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Tópico oficial [INFARTO NEWS -56Kb] TÓPICO OFICIAL SHENMUE 3 [19/11/19 PS4|PC (Temporário EPIC) ] ANÁLISES + BENCHMARK + GAMEPLAY + CHAVES ENVIADAS (fangamer.com)!!!

Phantasy Star

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Tou bem curioso sobre esse jogo. E aí me bate uma dúvida: dá pra jogar e entender a história sem ter zerado os antecessores?
Me parece um desperdício deixar de jogar uma pérola dessas, por não conhecer o enredo prévio da série.
 

Helghast Trooper

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Tou bem curioso sobre esse jogo. E aí me bate uma dúvida: dá pra jogar e entender a história sem ter zerado os antecessores?
Me parece um desperdício deixar de jogar uma pérola dessas, por não conhecer o enredo prévio da série.

ue e pq nao pega o remaster que saiu no steam e tal?

Eu assim que terminar yooka laylee impossible lair eu vou jogar pela primeira vez os dois. So 20 anos atrasado mas antes tarde do que nunca :D
 

antonioli

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Tou bem curioso sobre esse jogo. E aí me bate uma dúvida: dá pra jogar e entender a história sem ter zerado os antecessores?
Me parece um desperdício deixar de jogar uma pérola dessas, por não conhecer o enredo prévio da série.
Se tiver PC ou Xbox tem a coletânea 1 e 2 no Game Pass.
 

Ren Vercetti

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Você pagou o Kickstarter ou o slacker backer? As chaves serão enviadas por email.

Fiz a compra da versão digital no kickstarter.
Recebo vários e-mails da equipe, mas pelo que entendi são só sobre updates. Teve um q era pra cadastrar e confirmar a versão eu acho, e eu fiz. Mas faz tempo isso.

Só tenho um pouco de medo de não receber a chave pra download no lançamento.

Queria confirmar com alguém q fez a compra igual a minha.

Preciso jogar esse jogo aí. Foram muitos anos de espera e muitos sonhos.
 


_BigBoss_

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Fiz a compra da versão digital no kickstarter.
Recebo vários e-mails da equipe, mas pelo que entendi são só sobre updates. Teve um q era pra cadastrar e confirmar a versão eu acho, e eu fiz. Mas faz tempo isso.

Só tenho um pouco de medo de não receber a chave pra download no lançamento.

Queria confirmar com alguém q fez a compra igual a minha.

Preciso jogar esse jogo aí. Foram muitos anos de espera e muitos sonhos.
Calma fera, o jogo mal foi finalizado e os emails recentes da Fangamer, pedindo os dados de envio, foram específicos pro pessoal que pegou a mídia física (e no caso de cópia digital pra confirmar a plataforma, PS4 ou PC). Quando estiver próximo do dia ou no dia 19/11 eles enviarão a sua chave digital pro seu email.
 

Tião esqueletico

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Esse eu pegarei na Black friday , espero por até uns R$ 110,00( mesmo valor que paguei no Shadow of Tomb Raider no lançamento no mesmo periodo do ano passado)

estou com R$ 200,00 do AME só aguardando


Esse é um daqueles games da trinca de jogos da E3 dos sonhos , nao tem como deixar passar
 

_BigBoss_

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67520121_1139851909534605_4137912914013521306_n.jpg

Esse é O game da trinca de jogos da E3 dos sonhos, nao tem como deixar passar
Corrigido.
 
Ultima Edição:

Phantasy Star

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ue e pq nao pega o remaster que saiu no steam e tal?

De fato, tem essa possibilidade, mas temo não curtir tanto...vi muita gente jogando com a mesma opinião: é bom, mas tá datado. Não gostaria de jogar arrastado só pra acompanhar a história... :~(

Eu assim que terminar yooka laylee impossible lair eu vou jogar pela primeira vez os dois. So 20 anos atrasado mas antes tarde do que nunca :D

Joga a coletânea do 1 & 2 enquanto não sai o 3.

Se aparecer alguém vendendo por um preço bom pro PS4, pego sim. Até prefiro, à versão Steam.

Se tiver PC ou Xbox tem a coletânea 1 e 2 no Game Pass.

Thanks, man
 

_BigBoss_

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Below is a summary of the points Yu talks about in the video.
What is "Hazuki-style Jujitsu"?
  • Yu wanted to have a character with strong roots, who carries across his beliefs with him from Japan to China. His martial arts, which Yu named "Hazuki-style jujitsu," is symbolic of that.
  • Yu's concept has for this style is that its' flexible: it is not about only attacking and defeating your opponent, but also about deflecting your opponent's attacks.
Story Advances As You Become Stronger
  • You'll come up against opponents as the story progresses: middle-ranking enemy bosses, high-ranking ones and so on. Occasionally you'll need to defeat them to progress.
  • To become a stronger fighter, one method is obtaining Skill Books. Used well, these will enable to you to progress the most efficiently because you can combine them with potions to restore your health. Some players advance by spending all the money they earn on potions to help in winning fights.
The New "Dojo" System
  • There is a Dojo where you can train and increase your level at any time. You can improve your Endurance, and carry out sparring to increase your Attack level.
  • At the Horse Stance training mini-game, you have to hold a pose with timed button presses. If you press too quickly, you'll lose your balance and fall over. Yu comments that it's probably the world's simplest game (he initially uses the word "boring" but corrects it, joking that it's not a word he should use to describe it!).
  • After building up your levels through training, you can test how strong you are through matches at the Dojo.
  • At Bailu village you can fight opponents up to 5th Duan (rank). If Ryo beats a 1st-Duan opponent he will become 1st-Duan himself; if he beats a 2nd-Duan he will become 2nd-Duan and so on.
Variable Difficulty Setting
  • Yu considers Shenmue to be an RPG, so wants even players who aren't good at fighting to be able to complete it.
  • There are 4 levels of difficulty available (Story Mode, Recommended, Challenge Mode and "You'd Better Not!").
  • Story Mode reduces the difficulty of battles etc.
  • There is also Challenge Mode, but according to Yu "it isn't that difficult" and he recommends choosing this level for Shenmue fans.
url


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Ultima Edição:

_BigBoss_

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“A Dragon shall emerge from the earth and dark clouds shall obscure the heavens.
A Phoenix shall descend from above, Its wings will create a purple wind.
In the midst of the pitch-black night
a morning star shall glisten... alone...”

