
SHENMUE –If you go back and take a look at
Shenmue’s marketing hype, you might be led
to think it’s the culmination of all that SEGA’s
soware had come to embody the decade
prior: A buckshot of nonstop action, a juve-
nile power fantasy and a bleeding edge tech-
nical showcase made possible by the largest
budget a videogame had ever seen. But Shen-
mue is a languid, solemn game – one which
moves at a glacial pace. e player lives pro-
tagonist Ryo Hazuki’s every waking moment;
and sure, he’s on a quest to avenge his father’s
death, but he’s also on a quest to make a living.
To look aer the neighborhood stray cat, to
blow o steam at the arcade and to ask dozens
of people questions they don’t know the
answers to. While Shenmue is clearly inspired
by wuxia classics and lis the basic mechanics
of Virtua Fighter’s polygonal slug-fests, you
spend little time ghting anyone. In fact, I
found it more reminiscent of a point-and-
click adventure game, but with the sort of rote
grinding you’d expect from an old CRPG. A
better part of the third act is spent working a
day job as a forkli driver. In fact, the major-
ity of Shenmue is spent exploring aection-
ately constructed mundanities and merely
observing a compact open world.
e game will frequently leave you to ex-
plore with large gaps of in-game time between
main objectives. ere aren’t enough mini-
games or collectibles to distract you in these
meandering moments, but there is the city.
Ryo’s home is full of photos, drawers stued
with oddities and mementos, a working land-
line phone the player can make calls on and so
on. Much of the game is painted with this de-
gree of delity, and the organic roleplay that
resulted shocked me, honestly. Here is a truly
boring game – one where I’m to wait around,
wonder at what to do next, nd anything to
pass the time and awkwardly wave down
NPCs who usually aren’t interested in talking
to me – and yet, I’m hopelessly absorbed.
What seems like downtime is truly when the
game opens up and allows you to live as a
stranger among strangers, briey connecting
over the weather and local drama before go-
ing home and listening to cassettes for the
evening. e game’s vision of 1980s Japan is
painstaking, tranquil, nostalgic and attentive.
A quest for revenge is the plot’s impetus, but
the monotony is the message. When warm,
mellow guitar chords end a day of rote labor
and slow progress, Shenmue embraces and
celebrates the catharsis in simple, small victo-
ries – in remembering to live every waking
moment.
–
GA M E S