Thursday, April 17, 2025

Shenmue 2 Interview with Yu Suzuki | DoriMaga May 2001

This interview with Yu Suzuki about the upcoming release of Shenmue II for Dreamcast was published in the May 2001 edition of Japan's DoriMaga magazine. It took place following Sega's decision to cease production of the Dreamcast a couple of months earlier in March 2001.

The translation begins below.

DoriMaga: There was a huge turnout at SEGA's recent event, Game Jam*, reaffirming the great anticipation for Shenmue II. What plans are there for the Dreamcast in future, and what is the significance of Shenmue II? Let's hear a message from Yu Suzuki to the readers of the new-look DoriMaga magazine and users of the Dreamcast.

*Note from Switch: Game Jam was a trade event held in Tokyo by SEGA the previous month, in April 2001, and featured preview gameplay of Shenmue II.

Suzuki: Game Jam was fantastic. While we apologize for any inconvenience caused due to the crowded space, we are delighted that so many people attended. Seeing such a large number of attendees makes us very happy. Seeing so many attendees on that day made me think, "It's a shame we're giving up on the Dreamcast..."
DoriMaga: The event featured the first-ever demonstration using actual hardware, but how far along is the development of Shenmue II at this point?
Suzuki: Well, as of the end of March, it's mostly been bug fixes. That means we've essentially locked in the program code, and from there, it's mostly about replacing data and focusing on debugging. Since April, we've been diving into that work, and at the moment, we're at a stage where it's nearing the finalization process. At this stage, if we are able to iron out any critical bugs, we'll be looking at finalization in just a few weeks.

DoriMaga: So, that means you're practically finished?

Suzuki: Well, what's left is to manufacture the software discs and print the instruction manuals to match the timing of the sales. However, when we say "software update" = "at the time of sale," we haven't announced the release date yet. But the basic work is mostly done, and we're now in the adjustment stage. This includes tweaking the difficulty level.

DoriMaga: It's shaping up better than you expected, right? Much smoother than during the Shenmue I period.

Suzuki: Definitely, things are going twice as smooth as back then. We're almost at a playable state now, but we're still making adjustments like fixing some lines in the scenario and adding content to smooth out transitions. We're tinkering with that kind of data.

DoriMaga: At GameJam, you talked about aiming for a game that you could play in a relaxed manner for Shenmue I. What word would you use to describe the kind of game is Shenmue II is shaping up to be?

Suzuki: I think the "new way of playing" that I had been seeking with Shenmue from the start has gradually come together in Shenmue II. It doesn't feel forced. The game itself has become more naturally integrated with its world. During Shenmue I, I was very particular about certain aspects - if likening it to a car, I was like "It has to have a mid-engine layout. Even if its straight-line stability is not great, it has great cornering." But this time, I was more like, "Let's make sure the straight-line stability is properly covered too." (laughs). So, I think it has a more mature feeling.

DoriMaga: The game has various developments in it, and it looks quite exciting.

Suzuki: Just walking around the town itself is fun. I think the changes in scenery and terrain are much more distinctive compared to Shenmue I.

DoriMaga: There's talk that there are three times as many people as in Shenmue I, and the size of the town is over ten times larger. I think it's impressive that it fits within the same number of discs. What kind of magic did you work here?

Suzuki: This time, we further pursued compression technology for the data. Probably, if we were to use the technology from Shenmue I, it would have required even more discs. The sound quality has also been improved compared to Shenmue I, and that's because we're using a new compression technology called "AHX," which evolved from the previously used "ADX" compression technology (※ developed by CRI). This allows for an additional 25% data compression compared to before. Also, various improvements have been made to the graphics to fit within four GD-ROMs. Additionally, the data itself has been reduced in size, so loading speeds are faster and smoother.

DoriMaga: Also, compared to Shenmue I, various changes have been introduced like "Command QTE" and first-person battles.

Suzuki: How should I put it... When you play Shenmue I, you still feel "Shenmue I is Shenmue I". That includes both the good and the bad aspects. But for me, it's like not wanting to compare two of your own children - each has their own characteristics. Naturally, the way I've raised my second "child" was influenced by my experience with my first (laughs). The second one might be a bit smarter, but they're both precious to me.

DoriMaga: By the way, when your data is carried over from Shenmue I, does that include things like your gachapon prizes and money?

Suzuki: Yes, that's right. For those who continue playing using a VMU from Shenmue I, items such as money and move scrolls are carried over. For those starting afresh from Shenmue II, they will start with the default settings.

DoriMaga: Is there move instruction this time too?