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The Story Goes On...

~ Shenmue 3 | #シェンムー3 ~
Pré-venda:
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~ Vídeos ~

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~ Atualizações Corey Marshall ~










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~ Atualizações Phantom River Stone ~

Yu Suzuki's China Interview Report Part One: Shenmue III Details [YouYanShe Publication Group]


Today's post was contributed by yuc02, who has translated a recent Chinese-language article reporting on an interview held with Shenmue III director Yu Suzuki and animation producer Hiroaki Takeuchi at the recent G-Fusion Tour event in Xiamen, China. The report was published on sohu.com.

The article translation is in two parts, with this being Part One.

The translation starts below.


Dialogue with Yu Suzuki On the Birth of Shenmue - Part 1

Original text & images from http://www.sohu.com/a/283337668_628730

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“A video game is a reconstruction of reality, but it doesn’t mean that the game will be more addictive the more realistic it is. What interests gamers the most will always be the gameplay.”
On December 16th, following an invitation by WeGame, publication group YouYanShe arrived in Xiamen, and participated in the G-Fusion event along with Shenmue’s creator Yu Suzuki. Aside from the announcement that WeGame will publish the Simplified Chinese version of Shenmue 3, we also chatted with Suzuki-san, and learned many things about Shenmue, Chinese culture and his experiences during the early development years.

Concerning what people wanted to know about the most, which was Shenmue 3, the Simplified Chinese version will be released on the WeGame platform, and the WeGame team will also take care of the localisation and translation of the game. Oasis Games will handle the Chinese PS4 version. Since the Shenmue series has not formally entered the Mainland Chinese market previously, this will be the first time old and new gamers alike will be able to experience the delights of Shenmue via Shenmue 3, with its story set in the background of China.


During the interview after the press conference, we learned some more details on Shenmue 3, including:
  • In 2017, Yu Suzuki said that the gameplay content/mechanics would be 30% new, with 70% similar to Shenmue 1 and 2. After further development efforts, the split is now around 50% new and 50% existing.
  • Apart from graphics improvements over Shenmue 1 and 2, this time a lot of focus will be put on the overall interaction of the different gameplay elements. While Shenmue 1, 2 and 3 are all story-driven adventure games, mini-games, side-quests, daily interactions and so on will also have feedback effects, and will not be completely isolated from the main storyline. This feature has been considered before but could not be realized then due to limitations.
  • More emphasis will be placed on replayability and freedom. The game will feature extra options upon first completion to encourage multiple playthroughs, and satisfy the “hardcore” gamers, although casual gamers should still be able to enjoy the game very much.
  • Fans of the mini games from the previous installments will be glad to hear that most of those will return, including forklift driving, Gashapon [capsule toy machines], Excite QTE etc., as well as new additions.
  • Shenmue 1 and 2 used a simplified version of Yu Suzuki’s Virtua Fighter system for battle mechanics. For Shenmue 3 this is no longer necessary, so the battle mechanics are all-new. Due to Yu Suzuki’s love of the Chinese martial arts, much focus will still be on the realism aspect. AI Assist will be available to help those not so experienced with fighting games.
  • Shenmue 3 will have identical PS4 and PC versions.
Yu Suzuki's China Interview Report Part Two: Early Game Development Years [YouYanShe Publication Group]

This is the second part of a translation by yuc02 of a recent Chinese-language article reporting on an interview held with Shenmue III director Yu Suzuki and animation producer Hiroaki Takeuchi at the recent G-Fusion Tour event in Xiamen, China. The report was published on sohu.com.

Part Two below focuses on Yu Suzuki's earlier years in game development. Go here to read Part One.


Dialogue with Yu Suzuki On the Birth of Shenmue - Part 2

Original text & images from http://www.sohu.com/a/283337668_628730

Aside from Shenmue, we also talked with Yu Suzuki about stories from his early game development years, as well as his views on the video gaming industry. Although his iconic status as one Sega’s top developers in the 80s and 90s has meant that much has already been written about him, it was still fascinating to hear his views and stories in person.

Prior to working on Shenmue, Yu Suzuki’s work mainly revolved around arcade gaming. At that time many titles were developed from his AM2 studio (Outrun, Space Harrier, Virtua Fighter, Virtua Cop etc.). One can say that he’s worked in, as well as advanced, almost every gaming genre available.

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But in actual fact, he was still not fully satisfied, and wished to try more things on the home gaming front. Yu Suzuki explained that “At the time the golden rule with arcade games is that average play times must be limited to 3 minutes per credit, and given the 30 seconds or so for changing between machines, that left around 2 mins 40 seconds for the developers to showcase the game".

Under this tight constraint, Yu Suzuki admitted that he was getting “wearied both in body and mind”. During that period home consoles were far behind arcade machines technically, but had the advantage of not having a time constraint. “The most popular genre for home console games in Japan were RPGs, but there wasn’t anything that was what I envisaged at the time, so I wanted to put all my experience together and create my own home-console RPG game.” This of course manifested itself to be Shenmue.

From today’s viewpoint, open-world games are now the trademark for AAA budgets, although one may argue that some are now growing tired of the genre. Nevertheless it is still the most popular type of gaming experience for gamers and developers alike.

