Preview Run: Shenmue 3 (PC/EGS/JPN Dub) Backer Trial p2. Challenging the Martial Hall Ranks.
As mentioned in the previous video it's time to take the Shenmue 3 Battle System for a spin.
It's important to note that this is just the Backer Trial and not the full game. It's unknown if there is more to come. This also means my hands are tied and I can only talk about things that are in this Shemue 3 Backer Trial.
Disclaimer: As a veteran fighting game player who likes to play all kinds of fighting games, while not incredible in any of them, I can still appreciate their intricacies, depth and complexity beyond the surface level.
Shenmue 1+2 were kind of based on Virtua Fighter but nowhere close to being the same mind you. They didn't need to be. Nevertheless, fighting the 100 man trial in Shenmue 1 or fighting against the Virtua Fighter alikes was a fun experience. So without further ado let's take have a talk about the Shenmue 3 fighting system.
First of all, I'd like to mention that the Battle System is completely revamped. Before Shenmue still bore some resemblance from it's initial conception of a Virtua Fighter RPG. This is no longer the case. Forget everything, this is something new.
You now have 4 attack buttons like Tekken where there are 2 Punch and 2 Kick buttons one for each. The only thing that was left is the fact that punch still have an attack string.
THE BIGGEST change I have noticed is the omittance of THROWS. You read correctly, I was not able to find any throws and there are also no move scrolls with throws. Sorry, no more Machine Gun Fist for you.
It is unclear whether they are really gone or are coming at a later point of the game.
Going back to the Battle System itself. There are no longer any complicated fighting game inputs. You get sequential button inputs that form specific special moves. What does it exactly mean? For example you have a move with XXAA. You just input these fast and then it comes out.
No more double or direction inputs.
Another change is that the moves level up system have been completely revamped too. Now you're no longer able to improve on every single move, instead there are select special moves.
These special moves can be assigned to a special button wheel that you can set up beforehand. While you could do them manually with special move inputs, they do not have the same effect as the special button.
For example, Elbow Assault knocks down your opponent as special attribute.
I'd like to mention that despite Counter Elbow Assault having a special animation (pulling the arm and ramming the elbow into the opponents guts) in the prior game, I wasn't able to trigger it so far.
What's also NEW is a separate Block Gauge. Before you had a universal dodge/block/parry. The stronger your opponent attacks the more Block Gauge you lose and when it's empty you're open as a punching bag.
Which brings us back to the special moves because after a successful knockdown you get some time to recover your Block Gauge.
Overall it's an interesting system but with the lack of satisfying throws it does feels like there's something missing. Furthermore, the movement still feels stiff and makes it hard to outmaneuver your opponents attacks.
Being able to attack your opponents openings will most likely an important part of the Battle System, while mashing could produce some results, don't expect it to be optimal.
I can imagine that the RPG elements of Health and Attack Power are there to mitigate some of the required skill level to overcome your opponents.
That's it for this video. Next time I'll try to show off the English Dub while taking on the Martial Hall ranking once again with a look at capsule toys.
Got any questions? Feel free to comment.
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Genre: F.R.E.E.
Players: 1
Developer: Ys Net
Publisher: Deep Silver
Platforms: PC, PS4
Release Date Trial Demo: 09.2019
Release Date: 19.11.2019
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