Here is a translation of the second part of the article, which turned out to be shorter than Part 1 .
(Note: I have used the term "move scroll" in this article. This is the same thing as "technique scroll" from the English Kickstarter page).
What will Shenmue III be like? A post-Kickstarter interview with Yu Suzuki (Part 2/2)
Further evolution: not just for battles and QTEs, but also part-time jobs
Q: I'd like to ask in detail about battles. The "move scrolls" system (items which can be obtained by various means during the game. Once obtained, you are able to use new moves) has already been announced; will there be any other new elements?
YS: Regarding what form battles should take, I'm planning to design their structure while being mindful of the budget, among other things. The graphics engine and power of expression are completely different now compared to those of the past, so I'd like to create battles that are fitting for the current era. For the battles in Shenmue 1 and 2, I used the Virtua Fighter 2 engine. Since I made Virtua Fighter, I was able to make use of that knowledge, you see. Virtua Fighter was a one-on-one fighting game, with timing being important, so it wasn't immediately suitable for use for Shenmue-style battles. I had to make a lot of modifications. However, this time I will be creating battles to suit Shenmue 3 right from the beginning. I'm aiming for straightforward but exhilarating battles in which the action is the main highlight, not battles which are made up of extremely detailed physics.
Q: Depending on the choices you make with Character Perspective, will you be able to control Ren in battle?
YS: That hasn't been decided, since it would take a lot of time to implement battles for multiple characters. But I also think that fighting a battle as Ren sounds interesting, so I can see where you're coming from. Ren's character especially is quite distinctive, so I have a feeling it would make for interesting battles.
Q: In Shenmue 2, Shenhua made dandelion seeds float into the air by holding up her hands. It appears that she has some mysterious powers. Does she ever use them for fighting?
YS: I'm thinking of showing a glimpse of that.
Q: Next, please tell us about QTEs. I think you could say that they are one of the things that define Shenmue, and are something that fans are anticipating. Will QTEs also have evolved in some way?
YS: You could think of it that way. Since Shenmue is where the QTE originated, I'm thinking “I must take them to the next level!". Having said that, the concept of being able to be enjoyed by anyone will remain unchanged. QTEs in Shenmue are designed so that if the player is unsuccessful, they will gradually become easier. I will continue to keep that user-friendly approach.
Q: After hearing your description, I hope some battle scenes can be revealed to the public as soon as possible.
YS: I also want to test the battles as early as possible. One of the things I'm looking forward to is how to best leverage the strengths of Unreal Engine for battles.
Now planning is in progress, which is of course is enjoyable, but since there are no visible results yet I am eager for hands-on interaction. I want to try actually walking and adjusting how the game feels based on my own sense when playing - for example, “Maybe I should make it a little bigger". Because even if the design specifies “2km x 2km", you don't know if that's truly an appropriate distance until you try playing.
Q: I think players would also like to know more about part-time jobs and minigames. Are the designs for these progressing?
YS: I'm thinking of having fishing as a part-time job. In the game, as mentioned a little earlier, move scrolls are an important item. Once you obtain a move scroll, that move becomes usable in battle. There are various ways to obtain move scrolls, but for those sold in weapons shops, naturally you won't be able to purchase them unless you have money. How you save money is up to each player, but you can earn money steadily through a part-time job or increase it instantly by gambling. However, you also need money in order to gamble, so I'm thinking of including fishing as a system for earning that initial capital. Both Bailu village and Choubu are in the country, so you'll be able to sell the fish you caught. In Shenmue 3, like I just talked about, various elements tie in together. Rather than buying a move scroll with the money you've earned, you may choose to buy a good fishing rod instead. Buying a good fishing rod will increase your chances of catching fish, making your fishing more effective.
Q: So what you do with the money you get is up to the player, isn't it. By the way, has a decision been made on whether forklifts will be included? (laughs)
YS: It's amazing how popular forklifts seem to be, isn't it. (laughs) That's still being considered.
http://www.famitsu.com/images/000/087/158/l_55e03d43ef17d.jpg
Release far off, however monthly updates are planned until then
Q: Previously you mentioned being interested in online or downloadable content. Is there any plan to support these?
YS: I really want to be able to, but I have to be strict about the order of priority as to which elements should be included. I am concentrating firstly on offline, making a game that plays well from start to finish.
Q: As you have an interest in virtual reality (VR), did you try out a VR device at E3 or elsewhere?
YS: Yes, I did. That device is really interesting. In the past I have carried out experiments with VR at SEGA, and also have been involved in a VR project, so I have strong feelings toward VR. It made me think “Today's technology has come this far!", with all sorts of new possibilities being born. I'm deeply impressed. However Shenmue is a game that you play for a relatively long time, so I don't know whether VR is suitable. But it is a fascinating device.
Q: Approximately when will further information about Shenmue 3 be made public?
YS: I plan to put out information each month, a little at a time. Something like a “brief Shenmue update". This project has been possible only through everyone's support, so I want to report its progress. And at large events, I'd like to announce any news that's likely to be talked about.
Q: You've also mentioned that you want to incorporate opinions from the players, haven't you.
YS: I will be putting a system in place that allows backers to voice comments.
Q: This may be too soon to ask about, but when do you think a playable demo will become available?
YS: It's too early to talk about that (laughs). I think it will be much later on before we can deliver a playable demo. Likely after the start of 2017.
Q: I'm looking forward to the updates. And finally, could you give a message to the readers looking forward to Shenmue 3?
YS: My sincere thanks for your ongoing support for Shenmue up until now. It is thanks to all of you that we were able to achieve several records on Kickstarter. Since the site for the Kickstarter campaign was in English, I think it may have been difficult for some of you to participate, and so I am also planning to support PayPal. There are just over 2 years to go until the release of Shenmue 3. Thank you for your continued support.
End of article