I think it was due to lack of time/budget. I remember before the release in one of their kickstarter updates, they announced that S3 doesn't have throws .I just really miss the throw moves.
Was there a specific reason those didn't make it back?
Motion Capture
"I hear people saying that the movements of the characters look a bit stiff," Suzuki acknowledges. "Of course, I'm aware of what's required for them to look completely natural - with a proper studio set-up, and going through all the steps involved like the other development companies. But if we were to have done that for Shenmue III, I knew we would only have been able to include about a tenth of all the motions I felt were needed. So it came down to a decision to accept 80% rather than going for 100%, in order to achieve this magnitude of difference".
Almost all of the motion capture was carried out at YS Net, says Suzuki, as out-sourcing this would have severely limited the amount of motions that could have been realized. "In the end we were able to achieve something distinctive, so I'm happy with the result."
Motion Capture Unit - 17 Total
MoCap Operators
1.Shoichiro Yamanish
Other Credits: None listed
2.Nanami Suzuki
Other Credits: None listed
3. Hayato Katagiri
Other Credits: None listed
MoCap System Suppliers (Zero C Seven Inc.)
4. Takayuki Ikeda
Other Credits: Xenoblade Chronicles X (2015) (Motion Capture)XenobladeX (2015) (Motion Capture)
5. Naoya Shimoda
Other Credits:Xenoblade Chronicles X (2015) (Motion Capture)XenobladeX (2015) (Motion Capture)
Freelance MoCap Actors
6. Masaki Ishigaki (Buyukai Kungfu)
Other Credits: Dynasty Warriors 9 (2018) (Motion Capture Actors)Dynasty Warriors: Godseekers (2016) (Motion Capture Actors)Lost Odyssey (2007) (Motion Actors)
7. Kazuhisa Sato
Other Credits: None listed
8. Akihiko Sai
Other Credits: Dynasty Warriors 8: Empires (2015) (Motion Capture Actors)Resident Evil: Revelations 2 (2015) (Weapons Advisor)Resident Evil: Revelations 2 - Episode One: Penal ... (2015) (Motion Capture Cast)Dynasty Warriors 8: Xtreme Legends - Complete Edition (2014) (Motion Capture Actors)Dynasty Warriors: Gundam Reborn (2014) (Motion Actors)Metal Gear Solid V: Ground Zeroes (2014) (Stunt: Player)Warriors Orochi 3: Ultimate (2014) (Motion Actors)Knack (2013) (Motion Actors)Trinity: Souls of Zill O'll (2010) (Motion Actors)
9. Yui Masuda
Other Credits: None listed
10.Kanon Iguchi
Other Credits: None listed
11. Masayuki Iwamura
Other Credits: None listed
Gin Productions Co., Ltd. -
会社概要 銀プロダクション
gin-pro.jp
12. Hiroki Kudo
Other Credits: None listed
13. Kei Toyohara
Other Credits: None listed
14. Shota Nishizaki
Other Credits: None listed
15. Takeshi Chikami
Other Credits: None listed
Full House Office
16. Emi Nishitsuji
Other Credits: Shenmue I & II (2018) (Action Actors / Actresses)Devil May Cry: HD Collection (2012) (Motion Actors)Devil May Cry 2(2003) (Motion Actors)Onimusha 2: Samurai's Destiny (2002) (Motion Capture Actors)
Shellys Entertainment Co., Ltd.
17. Miina Suzuki
Other Credits: None listed
Agree. I can get used to using no directional buttons, but the button combos were very random. Think of how many buttons you;d have to press if we were to be able to use the Reverse Body Check in battle!Having the 4 face buttons all being utilized with seemingly random combinations made things really hard to remember. It doesn't help that we now have 3 different games in this series with many of the same moves that use a different button combination in each game.
Dodge should have been Triangle/Y, kick should have been Cross/A, and punches should have been Square/X. This would have allowed Circle/B be reserved for throw moves in the future. I don't know how they will implement them if they get the opportunity without drastically altering the move inputs for a 4th time.
Other than that, my only complaint with the system would be the organization of the skill books in the UI. I think there should have been a skill book tracking inventory screen (similar to what we had, but with a set number of slots as in Shenmue 1 and 2 so you know how many skill books are still out there) and then a move list. This way, the default moves would not be shown as move scrolls which just cluttered the menu.
I also think they might as well have shown the names of the moves you were pulling off in Free Battle and have that contribute to your move level and kung fu level like sparring did.
Yeah it does, I know the first games didnt explain much but a little 10 mins tutorial on the new system would have helped nicely.The game does a horrible job of explaining the combat system.
I don't know why lots of you throw that "VF engine" in this thread.I'd like the VF engine back for Shenmue IV, but if it's not possible, I hope that they make the current one deeper:
I don't know why lots of you throwing that "VF engine" here.
The latest VF game was VF 5 and it's graphic engine:
-Isn't compatible with PC.
-Doesn't have lots of new graphical features that came in PS4/Xbox 1 generation.
-And I'm pretty sure it can't handle that big areas since VF engine was for fighting games.
Unreal engine is far better for Shenmue these days.
We can dream, but it's so far out of the realm of possibility. The amount of work it'd take to recreate the VF5 fighting engine, then make it work with multiple opponents like they did with the original games, would be insane. The only sensible option is to work with what they made for III and improve upon it.I'm referring to the fighting engine, not the graphical engine.
I think it needs to pick a lane and go for it, either simplify the combat to more of a simple beat em up or go hard in the fighting game direction. If it goes the simple beat em up the introduction of weapons would be a great way to build up variety in combat and change things up.Hmmmmm, an idea came to my mind.
Would you guys mind if Ryo gets this ability to use melee weapons during combat ?(Like pipes for example)
I think this idea can allow you to have a better fighting chance against multiple enemies. Since in Shenmue 3, when you are fighting 3-4 opponents, you have to just guard and use some safe moves to knock enemies on the ground.
Imo it should be unblockable with a limited durability.
They can also add a risk/reward system for this. Like this that if enemies hit you, Ryo drops the melee weapon on the ground. Then enemies can pick it up and use it against the players.