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ThyDarkAngel wrote:And so many people doubted Suzuki all this time...
READ the interview, he was trying to do Shenmue, he was trying to do other games, original ones at that, they just kept closing all the doors on his face.
Read the interview, he would do Shenmue III tomorrow if he had/has the chance. The only condition? That they give him freedom to do THE GAME HE WANTS and envisions. No freaking compromise. That's how much he wants to make Shenmue, 'our' Shenmue, HIS Shenmue, a proper, full scale Shenmue honouring the Dreamcast games and his original project.
Wanderin' wrote:Yeah, so Suzuki literally came right out and said it: he very much so wanted to do Shenmue 3 right after Shenmue 2, but it was ultimately Sega who literally closed the project indefinitely because they thought sales were too poor.
But golly - Suzuki has so much of Shenmue 3 planned and thought out in his head that it almost sounded like he was discussing the legitimate development of the game with Mielke (the interviewer - and on a side note, one of my all-time personal favourite games journalists since his GameSpot, EGM, GMR, and 1Up days) on that first page of the part 2 interview. Can you imagine just how deep, intricate, philosophical, and heady Shenmue 3 would be if Suzuki was able to incorporate everything he talked about there?
His paradigm of having Shenmue 3 "expand inwards" is quite honestly genius. In a time when our contemporary mass gaming audience simply expects each sequel to be bigger and better (ie. read each new Call of Duty, Halo, Assassin's Creed, FallOut, Mass Effect, etc.) - or to "expand outwards", as it were - Suzuki would seek to innovate with a 3rd Shenmue title by once again changing the core concept of what a game could be, as he had previously done with Shenmue 1 and 2.
What do I really mean by that? Well, when we read about what Suzuki envisions Shenmue 3 to be in this part 2 interview, he goes into detail about how he would "expand [the game] inwards" by having deep and richly detailed character interactions in which say Shenhua would ask Ryo all sorts of questions (just as real people do when interacting) to which players would be able to choose each and every response. Every response affects how Shenhua and others react to Ryo and ultimately how the course of the game would turn out. So, it would seem that if Suzuki made a Shenmue 3, it would have an even greater degree of freedom that may involve branching in the game's progression, and certainly a lot of research and implementation of advanced game AI in which NPCs and story events would respond spontaneously and in an idiosyncratic manner to Ryo/the player's each and every decision. By the time we finish the game, we'd have ultimately learned so much about just what type of person Ryo (and conversely, of ourselves, since we do choose a lot of Ryo's responses) is, grown so attached to other characters like Shenhua and have such fond memories of our relationships with these videogame characters that Shenmue 3 would very much so be more than just a game where we normally only remember literal things like "that boss we had to fight", or "that level that was so hard".
But that really has always been the crux of the discussion, hasn't it? That Shenmue really is more than just a mere game. Now, before even I flame myself for sounding so naive and idealistic, give me a chance to explain. This isn't a debate about whether games are art or not - that discussion is beyond the scope of this post. But when we lay the facts out, Shenmue really isn't just an action adventure game with a stereotypical mystical JRPG kung-fu revenge story, is it? The story isn't about Ryo searching for revenge from his father's murderer. As Suzuki states, it's a tribute to the beauty and mystery of Asiatic cultures and it's a coming-of-age story wherein the murder of Ryo's father serves only as a catalyst that propels the young man into searching not for revenge, but for an understanding about how he, as one simple man, fits into this large and mysterious world.
