Shenmue II impressions, media
[09.09.01] » Excuse me. I'm looking for Shenmue II impressions
and screenshots - do you know where they usually hang out?
After a development cycle that extends all the
way back to the days of the Sega Saturn, Shenmue II has finally arrived
in Japan. Fans who have been following the rocky progression of Yu
Suzuki's magnum opus may remember that parts of Shenmue II were originally
to be included in the first game, but were pushed back to the second
due to time constraints. The move may have relegated the first installment
to a prologue, but the sequel seems to be all the better for it. In
the brief time we've spent with the game, Shenmue II looks to deliver
on the promise of the ambitious, yet flawed, first game. Check out
our impressions below, and be sure to take a look at our extensive
gallery of screens from
the first few hours.
The game begins right where the first chapter
ended, with Ryo Hazuki bound for Hong Kong in pursuit of his father's
murderer with only a letter of introduction and a huge assortment
of Sega-related trinkets to his name. When beginning the game, players
are given the option of loading the final save from Shenmue I. Not
only will this set the time frame to match with the previous ending,
but Ryo will also retain his full compliment of items and fighting
moves. If you don't have the save file, however, the game gives a
set of default items and moves. For those who never played the first
game, the fourth disc also offers a ten-minute recap of the events
leading up to Ryo's departure.
AM2 has made much of Shenmue II's size in comparison
to the first game, measuring it at about ten times the scale. As Ryo
first steps off the ship in the small harbor town of Aberdeen, it's
easy to believe. Aberdeen, the first of the game's four major locals,
is almost as big as the whole of the first game. The second, Wan Chai,
utterly dwarfs Shenmue's tiny Yokosuka. The first game's greatest
asset was the way it recreated a tiny Japanese town in minute, almost
obsessive detail. Shenmue II brings that level of detail to a much,
much larger area. While Aberdeen is a sleepy harbor town, the city
of Wan Chai is divided into over a dozen districts, each of which
is as large as one of major areas from the first game. Shops, apartment
building, parks, temples, even an entertainment district are all rendered
with a high level of detail and interactivity, and the city feels
like a living world. As you wander around the many streets of Wan
Chai, it's difficult not to get the same "stranger in a strange land"
feeling that Ryo must be having. Unlike the first game, the whole
of these first two areas opens up almost immediately and you can spend
an hour simply running around and still not see it all.
Shenmue II's bustling locales also have a much
higher population. Improvements to AM2's basic engine mean that many
more people can be displayed at once, but at a price. While the graphics
overall are as good or better than the first game, they do suffer
from a large amount of slow down when many characters are on screen
at once and, more glaringly, pop-in. The residents of Shenmue II often
fade in and out of view, almost at random. Some won't appear until
you're almost on top of them; others fade in and out of view even
while you're standing still. It distracts from the game's staunch
realism, but doesn't really affect the actual gameplay much. Loading,
however, is much improved. The game dynamically loads interiors as
you approach them, so there is never much of a wait when entering
a building or shop. Load times between the major areas are relatively
unchanged from the first game.
Ryo's first task in this brave new world is to
find lodging. Master Chen, the helpful old man from the first game,
gave Ryo the address of a guesthouse in Wan Chai, and finding this
fills up the first hour of the game. Fortunately, the game keeps even
this small undertaking from being boring. Ryo soon meets up with Joy,
a redheaded biker girl who seems intent on helping him, and runs afoul
of the local gang, who decidedly are not. After exploring Aberdeen,
Ryo gets set up at the Come Over Guest House, which serves are his
base of operations and save point. In the morning, Joy sets Ryo up
with a job loading boxes at the local pier.
With hotel bills to pay and informants to bribe
and no Ine-san to supply a daily allowance, earning money is a much
more important task than in the first game. Thankfully, the game doesn't
tie you down to one method of earning extra cash. Using the Y button
when talking to people will now cause Ryo to ask about job prospects
nearby. Along with odd jobs and menial labor, Ryo can also supplement
his income with gambling (both slots and back alley dice games), arm
wrestling competitions, and even street fighting.
But the greatest improvement is in the area of
the first game's biggest flaw: pacing. Shenmue I started at a snail's
pace and even its climactic chapter was interrupted by a week of forklift
driving. While the opening of Shenmue II isn't quite non-stop action,
it does offer tasks more engaging that combing the town looking for
the bar where the sailors hang out. The core of the gameplay still
has Ryo searching out a particular person, place, of piece of information,
but it seems to proceed much more rapidly than the first game. But
the FREE exploration is more heavily broken up by scripted events
this time; Ryo's first few hours in Aberdeen involve him in a well-directed
QTE chase, a free battle with the Heavens Gang, and an arm wrestling
match, where he's introduced to the crowd as "Samurai Boy Ryo Hazuki."
More importantly, the townspeople are immeasurably
more helpful than the first game's often surly NPCs. Not only does
it seem that a lot more people will have the information you're looking
for, many will go above and beyond the call of duty to get you to
your destination. Most will at least physically point Ryo in the right
direction; the camera will pan toward his destination and he'll be
facing that way when the conversation ends. A few will even lead Ryo
to what he's looking for using the game's new "follow" camera.
When following an NPC, the camera switches to a first-person view
and Ryo will automatically trail behind until he reaches his destination.
One helpful character in the first few hours even draws Ryo a small
map with explicit directions, which can then be accessed with the
X button. The world of Shenmue II is vast, but it's almost impossible
to get lost; maps can be bought in each area for $10 HK, and a new
automap now tracks Ryo's location in the corner of the screen.
While the Dreamcast still has a few notable titles
coming in Japan after Shenmue II, the game's arrival will more or
less be the system's last hurrah in America. Fortunately, it looks
like Suzuki's last game for the system will come a lot closer to the
lofty goals he announced before the Dreamcast even launched. If the
rest of the game can live up to the impressive first hours, the console's
swan song should be a truly epic finale for a great system.
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