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However in the early 90s many people did not understand the open-world concept, so one could argue that Shenmue was truly "something ahead of its time”. Yu Suzuki explained that at the time he never thought about an open world, he only wanted to design a game that gave players a lot of freedom (“free to play”). Perhaps Yu Suzuki’s many decades’ experience in arcade games “gave him an edge” over the design of Shenmue. This level of freedom didn’t just manifest itself in the many different play modes, or the lack of time or story-driven constraints, in fact it was the realism factor that made it close to being a “life simulator”. Nowadays many similar games aim to achieve this goal, to which Yu Suzuki comments:
“A video game is a reconstruction of reality, but it doesn’t mean that the game will be more addictive the more realistic it is. What interests gamers the most will always be the gameplay. Due to limitations in the past, perhaps one way to differentiate oneself used to be by making the game more realistic. However now the aim is to differentiate oneself by making the gameplay more fun.”
One could see his viewpoints from his personal experience. While he was at university, he was very interested in games created on the Apple II computer. Although those at the time were very basic both in graphics and gameplay, he understood the spirit of the creators in trying to convey their ideas despite being restricted by technology. It gave him a “sense of mission” for his future creations.

Yu Suzuki described this sense of mission as a “RPG Roadmap”, of which he is just one of the prime movers for its advancement:
“Even though one may fail experimenting with new ideas, nevertheless we need people to try these ideas. If the developer only considers if the work will be successful commercially, while it’s important to consider, it shouldn’t be the only factor, as otherwise the gaming industry will find itself struggling to advance.”
At the end of the interview, we like many other gaming journalists presented our treasured games to Yu Suzuki-san for his signature, which he generously accepted and fulfilled our wishes.

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After so many years, gaming technology and gamer choice have evolved massively. How far will the previously heralded “ahead of its time” Shenmue series advance with Shenmue 3, no one can say right now. However, it doesn’t matter if one sees it as an emotional return of the series for its fans, or as an experiment in the RPG and open-world genre, it will be something worth anticipating.

Extra Content: Hiroaki Takeuchi

Hiroaki Takeuchi used to be a professional Virtua Fighter player in Japan, and he laughingly described himself as “public enemy number one” at high school. It was because of this that he joined Yu Suzuki’s team and started working in the games industry. Apart from Shenmue, he also worked on anime titles such as “5 Centimeters per Second” and “Your Name”.


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Shenmue 3’s animation producer Hiroaki Takeuchi showed us the Apple II game “Mystery House 2”, which was one of Yu Suzuki’s favorite games while at university.

Shenmue 3 to Include Previously-Cut "Chapter Two Content" - Yu Suzuki

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During his visit to China for the G-Fusion event last month, Yu Suzuki carried out a number of interviews including an audio interview for a podcast by GameCores.

This post is a sneak-peek of part of the full interview, courtesy once again of yuc02 (who can be found on the Shenmue Dojo forums). In this extract, Yu talks about the origin of the codename for the project, "Project Berkley", and the meaning behind the name of the ship Ryo takes to Hong Kong. Finally, he reveals plans for Shenmue III to incorporate certain content that had been cut from earlier in the story due to constraints.

Background:

According to a 2001 interview, the name of the cut chapter was to have been "Chapter 2 - The Boat", covering Ryo's journey from Yokosuka to Hong Kong, and was to have involved an encounter with Chai. In the end it was scrapped, however it did remain in the form of one of an official Shenmue Side Story manga entitled "Chai & Ryo" that was included with the Xbox version of Shenmue II.

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First page of the Shenmue Side Story "Chai & Ryo" that was originally intended to be a playable chapter.
The interview extract starts below.

Original text and image from https://www.gcores.com/articles/105359

YS = Yu Suzuki


Q: Let’s talk about Shenmue. Due to the massive interest in the Shenmue series, you have already revealed many of the stories to other journalists in the past, therefore let's talk a bit in detail about two other things that people haven’t yet mentioned.

Firstly, at the beginning the game was given the codename “Project Berkley”, is there any special meaning behind this name?

YS:
It’s actually like this (laughs). Because we realized at the start that this would be a completely different game to anything else on the market at the time, and its scale was unprecedented, we wanted to keep the project very confidential. Because of this we wanted to give it a very cool sounding name, like something from a spy movie. In Japan there’s this phrase bakkureru (ばっくれる) meaning to “pretend not to know” or “feign ignorance”, and by coincidence that there is a place in America with a similar sounding name, so we chose this “Project Berkley” codename.
* In Japanese, the word Berkley is pronounced "bākurē", sharing similar sounds to the word "bakkureru".
Q: So Berkley* was just a homonym for bakkureru?

YS:
Indeed (laughs).

Q: I didn’t realize that a question that had us puzzled for a long time, had such a simple answer!

YS:
It was just a codename!

Q: There was also a period during development that the game was called Genpūki*; why wasn’t it used in the end?
* Genpūki (玄風記) means "Tales of the Mysterious Wind".
YS: Actually it was just that we thought the name sounded too normal. We wanted to give this special game a deeper, more artistic name.

Q: But you did use the name in the game somewhat, as the ship that took Ryo to Hong Kong was named Genpūmaru*.
* Genpūmaru (玄風丸) = The Mysterious Wind ("maru" is a suffix commonly signifying the name of a boat).
YS: Indeed. As the first chapter was structured as an open world, in the ensuing chapter on this ship we had a rich variety of different content prepared, including story and other elements. However due to many objective reasons we had to cut out most of this content, but I don’t want to say too much, because in the upcoming game perhaps the players can experience this for themselves.

Q: So you mean the deleted “Chapter 2 content” that many people still wonder about will be present in Shenmue 3?

YS:
(laughs) Yes, please wait in anticipation!

* End of translated extract *

This last bombshell regarding content from the previously-cut Chapter 2 is exciting news to hear. Will it be a flashback-style recreation, or massaged into a different form with Ryo's new adventures in Guilin? That remains to be seen, but it would seem likely that Chai will be involved! For speculation and discussion on this topic, see this thread over on the Shenmue Dojo forums.

