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Team Yu: Winning Can Raffle

This is awesome.

http://teamyu.net/Shenmue.III?action=raffle

The final portion of Shenmue III's crowdfunding campaign expires at the end of December, at which point the game's development budget will be set in stone. Though we are all delighted with the progress being made by Ys Net in these early stages, opportunities to expand the scope of such an important title don't come along often.

Therefore, to help make the most of these final few weeks of the year, dedicated fans have pooled their most treasured resources together with First 4 Figures to donate some extraordinary prizes for an unmissable contest we're calling the Winning Can Raffle!

In short, here's what's on offer:

- Exclusive edition Lan Di statue directly from the workshop of First 4 Figures

- Standard edition Ryo Hazuki statue signed and personalized by voice actor Corey Marshall

- Limited edition Japanese copy of the original Shenmue for Dreamcast, complete with Jukebox CD, signed by Yu Suzuki

- Limited edition Japanese copy of Shenmue II for Dreamcast, sealed and VGA Gold graded

- Translucent blue Shenmue soundtrack LP, signed and personalized by Corey Marshall

- Rare promo stickers from the Shenmue Premiere in Japan

- Official Shenmue T-shirt from the Tokyo Game Show 2015 (size M)

Plus: ALL entrants will receive a bonus Shenmue themed decal just for taking part!Remember, all you need to do is participate in the Shenmue III Slacker Backer campaign at any of the tiers listed above and forward your PayPal receipt to [email protected] before the relevant deadline to receive your decal and be entered into these draws. For any Shenmue fan this prize pool is an absolute goldmine, so whatever you do, don't miss out. For a little extra support towards Shenmue III's development, you could be walking away with an item you'll cherish for many years after the game's release - on top of the great backer rewards you're guaranteed from Ys Net!
by mjq jazz bar
Tue Nov 03, 2015 11:27 am
 
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Re: La Odisea de Shenmue, a Spanish book about the saga

great interview. looking forward to the english version of the book.
by johnvivant
Thu Nov 05, 2015 6:02 pm
 
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The real history about chiyoumen

phpBB [video]
by sshen1127
Tue Nov 24, 2015 5:13 pm
 
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Cédric Biscay interview by Desert Bus de l'Espoir (15/11/21)

http://www.youtube.com/watch?v=tHwxjwISgKo

Most interesting parts :

(5:10) About MAGIC 2016 in February
There will be a progress statement. Normally, we have the ambition to show a trailer... well rather a teaser I'd like to clarify, with the first true reliable images so we're ambitious. At least, we'll see new things like images, explanations about the game, story, etc.

(16:29) About Yu Suzuki
He's very nice, infact we are basically great pals, that's the reason we work together as well and he's a very humble person ( note : Cédric stresses this point during the video because not all the creators he knows are friendly in the gaming/anime universe and sometimes act like divas ). I think he is humble because he did everything that was possible to do in the sector of gaming. I was always fascinated when he showed me photos of him with Spielberg or Mickael Jackson but with calm, not as someone like a stalker. And you know what, it was those people who were happy to be pictured with Suzuki because his games provided them a lot of fun and they wanted to collaborate with him. So he doesn't boast at all about it, he's really supercool, we get on very well, and above all, we often drink good wine together. He likes wine, so I do. It's generally the common lot of our discussions (laughs).
Question : Which wine is his favorite ?
Cédric : Well it's a bit of expansive wine (laughs). He enjoys the really great wines, the Château Margaux, etc.
Q : And Romanée-Conti, and goes on...
C : So, yeah I admit we didn't reach this level together yet but we drunk some Château Margaux from his own wine cellar.
Q : His Tokyo-based wine cellar, isn't it ?
C : Yeah, a mini wine cellar in his office at his home but I will say nothing because I own a wine cellar in my office too so I refuse to make fun of him (laughs).


(18:35)
C : The production is progressing well, we're not late at all, it's still planned for Christmas 2017 as we decided. You know, a big interest is there, it's a traditional month for the players. Ok there are other moments in the year but it's usually better to release a game at Christmas.

Q : Since when you're working on Shenmue III before the announcement exactly ?
C : I admit we're not talking a lot about things like that, I don't want to be already impolite but (laughs) it's kind of confidential.

(19:51)
Sega is the IP owner. So for us, making Shenmue III is a huge risk because we don't own the IP. If you own the IP, that means you make a big return on investment. In our case for example, our return on investment will only be from the sales, period. We will not see the money generated by the goodies for example.

I think there are 200 000 big fans.

About AAA status
(Shenmue III) will not be Call of Duty but it will be a really good PS4 game and will easily meet the current PS4 standards.

My hidden goal was $5 million (for kickstarter).

(23:45)
What I anticipate is that Sega releases Shenmue I & II HD. Of course I must make clear that's not official but just what I wish. For me, it's the only viable way for selling well Shenmue III, so beyond the fans network. We also thought about doing a little manga or animation based on Shenmue I & II story but that's nothing compared to remake Shenmue in HD version. About the question you ask me about the hype, while it did not influence us, I think it can for others. I have the feeling that now everybody is interested in Shenmue, for example, at the companies level, to release related goodies.

Q : When was your first encounter with Yu Suzuki, how, and around which wine you seduced him ?
C : Basically, I was interested to meet him. I met him in Tokyo thanks a common friend. Then we talked about a lot of things, firstly Shenmue of course as a fan but I'm also fan of Virtua Fighter so we had a lot of common things to talk. I also bring him to an event in the south of France, then the Anime Game Show at Monaco in 2013 where the official discussion about Shenmue seriously started out because before this moment, it was really impossible as Sega didn't want to let the IP at all. So we're become real friends and we met again several times at San Francisco. We also did together the GDC , the Napa Valley as you mentionned wine. So we indeed drunk all the great American wines while discussing about how to find fundings for Shenmue III. Well it looks quite simple but you know, I do my business since almost 15 years in Japan, you can't meet Yu Suzuki so easily but thanks my job, the doors open a little more easily.

Q : Indeed, a bit like the Jet Set. The hardest part is to get in, and you did it.
C : I would say rather the Jet Set of Gaming (laughs)


(40:08)
Q : How many people are working on Shenmue III development, currently and actively ?
C : Well, our friend Suzuki didn't allow me to talk. He said to me "Don't talk about it, they will discuss again, etc". So sorry I can't answer your question (laughs).

Q : But it's a lot of people, isn't it ?
C : Yes of course, it's a video game so there is a minimum. Moreover, since the annoucement in June, we received so many requests from people who want to participate in the developement, that never stops ! There are even developers who want to work FOR FREE, it's insane. Then it smoothed down a little. For the Shibuya Production mail, I receive personally only 3 or 4 emails per week while in June, it was crazy, they were dozens and dozens of people per day, phone calls with "We want to participate in Shenmue III". [...] There were Australians, Japaneses, Ukrainians... they weren't random guys in their garages but true studios !

Q : Can we suppose that the team, although mainly Japanese, is pretty international ?
C : The team is essentially Japanese but with indeed some foreigners who live in Japan, who speak Japanese. You know that if you don't speak Japanese, it's very complicated... well I'm saying but I don't speak Japanese (laughs), but if you're working among a team, it's difficult.


(41:57)
Q : Will the PC version be optimized compared to the PS4 version ?
C : Good question, I would say "Yes".

(56:15)
Q : Outside the kickstarter, will a physical version be available ?
C : Yes absolutely.

(59:10)
Q : Will the PS4 and PC versions cost a different price ?
C : No at the moment but it's something that can change for multiple reasons. But at the moment, no.
by Yokosuka
Mon Nov 30, 2015 12:27 pm
 
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Re: PAYPAL SUPPORT FOR SHENMUE 3 NOW LIVE!

$6,498,224 ---> $6,498,724 (I pledged $500)
Image
by Yokosuka
Mon Dec 28, 2015 4:09 pm
 
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Re: Monaco Magic 2016

For anyone wanting to catch any announcement next week at MAGIC Monaco, then set your alarms! The schedule was released today, after the opening presentation, Yu will be on Stage for his Shenmue III presentation.

Stay tuned for updates from myself


When will you be eating with Yu Suzuki, Peter? Can't wait to hear how that went :)

I'm not meeting Yu in Monaco, I am having the dinner in Japan. I was supposed to go to the Monaco dinner, but on the last day of the Kickstarter, someone dropped out of a Japan slot, and I grabbed it straight away.
by Peter
Sat Feb 20, 2016 8:38 am
 
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Re: Monaco Magic 2016

My main task was to help out with the content. We've been working on what should be available during the conf etc. I cannot provide details but everything will be available in 7 days. ;-)
by DEVILLE_David
Sat Feb 20, 2016 10:07 am
 
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Re: Monaco Magic 2016 - Official Discussion Topic

Gameblog : We recently got an interview with Phil Spencer. He told us that he met Yu Suzuki before things have been settled with Sony, that some things happen and some other ones not, that all cannot be done. Then you reacted pretty curtly on Twitter . Can you tell more about what happened ?
Cédric Biscay : What it made me a bit annoyed is that he was like to say it was our fault. But it's not. Things haven't been made because he didn't have the arguments which would have make this possible. He didn't have the adequate offer to be considered.

So, he made you an offer but you found it inadequate ?
CB : Well in any case, the content of the discussions was not enough. At the timing level, they also woke up a bit late.

Then while you're discussing with Sony, you felt a lot more of enthusiasm ?
CB : Sony has immediately been a super partner. They wanted to do it. They proposed to do something exceptional at the E3. Like them or not, they really support Shenmue III.

source : http://www.gameblog.fr/news/57133-shenmue-iii-pourquoi-la-ps4-et-pas-la-xbox-one-cedric-biscay

The remaining part tomorrow.
by Yokosuka
Mon Feb 29, 2016 12:53 pm
 
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Re: Monaco Magic 2016 - Official Discussion Topic

Hi all,

I’m the other guy that attended the dinner yesterday. I don’t know if it was the best day of my life, but definitely one of them! Couldn’t have hoped for a better reception and atmosphere, and everyone there played their part in creating an unforgettable experience. Making many new friends along the way, Amir, Rob and I were very lucky indeed...

(As Amir said, I’m unable to disclose much of the actual details of the meeting or post pictures, at least until I have been given permission by YsNet and Shibuya Productions, so please bear with me. Good things come to those who wait 8) )

Throughout the day Suzuki-san gave me the impression of a father figure - a kind leader who always looks out for others, yet very humble and unassuming himself. You can’t tell by looking that he’s a superstar in any way. He’s also very curious, from inspecting details of the Eze buildings to asking about us (jobs, hobbies etc), and you cannot help but feel inspired by his energy.

Once we got down to business (so to speak), you can see another side of his character: dedication. Shenmue is his legacy, and seeing what we’ve seen (incredible, by the way), there’s no doubt that he’s giving his all to the project. Given his talent, and with passionate comrades like Mr Biscay, we should have a lot of faith about the quality of the finished article, so please be patient!

Thank you Dojo-ers all again to make this project a reality, I know everyone would have jumped at the opportunity to experience what I have, but perhaps different circumstances prevented you from doing so. To be honest I didn't initially choose this reward, but considering how life-changing Shenmue is to me, I felt compelled to sacrifice my savings to help Suzuki-san. It's taught me values which I took for granted, and I think has made me a better person as a result. And what's money worth when compared to one's own values?

If you believe the same way, and do still have some capacity to help (money or otherwise), then please do so. Suzuki-san is grateful already to the contributions you have given to him, but with more support Shenmue III can become even better!

Best regards,

Chao
by yuc02
Mon Feb 29, 2016 11:41 am
 
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Re: Monaco Magic 2016 - Official Discussion Topic

Yu Suzuki interview at MAGIC Monaco 2016 by Gameblog.fr

http://www.gameblog.fr/interview_948_shenmue-3-notre-grande-interview-de-yu-suzuki-et-cedric-bisc/page2

https://i.imgur.com/d4SH8nG.jpg

Julien : Hello Mr. Suzuki. I'm glad to meet you again today, even more in these fortunate circumstances where Shenmue III finally happens!
Yu Suzuki : Thank you very much!

