"Unlike Shenmue II it won't use the Virtua engine."

(Chapter 7 and beyond)

Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby Spaghetti » Mon Aug 28, 2017 10:14 am

MiTT3NZ wrote:
Spaghetti wrote: The Arkham combat is interesting, because you can kinda see the genesis of that kind of fighting with Shenmue's counter system.


:roll:

What?
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby MiTT3NZ » Mon Aug 28, 2017 10:22 am

Nowt. Shenmue started everythin, innit?
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby Spaghetti » Mon Aug 28, 2017 10:25 am

MiTT3NZ wrote: Nowt. Shenmue started everythin, innit?

I never said it was directly inspired. Just another example of Shenmue being ahead of its time.
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby MiTT3NZ » Mon Aug 28, 2017 10:29 am

It had maybe three counter moves which require combo inputs. If you're talkin about the dodge/parry the only thing it has in common with the Arkham system is that it's mapped to the Y button.
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby Spaghetti » Mon Aug 28, 2017 10:43 am

Still a counter button that works similarly to Shenmue.

It doesn't actually matter because I'm not saying "clearly this inspired the Arkham games' combat", but you can probably draw a loose line from Shenmue to Arkham when it comes to the evolution of melee combat in non-fighting games.

Maybe I should have picked a better word for it than genesis, but you get what I mean.
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby MiTT3NZ » Mon Aug 28, 2017 10:54 am

It's not at all similar. Countering is not parrying/dodging. It's a Y button. The same thing could be said about talking in Sonic Adventure or robbing cars in GTA. The button is the same, the function is not.
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby Spaghetti » Mon Aug 28, 2017 10:58 am

Alright, if you disagree that's fine.
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby Shenmue_Legend » Mon Aug 28, 2017 11:16 am

Spaghetti wrote: Still a counter button that works similarly to Shenmue.

It doesn't actually matter because I'm not saying "clearly this inspired the Arkham games' combat", but you can probably draw a loose line from Shenmue to Arkham when it comes to the evolution of melee combat in non-fighting games.

Maybe I should have picked a better word for it than genesis, but you get what I mean.


It's actually devolution not evolution. The fighting in these games has gotten worse.
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby Spaghetti » Mon Aug 28, 2017 11:33 am

You're taking my use of evolution there too literally.
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby MiTT3NZ » Mon Aug 28, 2017 11:46 am

They're different beasts entirely. Shenmue's spun out of Virtual Fighter, Arkham's began as a rhythm game.

And briefly revisiting the previous argument... countering has more in common with the in-fight QTEs.
Last edited by MiTT3NZ on Tue Aug 29, 2017 12:30 am, edited 1 time in total.
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby Shenmue_Legend » Mon Aug 28, 2017 4:56 pm

Spaghetti wrote: You're taking my use of evolution there too literally.


Oh, ok. Sorry, my apologies then!
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby Toua77 » Mon Sep 04, 2017 3:06 pm

Off the top I'm not liking the sound of this at all. Not saying the new combat won't be good, but what could he replace it with that's better? If it's mashy like Arkham I'll be upset. If it's more like Devil May Cry or Bayonetta where certain strings still have a high skill ceiling I'll be cool.

I know people that weren't good at fighting games that basically mashed through Shenmue. The better stuff was there for the people that found the combat system rewarding enough to explore. Like all of the multiple layers of Shenmue that could get as deep as you felt like exploring, the combat system was an extension of that for me.
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby FourWuDu1026 » Mon Sep 04, 2017 4:09 pm

Toua77 wrote: Off the top I'm not liking the sound of this at all. Not saying the new combat won't be good, but what could he replace it with that's better? If it's mashy like Arkham I'll be upset. If it's more like Devil May Cry or Bayonetta where certain strings still have a high skill ceiling I'll be cool.

I know people that weren't good at fighting games that basically mashed through Shenmue. The better stuff was there for the people that found the combat system rewarding enough to explore. Like all of the multiple layers of Shenmue that could get as deep as you felt like exploring, the combat system was an extension of that for me.



Yea i'd be really disappointed if combat is simplified/ automated like the Arkham games. At the very least I hope there will be combo strings and then some unique inputs for certain moves. I just hope the combat doesn't become too simplified since Yu Suzuki has been sounding like he wants to make the game more accessible for casuals/ newcomers.
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby FeelinLuckyPUNK » Tue Sep 05, 2017 5:59 pm

When I first heard that Shenmue 3 wouldn't be using the VF system I was slightly concerned.

However, it gives Yu the scope to be more inventive with the battle system and fights to feel more action-oriented.

If I could build a system, I would like to see one built around risk and opportunity. The risk of a one hit knockout from opponents would keep players on their toes and in a defensive mindset, with a parry/dodge system to fend off multiple low-level targets. A counter system could be used and would generally work on the grunts but as Ryo faces more experienced adversaries, this would get progressively difficult to pull off.

In this system, martial art moves would be context sensitive but players could still use old Shenmue techniques to create their own strike opportunities. Example - grab moves to pull an opponent towards them.
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Re: "Unlike Shenmue II it won't use the Virtua engine."

Postby strider16 » Tue Sep 05, 2017 9:23 pm

All this can be easily solved. When ("if", more realistic) vf6 enters development, it would probably use ue4.
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