Thanks to yuc02 for the translation! Full interview translation to follow.

Steven Spielberg's Reaction to Virtua Fighter RPG Helped Greenlight Development

A photo of Steve Spielberg visiting Yu Suzuki and the development studio during the 1990s has emerged online, in an written interview by Japan's 4Gamer with the then-business-director of AM2 ( Hisashi Suzuki - yes, another Suzuki!).

With Steve Spielberg was Mark Cerny, who was not working at SEGA at the time but was accompanying Spielberg for another project.

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Sega Development Studio tour. Top: Hisashi Suzuki (AM2 business director), Yu Suzuki (AM2 development head), Hisao Oguchi (AM3 development head), Steven Spielberg, Mark Cerny. Bottom: Mie Kumagaya (AM3 developer) and Steven Spielberg's son.
Due to Spielberg's enthusiastic comments ("wonderful!") on being shown Virtua Fighter RPG, Shenmue's early form, apparently SEGA's CEO was put in such a good mood that he greenlit the start of full-on development.

A second photo of Yu Suzuki with Steven Spielberg and son has been previously shared before online:

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Yu Suzuki with Steve Spielberg and son, most likely taken during the same visit as the previous photo.
It's interesting to identify that this photo is likely to have been during the same office visit, based on the matching clothing.

The 4Gamer article contains other interesting anecdotes about Yu Suzuki and Shenmue so we hope to be able to provide a translation of these parts on the blog in the future.

Source: 4Gamer (Japanese)
Yu Suzuki's Research Trip to China Part 3: An Invitation from Yu | Translation

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This topic was selected by Phantom River Stone patrons in our monthly poll for a topic choice.

In the early 1990s, Yu Suzuki made a seminal trip to China. His objective was to research and gather material for his upcoming Virtua Fighter 2, and this research also influenced his concept for a "Virtua Fighter RPG" which eventually came to be known as Shenmue.

Previous posts in this series:
  • In Part One, we translated blog posts about the trip by Kazunari Uchida, the person who accompanied Yu Suzuki.
  • In Part Two, we translated Yu Suzuki's own comments about his trip, and how his findings would be useful for the development of the Virtua Fighter series.
This post is a translation of the first of a set of articles documenting the China trip, again written by Kazunari Uchida. They were published in 1994 as a series in the Japanese Beep! MegaDrive Magazine.

The translation begins here.

Yu Suzuki: China Research Trip Journal by Kazunari Uchida

The Genius That is Yu Suzuki


When talking about Yu Suzuki, he is often described as a "programming genius". But wherein does his genius lie?

Is he called a genius due to his creation of hit title after hit title in the 10 years since distinguishing himself with Hang On? Or because the ideas themselves are remarkable? Or is it due to his thorough pursuit of reality that characterize his games, together with the programming methods used in its implementation?

On the other hand, someone who has been called a genius gets unconditionally placed upon a pedestal, and others may have the impression that they are not very approachable. But, in that sense, I feel uncomfortable in labeling the Yu Suzuki I know as a "genius".


The image I have of him is someone who is never without an amiable smile on his face, who is self-effacing and has a somewhat non-mainstream sense of humor, but is very sure of his own mind: in short, someone who is good-natured and free-spirited. There's not the slightest hint of the unapproachability associated with the word "genius". When he was developing Hang On, I spent a day with him in order to gather article material for a motorbike magazine, taking photos and speaking with him; that was the start of our acquaintance.

For around the last 5 years, partly due to our both becoming busy in our respective work, the extent of our interaction dwindled to the occasional exchanging of letters from places to which we traveled.

However, when I met him again for the first time in a long while, what a surprise: he had his own office with an expansive view of the city on the top floor of a building; managed a staff of 100; was hailed as a programming genius; and had become a role model for young people aiming to become game programmers,

I sat down with a sun-tanned Yu, just back from Florida, in his bright office which was decorated with snapshots from locations around the world. When I first visited him at SEGA for an interview, his work area was like the corner of a small workshop; he wore drab gray work clothes and had a drowsy expression from working throughout the night - but now that all seemed a mere vision from a faraway past. But when I started talking with him again like in the old days, he was still that same good-natured and free-spirited person.

The Aim for Virtua Fighter II

"How about going to China?"

Right after this past New Year, he called me early in the morning and burst out with it - just like that, without so much as a New Year's greeting. No doubt he would have given it the utmost consideration before choosing me as his traveling companion, but when the time came to express it there was no beating about the bush; just those simple words. That's one of the traits that, once you get to know him, makes him such a friendly person.

"China? Sure, let's go."

I'm not one to talk though: without properly engaging my hung-over brain, I agreed in an instant.

And that was how the trip was finalized.

However, it wasn't until much later that I learned that this trip was to carry out research for the sequel to a game announced late last year, Virtua Fighter: the 3D fighting game Virtua Fighter II.

With Virtua Fighter, Yu Suzuki introduced two main concepts.

The first of these was making use of digital graphics, not creating pictures with an animated cartoon. This is a technology that allows creation of 3D images by melding together small triangles called polygons, something also used for Gulf War simulations. With an animated cartoon, varying 2D pictures are prepared, with flat figures moving on top of them, but with this technology the computer produces a 3D image in real-time according to the player's inputs. The point of view can also be set to any direction, so the image's movement and immersiveness are improved dramatically. This technology is something he had already made use of in Virtua Racing, but in order to apply it to the complex movement of human figures, there were a heap of factors that had to be surmounted, starting with a huge amount of programming.

The second concept was trying to faithfully reproduce the movements of actual martial arts, rather than setting up killer moves. While other fighting games boast absurd killer moves not able to be performed by humans as selling points, he has tried determinedly to make the characters fight like flesh-and-blood humans.