What progress has been made in the development after 7 work months?
YS : Nothing has obviously been done properly. At the story writing level, I can tell you that the story is done at 95%.

You've been clear about the fact that Shenmue III will not conclude the complete story of the saga. But what will be the percentage of what remains to be told in Shenmue III ?
YS : The Shenmue story in its entirety will be normally divided, from the beginning to the end, into 11 chapters. Shenmue III will cover chapter 5 and 6.

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

Even a Shenmue 4 might not be enough to conclude the saga. Ideally, do you think a fifth or even a sixth episode would be necessary at this rate ?
YS : No, I wouldn't go that far ! Rather than going until Shenmue 6, I would like to rearrange things in order to reach the end sooner, even if it means to take some shortcuts... No I don't want to go until a sixth episode.

Five is the ideal ?
YS : I can't tell you more. Anyway I would like to especially focus on the third at the moment !

In the Kickstarter, a "trial version" has been mentioned. It's a playable demo which will be offered to the backers before the Shenmue III release. Have you an idea about when you will be able to bring it to us?
YS : This year, I fear that will be pretty complicated. It will be next year.

Can you tell us when Shenmue III will begin exactly?
YS : It will be just after the Shenmue II end.

Do you mean it will begin exactly there? In the cave?
YS : All I can tell you is that I don't want to skip a chapter. For instance, it might be the day after the Shenmue II end.

You talked about a lot of stuff during the conference like the combat system but not the QTEs. How will they evolve in Shenmue III?
YS : Yes that's true, I would like to add a new system to the QTEs. I will test different things to see what happens, then I keep the best. It's difficult to tell you more before the tests end.

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

But could these new systems change our habits?
YS : No, not that far. It would rather be an "advanced" QTE system. What would be revolutionary is to create QTEs in a world where they don't exist yet. Here, they do. The idea is more about adding things to what it exists. Ideally, I would like to create revolutionary things beyond the QTEs level. But with a release planned for 2017, the time is limited. I wonder if introducing them would be possible.

Can we get some precisions about these possible new features? Are they linked with the free battle for instance?
YS : Yes it might involve the combat systems. But above all, there is a new interface system and I'm thinking a lot about it. But I'm not sure yet if I can implement it in time. So I'm unable to tell you more.

It's so mysterious and exciting ! Let's go on to another topic. Can you give us precisions about the Shenmue I & II flashbacks which will occur in Shenmue 3?
YS : For instance, these flashbacks will occur at moments when Ryo touches objects that make him thinking about some things and memories. The kind of this.

So, will these flashbacks be videos captured from the previous episodes or fresh cutscenes powered by the new engine in order to keep a visual unity?
YS : I'm not sure yet but according the time it would require to make these cutscenes with the new engine, I fear that would take too much time. Once again, the remaining development time might be problematic.

I have a pretty specific question about something I loved in Shenmue 1 and disappeared in Shenmue 2. It's about the possibility to practice alone, for instance on the parking, then see the level of each move goes up... Will we be able to do so in Shenmue III ?
YS : Hmmm...

It was awesome! You have to make this happening in Shenmue III !
YS : I'll remember this!

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

I also would like to know if we will find back the same pace than the two first episodes. The same progression based on investigation where you had to ask questions to that person, who told us to meet another one, etc.
YS : Yes we'll continue in that direction. However the general feel is going to change as some systems will evolve.

Will you continue the idea of giving absolutely an identity to each NPC with their own house, workplace and individual schedule ?
YS : We will see if we can make it for all of them. In any case, that's what I want, yes.

My interview deadline has already expired. Here a little bonus question: at the Shenmue I end, Guizhang told to Ryo to leave Japan without him and said he will join him later... Does it mean we'll find back this character in Shenmue III?
YS : It's not planned at the moment.

Thank you Mr. Suzuki and good luck for the future!
YS : Thank you!
by Yokosuka
Mon Feb 29, 2016 5:42 pm
 
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Re: SEGA survey: Fill it in! AKA "Tell us you want Shenmue H

I absolutely poured my love for Sega into this survey and spent a good hour filling out all my thoughts and opinions. Although the end of the survey is mobile heavy, I think in a way aswell, they want to fully gauge how as fans of their company the mobile aspect is treating us. Since they mention so many old great games, it seems like they know what series and characters the fans do truely care about and want to see, and maybe atleast testing the water to see exactly which franchises are the most popular. I would have expected the majority of Sega fans to not give a fuck about mobile phone games, and if they meant what they said towards the end of last year about regaining their image, it's the fans they need to start catering for again. So i'm guessing they had alot of negative results in this section of their survey.

I just enjoyed going back in time and telling Sega how these games and franchises affected myself and my childhood and shaped the person I am today. I was sure to tell them how extremely emotionally attached I am to Shenmue in particular, and how much pain we all went through in those 14 years without any notion of a third game, up until it was announced when there was just sheer jubilation of emotions and literal tears lol.

I was rather surprised to find that Thomas Kalinske "liked" my tweet o0 - after checking what he had previously liked, nothing Sega related for a few days! Quite a privilege lol - https://twitter.com/SkillJim/status/704402721600831490
by James Brown
Mon Feb 29, 2016 8:33 pm
 
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Re: Monaco Magic 2016 - Official Discussion Topic

Cédric Biscay interview at MAGIC Monaco 2016 by Gameblog.fr

http://www.gameblog.fr/interview_948_shenmue-3-notre-grande-interview-de-yu-suzuki-et-cedric-bisc
(read Yu Suzuki interview here )
https://i.imgur.com/rkB6NXo.jpg

Julien : Beyond the great spotlight they put on you at the E3, what is the Sony's role?
Cédric Biscay : First of all, they're "facilitators" for the PS4 release, which is a console exclusivity, so it's Sony who will manage the Shenmue III release on that machine.

So is that about marketing means?
CB: Yes. A lot of marketing means.

So that's their financial investment. Is that all?
CB: No but I can't tell you just like that.

But Sony has also a "direct" financial investment there, hasn't it?
CB: I can't tell you neither, sorry! Really, what is certain and what I can confirm is that their marketing investment is true.

https://i.imgur.com/DtYi3gC.png

All right. So since the tremendous hype has been generated by the Shenmue III announcement, are there new publishers or investors who came forward to join you?
CB: There are people who came up yes but anyway, we have already a team in place. There are interests, indeed, because there was a lot of hype but I cannot disclose this kind of information.

So, beyond the media hype, do you confirm there is a business hype too?
CB: On the business side too, yes absolutely.

Do you still receive requests on your side ? Additional financial means? A support in other areas?
CB: No there aren't specially requests. There was a request for a second campaign (Paypal) because that's the wish of the fans but originally, it was not ever planned. We really followed the fans request since they wanted to back more. Yu also said more he gets funds, more he can make a bigger game but really it's the only reason of why this second campaign exists.

Well in any case, Shenmue III is fully funded now, isn't it?
CB: Yes.

Then the release is still planned for December 2017, do you confirm again?
CB: Yes. In any case, that's what is planned at the present time.

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

After 14 years of waiting, all the fans are happy but keeping ask themselves about the following story since Yu stated clearly that Shenmue III will not be the story end, meaning the necessity to make at least Shenmue IV, maybe more... So I ask: Is a new Kickstarter campaign going to be needed or a relative success of Shenmue III might be enough to fund it?
CB: I will talk very personally and independently from the Yu Suzuki's opinion. In my opinion, if the game is a big success, obviously there won't be troubles to get the sequel. Obviously if it's not the case, chances to get that sequel will really grow slimmer...

When you said "big success", do you mean a lot of sales plus the kickstarter ones?
CB: Yes, exactly.

So what is the goal in concrete terms ? Business side, you have obviously an idea of what you need to reach, haven't you?
CB: Yes I've the idea. Obviously, I can't share you the information but we have to sell it as a "normal" hit.

Do you mean like an "AAA"?
CB: Hmmm, I would say like a good game.

Globally, at least one million sales worldwide?
CB: Ah, that would be cool yes. It's a friendly target for us.

Enough to say "it's certain, Shenmue IV is happening"?
CB: No, I can't tell you just like that. But we would really like to reach that one million sales level, that's for sure.

It's clear this adventure represents a risk for you since the IP does not belong to you but Sega. And considering they lend you the IP, they obviously expect some result too. So, are they involved that much?
CB: They're not specially involved. They give us the IP so we are committed to release Shenmue III, and that's all actually. They indeed own the IP but we earn a return from the sales. It's licencing so a part of the sales is intended to them, logically.

By the way, I believe there is a subject that is dear to you. It's the Saturn version of Shenmue which really exists and is partially playable. I was told that you're personally involved to make the Saturn version a kind of bonus...
CB: Infact, what I would really like, it's not specially Shenmue Saturn as a bonus. My real dream - and I'm not saying that's impossible but I'm aware that's complicated - it's to make Shenmue III on Dreamcast. That would be awesome. Can you imagine this, in your collection? It's one of the first things I told to the team, and they stared at me saying "are you crazy ?!". Because obviously it's difficult in regards of the Dreamcast technology, the IP rights. It's really complex but If I would have a dream about Shenmue, that's it. But it's really hard to set up something like that.

Despite what you said, could it be ever possible ?
CB: For now... I don't feel any particular enthusiasm ! (laughs) That's something I want but it's a fan's fantasy I must admit. After all, you can see how we really are. Above all, we are enthusiasts. Look, I organize the MAGIC and I made the entrance free. We really want that people enjoy themselves. Same here, I want people pleased with Shenmue III on Dreamcast. That wouldn't be a question of business, because if we produce a Dreamcast version and sell 3000 copies, no money can be earned, or you would have to sell it as 150 euros per copy.

https://i.imgur.com/vN8d9f4.jpg

To quickly focus back to my question about Shenmue Saturn, it's about the assets owned by Sega. I wonder if they really open their door for you?
CB: Yes of course thanks Yu Suzuki. They opened their door but obviously you cannot make everything you want. You have to negotiate with them to know what can be used or not, and goes on.

So you logically talked to them about Shenmue 1 & 2 HD... What can you tell us about that?
CB: I can't tell you much about this. What is certain is that Sega can make it. They're aware of the Shenmue III campaign success, so I'm telling myself, as an independent businessman, with all the hype, releasing the HD versions would make sense. But again, it's only my opinion. They told us nothing special. It's not like they're showing little enthusiasm, it's just a different topic than Shenmue III. Sibuya Productions is charged of the Shenmue III production and we have no relation with what it remains. We don't have any information with extra Shenmue III stuff neither.

We can also imagine that Sega is awaiting the result of your work on Shenmue III, to note the good sales and finally come forward to say "Ok guys, let's go together!"?
CB: We can imagine everything but we're building castles in the air, really we know nothing.

Did they ever tell you "if you reach some goal, we invest with you about such and such subject"
CB: No, we never have discussions like this.

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

We recently have an interview with Phil Spencer. He told us that he met Yu Suzuki before things have been settled with Sony, that some things happen and some other ones not, that all cannot be done. Then you reacted pretty curtly on Twitter . Can you tell more about what happened?
CB : What it made me a bit annoyed is that he was like to say it was our fault. But it's not. Things haven't been made because he didn't have the arguments which would have make this possible. He didn't have the adequate offer to be considered.

So, he made you an offer but you found it inadequate?
CB: Well in any case, the content of the discussions was not enough. At the timing level, they also woke up a bit late.

Then while you're discussing with Sony, you felt a lot more of enthusiasm?
CB: Sony has immediately been a super partner. They wanted to do it. They proposed to do something exceptional at the E3. Like them or not, they really support Shenmue III.

Getting back to Kickstarter, how the backers from the outset are going to chose between the PC and PS4 version? Will the procedure take place shortly before the release of the game?
CB: Sorry I can't ask you because I'm not in charge of this.

https://i.imgur.com/o1Up4mr.png

Concerning the Kickstarter rewards, the figures, etc., do you know when we're going to see them? Are the designs been validated?
CB: Yes of course. All the Kickstarter rewards have been validated before. We can't propose things that are not possible to make.

