Gaming

Small World: How Shenmue Changed Open World Design

Small World: How Shenmue Changed Open World Design

مادی بەشداربووە لە DualShockers کە JRPGs، ترسناکییەکانی مانەوە، یارییەکانی ئارکێد، یاریکردنی ڕیتڕۆ، تەقەکەر و تایبەتمەندییەکان دەگرێتەوە. لە ساڵی ٢٠١١ەوە بە شێوەیەکی پیشەیی لەسەر یارییەکان دەنووسێت، زیاتر لە دە ساڵ ئەزموونی هەیە لە سەرانسەری لیستەکان، پێداچوونەوەکان، ڕێنماییەکان و ڕۆژنامەگەری یارییەکان.

Sometimes, the 1990s feel like ancient texts. The backbone of the entire video game industry in some ways, as a huge number of things that we now see as commonplace, actually have their origins in this unique, rebellious decade.

A game that often feels less like an artifact from the 1990s and more of a prophetic vision of what games could achieve is 1999's Shenmue. Developed by the immensely talented AM2 team at Sega, which was led by Yu Suzuki, Shenmue created a unique kind of open-world title that would serve as the foundation for an entire generation of video games.

The legacy of Shenmue, however, even over two decades later, is how it deftly combines so many things into one package without feeling like an overstuffed mess. Somehow, with the power of the Dreamcast and the brilliant minds in the AM2 team, Shenmue cultivated one of the most innovative video games of all time.

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Shortly after arriving at Sega, Yu Suzuki worked alongside future Yakuza creator Toshihiro Nagoshi to create a literal who's who of arcade games. Later branded with the name AM2, this team worked on timeless arcade classics like Virtua Fighter and Daytona USA. The AM2 team was a machine, and the skills they utilized made them perfect for what Yu Suzuki had planned next.

Looking to bridge the gap between the top-end visuals that were capable on an arcade board and the cinematic quality of home console games, the AM2 team initially started developing the game on the Sega Saturn under the codename Project Berkley. They saw Shenmue as an homage to the classic kung-fu revenge films, and drafted a story that did many of those classic Hong Kong action pictures justice.

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They would later move development to the Sega Dreamcast, thanks in large part to the massive leap it was over the Saturn. Yu Suzuki pictured a game that combined arcade visuals with an almost RPG-like experience, as the world was built to feel like a real, genuine place instead of a video game environment.

All this was wrapped up in a narrative that is still genuinely one of the most endearing stories I've ever experienced in a game. It has one of the most incredible openings of all time, and is still something of a visual treat today. The way the character's eyes move and focus on elements in the world is somewhat haunting in how realistic it is, and that commitment to a consistent, honest world is what helped make Shenmue feel like something quite special.

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ئەم بابەتە بە تەواوی لە سەرچاوەی فەرمی DualShockers وەرگیراوە و وەرگێڕدراوەتە سەر زمانی کوردی سۆرانی بۆ پلاتفۆرمی Gaming.

سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.dualshockers.com/small-world-how-shenmue-changed-open-world-design/

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