The reality he aims to achieve is to minimize the barrier between the game character and the player; to overcome that barrier and create the illusion that you yourself are playing. That's the direction he wants to take things in.

For that, he starts off by placing himself for a moment in the shoes of the game character.

For example, with Hang On and the series of racing games that followed, he actually drives the motorbikes and super cars at a circuit: he first of all tastes the real thing experientially.

Then, in addition, he carefully collects data from pro drivers and matched the data against the sensations he experienced to create a near-perfect simulation. From there, it goes through a process to refine it down to a game that "even a 10-year old can fully enjoy for 3 minutes" and his game is complete.

For Virtua Fighter, he watched over 50 martial arts videos and movies, and furthermore met with several martial artists. On top of that, he devoted himself to kung fu to such an extent that he suffered a complex wrist fracture. With that forming the foundation, he made the game following the concepts outlined above.

With the upcoming Virtua Fighter II, he is pursuing an even higher level of reality. At our last meeting before our trip, Yu spoke with a boyish smile and a twinkle in his eye:

"In Virtua Fighter II, I'm using a system called Model 2, and plan to apply textures. At the moment, the outlines of the figures are jagged, but in this next game they'll become much more human-like. The movements should also look much smoother, so clumsy deceptions won't fly. There are 8 characters in the current Virtua Fighter, but I'd like to give them more detailed moves and polish up their movement. Just as if the 8 of them have made progress after undergoing training.


"Of them, I particularly want to focus on Akira, who is like Virtua Fighter's lead character. He employs Bajiquan, so I definitely want to meat a Bajiquan master. And, if possible, I'd like him to show me even just one of the Ba Da Zhao (Eight Great Methods) of Bajiquan.

"As well as that, I'm planning to add four more characters in VF2. I'm thinking of having one of them use Drunken Boxing. It's a style unique to Chinese martial arts, and its complicated movements will be a perfect fit for the new game. But the problem is that Drunken Boxing is defensive and doesn't involve active attacks, so it doesn't match the characteristics of a competitive combat game. How to overcome that is something I'll need to consider. Also, although it's still just a vague idea, I'd like to have one of them use a style that mimics an animal's movements: Praying Mantis, Crane, Monkey... China has a lot of wonderful martial art styles. I'd like to see as many styles as possible".

For me, to actually observing Chinese martial arts certainly sounded interesting, but above all, I was looking forward to getting to see a side of Yu Suzuki that I previously hadn't known. I secretly planned to get to the bottom of why in his industry he was called a genius while during the research trip; and so, I set off with him to China.
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_BigBoss_

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"from across the sea, he shall appear. He does not know of the strength hidden within him. The strength that would destroy him. The strength that would fulfill his wishes.....’’
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DIA 03, DIA SHENMUE




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~ Vídeos ~






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~ Atualizações Yu Suzuki ~

Shenmue III Chega em 19 de Novembro: Entrevista Com Yu Suzuki


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O lendário designer fala sobre expectativas, projetos do passado e… empilhadeiras.
Justin Massongill Social Media Manager, SIEA

Shenmue III chega para PS4 dia 19 de novembro — faltam menos de três semanas! — continuando a história de uma das séries mais influenciadoras dos games. Tivemos a chance de conversar com Yu Suzuki, o lendário designer cujo nome aparece em dezenas de títulos incluindo Virtua Fighter, Out Run, Daytona USA, e After Burner — e que mais recentemente (relativamente pelo menos) dirigiu o Shenmue original, sua continuação de 2001, e agora Shenmue III.
Continue lendo para saber dos planos de Suzuki para a série, os projetos dos quais ele mais se orgulha, e sua opinião sobre empilhadeiras.

PlayStation.Blog: Pode nos falar sobre como começou nos games, e como chegou até o desenvolvimento do Shenmue original?
Yu Suzuki:
A principio, queria um emprego como engenheiro de sistemas de uma grande empresa de computadores na época, e até tive algumas entrevistas, mas também aceitei uma entrevista em uma empresa de games — que por acaso chamava-se SEGA. Como a entrevista foi interessante, optei pelo emprego na SEGA. Meu trabalho inicial era focado quase exclusivamente em jogos de arcade, onde as partidas são curtas, e o ímpeto de mudar veio quando me encontrei querendo trabalhar com um RPG para consoles, onde teria o tempo necessário para transmitir mensagens.

PSB: Shenmue III está planejado como o final da série, ou você cogita continuar a saga de Ryo no futuro?
YS:
A série não terminará com Shenmue 3. Terminar a história com pressa aqui faria um jogo muito raso. Espero continuar a série enquanto as pessoas tiverem interesse.

Shenmue III

PSB: Revisitando o anúncio durante a conferência da PlayStation na E3 de 2015, ainda é incrível ver os vídeos da reação dos fãs quando Shenmue III foi anunciado. Quatro anos depois, que tipo de efeito o suporte dos fãs teve em você, ou no desenvolvimento do jogo?
YS:
Fiz o game com a imagem dos fãs alegres sempre em mente, e isso fez com que Shenmue III crescesse em tamanho e qualidade. Estou confiante que este Shenmue é ainda melhor.

PSB: Você esteve diretamente envolvido com alguns dos jogos que mais influenciaram os últimos 35 anos, incluindo Outrun, Virtua Fighter, Daytona USA, e, claro, Shenmue — entre muitos muitos outros. Olhando para trás, quais são alguns dos projetos dos quais mais se orgulha?
YS:
Virtua Fighter e a série Shenmue. E espero que agora, com Shenmue III, todos que jogarem encontrem um espaço para ele em seus corações.

PSB: Há algum segredo em algum jogo seu do passado que permanece secreto?
YS:
Sim, há. (E continuarão assim.)