But concretely, are these prototypes real?
CB: Yes, yes of course.

Did you have a look at the figures yet?
CB: Yes obviously, we have private informations right now.

For instance, why not to share some photos with the backers then?
CB: For now, we don't think it's the right time to do so but the time will come.

What are your next communication plans? Are we supposed to expect a dead time until E3 2016?
CB: We do like to please the fans. For now, nothing definite has been done until the E3. I can't even tell you whether something will happen at E3 but perhaps we'll decide to show something new. We really intend to maintain the contact between us and the fans. They're important for us so the desire is strong. It's like the MAGIC which is specially made for the fans. We really want to show up stuff. Same intention for the big international events like E3. Here it's a very little exhibition but it's ours, so we enjoy ourselves!

By the way, are you happy to see all these people here, who come from everywhere?
CB: Oh yes completely, we have 50 people who come from United States. There are also the media, the great newspapers...

And Gameblog!
CB: Yes, and Gameblog! It is busy and we can feel a real excitement.

Is it the beginning of a great move upmarket for MAGIC?
CB: Yes because last year was the first edition which needed 5 months to be made and we had great guests like Yuji Naka, Yoshitaka Amano, Shinji Hashimoto from Square Enix... Now we're really focusing on Shenmue - and Life Is Strange too - but for the following year, yes, perhaps we'll get even more stars from video game world... Each year we try to upgrade the formula. Anyway, we have already announced great things.

Alright, see you in the next year and thanks you for your time.
CB: Thank you!
by Yokosuka
Tue Mar 01, 2016 10:02 am
 
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"MAGIC - a fans retrospective"

Well hello everyone, As Peter did After the MAGIC 2016, I also did some kind of summary of this... Well "MAGIC" day but in video format. :)
I though it could be interesting for people wanting some backstage information...

I hope you'll enjoy it as much as I did when I recorded / edited it ;)

http://www.youtube.com/watch?v=QVoQa0EiH7U

(do not forget to turn english subtitles on as it is a french video)

I don't think it really translate the pleasure I had in participating in that adventure but it is there for your enjoyement ! :D

Enjoy :heart:
by Shenman
Thu Mar 03, 2016 5:42 pm
 
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Re: Where exactly are we in the story?

Here the theory I'm finding the most consistent so far (mainly based on precious sshen1127's and Chinese fans community researches) :

16 chapters = 11 main chapters + 5 transition chapters (including the cancelled boat chapter and the cancelled train chapter)

Chapter 1 : Yokosuka
Chapter 2 : Hong Kong (downtown+Kowloon)
Chapter 3 : Su Zhou (cancelled)
Chapter 4 : Shanghai (cancelled)
Chapter 5 : Bailu Village and the forest surroundings (including the maybe-recent invention of Choubu, an authentic Shenmue-like fantasy city to fill the gap of 14 years of waiting)
Chapter 6 : Baisha
by Yokosuka
Wed Mar 09, 2016 8:06 am
 
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Re: Where exactly are we in the story?

People are usually mixing the two story sources. There is 1. the novel Yu wrote that has 11 chapters and is set since Virtua fighter quest RPG (around 1994), and then 2. the 16-chapters Shenmue scripts that were written by Kenji Miyakami & co. as Shenmue games were under development. Yu is always refering to the original 1994 11-chapters novel and his employees (Shin Ishikawa) did talk in 2003 about 16 chapters of the Shenmue scripts.

16 chapters = 11 main chapters + 5 transition chapters

Not really... Because the interview was held in 2003, after Shenmue 2 was released. And at that time, Yu Suzuki had already decided to drop the chapters 3&4 off the original 11-chapters novel (Shanghai & Suzhou). So Shin Ishikawa couldn't have counted those chapters from the 11-chapters novel in the 16-chapters Shenmue script story...

Spaghetti noted a mistake on the 2003 interview board http://segabits.com/wp-content/uploads/2014/09/TimelineToTheShenmueSaga.jpg . And indeed, Shenmue is only 3 chapters (off the 16-chapters count). But we know Bailu village was worked on during Shenmue 2's development and as Kenji Miyakami said in a 2015 video : cut in the end. Maybe Shin Ishikawa forgot that this part was taken off Shenmue 2... Which would give in the 16 chapters story :
Chapter 1 : Yokosuka
Chapter 2 : The boat (canceled)
Chapter 3 : Hong-Kong
Chapter 4 : Kowloon
Chapter 5 : Guilin
Chapter 6 : Bailu village
We can assume those 6 first chapters cover the following chapters from the 11-chapters novel : 1 : Yokosuka, 2 : Hong-Kong, 3&4 were dropped, and a part of chapter 5 in Guilin, which makes 6 or 7 chapters remaining from Yu's novel (depending on if he did count Guilin as totally finished with Bailu or in another chapter). So we have those 6 Shenmue script chapters + 6 or 7 remaining chapters from the novel, which makes 12 or 13. From the total of 16, that makes 3 or 4 chapters we have no clue about. If Ishikawa did count right, I wonder what story those 3 or 4 additional chapters cover.

BTW, We should not complain about the Suzhou & Shanghai chapters cancellation for it's been decided before Shenmue 2's development (or I guess they would have counted unused chapters as they did for the boat and Guilin would have been numbered 6 or 7 in Shenmue2 since the Suzhou & Shanghai take place between Hong-Kong and Guilin).

Since the Project Berkley video is older than Shenmue Saturn, it would be interesting to know if chapter 3&4 were developed until some point for the Saturn...
And I really hope Yu will make those chapters available as flashbacks in the future games...playing scenes or even video only... :evil:
by Belgiumfan
Wed Mar 09, 2016 12:41 pm
 
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Re: Where exactly are we in the story?

There are two "chapter structures": the original 11-chapter arc with the concept art that was written down in novel form, and then the expanded 16-chapter story that grew along with Suzuki's ambitions during development of Shenmue.

If we look at the original 11-chapter arc, then:
- Shenmue = Chapter 1
- Shenmue II = Chapter 2, plus the beginning of Chapter 5
Chapters 3 and 4, set on a train in Shanghai and fighting 4 martial artists including possibly Lan Di in Suzhou, were skipped, though elements may be reused for a future Shenmue IV or V.

If we go by the 16-chapter arc, then:
- Shenmue = Chapter 1
- Chapter 2 = Boat (which I don't think featured at all in original 11-chapter arc)
- Shenmue II = Chapters 3, 4, 5 and 6 as shown on the whiteboard, though Chapter 5 may have been a deleted chapter on the Li River
- Shenmue III - Would start at Chapter 7 as shown on the whiteboard.

At this point I think it is worth ditching any idea of the 16-chapter arc entirely, though Suzuki said during one of the Twitter Q&As there is more room for more chapters if the story branches out/has multiple paths in future games (though an individual player would still experience 11 chapters in sequence).
by Amir
Wed Mar 09, 2016 12:30 pm
 
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Re: Monaco Magic 2016 - Official Discussion Topic

Yu Suzuki interview by Journal du Japon
http://www.journaldujapon.com/2016/03/16/interview-yu-suzuki-et-la-saga-shenmue/

Journal Du japon : Hello Mr. Suzuki... The world has finally found out the Shenmue 3 project since the kickstarter launch by Shibuya Productions. How have you met Cédric Biscay and when the idea of that production has born?
Yu Suzuki : To be honest, I don't remember how I met him (laughs). I only remember that he was the person who loved games and mangas.

Has the Shenmue 3 project been initiated by Cédric Biscay or was it already planned?
No, it's not his initiative. I've already the project in mind but Ryan Payton and Mark Cerny are the ones who advised me. They're pretty famous people in the gaming world.

The Shenmue saga is famous for its gameplay innovations. Is still an objective for Shenmue 3?
Yes, I would like to bring new things. I think it's necessary to move the game forward. If I don't, my creator role makes no sense. I always want to renew everything but if I make a game where everything is different, people will be unable to follow. Shenmue 3 will keep its identity while adding new elements.

Martial arts hold an essential part in this saga. What are your references?
In 1992, I made a trip to China for Virtua Fighter 2, I studied martial arts there. I also entered Shaolin monk temples. I wanted to study blocks and the way to deal with an attack. To do so, I visited several Shaolin schools in order to study with them how to do blocks because their specificities didn't really stand out visually.
note : Yu Suzuki stands up to show us how to do a block. With his gestures, he explains us that slow training was useless, and that being said, he had to practice for real to reproduce this in Shenmue II. He even harmed himself several times, he admits with laughs.

Do you plan to introduce other martial arts like Bajiquan in Shenmue 3?
I would like to put Hanken and Heishunken (note : martial arts from the South of China) to do fights on a boat for instance.

In an interview, you said being influenced by cinema rather than games. Your references?
No films especially influenced me but at Shenmue time, there was not really "cinematographic" games yet. What I especially took from the cinema were the staging techniques : the view angles, the way to put the dialogues forward and goes on. To make my speech clearer, at old-time Hollywood, the storyboards were long and very well written while today, they have to pack a film into two hours. That leads to action scenes and scene changes being way too fast. In games, there's no such problem, it's like the old movies (those I prefer!). It affords a better scene and character development, thus you can add depth and taste to your game. About the emotions you can perceive from the character faces, I like to watch Pixar, they're very good about that.

Today a lot of games have also the purpose to be an "interactive movie" very scripted, strengthening the immersion at the cost of player freedom. What's the best balance for you ?
If a story is always telling the same thing, I don't think it will be interesting. If possible, I would like to progress in a "multi-story" with several interesting branches to play because making a game which is not funny and without branching paths, I can do it right now (laughs). But it's more difficult to make a game like this.

I think the next big evolution will come up when the AIs manage to analyse the phases by themselves to create their own dialogues. A lot of new technologies like synthetic voice or voice recognition have appeared now. I said earlier that making a game with multiple paths was difficult but if we continue to get technologies and be able to put them together little by little, all of this can perfectly become possible and affordable.

About new technologies, a lot of games invent new things since Shenmue 2. What's the most significant one for you?
I already worked a lot on new technologies during Shenmue 2 and I will follow this direction. The biggest difference with today is the computing speed. This is beyond compare. Thanks to this, without going into details, I would like to do all the things I was not able to achieve in the past.

About the game localization, do you plan to include the Japanese voices?
We're thinking about it.

About the release date, what could happen to change it? Apparently, the game is planned for the end of 2017, is still the case?
If Shenmue 3 is delayed, a bug will be the cause. As you read the end of 2017 as release date, I will try hard to reach that goal (laughs). However, I think we could make a better game if we can spend more time on it. Currently I have to take charge of the management besides the game, so I have less time to devote to Shenmue. If possible, I would like to devote more time to the direction, so more time to the game and lesser to the staff.

Good luck for the remaining work so!

