How
long has it been since I could write something
with "AM2" in the "Developer"
heading? Well, if you wanted to fudge things,
it'd be Virtua Fighter 3TB, but strictly speaking,
Genki coded that one, so it would be...the original
VF3, three, four years ago? Since then, Amusement
Machine R&D Division 2 has been perhaps
the highest-profile group of game producers
that wasn't actually producing any games. Until
now, anyway. Shen Mue Chapter One has arrived
in our hands, and it is undoubtedly a landmark.
This is the first Dreamcast game to provide
what really feels like a leap beyond
the previous generation; never before could
you encounter this level of environmental variety
and detail in a console game. It's a powerfully
immersive world.
The
matter of action and interactivity is another
one, though. I like Shen Mue a great deal, but
I get butterflies in my stomach wondering whether
it will play very well to an American audience.
It is not an action-oriented game. You'll master
the controls in a few minutes, once you figure
out how to compensate for the odd turning (you
walk in a small circle, rather than pivoting
on a dime) and effectively use the quick turn-around
control. It seems, at least in the early stages,
that it's focused on exploration: wandering
about, seeing what you can see, and discovering
a myriad of people and places. If you're one
of those types who made sure to talk to every
single townsperson in Lunar: Silver Star Story,
this is absolutely the game for you. If you'd
rather your games moved in a straight line,
though, and let you blow plenty of stuff up,
you may wind up nodding off after too long a
stretch of fiddling about.
Then
again, maybe I'm just paranoid. If you get too
burned out, you can always head to the arcade
for a few simple, straightforward games of Space
Harrier.
Yep,
Space Harrier. Sega has made good on their promise:
quite early in the game, exploring the first
town, you'll come upon a games arcade with perfectly
emulated versions of Hang On and Space Harrier,
two very early AM2 efforts. The story begins
in 1986, you see, back when they were quite
the thing.
Space
Harrier MPEG 1 - 3.1 MB
Space
Harrier MPEG 2 - 1.4 MB
Hang-On
MPEG 1 - 1.8 MB
Hang-On
MPEG 2 - 3.0 MB
I
could see myself letting the rest of the game
go hang and just playing Space Harrier for hours.
My parents would never allow me to have a videogame
console back in the days when you could play
that one on the Master System. Trouble is, further
reminding me of my lost youth, the darned game
keeps telling me it's bedtime and making me
go home.
Zelda
64 fooled around with a realistic day/night
cycle, but it always felt like a bit of an annoyance
to me. In Shen Mue, though, it's a tremendous
part of the environmental realism. Time moves
at an accelerated, but still manageable pace,
so you're neither bored nor hurried; new things
to do and people to meet pop up at just the
right time to keep you from finding yourself
at a loss for activities. Sleep in a little
and you'll catch people going out for lunch.
Then, when the afternoon rush ends, and there's
no-one to talk to in the street, the bars open
up and offer you new options (although I haven't
been able to use the karaoke machines yet).
Once you're done interrogating bartenders, your
watch alarm goes off and it's time to hit the
sack in preparation for a new day. All the while,
the character of the environment changes to
suit the weather and the time of day. In midafternoon,
the streets are empty, until everyone heads
home from work at five or so. When it rains,
there are fewer people on the street, and they
all carry umbrellas. The sunsets, furthermore,
are lovely.
Indeed,
absolutely everything about Shen Mue's world
is beautifully crafted. It has the coherent
design and variety of setting that marks the
cities in Crazy Taxi, with the minute detail
that AM3's fast-moving racer lacks. It sounds
a little glib, but it really is true: this feels
like a real environment. No fooling. The first
area you'll encounter is small in comparison
to the cities to come, but remarkable nonetheless.
It's the dojo that's home to protagonist Ryo
Hazuki. Inside, the decor is spare, very Japanese.
