by Wanderin' » Wed Nov 10, 2010 7:15 pm
So. Gameplay elements that were ahead of its time. As I have said elsewhere, I want to point out that when games like Mass Effect, Oblivion, Fallout 3, BioShock, Heavy Rain, etc. first came out, I wasn't necessarily particularly surprised. That is not to say I wasn't impressed by them. After all - they are all high quality games that are absolutely excellent to play.
But - the core framework behind them all as 'next-generation' fully cinematic and interactive story driven emotional experiences, in my estimation, had already been done before - with Shenmue. Now - before even I start to slap myself senseless for making such a seemingly naive statement, let me qualify it a little further. This is not to say that I think Shenmue is any way better than any of the aforementioned titles. In fact, I'd rather not try to rank them because they are all ultimately distinct and unique titles apart from each other. But, the immersive experience that each game offers - the fact that each conversation becomes somewhat of a cinematic cutscene, that each world is fully rendered in 3D and allows players to explore them fully by examining each character and item in detail, fully orchestrated soundtracks, movie quality cutscenes, and the fact that players always have a little choice in determining what they will immediately do next despite the fact that the player is still ultimately being forced down a pre-determined story towards its scripted end was done before - over ten years ago with the first Shenmue, even though it did cost Suzuki and Co. 70 million+ dollars at that time to pull off all of these programming feats.
So, that brings us to the idea that Shenmue as a game with its game systems may very well be favourably received by contemporary gamers who aren't already Shenmue fans but have been 'raised' as it were on today's Mass Effects and Fallouts. Elsewhere in the Shenmue 3 forum is an ongoing discussion about whether Shenmue's fighting system needs to be updated for today's standards. Here I might borrow some of that discussion when talking about how Shenmue's existing gameplay features are still appealing today or how they might be enhanced for today:
A) Shenmue's original fighting system was incredibly well done, in my opinion. Here I am not necessarily saying that it felt good or that it was wildly fun (even though I did think it was...), but that Suzuki was very innovative about it. Like an RPG (lite) Ryo was able to learn a huge number of moves that players were able to swap out and map to various button combinations at a whim. I thought this was a complete revelation because I had a fair degree of freedom to customize and level/train my distinct Ryo with the moves that I liked to use/was most proficient at using best - and so the game did allow you to customize and uniquely develope and train your own character in a relatively free-form manner. And because all the moves ranged from punches, kicks, combos, throws, to parries you could button mash away with the most powerful moves or choose to make it play as dramatically as you wanted with flashy parries and counter throws - the choice is up to the player. Throw in some of the things from the combat improvement forum like jumping, ducking, multi-level/elevation fighting, and the ability to pick up and throw/interact with nearby chairs and bottles, for example and I think we have the making of a fun and interesting fighting system for Shenmue 3.
On the other hand, Shenmue can also be ragged on for the fact that it doesn't necessarily have a lot of fighting (at least in Shenmue 1 and 2). But, I want to say that that is only the case because the overall storyboarding for the first 2 games did not necessarily call for heavy fighting. After all, an appropriate amount of fighting action was present, and when it did occur it made sense in the scheme of what was going on in the story. As Shenmue 3 progresses and Ryo faces more physical challenges as he gets closer and closer to Lan Di and the Chiyoumen, I imagine more combat would sensibly figure into the plot.
Additionally, as we make Shenmue 3 going forward, there are logical opportunities to add more fighting to the game within the context of Shenmue. Perhaps more classic Shenmue style free form 'mini-games' or quests will be added where Ryo can take up a gig as a bodyguard at a bar (in Shanghai, Beijing, Hong Kong again?, etc.), or as a classic underground street fighter. Moreover, given the advancing plot, it wouldn't be entirely out of the question if at one point in Shenmue 3 Ryo teams up with a triad/gang that is attempting to rival the Chiyoumen with noble intentions and forces the player to engage in a higher proportion of fighting as the story comes to a head with everyone vying for the secrets of the mirrors and wanting Ryo's head - dead or alive. This ccould play out like the random encounter element in Yakuza (even though I am not too crazy about random encounters in Shenmue) but hopefully the game would be immersive enough so that it doesn't need to 'load' a combat area for fighting like Yakuza, where street goers for some reason encircle the player and his/her assailants in a ring of people that cannot be broken out of (ie. real time battles load up on the spot in the streets where Chiyoumen thugs spot Ryo and that is where the fight takes place).