Credits : Romain Lapi (author), Laurence Gauthier, Kenji Kojima (translator), Olivier Benoit.
by Yokosuka
Wed Mar 16, 2016 6:03 pm
 
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Re: Monaco Magic 2016 - Official Discussion Topic

Nolife TV interview with Yu Suzuki

https://youtu.be/bGTG4rTTSFU

direct link: http://www.mediafire.com/download/0r6k4pdakly5c97/NoLife+TV+16+3+17+interview+Yu+Suzuki+%28Shenmue+3%29.rar
source: http://noco.tv/emission/31674/nolife/interview/suzuki-yu-shenmue-iii

raw text: It was one of our topics earlier in the week, the MAGIC show was recently taking place in Monaco. Among the many guest artists, we could distinguish Yu Suzuki, the famous creator of the Shenmue franchise including the upcoming third episode, 15 years after the second one.
Over the last 15 years, the Shenmue III rumor spred out one time per year at least. Always around March or April. I responded : "Let me know when it happens". But this time, it's real.
It's an absolute iconic game but Shenmue was considered as a commercial failure since its release on Dreamcast in 1999 despite his reference status for a lot of players around the world. Shenmue is still remembered for having introduced the modern bases of open world and QTE.
At the beginning, I named this game "FREE". I wanted the player to be able to do everything he wants as far as possible. That's the reason I made Shenmue. When I saw a lot of similar games coming out, I realized that it would become an unique genre. That really made me happy. I didn't expect this at all. Furthermore, these games have often big budgets. I was rather surprised. About the QTEs, we made it for the players who don't always have a good skill so they could still immerse themselves in the story. That time, I had the feeling this system would become very common.
After a resounding announce during the last E3 and a crowdfunding campaign with tremendous success, the third episode of this legendary saga is currently under production. While the public exceptations are obviously high, the Yu's objectives remain clear:
For Shenmue III, our goal is to deepen the characters. Shenmue II has widen up the scope of possibilities. Now I want to focus on more specific points. The thematics are still love, courage and friendship but the episode 3 will focus on Shenhua the heroine and deepen every aspect of her character.
If everything goes well, we have to wait until December 2017 to discover the story of Shenhua who succeeds to Ryo Hazuki as main character. But no doubt one and a half year is worth the 15-year wait...
by Yokosuka
Mon Mar 21, 2016 6:11 am
 
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Re: Monaco Magic 2016 - Official Discussion Topic

TEASER: #Shenmue3 Interview with Yu Suzuki (Shenmue Dojo/Team Yu)

phpBB [video]
by Ziming
Sun Apr 03, 2016 7:26 am
 
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Re: Where exactly are we in the story?

Even though it is confirmed that "The Boat" is no longer its own chapter, I still like to interpret the story like this in my head.

Chapter 1 - Shenmue 1: Chapter 1 Yokosuka
Chapter 2 - Cut Chapter "The Boat"
Chapter 3 - Shenmue 2 Hong Kong
Chapter 4 - Shenmue 2 Kowloon
Chapter 5 - End of Shenmue 2, Start of Shenmue 3 - Guilin/Bailu Village
Chapter 6 - Shenmue 3 - Baisha/Choubu
Chapter 7 - 11 - Shenmue 4 and Shenmue 5

I still think that the changes in the story structure do not take away from the original 11 chapter plan.
by shengoro86
Fri Mar 11, 2016 3:57 pm
 
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Re: Monaco Magic 2016 - Official Discussion Topic

http://i.imgur.com/ivqP6Cw.jpg

The question was about the Dreamcast assets.

Yu Suzuki answer's is clear enough. They use what's left from Shenmue 1&2 era and turn the Dreamcast on for the missing assets. Must be painful sometimes...

Let's hope Sega didn't lose the original games core code. :???:

The interview is really great! It makes me think that I would love to see Suzuki San as a movie director some day :heart:
by Kiske
Wed Mar 30, 2016 7:23 am
 
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Re: Monaco Magic 2016 - Official Discussion Topic

We'll have the English version of the Shenmue Master interview up later today.
by Ziming
Wed Mar 30, 2016 6:55 am
 
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Re: ShenmueMaster.fr interview with Yu Suzuki - MAGIC 2016

phpBB [video]
by Peter
Wed Mar 30, 2016 4:20 pm
 
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Re: Monaco Magic 2016 - Official Discussion Topic

Exclusive Interview with Yu Suzuki from MAGIC 2016 by Shenmue Master - English
Captions by Yokosuka/Game footage recorded by Bluemue

phpBB [video]
by Ziming
Wed Mar 30, 2016 4:57 pm
 
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Re: Monaco Magic 2016 - Official Discussion Topic

All the fan communities (Dojo/TeamYu, Shenmue Master, Gameblog) seem to have cooperated with each other to get the most complementary interviews. Great job guys.
by Yokosuka
Sun Apr 03, 2016 11:51 am
 
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Re: SEGA currently "investigating" making Shenmue 1/2 HD hap

In a perfect world...

Where Yu Suzuki, Sony & SEGA team up to revive the whole franchise...

Here is what I hope the plan is...

http://imgur.com/N2bWbBW.jpg

#SaveShenmue - Checked!

http://imgur.com/LwxYmtH.jpg

If everything goes well, prepare the ground for Shenmue 4 and the "Grand Finale"... Shenmue 5!

http://imgur.com/SSXJVZf.jpg

In order to make Shenmue 4 & 5 real, it's essential that Shenmue 3 sells well and for that, we have to #SaveShenmueHD!

We know it, Yu knows it, Sony knows it. Let's hope SEGA knows it too! :king:

http://imgur.com/MpPpJ4N.jpg

I want to believe that some day, the Saga will end! [-o<
by Kiske
Thu May 12, 2016 11:30 am
 
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Re: Shenmue III - ALL THE FACTS AND INFORMATION (THUS FAR)

Some important ones:

. Sony's role is limited to marketing and publishing the PS4 version only of Shenmue III (Source: http://www.gameblog.fr/interview_948_shenmue-3-notre-grande-interview-de-yu-suzuki-et-cedric-bisc )

. SEGA's role is limited to providing the IP and production materials from the first games (Source: http://www.gameblog.fr/interview_948_shenmue-3-notre-grande-interview-de-yu-suzuki-et-cedric-bisc )

. SEGA/YSnet/Shibuya Productions formed the agreement to use the Shenmue licence before Sony was ever involved (Source: http://www.gameblog.fr/news/57133-shenmue-iii-pourquoi-la-ps4-et-pas-la-xbox-one-cedric-biscay )

. Shibuya Productions is the main investor in Shenmue III, and has a much greater role than Sony (Source: https://twitter.com/CedricBiscay/status/645483756371873792 )

Seeing how the "SONY/SEGA ARE SECRETLY FUNDING SHENMUE" lies are still put out there by the gaming press and the people who religiously take the media's conjecture as fact, I think it's up to us to put these real facts out there.
by Spaghetti
Fri May 20, 2016 11:14 am
 
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Shenmue III - ALL THE FACTS AND INFORMATION (THUS FAR)

Hello, everyone. I know we already have the brilliant Shenmue 3 Kickstarter News/Information/Multimedia Archive thread, but I thought it would be a good idea to have a compendium of all the facts, information, and everything we currently know about the game in one easy-to-read contained thread. Perhaps the mods would like to consider this as a sticky?

Please feel free to add everything and anything you can that is relevant (as well as suggestions on how to improve the thread), and I'll update the original post whenever I can :)

(Some of the following information can be considered as spoilers, so read at your own risk.)

---

Story

- Yu Suzuki describes the game as "a kung-fu adventure that takes place in China" [1]

- The game's "key points," according to Yu Suzuki, are "romance, characters' life and martial arts." Where romance is concerned, Yu Suzuki would like to portray the differences between how men and women think [4] [39]

- According to Yu Suzuki, Shenmue III will begin from Chapter Six of the story's eleven planned chapters , and will "mark the end of this story," but will not be the end of the story . In a 2018 interview with GamersFlag, Yu Suzuki stated, "the end will be open for a sequel," suggesting Shenmue III might end on a cliffhanger [33]

- Shenmue III 's story begins the day after the conclusion of Shenmue II [9]

- Ryo, while still angry and thirsty for revenge, will grow and mature a lot throughout the game. Those he meets along the way, particularly where martial arts is concerned, will be largely responsible for this [5]

- The meaning behind the "He shall appear from a far eastern land across the sea..." prologue poem, as well as Ryo and Shenhua's roles in the prophecy , will finally be revealed [1]

- Yu Suzuki has stated he would like to keep Shenhua as "a mysterious character" [38]

- Ryo will not return home to Japan in Shenmue III [17]

- The game will explore and highlight the differences between Japanese and Chinese culture , particularly the way in which Ryo behaves in a foreign land having come from a different background, and how he and Shenhua interact with each other [8]

- Confirmed fighting styles (thus far) include: Hazuki style jujitsu (Ryo) , Fist-Dagger Mantis style (Niao Sun) , Nanquan (a master located in Choubu), and Bajiquan (Ryo and various characters throughout the game) [9]

Characters

- Confirmed important characters (thus far): Ryo Hazuki , Shenhua , Lan Di , Ren , Niao Sun , Chai , Shenhua's adoptive father, and two unnamed "main bosses"

- Confirmed minor characters (thus far): Ming Ming and unnamed minor characters such as an extremely muscular rival to Ryo (described as "a middle-level boss" who "uses an unusual style of martial arts") , the owner of Choubu's Bird Dance Hostel , the temple/shrine maiden of the Hall of Name Tags (described as "a tomboy, boyish type") , a young girl Ryo will befriend , an assistant who will play a role similar to that of Fangmei , a master of Nanquan , and an "eccentric" and "really powerful" martial arts master with "a humorous personality" [6] [9] [36]

- Nozomi , Guizhang , Ine-san , Joy , Fuku-san , Goro , and "other characters" from the two previous games are also confirmed , albeit in the form of telephone calls through the 'World of Telecom' service [6] [9] [16]

- There will be "four main bosses," according to Yu Suzuki. Lan Di and Niao Sun are the only named bosses at present, the latter of whom has been described as "extremely beautiful and sexy, but cruel." The only information pertaining to the two remaining main bosses is that one of them is "[a] strategist using more cunning than head-on fighting" [39]

Locations

- Confirmed areas (thus far): Bailu Village , Choubu , and Baisha [6]

- Bailu Village ( 白鹿村 , which translates as 'White Deer' ) is the starting area of Shenmue III and, where the player was only able to experience just a tiny fraction of the village, was also where Shenmue II ended, though the entire village will now be fully open and explorable . According to Shenhua, who lives in a hut on the very outskirts of the village, Bailu Village is home to around fifty inhabitants . Due to the village's proximity to water, players will be able to fish there . The initial quests here will start Ryo and Shenhua off on their journey

- Choubu ( 鸟舞 , which translates as 'Bird Dance' ), a riverside village situated on the banks of the Li River , will be the game's equivalent to Dobuita or Wan Chai , featuring numerous shops, stalls, amusements, hotels, shrines, temples, dwellings, and other buildings. Choubu resembles Kowloon in terms of its density and verticality . Choubu will contain approximately two-hundred NPCs (which is over three times that which was originally planned), one of whom is a master of Nanquan . Choubu has been described as the most Shenmue -esque location in the game [9] [17]

- Baisha ( 白沙 , which translates as 'White Sand' ) is a village, notable for its numerous tulous, which is home to the Guilin branch of the Chi You Men. Baisha will see a number of new gameplay systems introduced to players, including "a siege game reminiscent of the Warring Kingdoms," which will presumably see the player defending allies from external attacks and engaging in battle with enemies attempting to gain control of the village's buildings, as well as an infiltration mission into the Chi You Men's branch (presumably on a mission to rescue Shenhua's imprisoned adoptive father). It is also during this infiltration mission the player will take advantage of the new 'Character Perspective System' , allowing the player to swap between Ryo, Shenhua, and Ren, utilising each character's unique traits and abilities to achieve their goal

- Some of the specific landmarks and establishments that have been revealed are the Lake of the Lantern Bugs , the Temple of the Blooming Flower , the Bird Dance Hostel , and the Hall of Name Tags [13] [30] [31] [32]

Gameplay

- Shenmue III contains around thirty hours of gameplay [3] [9]

- The 'Technique Scroll System' , one of the game's confirmed new mechanics, consists of move scrolls comprised of three unique types - Normal, Advanced, and Arcane - the latter two of which are managed by a skill tree-like system, which fills as you learn new moves , and require a certain amount to be accumulated before use [9] [16]

- The 'Character Perspective System' , the second of the game's confirmed new mechanics, gives the player the ability to change the character they're playing as - with each character having their own distinct personalities, choices, and approach to the situation at hand - in order to complete their objective. Ryo's approach is that of fighting ; Ren's is that of using a weapon ; and Shenhua's is non-violent and tactical . This mechanic will feature in a single event [17]

