Shenmue III (PC, 2019)

In 2001 I walked Ryo Hazuki into a mysterious cave, turned off the Dreamcast and went to bed. 18 years later I walked him back out of there in Shenmue III. The game has spent so long as a distant fantasy that having it as a tangible thing in my life is deeply surreal.

Yu Suzuki’s Shenmue III is the video game equivalent of Brian Wilson’s Smile, an artefact tossed forward in time from a past that feels like it brighter than the dowdy present. It’s the kind of media that makes you reflect on who you were, who are you and everything that happened in between.

That brighter past was 2000, 2001 and 2002 – my golden age of videogames. I finally had my own money and autonomy, had left home and was making a new life in a new city. My console at the time was a Dreamcast, and though its unceremoniously termination by Sega was sad, it also meant that new and second-hand games were going for peanuts.

I ended up with maybe 100 games from various regions, many of which were seriously bizarre design experiments like Samba de Amigo, Seaman, Cool Cool Toon and Typing of the Dead. But Shenmue was the biggest boondoggle of them all: a mega budget simulation of 1986 Japan. I loved every dull ass second.

While the world changed beyond recognition, Ryo remained preserved in that Guilin cave like a mammoth in a block of ice. It’s a weird miracle when he calmly emerges like it’s no big deal, the game mercifully avoiding a fourth-wall breaking wink to the camera about the length of his incarceration.

The world he walks into is higher-resolution and more intricate, but still recognisably Shenmue. And full credit to Yu Suzuki for having confidence in his original design: there are no concessions to modernity and Shenmue continues to amble along at its own pace.

This means you spend half the game killing time in a small rural village populated by children and the elderly, as you work menial jobs while investigating someone’s disappearance.

Things pick up a bit in the second half as you explore a small city, but the pace remains purposefully slow: the plot doled out in breadcrumbs between lengthy, repetitive martial arts training sessions and my chosen profession of medicinal herb-picker.

I don’t know if it’s just nostalgia talking, but I loved every long and lazy moment of it. Most video games try to make every second engaging so it’s refreshing to play one that simply doesn’t care if you’re bored or not. I’m not kidding when I sat that spending my own leisure time chopping wood while being berated by a weirdly rendered elderly Chinese man speaks to the masochist in me.

Sure, some of the rougher edges do aggravate. The new wrinkle of keeping Ryo fed ends up as busy work and the martial arts system takes some getting used to (and is initially pretty damn unforgiving). But I have almost limitless resources of forgiveness for Shenmue.

The cherry on top of all of this is that the game is perverse enough to begin teasing Shenmue IV. By this point I don’t particularly care whether Ryo Hazuki avenges his father’s death or not, I’m happy just checking in with Ryo every couple of decades and seeing how he’s doing.

I’ll keep playing Shenmue as long as Yu Suzuki keeps making them. Though I recognise that they’re inevitably going to turn me into the video game equivalent of a middle-aged man sat alone in a motorway service station Burger King listening to Baba O’Reilly on tinny speakers and wondering where the years went.

Shenmue II (Dreamcast, 2001)

I associate Shenmue II with nothing but good times. Despite the console having been given a death sentence in January 2001, by the winter I was still deeply in love with the Dreamcast. Its impending doom caused prices on games to be slashed across the the board – meaning a poor student like myself was swimming in cheapo games and accessories (£1.50 for pre-owned games, yes please!).

But the announcement that Shenmue II might not make it over from Japan hit me hard. Shenmue had opened my eyes on what a game could be and I wanted my Ryo to continue on his adventures. I breathed a sigh of relief when a PAL Dreamcast version was announced – though as with other late period titles I had to get it via mail-ordered.

What followed was a hazy two weeks in which I did little else but guide Ryo through the next chapters of his journey. With the console merrily whirring and buzzing its way through its hardest workout yet, I marvelled at the way they’d scaled up the game from a few streets to an entire city. This was something I simply hadn’t seen up to this point (Grand Theft Auto III had come out a few weeks prior, but I wouldn’t play it until Christmas).

Then there was the hazy and meditative night spent playing through Disc 4, a long walk through the Guilin forest making small-talk with Shenhua. The credits finally rolled at 4am, and I went for an early morning walk feeling extremely peaced out.

