Review by Acidfire

"The Dreamcast's last AAA title"

Two years on, and the sequel to the most ambitious Dreamcast title produced thus far has been released and the question is, does it live up to the hype? Well, critics of the original Shenmue certainly won’t be silenced by what is on offer, but depending on your point of view this is either good or bad. The game is flawed, linear and can be slow moving at times just like its predecessor but then again it can also be viewed as a masterpiece of its generation, a triumph of design and presentation.

Graphically, the game retains the same amount of lovingly obsessive detail that was so prominent in the original. The designers have clearly lavished much attention and SII’s production was obviously a labour of love, an effort to squeeze every last drop out of the DC’s hardware while the chance is still there. The environments are more expansive and varied than before, helping to create the illusion of a better balanced and developed world. Technically the game can sustain more characters on screen at once with a higher frame rate, and architecture of the surroundings appears to be constructed more intricately. The PS2 might be able to generate more polygons but the use of texture memory and just the sheer visual quailty of the texture design almost staggers belief in some parts. From busy bustling piers, downtrodden estates, right over to lush sprawling countryside, all forms of geography are beautifully represented with an almost arrogant sense of flair. The music and sound effects too, are in a masterclass of their own. It's hard to believe that so many different soundtracks, voices and effects could be fitted onto DVD, let alone GD ROM - especially given the quality. SII gets off to a fairly slow start, with Ryo arriving in the cosy confines of an Aberdeen port in Hong Kong. From there, the player is given full control of Ryo and it is up to them what happens next.

The narrative is threaded much like the original Shenmue, with the clues forming something of a paper-trail, each piece of new information leading to the next. At first this is disconcerting because during the first disc the plot doesn’t progress much. It is simply used as a means for which to help the player familiarise themselves with the landscape and its inhabitants. The game system is an improved version, with all four buttons on the DC Joypad being utilised for specific functions. Cynics may suggest that this is a clever way of making the gameplay seem more involving and complicated than it actually is. However, logically it helps to prevent menu access more, and consequently the flow of the game is preserved. The in-game menu is pretty much unchanged, apart from the fact that the save and stop feature has been scrapped and a full save system has been implemented instead. This gives the game more pick up and play appeal and helps when exploring the sprawling metropolis of inner city Hong Kong. Other improvements include improved character animation and AI, the ability to pass time for the impatient, a lock-on follow option (virtual stalkers will be in seventh heaven), first person indoor control and a wider selection of choices when earning money. These improvements come at the cost of a few drawbacks though. Shenmue was praised for its close form of interaction such as being able to manipulate hundreds of things, and being able to use everyday items such as candles, telephones and flashlights. This level of interaction has been scaled down in the sequel and there is far less lock-on and control of non-essential objects. It doesn’t detract from the atmosphere but for those who have played the first chapter it is all too noticeable, especially during the opening disc when exploration is actively encouraged. The pacing during this disc is uneven too and is occasionally pierced by the odd flash of excitement such as a QTE or free battle in order to retain the players interest. It’s akin to leading a carrot past a rabbit’s nose. Fortunately, disc 2 is more plot focused and introduces several new intriguing characters. Sheui being one, who’s constantly pained expression is amusing at first but soon evokes an emotional response from the player as Ryo spends more time with her and we begin to realise that there is much sorrow hidden behind those eyes. Another area which has been expanded on are the various mini games used to punctuate the three main game modes. These can vary from carrying books, scanning tapes, avoiding thugs in the shadows, arranging tea cups, even catching leafs. They help to keep the gameplay fresh but others will argue that sometimes it can make the overall experience of playing the game a little disjointed.

