Shenmue's Much-Hated Forklifts Feel Revolutionary Today
kotaku.com
kotaku.com
When you took Ryu to the arcade to play Space Harrier etc there's a well-established if indirect teasing of the fourth wall. After spending in-game money to beat your in-game (in-game) high score, you begin to ask yourself what on earth you are doing.
When Ryu gets the job as the forklift driver this same question leads directly to a beautifully uncomfortable awareness of your self, and of your quest, and of Ryu's.
I don't like the way this writer put it, but the forklifts were at least evolutionary.
They follow a path set by some early 80s job-simulator games[1], but perhaps most memorably by 1995's unreleased Desert Bus by Penn & Teller for the 3DO [2].
[1] https://www.digitiser2000.com/main-page/10-mundane-jobs-that... [2] https://en.wikipedia.org/wiki/Penn_%26_Teller%27s_Smoke_and_...
Over time I conflate the concepts found in games like Skool Daze, Make a Chip, My Name is Uncle Groucho, Software Star, Grand National and suchlike that brought together semi-prosaic simulation tasks with a startling self-awareness.
That would probably be Tomahawk by Digital Integration
Hmm, ACE - Air Combat Emulator was apparently lenslok'ed too.
Still, this ‘spreadsheet’ gameplay is rather different from box stacking. Some Game & Watch titles might be closer.
If there's an earlier instance in the genre, I don't know it.
However, Chris Sherrick apparently specifically modeled Trade Wars on Star Trader—according to Wikipedia. And, if those Realm Elites are anything like the other Elite, they should also involve travel like Star Trader and unlike, fittingly, the Stand.
Earliest thing I can think of that is even close is Alter Ego which was '86, though I'm sure there are some job-simulator games in basic code in a magazine somewhere.
Somewhat off-topic, but searching for something older than Alter Ego turned up "Little Computer People" which Wikipedia lists as the Ur-example of "life simulation" and looks a lot like "The Sims" but on the C64.
It requires intense focus. A single mistake 15 minutes into a course will result in a game over (small mistakes like going out of the lane or forgetting to signal the next stop will deduct points, but if you even tap another car then that's it). You have to find the perfect level of pressure to apply to the analog trigger to get the bus at the correct speed. I find it meditative in a way that resembles when I work on something that requires very precise and fine movement, like soldering or fine woodworking. A course might take 20 minutes to complete, but time seems to pass in an instant, and when it's done I feel incredibly relaxed.
I highly recommend it, at least to try once!
https://fallingawkwardly.wordpress.com/2010/08/29/the-metaph...
"It’s never dogmatic. We would tell the stories basically from a character’s point of view, and we were always very careful that anything that was presented was told from that specific viewpoint. So you had conflicting notions of what went on in the world: “What happened to the Dwemer?” Well, one group says this; another says that. “What happened in Red Mountain?”
What was great about that is you would actually have factions develop on the design team: “Vivec and his buddies were actually the bad guys, and they usurped their power.” And, you know, “Dagoth Ur — our main villain — he was the victim in all this.” You had the room to do that back-and-forth. So, whenever we would present any history, it was never quite like, “Well, the dwarves disappeared because of the following reasons.” Each race has their version. What’s the truth?
And that’s kind of the magic of it all."
My Summer Car is the only modern game that comes to mind that captures the same kind of experience for me, if anyone has any other suggestions I'd love to hear them.
Also: I can't look at a retail display of TVs without thinking of that game and hearing the department store jingle!
It really was an unexpected and eye-opening experience that didn't really get replicated besides maybe by GTA.
Sometimes, rarely, you can get a similar vibe from Witcher 3 as well, but that game is a chore to play.
It's one of my bigger gaming disappointments, honestly, especially after constantly reading how much everyone loves it years later. I keep hoping for a remaster or something so I can run it without buying new hardware which may or may not work and/or tinkering for hours.
Plus each day of the week has its own different mood / street festivals / music. Lots to love in that game.
I of course picked up the Shenmue 1+2 remaster on PS4, and have backed the kickstarter for the third (coming out this August!). You can bet the third will have forklifts! 1+2 don't really hold up that well today, but like many fans, I bought this purely for nostalgic reasons.