And we can clearly see this message in the games: when Nozomi, Naoyuki, and Ryo's other friends fret over the positively staid and trivial (compared to what has happened to Ryo) concern about which university (of course education is important kids, but we are discussing how Shenmue's themes relate to the greater human condition, right?) they can get into, we can look at Iwao's death as a sort of darkly opportune chance event that frees Ryo from the ordinary life he was living and instills in him the necessary determination and drive to set out on his great adventure to see just what the rest of the world looks like, to gain the friendship of so many friends he could have never imagined having, and just how much he can learn and achieve together with these friends when he puts his mind to it. By the time the end of Shenmue 2 rolls around, we know that our belief in this theme is right: when Shenhua inquires about what school must be like and of all the civilized conveniences that Ryo takes for granted (ex. pharmacies, electricity, ready made food, etc.) both Ryo and the gamer soon realize that it's not about looking for revenge - it's about taking the chance to experience life fully: from taking the time and fancy to inspect an ornate flower vase from every angle in all its details to doing your best to help anyone in need of help to the best of your ability (as Ryo does), Shenmue is really about how we all could live our lives to the fullest, about what life could be like if we all at least tried to help each other and listened to each others' advice, and not just what we think life should be like when we put on the shirt and tie and work 9-5 to have our lives justified with monetary rewards. In short, Shenmue's extravagance and detail makes us yearn to experience life, and not just live it, for posterity's sake.
And for this, Suzuki darn well deserves infinite praise. For a man whose resume is primarily associated with visceral, in your face, physical arcade experiences about racing, shooting, and punching, the one time he decides to turn 180 degrees and put all of himself into making a masterpiece gaming experience that is as much about traditional gaming conventions (ie. virtua fighter style fighting, RPG exploration, QTEs, etc.) as it is about teaching gamers about how to live one's life with dedication, conviction, and morals - the world wasn't ready for it and he had to quote "convince [his] own development team" to make the project at the time and his own company shuns his ideas for the rest of his career after he makes it. To date, no one else has made a game of this scope. Miyamoto, although proficient at making games that are objectively fun, he typically shies away from projects with more substantial plots or themes. And Kojima has and continues only to make Metal Gear games (make something else for once already!) that are technically just third person cover shooters with plots that honestly need much more editing to make more sense than they really do.
Sorry, sorry, sorry for the length here! But Suzuki is really such a modest man and Shenmue really deserves so much more recognition. Regardless of whether it's the anniversary or not, Shenmue and Suzuki always deserves celebration. It's too bad that Sega doesn't support Suzuki in any way and that he himself doesn't have any gaming capital or resources to speak of, because it's clearly evident that he wants to make Shenmue 3. Having him simply collaborate with an outside company is harder than you think, because Sega owns the rights to anything related to Shenmue and as evidenced, most, if not all, of the original Shenmue development team is no more. Shenmue is important to me as it is to many of us, but making Shenmue 3 with the same quality, and thematic, stylistic, and aural themes at the moment is much harder than we think and requires a lot of working out.
Wanderin' wrote:Yeah, so Suzuki literally came right out and said it: he very much so wanted to do Shenmue 3 right after Shenmue 2, but it was ultimately Sega who literally closed the project indefinitely because they thought sales were too poor.
But golly - Suzuki has so much of Shenmue 3 planned and thought out in his head that it almost sounded like he was discussing the legitimate development of the game with Mielke (the interviewer - and on a side note, one of my all-time personal favourite games journalists since his GameSpot, EGM, GMR, and 1Up days) on that first page of the part 2 interview. Can you imagine just how deep, intricate, philosophical, and heady Shenmue 3 would be if Suzuki was able to incorporate everything he talked about there?
His paradigm of having Shenmue 3 "expand inwards" is quite honestly genius. In a time when our contemporary mass gaming audience simply expects each sequel to be bigger and better (ie. read each new Call of Duty, Halo, Assassin's Creed, FallOut, Mass Effect, etc.) - or to "expand outwards", as it were - Suzuki would seek to innovate with a 3rd Shenmue title by once again changing the core concept of what a game could be, as he had previously done with Shenmue 1 and 2.
What do I really mean by that? Well, when we read about what Suzuki envisions Shenmue 3 to be in this part 2 interview, he goes into detail about how he would "expand [the game] inwards" by having deep and richly detailed character interactions in which say Shenhua would ask Ryo all sorts of questions (just as real people do when interacting) to which players would be able to choose each and every response. Every response affects how Shenhua and others react to Ryo and ultimately how the course of the game would turn out. So, it would seem that if Suzuki made a Shenmue 3, it would have an even greater degree of freedom that may involve branching in the game's progression, and certainly a lot of research and implementation of advanced game AI in which NPCs and story events would respond spontaneously and in an idiosyncratic manner to Ryo/the player's each and every decision. By the time we finish the game, we'd have ultimately learned so much about just what type of person Ryo (and conversely, of ourselves, since we do choose a lot of Ryo's responses) is, grown so attached to other characters like Shenhua and have such fond memories of our relationships with these videogame characters that Shenmue 3 would very much so be more than just a game where we normally only remember literal things like "that boss we had to fight", or "that level that was so hard".