The other modes make up the meat of the game. FREE mode is basically the same as in the previous Shenmue, albeit a little refined. As is the free battle mode, although the control, and camera movement seem a little smoother and the moves scroll list has been redesigned and is less cluttered. The QTE system has arguably been changed the most. Joining regular QTE’s is a freeze mode, whereby the player has to follow a number of set commands into the joypad after they are quickly revealed on the screen. The imagination and ingenuity that is put into some of the QTE’s is breathtaking, with some amazing scenes that put a lot of Hollywood action films to shame. One might suggest that such a cocktail of various gameplay elements might dilute the playing experience but this doesn’t prove to be the case and the way with which each mode blends into the next has to be much admired. Similarly the way with which the story is handled in the game gives it an air of creditability that most videogames lack. Yes, the themes explored have been seen a thousand times before. Revenge, friendship, love, fear and suspense are not new ideas. What is refreshing though is the way with which the story is told that makes it unique only to the videogaming medium. Since Ryo actually lives through the game, within a scale of time, the story is presented with a scope that just couldn’t be properly realised using film. Each character progresses and expands as the player gets to know them during the days that pass by. It is possible to spend in-game months slowly completing the title, exploring every facet contained within. Relationships and friendships are built up a lot more convincingly than in Shenmue and Ryo interacts with people in a less stilted way than he did say, with Nozomi. Ren becomes the comedy sidekick, Sheui becomes the wise head on young shoulders, Wong becomes the irritating but adoreable kid who provides help when you least expect it. The characters are given lots of air time and the voice acting and complex facial expressions add to the link the player develops with them as the game progresses. A good example of how sophisticated SII’s graphical engine adds to the subtle elements of characterisation is the roof scene at the end of disc 3 in Kowloon. As Ryo eventually beats Shugento, Lan-Di’s eyes change ever so slightly and it is evident from his expression that for the first time he is beginning to consider Ryo as a possible threat. In the first Shenmue such detail in facial animation was missing, and character emotion and reactions where expressed in a more simple manner. Thankfully, the voices that are used to flesh out the characters give them life and really do work, suiting their on-screen interpretations excellently. All this coupled with the fantastic cinematography really adds to the experience of the whole story, but because the player is essentially living with and controlling Ryo through the game the importance of such events is greater than in a typical adventure game. Another example of the different tactics SII uses compared to other games of the same ilk is during the characterisation in fourth disc. Ryo arrives at Gullin to meet Shenhua in relative calm. This slow of pace and use of scenery is used to reflect Shenhuas innocence and naivety. Whats more it soon becomes apparent after talking with Shenhua that Ryo has obviously grown up as a character. He talks about moments from his past and it's obvious that Ryo has become experienced. He started the saga nothing but a kid himself, much like Shenhua, but over the two games he has gained life experience and learnt from it and this is all too evident while they talk. This exclusivity between the two individuals also creates a more intimate form of characterisation because the game essentially gets stripped down and is centred just around the two of them towards the end. Consequently, the characterisation during this scene is a big contrast to the rushed moments Ryo had with Nozomi. The game is huge but can be completed within around 20 hours if so desired. However, take time with a game deserving of this and it is a much more rewarding experience which can total in around 50 hours. The game actually feels much longer than it is and that is because Ryo travels and sees a lot more than he did in the original Shenmue. The homeliness of that game is replaced with a desire and hunger to hunt down Lan-Di. Ryo appears more focused but also more anxious and this reflects in the atmosphere. There is an air of anticipation in SII that was sadly lacking from the previous title.

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Overall, the game is a wondefull example of the DC doing what it does best. Its a gamers console and this is a gamer's game. A sad fact for Sega maybe, but a true one nevertheless. No doubt the game may fail to be a shining light financially for Sega, but it doesn't detract from its artistic merit. People will still look back on Shenmue II with admiration in many years to come.

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Graphics: 10/10
Awesome. Probably the best yet seen on the DC. They outshine the original and that is saying something.

Sound: 8/10
Some slightly muffled speech but considering the amount that is included in the game this can be forgiven. The music is sublime and creates a slightly different atmosphere compared to Shenmue. It is more of the Chinese flavour.

Gameplay: 8/10
Similar to the original Shenmue but more refined and accessiable than before. Those who liked the original will love it, but those who didn't probably won't find anything to convert them here.

Longevity: 9/10
This game is HUGE in an environmental sense. There is a lot to explore here. SII is probably at least four times larger than Shenmue. However, the story spread over the environments is only slightly longer. Probably a minimum of 20 hours worth of gameplay, and a maximum of around 40-50 hours. The game is about the length of a typical FF game.

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Overall: 9/10
Simply put: The Dreamcast's last masterpiece. An excellent game that is only let down by the fact that it won't appeal to the casual gamer.

Reviewer's Score: 9/10, Originally Posted: 09/30/01, Updated 09/30/01

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