Finished this last night. As someone who's coming at Shenmue without the nostalgia of playing the first 2 games 18 years ago (i beat the collection only this past January), I have to say that while this is an admirable effort at recapturing the kernel of what Shenmue is, it ends up being more an approximation of the first 2 games than a worthy successor. It's quite clearly a step back in most areas, and sadly doesn't deliver on the promise of Shenmue 2's incredible ending.
Right off the bat you have to confront the obvious: They didn't have the means to deliver something that matches or exceeds the bar set by the first 2 games, Shenmue 2 especially. Now while budget and production scale isn't everything, those are damn important aspecs of a series that shines in unique, one-off scenarios and indulgent scenes that are soley there for setting mood and spectacle. Shenmue 3 cannot stack up. They captured the adventure loop of reading your surroundings and asking random folks for direction, but that's basically all Shenmue 3 has. Anytime the game calls for a shift up in momentum or a sweeping emotional scene it falls flat, either though poor execution or outright omission. It can't be overstated how much this hurts the experience. Those peaks and valleys have been flattened into a much more gamey moment-to-moment loop where you grind for money to talk to NPCs. To some people that's all Shenmue has ever been, but the actual best story beats from the first 2 games are those grand moments of adventure. Those atmospheric detours, or cutscenes with an almost contrasting sense of epic presentation, whether you're in Ryo's basement, or riding a motorcycle, or at the top of a mountain. In a game that has the potential to stretch to double Shenmue 2's length, there are maybe 2 moments where you feel this intangible quality. That martial arts jouney mystique is missing, and that was one of the standout positives of the first 2 games, one of the few parts that hold up in 2019.
I mentioned the gameplay loop, and I'm conflicted on that overall. I understand what Yu Suzuki was trying to do here: In tying together health/stamina, training, minigames, earning money, earning skillbooks, and the buying/selling economy, it forces the player to interact with a wider range of what the game has to offer. In order to make it through a day without constantly watching your stamina, you have to train. In order to train you have to have skillbooks. In order to have skillbooks you have to partake in the capsule, herb, and mini-game prize meta. In order to do any of these consistently you need money, etc. etc. It's a solid loop in theory, offsetting the lack of spectacle and unique moments I mentioned before with day-to-day busywork, and giving players a bigger set of goals as you progress. Ultimately my problem with this is it overtly removes the player from what was previously seen to be a more mundane, immersive experience. The odd skillbook in the first 2 games being given as a prize was a conceit we accepted because why not. Here, with a more successful sparring and training system, it's strange to once again have moves awarded for completely unrelated activity. And if you want to buy them instead, prepare to save scum your way into the tens of thousands to get them from martial arts stores. On paper this is a good design focal point, creating a cycle of activity that feeds into itself for the player to attack XP and monetary roadblocks through a variety of actions, but in making the game design more overt the game loses that laid back, choose your route simulation. I really wish there was a more normal economy that kept martial arts and day-to-day income related events separated. Training in the ancient ways vs. living in 1987 should be 2 parallel progressions that intertwine through QTE based odd-jobs like carrying books in Shemue 2. They are fundamentally opposing ways of life, and that balance is what makes Ryo's journey interesting to experience as a story. When they depend on each other in such gamey ways you succumb to numbers and lose the mythical quality.
As an aside, not having as detailed day-to-day NPC routines and schedules really sucks. Sure Shenmue 2 already lost the minutia of Shenmue 1's scheduling, but that game made up for it in scale and variety. Shenmue 3 is sort of back to Shenmue 1's pacing and intimacy for the first half, but feels much less dynamic. Again, I'm sure this is a result of not having the budget and means to do something as detailed and immersive as the first game, but I have to mention it.
Combat's been touched on by everyone so I won't get too far into it here. Not having throws is a huge step backwards. Not only because Ryo's base Hazuki combat style fuses judo throws and jiu jitsu style manipulation with various striking disciplines, but simply for the sake of combat pacing and variety. This dial-a-combo, strike focused combat is much more detached and less weighty. It shows potential and is better suited for multi-person fights, but it feels like half a combat system compared to Shenmue 2.
Lastly, the story. There isn't much to say here because there honestly isn't much that happens here. As I said to open this post, there simply aren't enough moments throughout to make this feel like a significant entry post-Shenmue 2. Even beyond failing to followup on the potential of 2's cliffhanger, the cast of 3 don't shine nearly as much as the previous casts did, and you don't feel anywhere near the same kind of bittersweet vibes when it comes time to move on. Leaving Bailu Villiage and arriving in Niaowu is a high point in terms of cutscene presentation, but not much fanfare is made of the journey beyond that. With that said though, I was pleasantly surprised at just how much dialogue is in the game, particularly optional conversations and missable stuff that depends on story progression. This is the one area where it feels like few corners were cut in order to scale down as a Kickstarter game, and the one area that feels like a genuine extension of the final section in Shenmue 2. You really come to know Ryo and Shenhua on a deeper level through their nightly discussions that dig into their quirks and backstory. An entertaining highlight was Ryo admitting that he's conscious of the stoic demeanor that's made him such an endearing punching bag for jokes, and that he needs to learn to smile more. Special mention for the international phonecalls to the cast of Shenmue 1 and 2. Those are probably the most emotionally resonant conversations in the game, and really highlight how lightly sketched most of Shenmue 3 is in comparison to the old games.
I will be back if they manage to get funding for a 4th game, and I do hope that happens so Ys Net can interate on what they did here and maybe make something great.