B) More free-form/roaming gameplay. In my estimation, even though Shenmue 1 and 2 were largely linear adventures, the general 'flow' of the game was very free-form. For example, if Ryo had to make enough money to enter a fight or talk to someone, it was up to the player to decide how to make that money. Why not man a Lucky Hit stand for a daily wage? Or maybe work at Joy's shipping company? Maybe enter some underground street fights? Or my personal favourite - gamble a week away at the shady Roll It On Top stand in the filthy alley behind the destitue Come On Over Guest House that Ryo was put up in - it will always bring a smile to my face when I remember how Ryo sailed all the way to Hong Kong from his little home in Yokosuka like a shining Samurai to seek revenge for his father's death only to become an addicted gambler in a shady alleyway, saving and re-loading, when necessary, to get the money he needed.
And when you needed to find the next piece of evidence to advance Ryo's ongoing investigations, yes, you generally knew who you ultimately needed to talk to/see, but it was quite open-ended in that you could ask anyone on the streets and they would all give you some piece of information that would point you in the right direction - it was never just 'talk ONLY to person A so that the game will load person B for you to talk to'. Instead, there were always several different NPCs and/or events programmed that could give Ryo enough information to advance his investigation.
As for expanding on this open-world gameplay, there are many ways to do so within the context of Shenmue. Someone mentioned how the open-ended conversation system in Shenmue 2 was a great step in the right direction, I concur. In Shenmue 2, you could ask any NPC for directions to locations, or for any info pertaining to whatever investigation Ryo was conducting at the moment. They could expand this, so that Ryo can always ask about jobs in the area in general, local area news (for quests), areas for training his moves, and so on and so forth. Imagine being able to score a job in a little wonton house for cash making and QTE shenanigans, learning that there are various side quests that may lead you to more story details, or throwing in an intricate system of secret dojos and kung fu masters to be found so that Ryo may not necessarily learn all the games' moves in one playing or learning secret moves of immense powers only after some good old fashioned open ended RPG questing, talking, and strategy guide using.
3) Ok, ok. This is too long, right?!? I'm just saying that there is so much in Shenmue that was ahead of its time and would most likely be very attractive to gamers today. Think about a 'yin and yang' system. We all know Ryo is ultimately a 'good guy' - but it could add more freedom if players decide to resolve discussions or fights with brutal combat moves, or with deliberate disarming moves/parries. This goes hand in hand with Xiuying's "Kung fu is for protecting others and not for harm," quote and is admittedly similar to a BioWare good/bad morality system - but the difference here is that the yin/yang system builds up based on your direct actions and not just conversation choices (ie. you decide to parry and avoid an enemy's moves instead of attacking him with intent to maim) and would affect things like whether a kung fu master chooses to teach you or not. Or how about saving up enough money at said wonton joint job (or through Roll It On Top, baby!) to buy a pedal bicycle for use on city streets? Or clothing customization that is in character with Ryo (ex. take off leather jacket, different sneakers, different watches, different t-shirts, etc.)
Alright, alright. Whatever. All I wanted to point out here is that Sega truly has no excuse not to finish the saga, now or soon. Shenmue has what it takes to work in today's gaming industry - but if they wait too long, this window of opportunity may and most likely will dissappear forever. IMHO - Sega needs to make this thing now before Shenmue fans' opinion of them drops too low and this whole issue becomes a permanent dissapointment in Sega's history. It's fine for Sega to keep saying they don't have current plans at the moment - but when the fans have never stopped asking for it, cost is truly not an issue for making it, and the fact that Shenmue can work today, they need to make it sooner and not later.