Welcome to the fourth and final part of our review of the art renders shared by AM2 developer Hideki Kawabata (previous parts: Part One, Part Two, Part Three). This final post in the series will touch on some of the location renders and promotional CG art that was included in the collection.
The Original Karate Tournament Location: Yokohama Bunka Taiikukan
The first location we'll look at is one that once lived only in the imagination of fans: the stadium in which Ryo's high school karate tournament took place prior to the start of the first game, as revealed by Yu Suzuki in 2015:
Q: Where did Ryo get his band-aid?
Yu Suzuki: It didn't appear in Chapter 1, but there was a martial arts event. The scar is from the final match.
This response is from a Twitter event called "#YouAskYu" in 2015 - a transcript is archived on the old Shenmue Dojo forums.
This took on a concrete form in recent years, when a scene from this tournament was included in the first episode of Shenmue The Animation in 2022. For the anime, the tournament location was directly based on the real-life sporting venue, the Yokosuka Arena:
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The location of the karate tournament in Shenmue The Animation: Yokosuka Arena |
However, with Kawabata's collection of renders, another piece can now be added to the puzzle: a fully-rendered model of a stadium had been prepared back in the early days of the project, in April of 1996.
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Yokohama Cultural Gymnasium: 30 April 1996 |
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Interior of the Yokohama Cultural Gymnasium, just before its closure in 2020 (image: Kojinteki Yokohama) |
Karate tournament at the Yokohama BUNTAI (2025) which has replaced the previous building. |
This was also, coincidentally, the venue of a Japan-wide karate tournament in which IGN Japan's Esra Krabbe participated earlier this year (you can see him above, in the middle of a match).
- A large "No Smoking" sign.
- A large Japanese drum (taiko) on a stand. This may have been to signal the start of the tournament.
- A number of folding seats and tables typically used at such events by match officials.
- A small vertical sign standing near each of the tatami platforms, possibly to help identify which matches would take place at each.
- Portable wooden staircases for ascending to the platforms, on either side.
- A red human figure in the distance, most probably placed as a size reference.
- The tatami mats have line markings at their center for the participants.
Kowloon Walled City Model & Project Berkley
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Kowloon (May 1996) |
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The Kowloon model (right) as seen in the Project Berkley trailer (left) |
Sampan Boats on Hong Kong Harbor
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Wooden houseboat |
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Beverly Hills Wharf (Shenmue II) |
Further images show groups of houseboats together, and design variations:
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Houseboat community and details |
This made me wonder if it might be possible to identify the exact location shown in the background of the first render. The CG image shows a harbor, a number of distinctive high-rise buildings, and a mountain with tall cable-carrying towers.
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The scenery used as the background of the CG render: Aberdeen Harbor and the mountainside of Hong Kong Island. |
Hand Gestures
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Hand gesture renders |
And indeed, these renders did appear in games magazines at the time. For example, the excerpt below is from the January 1999 edition of Japan's Dreamcast Magazine. The same renders can be recognized (with rotation).
Take a look at the screenshots on the left. You’ll notice human hands in various poses - but more importantly, what truly deserves attention here is the fingers. From fingers forming a peace sign to ones that seem like they’re about to grasp something. Even in movie-grade CG, there have probably been very few examples that depict such realistic and expressive finger movements.While there might have been just a touch of promotional smoke and mirrors involved, in showing high-quality CG renders rather than in-game screenshots, they served their purpose well in helping to promote excitement and stir interest in the upcoming game
The words spoken by Yu Suzuki during our interview came clearly to mind as we viewed this footage: "This project incorporates many world-first technologies."
These "hand motions" are also likely one of the cutting-edge technologies developed by AM2. Even with conventional motion capture technology, capturing such subtle movements would have been impossible until now. When it comes to the human body, at best only a dozen or so points could be tracked. Even then, the raw data would need to be heavily processed before the motion could appear remotely convincing. However, with human fingers, each of the five has multiple joints. To animate them naturally in real-time CG requires overcoming a huge number of technical hurdles. But with Shenmue, AM2 has succeeded in doing just that. That much seems clear. And it's safe to say that this innovation is something we’ll see used in various scenes throughout the game.
"We’ve recreated a wide range of hand and finger movements within the game. If this were just a fighting game, where all you do is throw punches and kicks, we wouldn’t need to go to such lengths - but Shenmue is more than that." - Yu Suzuki
Hands and fingers: one more thing to look out for in Shenmue.
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