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Post by KostaAndreadis @ 02:10pm 10/12/19 | 0 Comments
Which is in reference to Shenmue III playing exactly like a potential Shenmue III might have played if what released in the early 2000s. Designer Yu Suzuki's long-awaited sequel all but ignores every little bit of open-world or 3D game design we've seen in the past decade or so to do things The Shenmue Way.

And so the question becomes, is this a good thing or a bad thing. The answer sits somewhere in the middle, which makes this a for-the-fans experience.
Perhaps the strangest thing about Shenmue III, released 18 years after the second game left the story of Ryo in an incomplete state, is how designer Yu Suzuki just about ignores any and all videogame design that we’ve seen between then and now. Stuff that has become the norm, iterated on, or played a role in shaping the modern-day open world action-adventure.

Outside of the new widescreen presentation and support for high-def 4K visuals, Shenmue III could have just as easily been released as is in 2002 – with no one wondering in the slightest if this game had somehow arrived from the distant future. This isn’t a bad thing in and of itself, and in a weird way it’s as commendable and bold as it is disappointing.

Click Here to Read Our Full Shenmue III Review



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