But that really has always been the crux of the discussion, hasn't it? That Shenmue really is more than just a mere game. Now, before even I flame myself for sounding so naive and idealistic, give me a chance to explain. This isn't a debate about whether games are art or not - that discussion is beyond the scope of this post. But when we lay the facts out, Shenmue really isn't just an action adventure game with a stereotypical mystical JRPG kung-fu revenge story, is it? The story isn't about Ryo searching for revenge from his father's murderer. As Suzuki states, it's a tribute to the beauty and mystery of Asiatic cultures and it's a coming-of-age story wherein the murder of Ryo's father serves only as a catalyst that propels the young man into searching not for revenge, but for an understanding about how he, as one simple man, fits into this large and mysterious world.
And we can clearly see this message in the games: when Nozomi, Naoyuki, and Ryo's other friends fret over the positively staid and trivial (compared to what has happened to Ryo) concern about which university (of course education is important kids, but we are discussing how Shenmue's themes relate to the greater human condition, right?) they can get into, we can look at Iwao's death as a sort of darkly opportune chance event that frees Ryo from the ordinary life he was living and instills in him the necessary determination and drive to set out on his great adventure to see just what the rest of the world looks like, to gain the friendship of so many friends he could have never imagined having, and just how much he can learn and achieve together with these friends when he puts his mind to it. By the time the end of Shenmue 2 rolls around, we know that our belief in this theme is right: when Shenhua inquires about what school must be like and of all the civilized conveniences that Ryo takes for granted (ex. pharmacies, electricity, ready made food, etc.) both Ryo and the gamer soon realize that it's not about looking for revenge - it's about taking the chance to experience life fully: from taking the time and fancy to inspect an ornate flower vase from every angle in all its details to doing your best to help anyone in need of help to the best of your ability (as Ryo does), Shenmue is really about how we all could live our lives to the fullest, about what life could be like if we all at least tried to help each other and listened to each others' advice, and not just what we think life should be like when we put on the shirt and tie and work 9-5 to have our lives justified with monetary rewards. In short, Shenmue's extravagance and detail makes us yearn to experience life, and not just live it, for posterity's sake.
And for this, Suzuki darn well deserves infinite praise. For a man whose resume is primarily associated with visceral, in your face, physical arcade experiences about racing, shooting, and punching, the one time he decides to turn 180 degrees and put all of himself into making a masterpiece gaming experience that is as much about traditional gaming conventions (ie. virtua fighter style fighting, RPG exploration, QTEs, etc.) as it is about teaching gamers about how to live one's life with dedication, conviction, and morals - the world wasn't ready for it and he had to quote "convince [his] own development team" to make the project at the time and his own company shuns his ideas for the rest of his career after he makes it. To date, no one else has made a game of this scope. Miyamoto, although proficient at making games that are objectively fun, he typically shies away from projects with more substantial plots or themes. And Kojima has and continues only to make Metal Gear games (make something else for once already!) that are technically just third person cover shooters with plots that honestly need much more editing to make more sense than they really do.
Sorry, sorry, sorry for the length here! But Suzuki is really such a modest man and Shenmue really deserves so much more recognition. Regardless of whether it's the anniversary or not, Shenmue and Suzuki always deserves celebration. It's too bad that Sega doesn't support Suzuki in any way and that he himself doesn't have any gaming capital or resources to speak of, because it's clearly evident that he wants to make Shenmue 3. Having him simply collaborate with an outside company is harder than you think, because Sega owns the rights to anything related to Shenmue and as evidenced, most, if not all, of the original Shenmue development team is no more. Shenmue is important to me as it is to many of us, but making Shenmue 3 with the same quality, and thematic, stylistic, and aural themes at the moment is much harder than we think and requires a lot of working out.
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