It’s difficult to put into words the feeling I felt as I
held, finally, my copy of the 3
rd installment in the long-running,
but long-dormant, Shenmue series.
Releasing nearly 20 years after the launch of Shenmue II,
the advent of Kickstarter crowdfunding had finally allowed Yu Suzuki to
commence development on the third installment, and, of course, as a fan from
back in the day, getting to play the game was something of a surreal
experience. Shenmue III was a game that was never supposed to exist, a game
that its publishers had forever shunned, a resolution to a cliffhanger ending
that would never be resolved.
My reaction to getting to play Shenmue III, after all this
time, can only be described as a complicated one. Shenmue I and Shenmue II on
the Dreamcast (and Xbox) were my favorite games at the time I played them, and
though few games from that era have aged flawlessly, I still feel that way
about them today. Majorly ahead of their time, the first two Shenmue games offered
a fully living, fully breathing open world to explore, one where every single
person you saw could be questioned and interacted with, where nearly every
building could be entered, and where an in-game clock and living NPCs going
about their daily business kept the world moving. It was in this world that Lan
Di, the member of a Chinese cartel, murdered teenager Ryo Hazuki’s father in
his dojo, stole the Dragon Mirror belonging to him, and departed into a rainy
night. Ryo vowed to get revenge, his journey taking him from his small but
bustling hometown in Japan, to the massive city of Hong Kong and the isolated
forests of Guilin in mainland China.
Picking up immediately where Shenmue II left off, Ryo and his
mysterious new companion Shenhua learn that her father had recently disappeared
under mysterious circumstances.
Shenmue
III begins in the larger-than-expected Bailu Village, which gradually opens up
to you and allows you to explore more and more of it as the first half of the
game goes on. The second act sees Ryo and Shenhua journey to the port city of
Niaowu, which offers a more exciting and vibrant setting while also exposing
many of Shenmue III’s unfortunate limitations.
But first thing’s first. Shenmue III plays at its core
similarly to the first two games, in which Ryo wanders through the
fully-realized environments, interacting with locals, and learning clues which
progress him and the story forward. Most people you see in Shenmue III can be
interacted with, and though these interactions take a definite step back from
Shenmue II’s, in which you were able to choose between different questions to
ask them and even be walked to your destination, it’s still impressive how many
people are available to converse with, and how much dialogue (nearly all of it
voice acted) the developers have managed to squeeze into a far more limited
budget than that of the first 2 Shenmue games. Various action sequences, such
as fights or the occasional chase, show up to provide some excitement, but
likely for budgetary reasons, these are an incredibly rare occurrence in
Shenmue III, giving the game an even more likelihood of appealing strictly to
the fans than it otherwise might have had the developers been given more money
to play with. Shenmue III is slow, and without the big action sequences and
fights to break things up, those who don’t find themselves wrapped up in this
world and Ryo’s journey may struggle to see what the big deal is.
For fans though, the real star of the show is how at least
the basics of the Shenmue series have been very well maintained. Wandering
through the village and then the city, Shenmue III gives you the ability to
gamble and perform part time jobs for money, the ability to play arcade games,
and the ability to explore the shops and see the painstaking detail that went
into giving each one its own identity. And of course, you have the ability to
interact with the NPCs and learn the clues that progress the story forward.
This is all still present and still the driving force behind Shenmue III. The
game does feel, in many ways, like a solid sequel to the second game, even
while it lacks the budget and the massive development teams awarded to its
predecessors, which has, inevitably, resulted in a game that doesn’t live up to
them, as much as it tries and as much as it makes the absolute most of its
circumstances.
Lots of bits of fan service exist, from various items and photos to stories
that Ryo recounts to Shenhua about his life in Japan and of the friends he met
there. At one point you’re able to buy phone cards to call some of the
characters from the previous two games, and though these conversations somehow
feel non-cannon and feature (disappointingly) wildly different voice actors who
mostly don’t even attempt to sound like their predecessors,
there’s something wonderfully surreal and
compelling about the ability to converse with these characters again. Even if,
for some reason, the writers have entirely forgotten that Guizhang was supposed
to eventually join Ryo in China.