- The 'Rapport System' , the third of the game's confirmed new mechanics, will see Ryo and Shenhua's relationship vary depending on the player's actions towards, and interactions with , her, therefore affecting how cooperative and/or warm/cold she is in return , dictated by two underlying systems: the 'Affinity Rating' and 'Cooperative Quest' [17]

- 'A.I. Battling' , the fourth of the game's confirmed new mechanics, will allow players to "unleash the perfect technique in response to the opponent's positioning and distance," meaning the technique will, upon activation, hand control over to an A.I. which will decide the best course of action instead of requiring calculated inputs from the player. The system is "for players who are not used to fighting games or for those who want a full immersion battle experience" [19]

- NPCs will be more akin to those featured in Shenmue II , meaning their scripting won't be as detailed, nor will their personalities be as unique as those in the original game, though other aspects about them will see improvement (e.g., cosmetic detail and facial expressions) [38]

- Regarding controls, Yu Suzuki has stated he is currently in two minds about how they will function; on one hand, he would like to "keep a similar configuration to the original game," but realises times have long since changed and is therefore considering more contemporary schemes [10] [12]

- In order to make the combat system simpler and visually different from the series' previous entries, a "Variable Speed" system is being incorporated into FREE battles. Specific details have not been revealed, but Yu Suzuki describes it as "new and fun" [11]

- Ryo will now be able to attack multiple opponents at once (a primitive version of this could be found in the first two games, in which the Ryo was able to grapple an opponent and kick away surrounding enemies) and perform combos in FREE battles [26]

- QTEs will return in a more modernised, dynamic fashion . The possibility of using specific sounds and colours to associate with inputs , as opposed to displaying the button itself on-screen, is under consideration [9]

- Training areas might be making a return for the first time since the first game [38]

- Progression of time will be "about the same system as the first two Shenmue ." This means one in-game hour is equivalent to four real-world minutes; one in-game day is equivalent to one real-world hour [34]

- There will be events in which a bear and a deer must be saved

- Regarding the size of the game world , Yu Suzuki states it will be "even richer" than the series' previous entries. Choubu, on its own, has been greatly expanded , by at least five times its originally planned size [4]

- A trademark of the series, attention to detail and interactivity (as well as examples of more subtle detail such as gestures and cultural dress style) will be in abundance [9]

- As was the case with the previous games, Ryo will return to his place of rest at 11:30pm . In Bailu Village this will be Shenhua's house , and in Choubu it will be the player's hostel of choice . Baisha's place of rest is currently unknown, though one can assume it will be in one of the tulous

- Regarding loading screens/times , Yu Suzuki has stated that, "[players will] start in a large area which will require some initial loading, but compared to before the loading situation will be much better. It's much faster now," possibly suggesting exterior-to-interior (and vice versa) loading will be seamless [10]

- For the very first time in the series, players will be able to change Ryo's outfit (and maybe even remove his bandage ) [17]

- The notebook will return, and has been updated with coloured divider tabs [17] [25]

- Forklifts will return in one form or another [9] [38]

- Capsule toys from the first two games will be returning, though it is currently unknown whether brand new capsule toys from SEGA franchises will be introduced. Those who pledged for the $700 tier of the Kickstarter campaign will have a 2D illustration of their face featured inside a small glass block , whereas those who pledged for the $1200 tier will have a Chibi-style representation of themselves featured as a fully-modelled capsule toy , as part of new in-game capsule toy collections [13] [17]

- Fortune-telling has been confirmed

- Purchasable move scrolls will be returning [23] [24]

- Arcade cabinets will be returning. So far, Excite QTE and Fighting Mania -like cabinets, as well as pinball machines, whack-a-mole, and a punch-ball boxing machine , have been seen [17] [25] [41]

- Lucky Hit will be returning [6]

- A turtle racing mini-game has been confirmed [1]

- A fishing mini-game has been confirmed [9]

- Many of the new mini-games will be more meaningful and connected to the game's world and progression [9] [26]

- Part-time jobs will be returning. Although wood chopping is the only confirmed job thus far , the presence of a warehouse in Choubu and Lucky Hit suggests job opportunities, too [9] [35]

- Ryo can earn money through various other means, including gambling and selling items (e.g. capsule toys and fish he has caught) [9] [17]

- Wild animals such as tortoises, ducks, and frogs can be found in certain areas. Chickens, dogs, cats, turtles, hens, pigeons, and "many more" can be found throughout the world, too, and there might even be the opportunity to care for a pet in a similar fashion to the kitten from the first game [2] [9]

General

- The game has a tentative release date of 2019 for PlayStation 4 and PC [27]

- In order to appeal to veterans of the series, Shenmue III will be comprised of 30% contemporary ideas/influences and 70% 'classic' Shenmue themes [12]

- The game will feature a short recap covering the events of the first two games for those who are new to the series. Flashbacks using scenes from the first two games will also occur throughout the story; Yu Suzuki is even considering making some of them playable , but is currently "undecided" [9] [11]

- Like its predecessors, Shenmue III will have a bad ending should players not manage to complete the game by a certain in-game date [40]

- Memories will play an important part in Shenmue III . One such example is that of an NPC who will recount a prior event , giving Ryo (and, by extension, the player) a more tangible, visual idea of what occurred before working to fit the pieces together [11]

- Save data from the first two games will not be able to be carried over into Shenmue III

- As of December 2017, almost all of the English voice actors for the main characters have been cast , with casting set to continue in early 2018 [8]

- Yu Suzuki would like to bring back as many of the series' past voice actors as possible. Shenhua (and Wong , if he features in the game) will have a new English voice actress due to Akasha Scholen's retirement [3] [9]

- Corey Marshall and Masaya Matsukaze will reprise their roles as the English and Japanese voices of Ryo Hazuki, respectively [28] [29]

- In a Dreamcast Ultimate interview published on 11/09/2017 , Corey Marshall stated he has been in contact with Yu Suzuki's team and his voice work will begin "soon." In March 2018, Marshall revealed he will begin to record his lines at the end of May [15] [37]

- Yu Suzuki would like to include both the English and Japanese dubs in each respective version, but is currently unsure whether it will be possible [17]

- Key members from the series' original development team are working on the game, including writer Masahiro Yoshimoto , character designer Kenji Miyawaki , composer Ryuji Iuchi , and programmer Takeshi Hirai [13]

- Shenmue III is being built in Unreal Engine 4 , which the team intend to push to its maximum potential , as opposed to the Virtua Fighter engine utilised by the first two games , due to the engine's ease with prototyping, efficiency, and its appropriate colour palette. As a result, the fighting engine is being built from scratch . Yu Suzuki is especially impressed with how far the capabilities of the engine have exceeded his expectations, particularly where graphical quality is concerned [3] [9] [10] [14] [16]

- Dynamic weather will be returning, and will be considerably improved over the previous games. "The lighting of sunsets and sunrises will be really beautiful," according to Yu Suzuki [39]

- Shenmue III utilises motion and magnetic capture technology for its animations, the former of which will be used in the most important action scenes [4]

- Yu Suzuki hopes players will really feel the visuals ; from the humidity in the air to the smell of the surroundings , complemented by the game's new art style [9] [14]

- According to Yu Suzuki, "The assets from [the first two games] will get a lot of use"

- As of early September 2017, map modelling and asset creation is at around 70% completion , whereas the lighting system is very close to completion [9] [16]

- Indian game development studio Lakshya Digital (whose past projects include titles such as Uncharted 2: Among Thieves , Bloodborne , Metal Gear Solid V: The Phantom Pain , WWE 2K16 , and Just Cause 3 ) will be taking care of much of the game's character art development . Yu Suzuki is very happy with what he has seen so far [13]

- The OST will consist of unused/returning tracks from the original games (of which just 20% were used in the aforementioned) and possibly some new material [3] [9]

- Shenmue III will feature numerous easter eggs [1]

- Yu Suzuki is considering the possibility of a Tomato Mart in the town of Choubu [7]

- DLC is planned , but no further details have been revealed [9]

- Shenmue III will have no online options, though no specifics were given as to the extent to what is considered 'online'

Business-related

- Following its reveal at E3 2015 on June 15th, Shenmue III was successfully funded on Kickstarter , reaching its initial goal of $2 million in a record eight hours and forty-three minutes, eventually ending in July with a total of $6.333 million (the most-funded video game project and sixth-most-funded overall on Kickstarter) pledged by 69,320 backers [18]

- As of July 23rd, 2018 , funding is at $7.063 million (pledged by 78,953 backers ) thanks to the Slacker Backer campaign [19] [42]

- Shenmue III will be published in PAL and NA regions by Deep Silver , who will be providing additional budget and promotional support, allowing greater budgetary stability and flexibility, as well as enabling Yu Suzuki to greatly expand upon, and truly realise, his vision and hire more freelancers for the project. (The game's publisher in Japan is currently unknown. ) Originally thought to be published by Sony , the latter's role has been clarified as providing support , while SEGA's role is limited to providing the IP and production materials from the series' previous entries [3] [9] [10] [12] [16]

- Contrary to popular belief and misinformation, poor research, and flat-out lies spread by the gaming press, Shibuya Productions is the main investor in Shenmue III , having invested an undisclosed amount in the project, and has a much greater role than Sony . (In fact, SEGA / YSnet / Shibuya Productions formed the agreement to use the Shenmue licence before Sony was ever involved ) [20] [21] [22]

System specs

(Placeholder and subject to change.)

Minimum:

OS: Windows 7x64, Windows 8x64, Windows 10x64 (64-bit OS Required)
Processor: Intel Core i5-4460 (3.40 GHz) or better; Quad-core or better
Memory: 4 GB RAM
Graphics: NVIDIA GeForce GTX 650 Ti or better (DirectX 11 card & VRAM 2GB Required)
DirectX: Version 11
Network: Broadband internet connection
Storage: 100 GB available space
Sound card: DirectX 9.0c compatible sound card
Additional Info: Requires Steam Client to activate.

---

UPDATES LOG:

25/06/2018: Miscellaneous changes and updated the slacker backer pledge total

23/04/2018: Updated with information from previous interviews and talks, and separated information about characters into its own section

18/04/2018: Updated with information from a 2016 DualShockers interview

15/04/2018: Updated with new information from SEGASaturno's MAGIC interview

17/03/2018: Updated with new information from MAGIC 2018 and added more citations for older information

14/01/2018: Added citations to the majority of the facts. Incomplete, but this will be taken care of

23/12/2017: Updated with new information from Shenmue Master's Gamescom interview

16/12/2017: Updated with new information about the temple maiden and made some miscellaneous changes

28/11/2017: Updated the Slacker Backer amount

14/10/2017: Updated with new information from the Shenmue Master recap

28/09/2017: Updated with new information from the latest M! Games Magazine interview

27/09/2017: Updated with new information from the latest Official PlayStation Magazine interview

25/09/2017: Cleaned things up, updated the backer amount/count, and added more information

21/09/2017: Moved information about locations into their own category and added lots of miscellaneous information

17/09/2017: Included Corey Marshall's comments about voice work beginning soon as well as other little tid-bits

12/09/2017: Cleaned things up a bit and elaborated on some information

11/09/2017: Separated 'Story/gameplay' into separate sections and added some more information from the Fok!, Gamona, and Shenmue500k interviews

09/09/2017: Added some more information from the Eurogamer interview

03/09/2017: Cleaned things up a bit

28/08/2017: Added some more information from the Multiplayer.it interview

27/08/2017: Categorised the information so everything doesn't read as one long list

26/08/2017: Added and corrected some information in light of revelations from Gamescom 2017

20/12/2016: Added some more information, including Shenhua's adoptive father to the confirmed characters list, Nanquan as one of the confirmed fighting styles, and an update to the funding date
[***RESERVED***]
by ShenGCH
Fri May 20, 2016 4:31 am
 
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PART 1: Yu Suzuki Interview (May 9 Bessatsu Shonen Mag)

Here is a translation of part of a Japanese magazine interview with Yu Suzuki that was published in the May 9 (2016) edition of the Bessatsu Shonen magazine. The article scan was obtained by Ziming.