Shenmue III

PSB: Sendo uma figura tão importante na indústria dos games desde o início, há alguma tecnologia ou tendência que está particularmente curioso ou que te interessa?
YS:
Sensores de ondas cerebrais, hologramas, IA, automóveis e aparelhos com telas dobráveis, só para dizer alguns.

PSB: Que emoção espera que as pessoas sintam logo após terminarem Shenmue III? Acha que a maioria dos jogadores terá a mesma reação?
YS:
Seria bom se os jogadores se sentirem como se estivessem voltando de uma jornada. Se correr pelo jogo, há boa chance de ficar estressado. Mas, se for devagar, a experiência será uma de tentar tudo que o jogo tem a oferecer.

PSB: O Shenmue original foi visto como um avanço em termos de tecnologia e narrativa. Você abordou o desenvolvimento daquele jogo de um ângulo narrativo ou tecnológico primeiro? E Shenmue III?
YS:
Muitas vezes há o desejo de se fazer algo novo, e isso necessita nova tecnologia e traz novos desafios. Em Shenmue III, tivemos novos desafios para vencer.

PSB: O que, em sua opinião, Shenmue contribuiu para o DNA da indústria dos games, seja algo científico, um modo de narrativa, a inclusão de verões fiéis de clássicos dos arcades, ou algo diferente?
YS:
Após Shenmue I & II, a expressão “mundo aberto” começou a ser usada. Com ela, há muitos elementos de jogo que podem divertir. Muitas pessoas dizem que esse estilo teve um grande impacto nos games futuros, e me sinto honrado.

Shenmue III

PSB: Como o sistema de combate de Shenmue III evoluiu desde que iniciou o projeto?
YS:
Para fazer o sistema de combate de Shenmue III se encaixar em um RPG, tivemos que criar o sistema de combate do zero. Ele é feito para pessoas que não são muito boas necessariamente em jogos de luta, de maneira que ao aumentar seu nível, pode ficar confiante que conseguirá continuar a história. As pessoas que estão acostumadas com o sistema de VF2, por exemplo, podem não sentir tanto, mas é assim que vejo a evolução de Shenmue.

PSB: Sua opinião sobre empilhadeiras mudou nos últimos 20 anos?
YS:
Não entendo a empilhadeira ser o foco de tanto amor e atenção. Não entendo mesmo. (risos)

PSB: Pode nos falar sobre o desenvolvimento da trilha sonora de Shenmue III? Seguiu um processo similar aos dos outros jogos da série?
YS:
Desta vez pode parecer que não há tantas faixas novas, mas na verdade há. Espero que todos gostem delas.

PSB: Qual um exemplo de um detalhe de Shenmue III que você acha que vai melhorar a experiência dos jogadores?
YS:
Pediria a todos que joguem com calma e não se apressem. Quando encontrarem algo que gostem, parem e aproveitem o máximo possível, e tentem tudo que o jogo oferece. Por exemplo, se é alguém que não gosta de apostas, tente em Shenmue e talvez se divirta.

Shenmue III
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Shenmue III Will Not Be The End of Series, Director Says
Shenmue III won't be the end of the game series, according to Suzuki.
By Liz Lanier
Posted: 1 Nov 2019

Shenmue III won't be the end of the game series, according to director Yu Suzuki.

Speaking with PlayStation.Blog, Suzuki revealed he wants to continue Ryo's story in more games, as it would feel too rushed to finish his journey in the upcoming third installment.

"The series will not end with Shenmue III," Suzuki said. "Rushing to tie up the plot here would have made for a flat game. And I hope to continue the series as long as people are interested."


The news might come as a bit of a surprise to fans of the series, as Shenmue III itself is the first new game in the series in 18 years. As if that long of a delay weren't enough for Shenmue fans, the planned release of the game in August was then delayed to later this month.

Further, the development of the latest game was only possible due to Kickstarter funding.

Recently, there was controversy following the reveal that Shenmue III for PC will release exclusively on the Epic Games Store. For a limited time, developer Ys Net offered refunds for dissatisfied Kickstarter backers.

Shenmue III is coming to PlayStation 4 and PC on November 19. In the meantime, check out IGN's first impression of the game from E3 2019.

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~ Atualizações Phantom River Stone ~

An Interview with Yu Suzuki by Nagai Industries | Gamescom 2019


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We're very pleased to share a new interview that was held with Yu Suzuki at Gamescom 2019 by a passionate Shenmue fan known in the community as Nagai Industries, who in doing so brought a long-held goal of interviewing Yu to reality.

About the author:
Nagai Industries can be found on Twitter and is an indie game developer inspired by the Yu Suzuki's teachings and a freelance journalist.
A Russian-language version of this interview article has also been published on Gameland.ru and can be viewed here.

This interview would not have happened without the enormous support of the Shenmue community, of which I became an active part in 2014, when a friend of mine and I started developing a small Shenmue-inspired game — Lucky Hit Challenge.

At that time, the sequels of forgotten game series were popping up on Kickstarter, one by one. We dreamed that, sooner or later, one of these such sequels would be Shenmue III. In the fall of that year, we released the Lucky Hit Challenge in which the player could win money playing Lucky Hit and spend it on the in-game Shenmue III Kickstarter. This project was warmly received by the audience, and two years later I started developing a new project: the social application #ChawanSign that would generate Shenmue memes in augmented reality. It is this project that soon led me to an interview-meeting with Suzuki.

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In Russia, the country where I was born and raised, the Dreamcast has never been a particularly popular console. So, calling yourself a Shenmue fan for all these years seemed like sheer madness, since the number of Russians who were influenced by this game can be counted on the fingers. Of one hand. That perspective shifted in February 2018 when I first arrived at MAGIC, an anime festival held in Monaco.

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The release of the third Shenmue installment was expected at the end of that year. I just had to chat with Yu Suzuki before the release. How naive I was! There were hundreds of people like me: ready to stand in line for several hours, with armfuls of discs, consoles, and vinyl records dating from 10-20 years ago. I was in the middle of the line and did not even have time to take pictures with the legendary Shenmue-creator. In the end, Suzuki signed a souvenir mug for me.