There have been various new features added to Shenmue III,
ranging from a brand new fighting system to the need for Ryo to eat food to
recharge his stamina (HP) throughout the day. A fun conversation system with
Shenhua exists in the first half of the game, which gives Ryo some much-needed
development and arguably fleshes him out more than both Shenmue 1 and 2 managed
to do. The battle system is under-explained and does take some time to get used
to, but manages to satisfy in its own way as the game goes on despite its
fairly unforgiving nature. The actual need to train and level up to increase
your stats is a cool addition to the series, while the food system
unfortunately isn’t, making getting around an outright chore when Ryo runs low
on health and is then only able to run for short distances at a time. These
types of “running systems” are rarely ever fun in video games, and Shenmue III’s
is no different. I’d have happily taken the game without it, and it would have
been much better for it. The sidequest system however is very much improved,
feeling in some ways similar to how it does in the Yakuza series, and though
it’s still sometimes tough to keep track of your various sidequests, Shenmue
III represents a big step forward in this regard over its predecessors.
Where Shenmue III lands on most fans’ lists will ultimately
depend on how forgiving they are of its more limited nature. Though the environments
to explore in Shenmue III are very large and detailed (though, it has to be
said, not on the level of Shenmue II’s) evidence of its crowdfunded nature are
evident in other aspects. It’s important to bear in mind that Shenmue III
shouldn’t exist at all; in its final form, we have a game funded with a very
small budget, with a very small development team. Shenmue I and II were given
enormous amounts of money and the development support of Sega, who was (at the
time) a major console manufacturer. I’m happy that Shenmue III exists, and am
100% sure that its existence as an indie game is a far better fate for it than
alternatives, such as Yu Suzuki finishing its story through some sort of movie
or comic book, or through the ill-fated Shenmue Online. It’s in this nature
that Shenmue III’s definitely successful at what it attempts to do, which is to
provide a quality sequel to Shenmue II that delivers a similar experience and brings
at least some closure to what fans were expecting.
It's the story, however, where Shenmue III surprisingly
disappoints the most. Cutscenes are very rare, with much of the plot
progressing through in-game conversations with other characters. When cutscenes
do show up, they feel low-budget and amateurish. The villains all fail to
generate any sense of presence, ranging from laughably un-threatening gang
members (frustratingly referred to as “thugs” for the entirety of the game, a
word that feels like it’s said hundreds of times and quickly becomes
cringeworthy) to Chi You Men characters who spend almost the entire game off
screen. Chai returns from Shenmue I but fails to justify his reappearance and
definitely doesn’t live up to the iconic villain’s role in that game. Despite a
shockingly anti-climactic introduction, Ren from Shenmue II is handled a bit
better as Ryo’s partner in crime while in the big city, though he too isn’t
allowed to leave the same lasting impression that he and other previous Shenmue
main characters have had. Shenmue was certainly never something like Final Fantasy,
but its characters in the past managed to elicit real emotions and leave a
mark; for whatever reason, their adventures with Ryo in Shenmue III almost all
feel hollow and forgettable. Things progress very little in the “grand scheme
of things” by the time the credits roll, with a true howler of a cliffhanger
ending that even as far as cliffhanger endings go doesn’t come close to the
beautiful ways Shenmue’s I and II wrapped up their stories. It’s a horrible
ending by almost any standard, and I’m really hoping for a Shenmue IV, if for
no other reason than to have III’s terrible ending not be the last we see of
the Shenmue world. QTE action scenes (where button prompts come up in the
middle of cinematic chases or fights) happen only a small handful of times over
the course of Shenmue III, though this turns out to be a blessing, as they’re all
nearly impossible to pull off on the first attempt, with
failing-and-memorization seemingly the only way to pass them. It’s
disappointing, as the fights and QTEs were some of the best aspects of the
previous installments, and they provided much-needed excitement and shook
things up gameplay-wise. Here the fights are often where the game gets most of
its challenge, and though leveling up makes sense as a way to progress through
them in an RPG sense, it’s hard not to feel a sense of dread, rather than
excitement, as a result when a fight does show up. Similarly, the less that’s said
about the (thankfully only) two puzzles that make their way into Shenmue III,
the better. They aren’t good.
