https://www.gamekult.com/actualite/yu-suzuki-le-plus-difficile-est-de-creer-de-bons-personnages-3050797909.html
Interview context: Gamekult is shown an extended version of the trailer with additional scenes and QTEs with "work in progress" mark. Then the interview begins with Suzuki and his English translator.
https://i.imgur.com/jseQm8Q.jpg
Gamekult: First of all, I would like to know why you decided to publicly publish a short version of what you just showed us privately? Is it for marketing purpose or a future backer exclusivity?
(Suzuki begins to talk to his translator who is also in charge of the business side of YSnet. The latter takes the floor.)
YSnet businessman: That's a good question! Honestly, there's no specific reason but some people think showing the extended version is too early. The idea behind the trailer was to announce our partnership with Deep Silver. We aimed to reveal that we got a better financial support. We have been silent for too long so it was important to show something at Gamescom while it's not a real marketing strategy.
Yu Suzuki: We may create an improved and longer version of the video for the end of the year. A true promotional trailer.
GK: After watching the video, I now wonder how you proceed with animation in Shenmue 3. Do you use motion capture, handmade animation or both? Are you working with an outsourcing studio or do you have your own motion capture studio?
YS: We use motion capture as working base then we make adjustments. Everything is captured internally although we do not have a true motion capture studio. We're using a magnetic capture tool because it needs less space to work so we can easily proceed in an open space. However, we are certainly going to use a real motion capture studio for the most important action scenes.
GK: Are you working with outsourcing studios? For instance, TOSE or Virtuous.
YS: We have our own team where people from various companies are working. In general, everything is made internally. The goal is to avoid outsourcing.
GK: How many people are working in the team?
YS: Sorry but I can't tell you any figure.
GK: How will your partnership with Deep Silver benefit Shenmue III? Is the original project going to evolve?
YS: To be honest, we just signed the contract. We have yet to know what Deep Silver can bring us exactly but we hope it's significant (laughs). From a business point of view, we should take advantage of their international network and their communication expertise since they have a great record with Japanese studios.
GK: How will you proceed to make the game interesting for the fans as much for the newcomers? Can we start Shenmue III without having played the previous episodes?
YS: We plan to insert images and videos from previous episodes in ingame situations, something like memories. One of the ideas consists of inserting visuals when you're phoning characters from Shenmue I & II.
GK: Yakuza 3 proceeded differently with cinematic buildups to summarize the story of Yakuza 1&2. I wonder if Shenmue 3 can proceed the same way but the visual contrast between cinematics and the gameplay would be obviously significant.
YS: I still don't know how it may look on screen but it's a possibility. Anyway, we'll decide our own way to proceed.
GK: What will the Shenmue III main themes be? Storywise, is there any particular event or topic you're willing to set up?
YS: It's faster to show you. (Suzuki starts his PC and launches a slideshow) Here we go, the three key points of the game are romance, characters' life and martial arts. Then my main goal is to use the latest advancements in technologies to express feelings through gaming situation. Today there are even more ways of expression but also more challenge with the modern tools. With Unreal Engine 4, the most challenging part is to create good characters.
GK: You mean, using your own engine when you're working on Shenmue I&II was easier than using a foreign third-party engine?
YS: Yes, absolutely!
GK: So far, have you programmed with your own hands?
YS: I created some algorithms and little prototypes but I'm not working at the heart of coding. I worked on an artist's AI who appears in the game, NPC behaviors and some combat scenes. But my main job is research. The final code is written by people who are more skilled than me.
GK: About visuals, how far do you think you are from the final state?
YS: First of all, I confirm that everything related to the characters is temporary. Then I would like to say that, in order to reach the best possible result from a technical point of view, we need a lot of resources, way more than we currently have today. That's why I'm trying to find a balance between visual quality and the other key points of the game, especially what makes the gameplay singular and different from the other productions.
GK: About environment size and interaction volume, how would you rate Shenmue 3 compared to the Dreamcast episodes?
YS: I would say that the game is as wide and dense as Shenmue 1&2... On further consideration, it will even be richer. The time of play is more difficult to estimate since each player has his own pace and may progress differently with all the side quests available. I think more than 20 hours will be needed.
GK: In order to make Shenmue 1&2, you traveled several times in China. Did you travel again for Shenmue III or are you using mainly archives and memories?
YS: I went back to China two years ago, when the project did start. (Suzuki is searching his PC folders to find photos of mountain landscapes, old buildings and busy streets) As you can see, we reproduced some roofs of tiles in the last video. I really would like to display as much characters as those you can see in these photos! (laughs)
GK: If you were going to leave Japan to live in another country, would you choose China?
YS: Not China, no. (laughs)
END OF INTERVIEW