Yet, the real treasure was not this autograph. Shenmue fans, who came from all over the world to show respect to the person who gave them an unmatched, unique gaming experience, turned out to be absolutely amazing people. I immediately felt at home among these people, united by a common goal — to achieve the release of Shenmue III and make it as successful as possible.

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I prepared thoroughly for the next MAGIC: ordering an exclusive set of clay cups, and then scanning them for #ChawanSign as in-game 3D-objects, thus paying tribute to the method of creating characters for the original game.

During that MAGIC 2019 autograph session, I handed this cup set over to Yu-san. He was pretty enthusiastic about it. He then showcased the new trailer. A conversation between us did not take place. Again.

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But I did not lose hope. After that event, there was a trip to the USA, visiting the GDC (Game Developers Conference) and PAX events where I met many other Shenmue fans who helped me tremendously with the #ChawanSign development.

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Once I returned to my homeland, the Shenmue III release was again delayed. It was a sign. It became clear that this was the last chance to talk with Yu Suzuki, to ask him essential questions. From that moment, real life began to resemble Shenmue gameplay: a lot of dialogues with friends and new acquaintances from around the world that gradually were leading me to my cherished goal. And thus I flew to Germany to attend Gamescom.

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On the day of the interview, the organization of which had already been a challenge, fate threw one last test at me: our slot turned out to be occupied by another journalist. Everything almost went to pieces due to an error in the schedule. As an apology, Deep Silver suggested that we play a fresh game build, something that was not planned originally. My day was almost ruined at that point, and I was afraid of the worst — that the game would not live up to my expectations.

But all my doubts were unfounded. With every minute I spent behind the screen, I realized that this was the very game, the very atmosphere, the very music, the very gameplay for which we had been waiting for 18 years. It was a miracle, an ultimate emotion, the most beautiful of events, like meeting an old friend who turns out to be alive, well and radiating joy, just like two decades ago.

In the last minutes of my demo playthrough, another miracle happened: our interview slot was restored and scheduled for 2 days later. Compared to the 2 years that I had been waiting for this interview and the 18 years spent waiting for Shenmue III, those 48 hours were like a blink of an eye.

So we waited, recorded the interview, and then translated it from Japanese thanks to Switch of the Phantom River Stone blog. The result of this long work is before you. Enjoy!

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Interview with Yu Suzuki at Gamescom 2019

Is the Chawan Sign mechanic something you thought up?

It's something I researched. I carried out research on various things about China, and somewhere it talked about how it had been historically used for coded communications, you see.

Was the Chawan Sign actually used by martial artists?

It’s something I looked up 20 years ago, so... I don’t remember.

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In one of your interviews you’ve mentioned that games are 50% business and 50% art. What is the ratio between them in case of Shenmue 3?

I forget exactly what I said for the previous games, but what I always aim to do is to make something that consists of 50% technology and 50% how it makes you feel. Also 50% is experimenting with new ideas and 50% is for the players. That’s my usual approach. This time, however, it’s 70% for the backers who are my clients, with the remaining 30% being for trying new things.

What do you think makes Shenmue 3 unique in today’s video game market?

For a start, there are no other games like Shenmue on the market. It’s really unique. Nowadays, most of the video games have become extremely fast-paced. Events occur with rapid timing, and they are full of action: shooting people and killing… it’s like an emotional roller coaster in many ways. So, in comparison to other games Shenmue may feel quite slow: you could say it’s a “slow-paced life” where you can relax and take things easy. It’s like having a bath and spending an hour, just taking your time. Playing Shenmue that way will bring out its true qualities.

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Some of my favorite moments in Shenmue were the mini-games: kung-fu training, visiting the barbershop, etc. Will we see moments like this in Shenmue 3?

Yes, you will.

The first two Shenmue installments were famous for striving for perfection. Giving the limited budget you’re unlikely to be able to force [Takeshi] Hirai-san to program the telephone cable for two weeks. With Shenmue 3, which elements of the game have you spent most of the time polishing to perfection?

Those parts of Shenmue 1 in which I invested resources and gave extra attention, and the areas I chose to focus on for Shenmue 2 and Shenmue 3, are all different from one another. In order to make the best game possible, I adjust its composition to suit the staff at that time, the [programming] libraries at that time, and the conditions at that time.

With Shenmue 3 this time, some of the areas that I’ve particularly focused on are building interconnections between items, as there are a great many; creating an economy that’s balanced; and incorporating Skill Books into the player loop. I’ve carefully built connections between various elements.

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How much did you enjoy the modern game development process and what do you think about Kickstarter? Did you like it? Is it different from working with SEGA in the 90s?

It’s completely different. When I was at SEGA, before a release we tried not to give away any information about it. We’d distribute information from around 3 to 6 months beforehand, but until then we didn’t share any at all. With the Kickstarter, you have backer reports, so you have to keep backers updated with timely reports on the progress.

For me, the thing that was most constraining was that once you say something, you are obliged to do it.

The way I work is to try making something and then to choose the best outcome; try making something and choosing the best outcome… so things change as I go. Promising things up-front is extremely stressful for me.

Also, at SEGA I created the graphics engine from scratch so I knew it well. This time, I used one called Unreal Engine 4, which is a great engine but in a sense it’s a “black box” so making fine adjustments turned out to be tricky.

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The Shenmue community is known for its kindness and goodwill. For the past 4 years, it supported all your decisions, even the most controversial ones. Was it a surprise for you how players reacted to Epic games exclusivity deal? How did you feel about it? And what might you want to say to these people?

[Answered by a representative of Deep Silver Publishing]:
Regarding Epic Games, Yu Suzuki and I think the Kickstarter page has all the necessary information, and this question does not need additional comments.