The rooms have razor-sharp texture detail (the
contents of some drawers, indeed, are represented
by photorealistic images), and there's enough
refinement in the polygon models to avoid the
garish, overdone look of something like Dreamcast
Vigilante 8. Walk outside, though, and you'll
be even more impressed. The garden is exquisite,
down to the koi swimming about in the pond,
as minute currents move the lily pads back and
forth.
From
this, you gradually move on, through quiet suburbs
to a decent-sized town, experiencing the gradually
expanding vista of Yu Suzuki's world. From the
dojo, with a couple of people to talk to and
maybe half a dozen small rooms to explore, you
make your way to a city center with at least
twenty separate establishments to visit and
goodness knows how many people to talk to. This
is perhaps half an hour into the game, mind
you, and every inch of the streets around you
looks authentic. If I'm in an introspective
mood, I don't mind simply wandering about and
seeing the sights. I'm supposed to be looking
for something, but what does it really matter?
What's right in front of me is interesting enough,
and after all, tomorrow is always another day.
Perhaps
this is why the language barrier isn't bothering
me at all. Shen Mue spills over with spoken
dialogue, almost all of it naturally in Japanese,
but the pace and character of the game is such
that comprehension of the details is secondary
to absorbing the general atmosphere. Rushing
through the game would spoil it completely;
it doesn't come with a handy little percentage
indicator, like Gran Turismo 2 or Symphony of
the Night, but I get the feeling that it would
take a fearsome amount of rose-smelling to even
find a sizable fraction of what the game holds.
My compatriot Brian Osserman has told me he
completed the game in 25-30 hours (see his review
over on Sega-Dreams,
but something gives me the feeling that he didn't
quite take his time.
The
one thing everyone seemed to be nattering about
when the early details on Shen Mue made their
way out, from the Spring TGS, E3, the What's
Shen Mue demo, and so forth, was the lack of
control, certain sorts of interactivity, and
straightforward action in the game. The somewhat
unkind epithet "Shen Mue Lair" was
coined and used fairly frequently on Usenet.
I would argue against that sort of attitude
on two points, however. For one thing, the gameplay
isn't nearly as unwaveringly simple as that
of the sequences showcased at E3. Rather, Shen
Mue is a sort of jack-of-all-genres (or several,
anyway). Yes, it has Dragon's Lair's simple
twitching (brought back into vogue in more contemporary
creations like Bust-a-Move), but developing
your skills in the Free Battle mode, a sort
of simplified Virtua Fighter 3 arena, is also
vital to your success, and I personally can't
wait to come upon the forklift racing. Aside
from all this, if I haven't successfully conveyed
this impression already, there's much, much
more to do in Shen Mue than tap your way through
fights and Quick Timer Events. If all you're
doing is charging from confrontation to confrontation,
slow down, because you're missing a veritable
masterpiece of world-building.
At
this point, that's what Shen Mue comes down
to for me. Its story construction and gameplay
pale before its achievements as a feat of 3D
art, world design, and character development.
When you get your hands on Shen Mue, be it the
import or the American translation, be patient
with it. Slow down; don't go rushing after the
guys in the black suits right away. Kill the
lights, and make sure there aren't any distractions
around you. Then, take the time to look around.
Strike up a conversation. Drop a few yen down
the gumball machines. Pet the cats. Play some
Hang-On. You'll be surprised how the time will
pass by.
Massive,
Beautiful Intro MPEG - 10.1 MB
Opening Cinema MPEG - 4.4 MB
Phantom
Kempo MPEG - 5.1 MB
Childhood
Flashback MPEG - 6.2 MB
Prayer
MPEG - 3.5 MB
Walking
About The Yard MPEG - 2.2 MB
Gum
Machine MPEG - 2.1 MB
Pleasant
chat over flowers MPEG - 2.6 MB
Uncouth
chat over hog MPEG - 4.5 MB
Shopping
MPEG - 2.5 MB
Aquarium
Glow MPEG - 1.0 MB
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