If I were to bet, I'd say Shenmue 3 will get metacritic scores in the 70s. It feels like an impossible task honestly. How to update the game for 2019 whilst also pleasing die-hard fans.
I also think that both games hold up very well today. Played them for the first time around seven years ago and was blown away. Personally, I prefer the first one because it has a more concentrated setting as well as a nostalgic atmosphere. Despite being rather familiar with games in general, I haven't encountered anything comparable.
The level of innovation and quality of software was astounding.
And, while they suffered from awful battery life, the little VMU visual memory cards were adorable.
What can you tell me about the four wudu?
The article is a stretch, but is is downright mundane compared to the explanations of game designs I’ve heard straight from the mouth of Japan’s rockstar designers who made them. They enjoy wearing sunglasses and black leather jackets and getting extremely abstract about game design.
I loved Shenmue for the immersive experience which was unchallenged at the time. It was the first of its kind, and for a long time no other open world game paid as much attention to detail. But its traditional gameplay mechanics were weak.
I think one famous mechanic besides 3d fighters that Yu made, was the arcade that has a vehicle you ride on.
Note to mention the click-bait and hyperbole laden writing style.
When you spend hundreds to thousands of hours mastering a game and immersing yourself in the culture surrounding it, an article on "your" game, unless it's written by someone as keyed-in to the meta as you are, is likely to come off as a series of poorly informed hot takes. In other words, generalist journalists frequently have a hard time developing the level of experience in a particular area necessary to write about it in such a way that's not laughable to the "experts". This effect is particularly bad in video games, where the amount of rabbit holes you can pour yourself into is practically uncountable. Everyone's an expert on something, and it only takes one crappy article on your pet game to destroy your confidence in anything that outlet produces, even if you lack the experience to see the lie in each and every piece.
On one hand, I understand what you're saying. For example, I'm a big fan of Evangelion, and there's a decent amount of meta context to be aware about when going into that series.
On the other hand, I think we need fresh (and even naive) looks at these older works. Shenmue, Evangelion, etc -- they should be continually reevaluated and challenged. That's the difference between a living fandom and an echo chamber of folks smelling their own farts.
Where I and others have had problems in the past tends to be around content that's less interpretive, like this, and more factual, like "a window into competitive play in ___ MMO", where, if you're a competitive player of ___ MMO, the gaps in understanding are on display front and center.
https://www.niemanlab.org/2019/04/gizmodo-media-group-is-sol...
An alternate way to say this is that these communities are incredibly insular, and the most active participants work hard to keep them that way by using their status in the group to set themselves up as gatekeepers, policing the bounds of acceptable opinion. Perspectives that differ from that of the in-group threaten their status, so they react against them violently in order to signal to the group that they're still in charge, nothing to see here, move along.
These gatekeepers also often see their "elite" status in the group as a fundamental part of their self-worth, so they interpret challenges to their ideas as attacks on them personally, and respond in kind. And it doesn't help either that gaming communities tend to disproportionately attract teenagers and young adults, who are right at that moment in life when their passions tend to run hottest.
I get thinking it's quality is middling but I've ran into a lot of opinions that go beyond that quite frequently.
1. When someone loves a game, I think they have a tendency to over-estimate how disliked some of the more unusual aspects of it are.
2. When someone loves a game, and they point out that most people don't like some aspect of that game, other people who also love that game group themselves into "most people" and then disagree with the author.
What I think is more important is that whether or not the forklifts were hated is not the point. The author's point is that the forklifts were an integral part of the narrative experience of the game, as they contrasted player experience with that of the main character. Focusing on a throw-away "so-and-so is hated" is silly.
I guess that's what passes for realism in the pre-Klaus[1] era of forklift video game design.
I'm not saying don't read it, I'm saying if you want to play the game, consider playing it without preconceptions.
That said, I don't think I'll ever find time to play the original Shenmue. But hearing more details about why it has cultivated such a fond following makes me very interested in playing its Kickstarted sequel.
I think it's safe to say that the vast majority of people who play games now have never experienced Shenmue even though it was a blockbuster title on the 9 million Dreamcasts that shipped worldwide.
And you're not only spoiling the 20 year old version, you're also spoiling the HD remaster that can be bought right now on PC.