Besides Shenmue, one of my favorite pieces of entertainment is Twin Peaks. I've found many similarities between them: both are detective stories which start with a murder in a tightened community where everybody knows each other, and which expands beyond that. Supernatural powers are the great mystery in both, and they help the main protagonist to find the truth. The second season of Twin Peaks ended on the similar compelling cliffhanger as Shenmue 2, and we've got the sequel only 25 years later. Have you ever watched Twin Peaks and have you noticed this similarity?

No, I haven’t seen it, but I’d like to have a look. Is it on Netflix?

It’s on Showtime.

Thanks, I'll check!

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One of my acquaintances once told me that Shenmue 3 is a beautiful game, but he doesn’t know how to approach it, because he missed the first two parts. What would you recommend to people like him?

It’s made so that you can enjoy it even if you haven’t played Shenmue 1 and 2. It contains a recap movie, and there are also flashback scenes within the game.

For those who are interested in the first two games, they have now been re-released by SEGA so I’d be happy if people tried them.

Shenmue 3 has a unique and slow-paced world, something which can’t be experienced in any other game. It will soothe your soul a little.

Have you ever considered coming to Russia for a conference or just for fun?

I’ve never been before (except maybe in transit), but I’d like to.

There are a lot of conferences, so you should come!

Thank you.

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Many thanks to Nagai Industries for contributing this great article and interview.
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_BigBoss_

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No bruto achei que o gráfico ta melhor do que eu esperava, mas acho a arte, a face dos personagens muito zoadas longe do padrão de qualidade da geração, parece que não tinha gente qualificada pra trabalhar no jogo...
Tem uma diferença abismal entre cutscenes pré-renderizadas ou CG de jogos-filmes de curta duração e animações faciais em tempo real num RPG de mais de 40h...
O jogo vai ser distribuído no Brasil? Se me lembro bem, no Kickstarter bateu a meta de legendas em PTBR.
Não vi nada no varejo mas com as legendas (e sim as legendas estão em HUE-BR e não em PT-purtuga, vejam os vídeos da demo na postagem anterior) e o lançamento mundial simultâneo feito pela Deep Silver é possível que a SÔNIA-HUE faça a impressão de mídia localmente.
 
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Solid Dante

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Pelas fotos ficam bem legais os personagens, mas fica estranho em movimento, passa a sensação de estarem sem vida.

Eu acho que será um grande jogo, será que vai fechar a história ou será que vai rolar continuações?
 

_BigBoss_

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Eu acho que será um grande jogo, será que vai fechar a história ou será que vai rolar continuações?
Leia a entrevista na postagem anterior:
PSB: Shenmue III está planejado como o final da série, ou você cogita continuar a saga de Ryo no futuro?
YS:
A série não terminará com Shenmue 3. Terminar a história com pressa aqui faria um jogo muito raso. Espero continuar a série enquanto as pessoas tiverem interesse.
 

Nolifeking

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Estou torcendo para que esse jogo venda mais do que o esperado e a Sony invista em uma continuação.
Tudo vai depender de como o jogo foi planejado. Se a intenção foi contar a estória para quem já conhecia a série ou se pode ser uma porta de entrada para novos jogadores.
 

Gray-fox

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Tá difícil de acreditar que vou jogar shenmue 3, Já fazem quase 20 anos e eu me lembro perfeitamente de quando zerei o 2 e ficou aquele gosto de quero mais.
Bom estar vivo para poder aproveitar esse momento, espero não me decepcionar com o jogo.
 

Enzo

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Contando os dias aqui!
A sensação vendo as fotos é a mesma de quando comecei a ler sobre Shenmue 1 antes de sequer ter o Dreamcast, é surreal!
Nunca um jogo dessa nova geração me deixou tão eufórico e ansioso, que venha logo!

E que seja um sucesso e a Sony ou qualquer outra distribuidora invista ($$) para manter Shenmue vivo, sem ter q esperar quase duas décadas por uma continuação.

Se precisar de mais um Kickstarter, tamo ae Yu-san! :rox
 
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Jogar Agora

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O que estou mais curioso, melhoraram a jogabilidade, digo controle do Ryo Hazuki, ou continua travadão como nos clássicos, tipo durão pra virar o personagem e tipo correr apertando R1 ???
Se eles não melhoraram esse aspecto, será decepção nesse sentido.
 

Jogar Agora

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Se não melhoraram os controles do Ryo Hazuki é uma cagada bem grande, nos clássicos ele é bem durão, parece um tanque de guerra kkkkk
 

dinobass

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Existe algum vídeo com um resumo bom dos dois primeiros games? Tentei jogar os Remastered mas achei injogavel pra quem nao é fã da série, jogabilidade horrível, enfim, fico no aguardo.
 

antonioli

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Até que está barato. R$118,99 na Epic Store. Nada mal.
Existe algum vídeo com um resumo bom dos dois primeiros games? Tentei jogar os Remastered mas achei injogavel pra quem nao é fã da série, jogabilidade horrível, enfim, fico no aguardo.
Do primeiro sim. Procure por Shenmue the movie.

Quanto ao segundo deverá vir um recap.
 

OliveirArquitetO

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Existe algum vídeo com um resumo bom dos dois primeiros games? Tentei jogar os Remastered mas achei injogavel pra quem nao é fã da série, jogabilidade horrível, enfim, fico no aguardo.
Tudo bem afirmar que a jogabilidade não é das melhores, mas também não é tão ruim assim, muito longe do não jogável! Aliás existem jogos atuais que tem jogabilidade ruim também, The Witcher não me deixa mentir.
 

Jogar Agora

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Não tem motivo manter uma jogabilidade de 20 anos atras, não faz o menor sentido.
É mas não vi em nenhum lugar até agora, falando sobre esse aspecto, se foi aperfeiçoada ou não, se não melhoraram é cagação no pau total !
 
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