(Original scans provided by Japanese Shenmue fan @da34ss on Twitter)

In this part, Suzuki talks specifically about Shenmue III, although it is pretty short.

Note: the rest of the article covers topics like Suzuki's background in designing arcade games, the gaming industry in Japan, and how RPG and text adventure games of the time were influences on his design for Shenmue etc. I selected the part below as a priority for translation since it relates most to Shenmue III and the other topics have been discussed in previous talks & interviews.

We Talk With a Gaming Legend!

Shenmue III, the Game the World Eagerly Awaits, is in Development!

http://i.imgur.com/rT9HyAhm.png

Game Creator Yu Suzuki Envisions
the Future for the Game Industry

Yu Suzuki developed the Shenmue series for the home console from 1999 through to 2001, and is a game developer respected by video game fans and game developers the world over. Reporter Ikeda from the MMR* investigation team has carried out this personal interview as Suzuki works with youthful enthusiasm on his latest game, Shenmue III. Suzuki speaks with passion about Shenmue III and the Japan game industry.

* MMR stands for "Magazine Mystery Reportage", a manga series involving investigation of mysteries and the unknown.

Interviewer Profile
⋅ Name: Ikeda
⋅ Reporter for the Weekly Shonen Magazine “Magazine Mystery Reportage”. During the 1980s he wrote under the pen name “Akira Hibiki” as a game journalist.

Growing Anticipation for Shenmue III

What Lies Behind the Veil of Secrecy?

Q: Getting straight to the point, what kind of game will Shenmue III be?
YS: With Shenmue III, I have taken a different approach compared to Shenmue I and II. Normally, a video game is planned around a pre-determined budget, but with Shenmue III money collected through crowd funding is allotted to the development budget, so I designed it so the design could scale flexibly to match. In addition to the open-world gameplay aspect (which I termed "FREE" at the time of the first game), I also prepared new and attractive features that could be incorporated elsewhere. In saying that, the creation of a video game that can be packed with open-world style elements will always be swayed by the development budget. Rather than there being say 10 mini-games to play in a certain town, an even greater number like 20 or 30 is more enjoyable, right? However, creating a game this way has a direct impact on the cost.

http://i.imgur.com/nuy3QURm.png

Q: The development cost of Grand Theft Auto, a game which popularized the open world concept, is said to have been over 10 billion yen (US$100m).
YS: Trying to compete directly with Grand Theft Auto and its vast difference in budget would be like a puny 10kg guy taking on a 100kg sumo wrestler. In which case, the video game fans may as well just play Grand Theft Auto, wouldn’t you say? (laughs)

Q: Trying to compete in terms of quantity would be a losing proposition, wouldn’t it.
YS: The story for the Shenmue series is made up of the 11 chapters that I planned out, with Shenmue in 1999 being Chapter One, and Shenmue II in 2001 being Chapter Two. Actually, my intention for Chapter Three has always been for a scenario that digs down into a single theme. Across the course of the first two games of the series, the player’s degree of freedom increases, their field of exploration widens and the scale of the game grows to having around 450 NPCs. By comparison, although Chapter Three will give the appearance of growing further in scale, it will focus on digging deeply down into one particular matter, just as I planned out almost 20 years ago. And I’m aiming to do so in a way that the fans will enjoy, placing importance on originality.

Q: What do you have in mind when you say “originality”?
YS: For example, when characters are talking to each other, it would be weird for them to stand almost touching if they’re meeting for the first time, right? In real life, they would maintain a certain distance between each other.

Q: Their personal space... That’s true, if someone you haven’t met before stands too close it’s threatening rather than friendly.
YS: Conversely, when you’re with someone with whom you get on well... when you are with your girlfriend, you’ll be closer together, right? So if we introduce a new “intimacy” parameter setting, for example we could set the distance between characters according its value. If the game contains many of these subtle but natural experiments then I think it will make for a much more believable world. It will give the game a more gentle feeling. Right now I’m working on overlaying these kind of subtleties.

Q: It makes me look forward to Shenmue III even more! And finally, actually there’s something I want to ask personally: I’ve heard that when deciding the name of the hero of Virtua Fighter, Akira Yuki, the “Yu” in his surname was taken from your name. If that is the case, how about “Akira”?
YS: Well, I took it from the pen name you yourself used when you were a gaming journalist: Akira Hibiki.

Q: What... really?!
YS: It’s true. Both “Akira” and “Yuki” sound cool, don’t you think? I think the name of the hero of a game should sound cool. Akira Yuki sounds way better than say “Torao Daimoji” (laughs).

Q: To me, Torao Daimoji sounds pretty cool too though. It sounds like the name of a heavy-set guy with chiseled features (laughs).

<End of article>
by Switch
Fri May 20, 2016 7:32 pm
 
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Re: E3 2016 & Shenmue 3

I made that mistake last year, going to work with no sleep after the Kickstarter announcement! I will never forget how tired I was thay day, relying on adrelanine boosts from watching the Huber video over and over throughout that day to get me through.
by Peter
Sun Jun 05, 2016 3:01 pm
 
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Re: E3 2016 & Shenmue 3

I've got a feeling that we're gonna get SOMETHING. If nothing is shown at E3 then by 2017 the public will probably have forgotten about Shenmue 3... a cool teaser trailer is all we need to tide us over until next year.

Considering how good the game was looking as early as 4 months ago @ MAGIC I'm sure something great looking can be put together for E3.
by SMDzero
Sun Jun 05, 2016 9:15 pm
 
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Re: E3 2016 & Shenmue 3

We just need the prologue sequence of Shenmue III shown at e3, starring Shenhua (updated model) in a beautiful forest with some incredible Shenmue soundtrack in the background while she says some heartbreaking chinese proberb.

Just like in the previous Shenmue games

https://www.youtube.com/watch?v=Oj-kBO9z370

https://www.youtube.com/watch?v=LqxH8shaO_c
by Esppiral
Mon Jun 06, 2016 4:10 pm
 
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PART 2: Yu Suzuki Interview (May 9 Bessatsu Shonen Mag)

Welcome to PART 2 of the translation of the Japanese magazine interview with Yu Suzuki that was published in the May 9 (2016) edition of the Bessatsu Shonen magazine.

Go here for PART 1 of the article.

In this lengthier part, Yu Suzuki reflects on last year's Kickstarter launch at E3, and talks about early computer games that inspired and influenced his design decisions for Shenmue; his thoughts on the game industry in Japan vs overseas; his love of innovation when creating games; the evolution of technology used in games; and his desire to ensure that Shenmue III is a game that will stand up proudly in today's market.

Note: this part appears first in the actual article.

http://i.imgur.com/rT9HyAhm.png


PART 2

The Globally-Anticipated Shenmue III is Under Way

Hello, it's been a while!
YS: Yes, it has! So, it looks like you're now reporting under the name Ikeda for the Weekly Shonen magazine.

That's right. And since development is under way on your latest game, I rushed over to ask you all about it!
YS: (laughs)

As we know, the project for the creation of Shenmue III was announced at the Playstation Experience 2015 conference at last year's E3. The venue exploded in excitement instantly. Looking back on it, how did you feel?
YS: Just before the Shenmue III announcement, several major games like Final Fantasy XV were being announced one after another from the stage, with each prompting thunderous cheers from the audience. So I felt anxious as I waited in the dressing rooms to go on, being overwhelmed at the fervor in the event hall and at the extraordinary atmosphere under which the Shenmue III announcement would be made (laughs) However, as soon as the Shenmue III music began to play... the cheering rang out an octave higher than previously – it was almost like screaming. I was so moved at that moment.

The applause and cheers that filled the air almost broke the hall apart – the passion was incredible, wasn't it. That's when it hit me just how eagerly video game fans around the world had been looking forward to Shenmue III. There was an amazing response through pledges made via Kickstarter immediately after that too, wasn't there.
YS: For the creation of Shenmue III, I used Kickstarter to raise funding towards the development budget from fans and a total of $6,333,296 was pledged by 69,320 people (by the end of the Kickstarter campaign). What's more, two Guinness world records were set: Fastest $1 Million Pledged for a Crowd-funded Video Game and Most Money Pledged for a Kickstarter Video Game. Access by the fans was so heavy that day that the Kickstarter servers went down three times.

Servers that should be able to stand up to heavy global access went down...!? It shows just how many video game fans are placing hopes on Shenmue III, doesn't it.


Shenmue: Building Up Natural Layers

Before talking about the game at the center of everyone's attention, Shenmue III, I'd like to reflect back on the Shenmue series in general. I believe the first game, published in 1999, was "Shenmue ~Chapter One: Yokosuka~". That was your first full-fledged title for a home console, wasn't it.
YS: Until then, I had been working only on developing arcade games since joining SEGA in 1983. With arcade game development you have to focus on cramming in the game's essence and inject a fun experience for the player, within a playtime limited to around 3 minutes. I spent some ten-odd years pushing myself to condense the core attractions of a game into a short period of time. Games for a home console are quite different. They don't have the restriction of brief gameplay imposed by arcade games, and time can be taken in communicating a game's features to the player. For me it started by wanting to be able to express myself as a developer with a home console game, unrestricted by time. But to go back even further to my earliest roots, I was greatly influenced as a student by a computer called the Apple II.

http://i.imgur.com/j4HLPeM.png

Oh yes, I remember it! We all dreamed of owning an Apple II as students, but it was something that was far out of our reach.
YS: I also couldn't afford one myself, but seeing those video games running on the Apple II really stirred the imagination, didn't it. Early on, there was a genre of games known as text adventures, which displayed only words on the screen. Following that, as the capabilities of PCs increased, games began to display line graphics together with the text. In "Mystery House", a typical game of that era, the lines were blurry giving them the appearance of full-color graphics. Then in the 1980s the role-playing game (RPG) series "Ultima" emerged, bringing with it 3D dungeons and even sound generation. I witnessed the evolution of these kinds of games, and at the time my reaction was simply "Wow".

Back then was a time when video games evolved at break-neck speed, didn't they, to keep pace with the improving capabilities of PCs.
YS: Ultima in particular set itself apart from the adventure games seen before then whose story would progress in the same way no matter who played; rather, the outcome differed slightly for each person playing. Depending on things like the player's actions and experience points gained within the game, the story develops differently. That's what really got my attention. So for me, RPGs evolved from adventure games – text adventure games that displayed only words. Line graphics were added to these text-only games, followed by the ability to portray color and sound; then the sound-effects became more realistic... To me, the evolution of video games was a rapid broadening of "what's possible". This led to me wondering if I could put 3D graphics on the screen, or include speech. And the result of a natural extension to my thoughts is the Shenmue series.

Within the Shenmue series, what things did you especially strive to do in a particular way?
YS: I'm often asked in interviews with the foreign media whether there is there anything I wished I could have put in Shenmue I but didn't. When I reply "The ramen noodles don't get soggy", a question mark forms above their heads (laughs). In director Juzo Itami's movie "The Funeral" there's a scene in the middle of the ceremony where people start to get pins and needles in their legs and so they rearrange the position of their big toes. It's a situation which shouldn't be laughed about, but you can't help chuckling. It's that sort of everyday little thing that I'd like to portray. That's what gives the Shenmue feeling, and I wanted to include lots of those kinds of things. For example - after 10 minutes there's less steam coming from the ramen noodles (laughs). But at the time of Shenmue I, characters in other games could only move in four directions (up, down, left, right) and in order to talk with other characters you had to stand directly in front of them. And that's the era in which I was trying to portray things cinematically, so I couldn't get understanding from anyone. (laughs)

I think it was in 1997 that you asked me whether I would be interested in becoming the director of what was Shenmue's previous incarnation, "Virtua Fighter RPG". Back then you also spoke about the same kind of things, but at the time I couldn't grasp what you were talking about at all (laughs).
YS: Even when I pointed out to people "In real life you can converse with someone even if you're standing beside them rather than directly in front, right?", no one got it. (laughs) That was common with video games of the time, and taken for granted. When a character ran into a wall or obstacle and stopped, his legs would continue to move on the spot. No-one would listen to the suggestion that when a character can't move any further forward he doesn't keep lifting his feet. I'm sure everyone justified it to themselves with the reasoning "because it's a game". So the Shenmue series took shape from my building up layers of what were, for me, natural things.


