter
Mon Jul 23, 2018 9:10 am
 
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Re: Concerns about Shenmue HD.

I think they could've done better on the new post processing too. We've seen what's possible on emulators with reshades. These new effects look like garbage in Shenmue 1 plain and simple.

Are you trying to provoke an argument? It's certainly easier to tear things down than to build them. I really don't like the emulator vs. port dynamic going on. Who are these lazy devs who got all the plum jobs at studios while the brilliant hobbyists can't get a foot in the door? How did they do that?

Some interesting things have been done with emulators. But they are usually accompanied with some serious caveats that would prevent them from ever being released commercially. Like the depth of field effect that looks cool in still images but is a glitchy mess in gameplay. It's a long road from 'this kind of works most of the time' to 'this is ready to be professionally released' and when you're on it, you often find that it ends up being even longer than you thought.
by Centrale
Tue Jul 24, 2018 1:36 pm
 
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