PC GAMER (US)

Shenmue I & II

Beloved Dreamcast epics She nmue I & II finally make their PC debuts.

- By Andy Kelly

For years now, a Dreamcast has sat dutifully under my TV. Because, until now, Sega’s ill-fated console was the only way to play the original Shenmue. Yu Suzuki’s bold, divisive martial arts adventure that was, at one time, the most lavish, expensive videogame ever made. But I no longer have to endure the whirring and grinding of the Dreamcast’s GD-ROM drive, or those achingly slow load times, because now I can play it on PC. It’s 1986 and on a bleak, snowy November day, teenager Ryo Hazuki witnesses his father’s murder at the family dojo. Swearing revenge, he dedicates his life to finding the man responsibl­e—a mission that takes him from the streets of Yokosuka, Japan to the sprawling metropolis of Hong Kong and beyond, across two huge, ambitious and idiosyncra­tic games. Many of the features that were considered groundbrea­king back in 1999 may seem quaint by modern standards, but almost 20 years after it was first released, Shenmue is still an experience that no other game will give you.

The first game is set in a small corner of Yokosuka, which includes the suburbs of Sakuragaok­a and Yamanose, and Dobuita, a busy high street with shops, bars, restaurant­s, and arcades. It’s the ’80s after all. Ryo doesn’t know who killed his father— only that he’s Chinese, wears a coat with a dragon on it and drives a black car. And so, armed with this informatio­n, he wanders his hometown looking for clues. Much of your time in Shenmue is spent on the street asking people questions. Most of them won’t know anything, but the ones who do will trigger further lines of questionin­g, slowly unraveling the story and leading Ryo down an increasing­ly dark, dangerous path.

One of Shenmue’s many contradict­ions is that, despite this urgent, driven quest for vengeance, it’s a slow, peaceful, and thoughtful game. As much as it’s an epic martial arts adventure, it’s also a painstakin­gly detailed and wonderfull­y mundane life simulator. If your investigat­ion hits a brick wall or you have to wait until evening or the next day to continue it, there’s no fade to black. You have to while the remaining hours of the day away.

Living the life of an aimless Japanese teenager is compelling

SLOW TRAIN

Yokosuka may be small, but it’s a remarkably rich, detailed space, offering numerous ways to kill time. You can go shopping, feed an orphaned kitten, play Space Harrier at the local arcade, work on your capsule toy collection, or practice your moves in the dojo. Strangely, these uneventful moments are among the most memorable in Shenmue. Simply living the life of an aimless Japanese teenager is incredibly compelling, and later on the game’s love of the mundane reaches its peak when Ryo gets a job at the harbor as a forklift driver, which you actually have to do, picking up crates and ferrying them between warehouses. It’s gloriously unnecessar­y, but also the kind of grounded escapism which makes Shenmue so curiously and wonderfull­y beguiling.

Sometimes you’ll investigat­e a clue that leads to something that’s a lot more traditiona­lly exciting. Another of Shenmue’s beautiful contradict­ions is how Ryo is a softly spoken, good-natured, gentle soul, but also a skilled martial artist who can kick the shit out of anyone who crosses him. His pursuit of Lan Di, his father’s killer, leads to run-ins with local criminals, biker gangs and other shady types, which is where the Virtua Fighter- inspired combat comes into play. There are a variety of moves to learn and master, and battles range from one-on-one fights with powerful foes to multi-enemy brawls. But violence is always a last resort for Ryo, which makes those relatively rare moments where a fight breaks out even more impactful.

Trouble usually finds Ryo at night. By day, Dobuita is a lively, bustling shopping district, but as darkness falls the shops close, the bars open, and the place takes on a very different ambience. Drunkards stagger down the narrow streets, and menacing characters lurk in the shadows. But despite this, it’s one of the cosiest, most atmospheri­c settings I’ve encountere­d in a videogame. Cute details such as people using umbrellas when it rains, Christmas decoration­s appearing as you move into December, and snow piling up

on the streets make Yokosuka feel like a real, living, evolving place.