The Day Japan's Gaming Industry Lost Domination

What Is Needed for a Come-back?

Shenmue I was filled with revolutionary concepts such as those, but no games appeared from Japan game developers to follow in its footsteps. Shenmue I was released in December 1999, and I believe that is the day when Japan lost the global video games battle.
YS: It's true that Japan's game industry started to go in the completely opposite direction from there.

My feeling is that Shenmue I was somewhat of a difficult proposition from a business perspective, and so the executives at Japan game companies decided that this style of game wasn't going to work out and turned their backs.
YS: But that's because video games of the time, not just in Japan but around the world, were of a style that explored a single theme in depth. For example even Hang On, a game that I designed, was focused on riding with the bike leaning over. A single theme was taken and narrowed down to the extreme – and then it was drilled into with depth. It's the complete opposite of the "able to do anything" style I was aiming for with the Shenmue series.

If Japanese game developers had embraced Shenmue's concepts, we might have been in quite a different situation today. Games like Dragon Quest and Final Fantasy didn't follow its path either.
YS: Those are products that were created after a thorough analysis of the Japanese market to identify suitable elements for customization to Japanese gamers, with all necessary elements being incorporated into their manufacture.

Conversely the market overseas was energized by the release of Shenmue I. Even the developers behind Grand Theft Auto went so far as to comment that seeing Shenmue I served as strong encouragement for them, saying that it opened up the way forward for them; they saw that evolving in that direction could work.
YS: Looking back on it now, if I had taken the Shenmue I game engine at that time and made it available as a tool for developers, it might have become the equivalent of something like today's Unreal Engine or Unity. But at the point in time of the first game, the game engine portion wasn't fully finished so we weren't able to make a strong pitch about it. I think if the game engine portion had been complete, then it would have been markedly more efficient to develop the second game onwards. Creating game engines or development tools like this is something at which people in the West are particularly adept. Back in 1999 they realized what development tools would be needed to create a game allowing the player complete freedom of action, and went ahead with the steps to get there.

I think more now than ever, with the Japan game industry up against tough times, your words and Shenmue's concepts really stand out. Last year, when the father of Metal Gear Solid, Hideo Kojima, went independent, he said "If we're only focused on the profits immediately in front of us, the times will leave the Japanese games industry behind. It becomes impossible to catch up again." This reflects what has happened after Shenmue.
YS: When Shenmue I was released, reviews were mixed. I can talk about it now as the "statue of limitations" has expired, but originally the Shenmue series was a single story made up of 11 chapters, that I was planning to release in two parts. Then it became necessary to release just the first chapter as a single game: putting together its own opening and ending and adjusting it story-wise to provide an Introduction, Development, Turn and Conclusion. So, if I had to say whether Shenmue I turned out as I had first envisaged, then that's not necessarily the case. My belief is that you must always be taking on new challenges, in order for new methods of expression and game production techniques to see the light. If you only rely on the old and familiar, the day will come when you're no longer able to stand up against the rest of the world.

http://i.imgur.com/piJX6fr.png

Challenges Give Rise to New Advantages

This is my own pet theory, but I think that with video games in America, in the main both players and developers have grown to prefer games that provide entertainment through simulation. I would say that it's for this reason that Shenmue I "clicked" with Americans as being the kind of thing they were looking for; and video games that followed haven't held back on trying new things to improve the quality of the simulation.
YS: The people of Japan are the most versatile among all nations, so I'm sure that in three years time, given the same development tool, we would be able to master them with the highest proficiency. However, while we may be able to become more proficient than anyone else, there is a temptation to stick with those development tools or methods we have gotten used to. Developers overseas, on the other hand, are always trying new development methods and different game engines, and they use these skillfully and efficiently. This approach of trying new things is one that is praised by overseas game fans. And so the approach taken in the West, where importance is placed on new challenges rather than success / failure, is a better and mentally healthier approach for developers.

No doubt your big global hit Out Run was the result of your taking on those kinds of challenges yourself. Out Run was a game that simulates an enjoyable drive in a car down a wide, open road while the trend for race games in the 80s was to race down narrow roads, where hitting another car would cause an explosion.
YS: After all, in real life I have never had an explosion from scraping my car (laughs). And so I thought it doesn't make sense for it to explode. And what prompted me to provide Out Run with a choice of 3 background music tracks was from wanting to change the music to suit my mood when driving my own car.

And then we arrive at the 90s, when 2D fighting games had a great burst in popularity.
YS: Street Fighter II was the king of the fighting games at the time.

Back then, "fighting games" automatically meant two-dimensional fighting games – that was the only kind of fighting games that players and developers knew, wasn't it. But instead of pursuing the same path, you worked on a three-dimensional fighting game, Virtua Fighter.
YS: I had no hope of mastering the controls for Street Fighter II, so I thought I would make a game that I would be able to play (laughs). What I wanted to achieve with Virtua Fighter was that I wanted to be able to move my character the way I wanted, with the fighting based on judgment in the same way as with an actual martial artist. The 2D fighting games of the 90s were a genre where the player is rewarded with a win through skill at timing. However, that means that it is people who can execute the commands at exactly the right instant who are the ones that win. What is really wanted is for victory to be the result of the player thinking "I want to do a somersault kick here" and controlling the character accordingly, right? With real boxing too, even the greatest boxer doesn't watch the action before throwing a punch. His body moves the instant he senses that his opponent will throw a punch. I wanted to make a fighting game that you could play with the same kind of intuition as actual fighters. To achieve that, I simplified the controls and implemented an intelligent processing system to let the player's decisions be communicated directly.

It was a game you packed with innovations, wasn't it - not just 3D graphics but even in areas like the controls.


Video Game Industry's Destiny Dictates Use of Cutting-Edge Technology

I think the reason 3D stereoscopic movies have become established in Hollywood is because entertainment in America as a whole has moved in the direction of simulations, and they have been assimilated naturally. That being the case, would virtual reality be the next area video games in America will target?
YS: We are getting closer to what we used to dream about. Even for simulations, the day may come when the experience will be not be via a TV screen but through holographic images, which is something I discussed back in the days of Virtua Fighter. It is said that almost anything that can be imagined is realizable; for example in the past we used to think it would be amazing if trains could travel inside buildings, but now it's something that exists and is taken for granted. So reality will grow closer to our dreams, I'm sure.

The games of the future we dreamed about as kids are rapidly becoming reality, aren't they.
YS: What bugs me most when I'm playing video games, is that using a controller is such a hassle. I ask myself when it will be possible to play without a controller (laughs). Being unable to manipulate the controller properly is stressful and unpleasant, so I want to have the character move just from thought. Brain waves such as alpha waves can now be detected, so someday a sensor may be realized that gives you control just by attaching it to your body in the same way as "Elekiban" [a brand of magnetic patches sold in Japan] .

Actually continuing to attempt to reach those goals, rather than leaving them as dreams, pushes technology to advance, doesn't it.
YS: Even automated driving, which has become a popular topic in the vehicle industry, is a natural extension of the technology used to control the non-player cars in racing games - how to recognize the road geometry, how to make a correction to a deviation from the path of travel. The basic core of automated driving is the same foundation as for the non-player cars we have been working with for more than 10 years. Of course, with an actual car lives are at stake so things like the detection of other cars and measurement of inter-car distance is done with high precision. Racing games, by comparison, are deliberately made to be competitive so that the player can enjoy playing them. Almost certainly some of the technology in racing games forms the cornerstone of automated driving; or to put it another way, I would say the very first incorporation of automated driving was in racing games.

Video games are filled with cutting-edge technology, aren't they!
YS: Military technology contributed to the evolution of computers. Therefore cutting-edge technology is also used in the video game industry built upon them, and furthermore this industry is one whose destiny dictates that kind of cutting-edge technology be actively employed.


Being Globally Competitive as a Creative Work

While experimenting with such new challenges may be fun, at the same time is it the toughest part of video game development?
YS: Quite the opposite, it's the most enjoyable part. Of course, there are tough times too. With the production of Shenmue I, there's no doubt there were struggles, but they were to do with the vast amount of personnel administration and management; areas other than the creative side.

Things like administering the staff and scheduling, rather than the development.
YS: Right (laughs). I hate having time taken up by management and losing time for creativity.

Having clearly-separated positions for producer and director as with Hollywood movies might suit your style of creation better.
YS: If I could dedicate myself to creating the game, it would be painless. But back at the time of Shenmue I, for a developer to speak of making a game where the player is "able to do anything" was taboo territory – it was equivalent to saying that the game would become one that couldn't do anything. The reason for that is simple: if you have say 10 developers, then to implement 10 features you need to put one person in charge of each feature. But if you narrow the scope down to a single feature then all 10 members can devote their energy to it. You could also say that the reason a game of the same type as Shenmue wasn't produced following the release of Shenmue I was due to there being this kind of background.

So it was a game that deliberately challenged this taboo!
YS: That's why when I'm making a video game... I always find new challenges exciting. Also when I was making arcade games, I never felt it to be a hardship. However - and this is something that can be said about all the games I've created up till now - I've never completed one exactly as I wanted it to be. Mostly they end up with around 50-60% implemented of what I wanted to do (laughs).

If the result is the creation of games like Virtua Fighter, then everything you wanted to do was implemented the world would surely be bowled over! (laughs)
YS: The biggest difference between game developers in Japan vs those overseas is probably the system of production. Overseas development companies are based around a production style that includes Hollywood marketing and merchandising. And so it's hard for Japanese developers to try to imitate that. But in a way it's the same for movies: there are many fine Japanese movies, aren't there. Some Japanese movies even win awards overseas. If we can bring out something with an appeal that isn't influenced by differences in budget or production style, then a product can be created that will be well received by the rest of the world. I want Shenmue III to be a video game that can be globally competitive as a creative work.

Translation by Switch
by Switch
Fri Jun 10, 2016 10:05 am
 
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DoriMaga Feature Part 2: The World of Shenmue (Jan 1999)

Here is the second translated installment of the January 1999 edition of the Dreamcast Magazine, which contained a multi-part feature on Shenmue . The theme of Part 2 is "The World of Shenmue".

http://i.imgur.com/tPiMPntt.png

Background to the article : as part of the build-up to the release of Shenmue, and following on the heels of the Shenmue Premiere event that had been held the previous month in Yokohama, the Japanese Dreamcast Magazine ("DoriMaga") published this 16-page special report covering various aspects about what could be expected with the as-yet unreleased Shenmue.

The feature consists of these parts:
Part 1. Shenmue Premiere Event (previously translated here)
Part 2. The World of Shenmue (this post)
Part 3. The Hero and Other Characters (future post)
Part 4. It's Magic! Special Effects and Production (future post)
Part 5. Interview with Yu Suzuki (future post)

PART 2: The World of Shenmue

http://i.imgur.com/rNcvXwAt.png http://i.imgur.com/m2SIloyt.png http://i.imgur.com/kSWtLWht.png http://i.imgur.com/px5STGCt.png

Shenmue’s Most Distinctive Feature: Its Immense Play Area!

Here's what Yu Suzuki has to say about Shenmue’s new genre, FREE (an acronym of "Full Reactive Eyes Entertainment"): "It imposes fewer constraints than the games of the past, and lets you play as you want and without stress. It’s about making sure anyone can get through the game smoothly, without being frustrated - that’s what I wanted to create. Even a 10-year old can play. When the boundaries between generations and countries are overcome, people from all over the world can share the emotion of its themes, and feel as if they have experienced a different life from their present one. To put it another way, I want to give the player a complete, self-contained world."

