Retro Gamer

The Story Of: Shenmue

When one of gaming’s most celebrated designers decided to create a cutting-edge console RPG, the Result was one of the most ambitious Projects of all time. Yu suzuki tells us how the original classics were made – and how he’s Reviving the series today

- Words by Nick Thorpe

Yu Suzuki takes time out from finishing Shenmue III to discuss the incredible journey of Ryo Hazuki

Considerin­g its short life, the Dreamcast is a machine with no shortage of excellent games, but none of them have quite the same associatio­n with the console as the

Shenmue games. Part of that is practical

– for almost 20 years, the Dreamcast was the only machine on which you could experience the original game, and therefore the complete tale. But the associatio­n goes deeper than that, as the game is reflective of the console that hosted it. Both Shenmue and the Dreamcast were incredibly ambitious projects that were ahead of their time in many respects, and both left players with the feeling that business was definitely unfinished, thanks to the premature discontinu­ation of the Dreamcast and the unresolved cliffhange­r ending of Shenmue II. But where Sega’s return to the hardware market feels as distant a prospect as ever, Shenmue is on the brink of a remarkable revival thanks to the undying support of its fans.

The Shenmue games are 3D action adventures, which are based on an original story concept by Yu Suzuki – the founder of Ys Net, and best known for his time at Sega, where he was a programmer, director and producer on hit arcade games such as Space Harrier, Out Run and Virtua

Fighter. When asked what the very earliest influences on the creation of Shenmue were, Suzuki replies “They would be the games of Apple II such as Wizardry and Mystery House, as well as Virtua Fighter.” Suzuki had enjoyed the Apple games while studying, and wished to create a game in that spirit. However, the Virtua Fighter connection goes beyond that simple inspiratio­n. The first two Virtua Fighter games were smash hits in Japan, and many projects were in the works to capitalise on this success – spin-off games, merchandis­e and even an animated TV series. However, the big Virtua Fighter side project was Suzuki’s own desire to create a Virtua Fighter

RPG, which would follow the story of Akira Yuki.

Of course, RPGS aren’t a tremendous­ly arcade-friendly genre so AM2 would have to work with home console hardware, rather than the cutting-edge arcade hardware it was accustomed to. At the time, that meant working with the Saturn. Very little informatio­n about the Saturn version of the game has been made available to the public, with the most revealing being some video footage included as a bonus feature in Shenmue II. Much of the available footage is comprised of cinematic scenes (displayed in-engine, as in the Dreamcast game) with a little environmen­tal exploratio­n thrown in too. Though some details are naturally different, plenty of recognisab­le characters and scenes are shown, from the initial confrontat­ion with Lan Di in the Hazuki family dojo to Ryo’s first encounter with Guizhang, and the discovery of the hidden basement. Some designs look rather close to the final vision, and it’s amazing how many scenes were developed.

While much about the game is a mystery, one thing is obvious – Shenmue would have been a graphical masterpiec­e by the standards of the Saturn. Character models and environmen­ts showed a level of detail that puts most of the system’s 3D games to shame, and there’s a cinematic flair to the story scenes that few developers of the time possessed. We’ve often wondered how such visuals were possible on a console which is notoriousl­y difficult to work with, especially when it came to displaying 3D graphics. “I would think one main factor was that I personally did the direction and coding by myself,” says Suzuki. “At the time, very few tech people understood the true meaning of 3D.”

Ultimately, the Saturn version of Shenmue was never completed, as Sega was already planning a new console. In 1997, Suzuki decided to move the game to that system. “We started to see various possibilit­ies in the Dreamcast while the developmen­t moved forward. We decided to move to the Dreamcast because we were confident the potential of Shenmue would increase tremendous­ly with it.” While it’s not uncommon for games to switch generation­s during developmen­t, Shenmue looked to be in a fairly advanced state as the footage also shows off plenty of material

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 ??  ?? » Yu Suzuki is the creator of Shenmue, alongside other classics such as Out Run, Space Harrier and Virtua Fighter.
» Yu Suzuki is the creator of Shenmue, alongside other classics such as Out Run, Space Harrier and Virtua Fighter.

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