What even happened in this topic
Haha.
Haven't played Shenmue since I was like half my age, so it's good to get a more current perspective on it.
I still like the same things about it and will forever maintain that it was groundbreaking and fantastic for its time, but I didn't realize how obtuse it can be until I watched this playthrough.
Someone said the fortune teller is unavailable that specific day because Ryo needs to save his money for the Hong Kong trip? Why doesn't the game tell the player this?
How are you supposed to intuit that Guizhang can read the scrolls when none of the Chinese people in town can read it? Why can't you ask them to read it? Hearing Ryo say "I can't read Chinese." as he folds out the scroll in front of a Chinese woman, is some real excruciating stuff.
Etc.
It's been almost as long since I last played Shenmue II, so I don't really recall how it compares to the first one, but in any case, I hope for III they're better about catching nonsense like that.
For the fortune teller thing, it did tell them she was unavailable at the time. Ryo said he needed to get a ticket, which they took to mean they needed to get a ticket for the fortune teller. It wasn't perfectly clear, but given that they were on their way to try and book passage on a boat, it's still pretty obvious that's what it meant.
Granted I never played the game, but simply having him say "So I have to buy a ticket first" after selecting 'Try' on the fortune teller signals to me that perhaps you need a ticket to have your fortune read, and so maybe there's a fortune teller ticket machine nearby or something like that. If what it means is "Advance the story and get a boat ticket to Hong Kong before you can have your fortune read," well that's just fucking terrible signposting AND nonsensical to boot!
For the record, I do respect what this game was going for, and even what it did accomplish, coming out when it did. I wish I'd played it back then, because it just seems so quaint and archaic now - like many games from that time.
It'd be a little more obvious if they had any interest in literally any side activity in the game. Ryo flat out refuses to spend money until he gets the travel thing done with. I know when I played it was immediately obvious when I tried to buy some capsule toys or cat food or something. They could've used a better line, but that probably wasn't possible due to the limited space on each disc severely crippling Ryo's ability to react. At least he didn't say "Um..."
was alex doing any drumming that the mic wasn't picking up during the impromptu sing show?
I mean if it was like the problems you have with some other localisations (I've read it was a problem in both Final Fantasy X and Trails in the Sky) where they have a strict amount of time for each line. Maybe they couldn't make the line longer due to technical reasons. (Japanese tends to be shorter as you have symbols which means word/phrases unlike english)It'd be a little more obvious if they had any interest in literally any side activity in the game. Ryo flat out refuses to spend money until he gets the travel thing done with. I know when I played it was immediately obvious when I tried to buy some capsule toys or cat food or something. They could've used a better line, but that probably wasn't possible due to the limited space on each disc severely crippling Ryo's ability to react. At least he didn't say "Um..."
can we agree that, while Shenmue has loads of interesting side-content, it absolutely sucks at surfacing said content? a problem which later games, like the Yakuza series, have worked towards solving?
can we agree that, while Shenmue has loads of interesting side-content, it absolutely sucks at surfacing said content? a problem which later games, like the Yakuza series, have worked towards solving?
I prefer Shenmue's method of
I prefer Shenmue's method of discovery to today's minimaps and waypoints.
can we agree that, while Shenmue has loads of interesting side-content, it absolutely sucks at surfacing said content? a problem which later games, like the Yakuza series, have worked towards solving?
If by surfacing you mean having arrows floating over peoples heads that indicate "hey I have some interesting content for you," then yes. That's not an elegant solution and I don't want that. Part of the fun in this game is the discovery process.
That last episode was an embarrassing performance. The musical number at the end was pretty good though.
That last episode was an embarrassing performance.
I'm sure some people will say "no shit" to me agreeing; but I second this.I prefer Shenmue's method of discovery to today's minimaps and waypoints.
I'm sure some people will say "no shit" to me agreeing; but I second this.
I actually can't think of a game world I've had to remember the layout of/fully explore since the advent of GPS style mini-mapping. I'm sure that feature made sense when there was the arms race of open world size, but now the focus seems to be on detail and depth I find the waypoint and mission marker style of design kind of missing the point, and sucking the fun out of the joy of discovery.
If by surfacing you mean having arrows floating over peoples heads that indicate "hey I have some interesting content for you," then yes. That's not an elegant solution and I don't want that. Part of the fun in this game is the discovery process.
That last episode was an embarrassing performance. The musical number at the end was pretty good though.
Didn't they feed it once?
I wouldn't even agree that it has a lot of side content, judging by the lists of side content people post in this thread.
I think Yakuza does provide that good balance of guidance on the map while also having a lot of content that can be found by exploring.
Why is it that whenever someone in this thread criticizes Shenmue's poor signaling and communication, it's always 'countered' with the claim that the critic must want the most hand-holdy garbage instead?
Nah. They thought they'd get an option when the 'pet, call, look' prompt came up, but didn't try through the inventory.Didn't they feed it once?
A lot of people in here seem to be getting a smug satisfaction from drive by shit posting on Shenmue. Like they feed off of knowing they are likely upsetting people who genuinely love the game.
Yes, it looks rough now but at the time it was groundbreaking and a lot of us will always look on it fondly for its sense of immersion, which really hadn't been done before in video games.
I would argue certain aspects (like the lack of icons all over a mini map) still haven't really been bested.
Because I never heard Giant Bomb or anyone else complain about too much arrows on screen. In fact, I turned off the ReCore Quick Look when Brad and Jeff were whining that there was no minimap with objectives clearly marked on screen at all times, when the sub menu map literally took fractions of a second to load in and out.
Found an amazing making of Shenmue documentary video on YouTube.
https://youtu.be/-5fe_eXb95s
It shows them using references maps and designing Dobuita street. I want to know where that real life location is so I can immediately go there with my Google cardboard VR.
Not even. Just mention in passing that there's stuff there, and that doing it has rewards. Like, have someone at the arcade brag about their Space Harrier high-score, maybe someone at the dojo studying a move from a scroll. Maybe put some more events in town at the beginning so you can show that the game can and will react to you visiting certain places. Make it clear that there are incentives for going around and discovering stuff.
The easiest metaphor to explain what I'm trying to say is drug dealing: give the first hit for free, and watch people get hooked. You don't have to barf icons and arrows on a map. Just get the ball rolling.
they picked up tuna at the Tomato at the docks
So your point is "Well, they like minimaps so obviously their criticism of this is invalid"?
Not to put words in the dude's mouth, but maybe they were talking about how hand holding is rarely criticised (except with Nintendo), and that we may be turning past the point of no return where you can't make a break from that trend without getting shit on for it?So your point is "Well, they like minimaps so obviously their criticism of this is invalid"?
Because I never heard Giant Bomb or anyone else complain about too much arrows on screen. In fact, I turned off the ReCore Quick Look when Brad and Jeff were whining that there was no minimap with objectives clearly marked on screen at all times, when the sub menu map literally took fractions of a second to load in and out.
Ok, but how does that address the people in this thread?
It doesn't, I'm specifically talking about GB duders here, but anyone who expects modern features in a game that pre-dates GTA3 is being silly. Pre-dating GTA3 doesn't make a game bad.
The original Silent Hill pre-dates Shenmue, has a large three-dimensional environment to explore, and still has the sense to include a reasonable map system.It doesn't, I'm specifically talking about GB duders here, but anyone who expects modern features in a game that pre-dates GTA3 is being silly. Pre-dating GTA3 doesn't make a game bad.