Music is a surprising shortcoming in Shenmue III as well, as
it’s an area where the series has always excelled. The vast majority of the
songs here are re-used from Shenmue II. Though of course these are still great
songs, and my heart actually ached when certain ones unexpectedly made an
appearance, it takes away much of Shenmue III’s individuality, and reminded me
of how incredible its predecessor was at almost every given turn. The handful
of new songs created for Shenmue III on the other hand are the least memorable
the series has seen, and all prove to be incredibly short and loop irritatingly
frequently. It’s undoubtedly for budgetary reasons, which is why it hurts me to
be tough on the game for this aspect, but given what a huge role music played
in the first 2 installments, I couldn’t help but wish that some of the money
that was spent on allowing you to open almost every drawer you see could have
instead been spent on creating a full new soundtrack. Debuting in the early
2000s, Shenmue I and II understandably suffered from uneven, at times laughably
poor, English voice acting. Shenmue III’s doesn’t reach those lows, though many
of the performances do feel flat. Corey Marshall returns as Ryo, which is a
great thing for posterity if nothing else. It’d have been nice if other English
voice actors (some of whom were very vocal about wanting to return for Shenmue
III) were included, or if the new actors had at least attempted to sound like
the characters they were voicing. Japanese voices are also available, for those
who prefer that.
There are a few other flaws that (similar to the QTE
implementation) aren’t due to budgetary issues that I wish had been resolved or
handled differently. You can’t skip through the dialogue when talking to NPC
characters, which makes asking around occasionally feel like a chore. This is especially
true in the city, where many of the NPCs you see wandering around actually
can’t be talked to, which is a first for the series. Instead, you’re limited to
interacting only with Niaowu’s many shopkeepers, forcing you to sit through
their sales pitches before getting any info from them. The new gambling system,
which requires you to use “tokens” which are exchanged for prizes, which have
to then be sold at pawn shops for cash, feels unwieldy and unsatisfying, as the
amount of money you ultimately take home from this 3-step process never feels
like as much as I thought it was, taking a lot of the fun out of the gambling
mini-games. The game doesn’t tell you whether you already own an item before
purchasing it, causing me a ton of frustration when I spent over $1000 on a
“new move” only to see that I already had it in my inventory. I wish food had
either been less expensive or the exhaustion system had been more forgiving,
and the final battle is disappointing, to say the least. The fact that you have
to grind for money and win a series of tournament fights, not once but twice,
over the course of the adventure is also a shame and feels very uninventive. As
I type this, a patch has just been released (2 months after Shenmue III’s
launch) which may or may not address a couple of these issues, but as usual,
I’ve already long finished the game by this point, so it’s hard to see this as
anything but too little, too late.
Moving back away from the negatives, though, Shenmue III
does certainly look the part. Developed using Unreal Engine 4, the vistas and
scenery are always beautiful. Though the environments ultimately don’t reach
the level of detail and activity that Shenmue has previously featured, they
still manage to impress, in a huge way, and it’s very hard not to feel the
“Shenmue vibes” as you wander around. I did find the design mechanism in which
Bailu Village slowly reveals itself to you to be jarring in a series that had previously
offered complete freedom almost immediately, but it ends up working well, with
the ability to explore more of the village always an exciting thing when it does
pop up as the story goes on. In general, despite its flaws, which are plainly
evident throughout, Shenmue III is a lot of fun. Progressing the story through
detective work remains as satisfying as it did in the first 2 games, and the
beautiful and bustling environments are still great to explore. The day and
night system returns, albeit with a 9:00 PM curfew (why?) giving many, though
not all, of the areas a cool scene when day changes to night.
Shenmue III is in the end a very tough game to review. It’s
definitely no Shenmue II….that much is ultimately clear. It isn’t even Shenmue
I, in many ways. These two games were made with very different resources and
development teams, resulting in gaming experiences that were simply never going
to be replicated in an independently-developed, Kickstarter-funded game. At
what it is, however, Shenmue III exceeds expectations in many ways, and it’s
incredibly surprising what Yu Suzuki and his small team managed to accomplish
here. Though it has major shortcomings, including a disappointing story and
soundtrack, along with botched QTEs and new features that feel determined to
detract from the fun, there’s no denying that Shenmue III provides a beautiful,
atmospheric, and in many ways satisfying sequel that manages to at least come
close to living up to the nearly impossible expectations that were set upon it.
It’s hard not to wish that Shenmue III could have been the
big budget, AAA follow-up that the first two entries deserved. But for what the
game is, it delivers beyond what I think anyone could have reasonably expected.
It’s far from perfect, but what we have here is a fun, polished, and epic
adventure. It’s Shenmue, without a doubt. And that’s something that shouldn’t
be taken for granted.
3.5/5
Note; this review is based on the PS4 version