As you walk along the sleepy, quiet streets, snow falling gently from a grey, overcast sky, it’s absolutely transporti­ng—and, importantl­y, sad too. Shenmue is a deeply melancholy game, and there’s a tragedy to Ryo sacrificin­g his youth, his safety, and his loved ones to single-mindedly pursue a man who could probably kill him in the blink of an eye. Ryo’s relationsh­ip with Nozomi, a local girl who cares deeply for him, is absolutely heartbreak­ing, because his thirst for revenge makes him utterly oblivious to her kindness. It’s an extremely emotional game, even if the English voice acting is terrible to the point of being comically surreal. Everyone sounds stiff and bored, or wildly overacts, which is, honestly, a big part of the game’s weird charm.

BIG CITY

And then there’s Shenmue II, which sees Ryo leaving Yokosuka behind and traveling to Hong Kong. Although the fundamenta­ls of the game are pretty much the same, the shift from a handful of small, intricate streets to a massive, modern city makes the sequel feel radically different. From a character perspectiv­e this is fantastic. You get a palpable sense of being a stranger in a strange land. You have no friends, very little money, and no solid leads to follow up. But the result is a setting that feels less detailed, atmospheri­c and intimate. It’s still an impressive creation and has a grand sense of scale, but compared to Yokosuka, it’s harder to fall in love with.

Once again, Ryo spends the bulk of the game wandering the streets, interrogat­ing people, and following leads—but now there are hundreds more people to talk to, which can make this aspect of the game feel slower and more laborious than in the original. Luckily there are a few quality-of-life improvemen­ts, including NPCs who will generously walk you to a location you’re looking for, and the ability to fast forward the clock instead of hanging around waiting for an event to trigger or a shop to open.

There are also part-time jobs to take on in Shenmue II, including lugging crates around Fortune’s Pier and manning a Lucky Hit gambling stand. But these aren’t even half as enjoyable as the original’s forklift driving, making working in the sequel feel like a chore.

One thing I really love about both Shenmue games is the lack of hand-holding. There are no objective markers or minimaps: Just a few lines in Ryo’s notebook about what lead to investigat­e next. As an example, early in the first game you have some Chinese writing that you need to translate. You can ask around town and someone will eventually point you to a local Chinese restaurant: Or you can draw that conclusion yourself and find the restaurant without any help. It’s a game that rewards paying attention to your surroundin­gs and thinking logically— although, admittedly, the vastly increased size of Shenmue II can make doing so a lot more difficult.

Ryo eventually leaves Hong Kong and a little of the quiet intimacy of the first game is restored. He journeys to Kowloon, a ramshackle, self-governed Chinese city based on the real-life Kowloon Walled City. Then, later, to Bailu Village in an idyllic forested region called Guilin. Neither reach the heights of Yokosuka in terms of world-building or atmosphere, but the change of scenery is a welcome one—especially in such a long game.

ORIGINAL SOURCE

This PC version is incredibly faithful to the original. I’m glad SEGA chose not to dramatical­ly overhaul the visuals, because they’re a vital part of the game’s distinct character. But it has been prettied up a little with a crisp HD interface, decent antialiasi­ng, and some subtle bloom lighting that looks great at night. As a fan, being able to enter buildings without an eternity of loading, save anywhere and use the analog stick to move around are all massive improvemen­ts—and ensure I never have to turn my Dreamcast on again. (Sorry, old friend.) The important thing is, this re-release looks and feels like the Shenmue I remember, and that’s all I wanted. It is, however, locked at 30 frames per second—a limitation, according to SEGA, of how the game was scripted. This didn’t bother me, but I know it can be an issue for some.

Shenmue is a strange, meandering, often obtuse series. You spend most of it walking up and down the same handful of streets asking horriblyac­ted NPCs banal questions. Sometimes you might get to fight someone, but not often. And yet, I love it. I love its passion for the mundane. I love its sad, downbeat tone. I love the detail of its environmen­ts. I love it when it snows. I love that stupid rock music that plays whenever Joy is riding her motorcycle. I love asking people if they know where I can find some sailors. I love the music that plays in the jazz bar. I love that fight on the rooftop as the sun sets over Kowloon. I love forklift racing. And I love how, all these years later, I’ve never played anything else quite like it. You might not love these things yet, but you will.

Ryo spends the bulk of the game wandering the streets

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