A World Whose Creation Has Spanned 3 Years

This game is the product of 3 years spent by SEGA’s top developer, Yu Suzuki, after taking on the challenge of creating an RPG. The project got underway in secret in 1996 at AM2’s research department as development was in progress on Virtua Fighter III, a game greatly anticipated by all game players. Things took shape steadily, and a massive number of image boards were created in the construction of the world. Work on Yu Suzuki’s masterpiece came to be known by the code name " Project Berkley ". And now, at last, the time has come for the veil to be lifted.

Yu Suzuki’s goal with the game is the "creation of a huge world" - nothing less than a reconstruction of the real world. Something that’s easy to say, but for a game to take ordinary, everyday things and recreate them before our eyes is one of the most difficult challenges. For that reason, in games before now objects have always been symbolized or simplified: the symbol of a castle; a 3D sandbox world that lacks authenticity; badly-shaped characters... It’s only natural to question why this has become the accepted method of expression in conventional RPGs. Yu Suzuki took this as his starting point, along with a vast and complete world. Indeed, Yu Suzuki took the concepts everybody had taken for granted and made them his point of departure. Upon seeing the world that Yu Suzuki has created, players will surely catch their breath.

http://i.imgur.com/2lZxf2p.png
Above: One of the locations in Shenmue: the bewitching capital of Hong Kong. Kowloon City, standing in the evening sun, may be a town that best reflects the impressive scale of the game. Enclosing all kinds of people, this giant city is a complicated tangle, forbidding access to outsiders...
※ All images are work-in-progress.

The May 21st Dreamcast Demo:
Was “The Tower of Babel” a Glimpse of Things to Come?!

21 May, 1998: at the Dreamcast event, along with demonstrations presented by Mr Irimajiri [the then-CEO of Sega] , a demonstration video of "The Tower of Babel" was shown. It is said to have been put together by three staff members in just ten days. This demo bears a striking resemblance to the walled city of Kowloon in Shenmue. What would have been produced if three years had been spent in the creation of the city? The answer to that is: Shenmue.

http://i.imgur.com/7ODFYxJ.png
Above: from above, countless stores and houses surround the huge tower. Creating something like this in a period of just 10 days is now within the realm of possibility.

http://i.imgur.com/rgFjKbtm.png http://i.imgur.com/sSiJARfm.png?1
Left: this is how it looks viewed from afar: one large island. Right: going in closer, the detail in the work can be appreciated. Is this the kind of world that will exist in Shenmue?

https://www.youtube.com/watch?v=P4fAbTrhvto



http://i.imgur.com/k401lnil.png
Above: this is where the protagonist of this game lives, the area of Yokosuka. With its slightly retro feel, the town feels more than a background to an RPG - the sense of realism shown in this screenshot makes it easy to believe that it actually exists: the aerials on the houses, the power lines, the store signs and post boxes... Just as in the real world, the player can navigate around using them as landmarks when navigating around.

http://i.imgur.com/ir8XYAUl.png
Above: in stark contrast is the landscape of Hong Kong. The player will realize immediately just by observing the differences in the city’s appearance that they are in a different country. It is as if an entire world exists there. A boundless expanse awaits the player.

"A system that can be enjoyed at any age, where simplicity and depth stand side by side; a realistic world with fine attention to detail enticing you to see what’s around the next corner; a space that feels real. These are the kinds of things I wanted to create." Just from this brief glimpse of the stage on which Shenmue is set, Yu Suzuki’s thoughts can be clearly understood. However, Yu Suzuki isn’t content with just creating a realistic world: "A story and experience that will leave players with lasting memories". We mustn’t forget this crucial aspect of the game. To put it another way, the purpose of constructing this great world was to evoke such emotions. What sights will be in store for you in this vast world?

http://i.imgur.com/4IaP4R7l.png
Above: the Hong Kong cityscape, a sight familiar also to Japanese. One of a number of cities in Asia said to boast a million-dollar night view, the gaudy signs of its shopping district will no doubt leave an especially strong impression. In Shenmue, such views of Hong Kong city are faithfully reproduced, down to the last detail. Those who see it will be amazed!

The protagonist’s name: Ryo Hazuki!!

China’s expansive history and vast lands spoke to Yu Suzuki’s heart. At first, in order to give the world consistency, only the theme music was created, and this helped to fan his imagination. Then, two years ago, in order to flesh out the visual images, a CG movie was created. That movie was the one seen in places such as the Virtua Fighter 3tb special disk and the TV commercial for the premiere event.
https://www.youtube.com/watch?v=Tu86tlnFLVE

However Suzuki says that the creation of the most important character, the protagonist, turned out to be much more difficult than he had been expecting; recently, it has at last been firmed up.

The main character’s name is Ryo Hazuki. A Japanese youth, he pursues the mystery of his father’s death, setting out on a journey to a country in the west he has not laid eyes upon before: China. What awaits him there?

http://i.imgur.com/Wc0E7Kkl.png
The main protagonist, Ryo Hazuki, revealed at the premiere event. He was modelled in 3D using an actual plaster bust. Having lost his mother when he was a child, Ryo’s childhood days were passed training under the strict instruction of his father. Although reckless and with a quick temper, he has a strong conviction. He is the main character of the game.

Is this really a game?! A fully-interactive world using no pre-rendered movies. The town, the rooms, the people... everything, even the dogs and cats, are drawn to full scale!!

Shenmue: a townscape that has been crafted to reproduce the real world in fine detail; and among the development staff, there are even a few hallucinatory souls who ask themselves if this is truly a game.

The townscape that has been crafted is not a spurious sandbox; you can round corners following a smoothly-curving path, and if there are obstacles in the way your pace will automatically slow as you avoid them. In other words, if there is somewhere that you want to go, it’s just a matter of pressing a direction button.

Pressing Up moves you foward; Down and you turn around. If you press Left you move to the left; if you press Right you move to the right. Furthermore, if there is something you wish to look at, you don’t need to come to a halt. Just press the analog stick in the direction you wish to look as you walk along. Indeed, just like in real life, you can search for signs that show the way, or look up at a building while you walk. It’s also possible to look down as you move, and search for dropped items on the ground. Players can go where they want, looking at what they want. Naturally, the controls are simple even for a child. One of the main features is that everything has been made to be user-friendly.

http://i.imgur.com/SWbrHKkm.png http://i.imgur.com/3yPqzBXm.png
Above: in the world of Shenmue, there is no disconcerting switch to a movie scene, with the commonly-seen obvious change in graphics quality. All scenes are created and displayed on the fly.


Furthermore, in Shenmue there are many characters who don’t have a direct connection to the development of the story. People who helpfully tell you the way to go, people who hurry past you and in-your-face road-side vendors. The player can progress through the game without having to converse with all the characters, just as in the real world. Of course, a quick conversation might turn out to give you an unexpected clue. If you are lost, or don’t know what to search for next, just as in the real world you can try asking people at the wayside.

http://i.imgur.com/OL49lS9.png
Above: the inhabitants are rendered in high-quality, real-time CG, and the story unfolds seamlessly – just as if in the real world.

The Story Starts in the Winter of 1986, in Yokosuka!

The setting for Shenmue is Yokosuka. Yu Suzuki comments regarding the time period: "I’m planning to have the story start in Yokosuka, in the winter of 1986. That’s something that probably won’t change". When asked the reason for choosing Yokosuka as the setting: "There’s not really any great reason per se, but I wanted to use a town in Japan with a bit of character – like Kamakura, Kurashiki or Kyoto. Even now there are towns brimming with the atmosphere of Japan. Yokosuka and its surroundings feel right: somewhat exotic and out-of-the-ordinary. And the time period that I thought was the most Yokosuka-like goes back 10 years, to around 1986".

Suzuki says that under the scenario currently created, the setting for the first chapter will be around Yokosuka, where the main protaganist Ryo Hazuki grew up. With Yokosuka as its departure point, the world of Shenmue will gradually expand out. The size of this world is bound to exceed our expectations.

http://i.imgur.com/O6NDdmR.png
Above: the atmospheric streets of the suburbs around Yokosuka. The historic Hazuki dojo, also the home of Ryo Hazuki, and its surroundings together with the area of Shin-Yokosuka harbor make up the setting of Chapter One.

http://i.imgur.com/ei3AuNq.png
Above: once you have become somewhat familiar with the area of Yokosuka, the setting moves to Hong Kong. The recreation of the complicated buildings is remarkable, its composition serving to give a sense of height.

http://i.imgur.com/r1Vr6no.png
Above: the people there carry out their lives just as in the real world. Don’t hesitate to have a chat with them.

Answers to Our Quiz

Aerials

In the December 25 [1998] edition of Dreamcast Magazine, we showed you pictures of several aerials. So what meaning did they have?
http://i.imgur.com/rdOGyAT.png
http://i.imgur.com/SrND7kh.png
Here’s the explanation: the huge environment that has been created for Shenmue is not merely large in size, but has been built with an insane level of detail. Aerials are one such example. Aerials have been recreated and placed throughout the expansive town, with each one a shape different from the next. This result of this ludicrous amount of effort is that the world in which the player moves feels realistic, giving the illusion of being in the real world. Indeed, a "world" really does exist there!

Animals

We showcased these animals in the December 18 [2015] edition of Dreamcast Magazine.
http://i.imgur.com/JsQKPuV.png
Yu Suzuki has this to say about them: "My aim was for a game where everything develops at full scale – while the player moves around, animals like dogs and cats will also appear at full scale." "I think something interesting can be done using these animals." Let’s wait to play the game to find out what he means.


*** End of Part 2. Translation by Switch ***
by Switch
Fri Jul 15, 2016 10:53 pm
 
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Re: Tokyo Game Show 2016

I will be attending TGS 2016 tomorrow and will be looking for anything shenmue related. Will keep you updated if I see anything interesting

Hope you have fun, snoop! Please can you check your private messages if you get a moment? Thanks! :)

Is this week when Tokio's dinner with Yu is helding?

Yep! Looks like Peter made it there okay \:D/

http://i.imgur.com/qy0OaKQ.jpg
by Sonoshee
Fri Sep 16, 2016 5:38 am
 
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Re: Kickstarter Update #60: Dinner in Japan Reward Report

Sorry to be a debbie downer but this is a waste of an update IMO. But I guess they have nothing else of substance to show us until the next big unveil at a gaming show.
by delvec19
Thu Sep 29, 2016 6:58 am
 
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Re: Kickstarter Update #60: Dinner in Japan Reward Report

Worst. Update. Ever.

We've waited a whole month for a few holiday snaps.

C'mon guys.
by iyapol
Thu Sep 29, 2016 12:51 pm
 
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Re: Kickstarter Update #60: Dinner in Japan Reward Report

They should make an early update about the game being delayed till 2018. We all know its going to happen and for the better to be honest. Then again, im inclined to believe Yu can make the deadline, although i want as much time and polish as possible.
by ShenSun
Sat Oct 01, 2016 7:21 pm
 
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Re: Magic Monaco 2018 details and new Shenmue III screenshot

yes ... they are showing the old teaser in an extended version right now... shenmue dojo live youtube channel
by Sailor-San
Sat Feb 24, 2018 12:48 pm
 
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Corey Marshall currently set to record VO in late May

Thanks to mjq jazz bar for finding this out. It seems to have slipped through the net.


A few days ago Corey posted a status on Facebook, and a fan asked him when VO recording for the English dub begins. Corey replied that currently the plan is for him to begin in late May.

https://abload.de/img/cm2blankl9qvn.jpg

While it's possible things could slip, seems the intention is to begin recording ASAP.
by Spaghetti
Tue Mar 20, 2018 1:01 pm
 
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Re: Corey Marshall currently set to record VO in late May

Where does this speculatively put us in terms of how far development truly is? Could it bode well for an E3 bombshell? Hope so.
It's probably too close to E3 to have English VO showcased, if Shenmue III turns up there at all. I'd hazard a guess Japanese VO sessions may have already begun though, so there's that.

In terms of development, VO recording differs from game to game but for the sake of cost effectiveness it's probably loaded towards the back end for Shenmue III, so they don't have to pull the talent back in to re-record if something in development changes that requires new dialogue.
by Spaghetti
Tue Mar 20, 2018 1:44 pm
 
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