Now, almost twenty years later, Ryo is finally about to come out of that cave. I can’t wait for Shenmue III, so decided to catch up with his adventures via the recent PC port. They’ve both held up beautifully.

However, while my memories had jumbled the pair together, a replay makes them feel like very different games. For example, Shenmue is glacially paced and perversely domestic – while Shenmue II features an action sequence where you’re chased by a genderqueer chainsaw-wielding maniac.

But the main difference is that where Shenmue was narrow and deep, Shenmue II is wider and slightly shallower in terms of detail. It’s got it where it counts though, with the game rewarding players who wander off the critical path and poke around in the quieter corners of the world.

On some level this shift feels like a concession to critics of the original who didn’t like the pacing. But, frankly, even as a fan of waiting at virtual bus stops in the rain, I appreciated being able to skip waiting times and have more exciting cinematic sequences.

I also like the variety of environments. Hong Kong is nicely bustling and detailed, and while it’s not huge there’s a great sense of place. I’m also a sucker for the Kowloon Walled City and, while I don’t think Shenmue II‘s depiction is particularly accurate, it’s still an interesting place to be.

The only things I didn’t like were the QTEs. Maybe something went wrong in the PC port but I don’t remember them being this strict in the Dreamcast original. I don’t see how you’re supposed to make sense of the more complicated multi-button ones the first time you see them, and repeating the same action sequence over and over is just boring. Making you go through a long sequence of them at the end of Disc 3 (and you have to replay a tough free battle if you fail) is just bad design.

But now it’s done and I can’t wait to see what Ryo Hazuki does next in Shenmue III. I’d given up hope that this sequel would happen, so stepping into those sneakers and pulling on that leather jacket is going to be one hell of a moment.

See you soon!

As an addendum, this playthrough also revealed to me that Ryo can make friends with a wisecracking talking duck and enter it into a surprisingly involved duck racing minigame. So that was fun.

Shenmue (Dreamcast, 1999)

With Shenmue III coming in November (it still feels weird to type that!), now feels like a good time to familiarise myself with the adventures of Ryo Hazuki and chums (via the recent Shenmue I & II remasters). Stepping back into white sneakers took me right back to the game’s 2000 EU launch day, when it totally blew my mind.

Back then the open-world genre was in its infancy and Shenmue was one of the first games to attempt to fully simulate exploring a city full of people at your own pace. I mean, you can open your wardrobe drawers and see your socks! This was groundbreaking stuff.

Who would have thought forklift driving was so engaging?

Twenty years doesn’t do any favours for many games, so to enjoy Shenmue now you’re going to have to put up with an archaic control system and some voice-acting that crosses the Rubicon from Resident Evil cheesiness to genuinely terrible (the reason why its so bad is pretty interesting). Back in 2000 I managed to put up with it, but now Ryo sounds like a malfunctioning robot and most of the side characters are ear-splittingly bad. I had to switch to the Japanese audio for the sake of my sanity.

From a 2019 perspective of what a AAA game should be, it’s mindboggling that Sega would greenlit a $100m game in which you mooch around an overcast and rather dowdy Japanese high street not doing much. But that purposelessness gives Shenmue its identity, and it’s when you’ve not got much to do other than chat to shop-owner, playing Hang-On and buy gacha toys it gets weirdly calming. Hell, even waiting for the in-game bus feels perversely enjoyable.

The virtual thrill of waiting for a bus in the pissing rain. What an adventure.

In fact, the experience of returning to Shenmue after 20 years was so pleasurable that I made time to visit the real Dobuita Street in Yokosuka while I was in Japan. This is a deeply surreal experience for any fan of the games, as while the game’s geography is twisted around and decades have passed since the game’s 1986 setting, the atmosphere remains the same. In addition, its proximity to the US Navy’s Yokosuka Naval Base means that there are sailors everywhere.

There’s even a Shenmue branded map of the area you can pick up at the tourist office. Check out some photos in the gallery below:

I also finally managed to beat the You Arcade fight with Chai. Now, to crack on with Shenmue II so I can hit the ground running in Shenmue III in November. Ryo has spent long enough waiting in that damn cave…