Suzuki: Yes, there is. Basically, we aim to let players continue using the moves learned in Shenmue I, but some players might find it overwhelming if we add too many more. So, I'm planning to implement a system where the commands are sorted in categories so players can easily swap them. Therefore, even if more moves are added in the future, the complexity of the commands won't increase much. Making use of the learned moves during the game is convenient, and your starting moves are automatically swapped out with new learned moves in the order they are taught. However, these can be freely customized according to your own preference, so you can play without feeling stressed.

DoriMaga: Will people who have extensively played Shenmue I have an advantage over those starting from Shenmue II?

Suzuki: Basically, I think both types of players will be able to enjoy it. Moves are sort of like gachapon [capsule toys], allowing you to increase your satisfaction level as you progress through (laughs). So, I hope everyone enjoys learning various moves.

DoriMaga: At Game Jam, the scene where Ryo falls from the rock bridge drew a lot of attention (laughs).

Suzuki: Among game creators, I'm probably the worst at playing games (laughs). But that scene had a lot of many memorable moments, didn't it.

DoriMaga: There was also some explanation about a new technology called "Magic Maze." What exactly is that technology?

Suzuki: It's a technology for automatically generating maze-like maps.

DoriMaga: So, does that mean the path Ryo walks on is automatically generated as he progresses?

Suzuki: Yes, that's right. Since it's automatically generated, there's no loading, and there's no loading screen either. This isn't just about "fast loading," it's theoretically "loading-free."

DoriMaga: It's something that is included in the game without fanfare, but in fact it's an amazing technology, isn't it.

Suzuki: I think this technology could be interesting for future games.

DoriMaga: Also, upstairs at the venue, they were showing the English version of Shenmue: The Movie. I'd love to see an English port of the game too.

Suzuki: In terms of experiencing live English, I think it would be have a lot of value. Engaging with English within the game while playing. We often refer to it as "Eigo de Asobo*¹" [=Let's Play in English] (laughs). I'd definitely also like to release it in Japan*².

*Note #1 from Switch: "Eigo de Asobo" is the name of a long-running educational TV series that started in 1990. In 2017, it evolved to "Eigo de Asobo with Orton", featuring a whale named Orton. As it happens, the character of Orton was voiced by our very own Eric Kelso, the voice of Fuku-san and Ren in Shenmue I and II!

*Note #2 from Switch: this was likely a leading question, as the release of US Shenmue, featuring English voices, came a few months after the publication of this interview, in July 2001.

US Shenmue was released a few months after this interview, in July 2001.

DoriMaga: Our "Dreamcast Magazine" has just been reborn under the name "DoriMaga", dropping the Dreamcast name. What were your thoughts on the Dreamcast console?

Suzuki: I think it was a very well-balanced and excellent console as a gaming platform. The more we developed for it, the stronger that impression became. So, as long as production costs were feasible, it would have been great not to see it discontinued. It's a great pity. If some company could have integrated the chips (used in the Dreamcast) and made them cheaper, Sega could have continued this business.

DoriMaga: Going forward, you will be expanding to multi-platforms. Is there any specific hardware that you're particularly interested in?

Suzuki: The most intriguing to me is hardware that hasn't been released yet. I always have a high level of interest and curiosity about things I haven't seen yet. Conversely, a very intriguing subject to explore is the PS2, which is already on the market, in terms of what can be achieved when pushed to its limits. We pushed Dreamcast to its limits as well and learned a lot. In the future, I'd like to create software that pushes the PS2 to its limits.

DoriMaga: To finish up, could you give a message to Dreamcast users?

Suzuki: When Shigeo Nagashima [a former baseball player for the Yomiuri Giants] retired, he said, "The Giants are forever." Personally, I feel something similar.

The gaming industry is based on semiconductor technology, so inevitably, older games may seem inferior to newer ones. However, in the gaming industry, there are many works like Galaxian, Xevious, Super Mario, and Dragon Quest that have remained in people's hearts across generations. As time goes on, hardware will naturally evolve into newer models. But even within that, we want to create works that will remain in everyone's hearts forever.

Now the discontinuation of hardware production of the Dreamcast has been announced, but there are still many of us, including myself, who are diligently creating Dreamcast software. Even though hardware production has been discontinued, we're still making games, so those of us who are still making games probably share the same feelings and put our hearts into it. Therefore, I believe that there will be many great works coming out for Dreamcast towards the end. While there may be feelings of sadness, I hope everyone will take a look at the software. And please, give them a try. We will definitely create works that will stay in your hearts. Thank you very much.

DoriMaga: We are really looking forward to Shenmue II!
-- End of interview --

This topic was selected by the Phantom River Stone blog patrons via our monthly poll on the Phantom River Stone Patreon and was available for early access.
Become a Patron!

No comments:

Post a Comment