In this post, we continue our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 4, the team reflected on Shenmue’s enduring legacy and casually revealed that a fully playable PlayStation 2 version of Chapter One once existed but was never released.
Part 5 turns to the creation of Shenmue II, an ambitious sequel built on a rewritten engine and systems to support its larger scale. The developers also share stories from the Shenmue III era and reflect on the possibility of Shenmue IV, discussing their hopes for seeing the story completed one day.
Development of the Even More Expansive Shenmue II
—So far we've mostly been talking about Shenmue I, but were there any specific hardships during the development of Shenmue II?
Hirai: I was responsible for all the system programming in Shenmue II, but as for the other parts of the game, that was almost entirely handled by Mr. Wada.
Wada: The first game was set in a small Japanese town. You didn’t need too many people on screen, the streets were narrow and had lots of corners, so you didn’t have to draw things too far into the distance. But Shenmue II was set in a massive city, Hong Kong, so we had to show more people on-screen, and draw much further into the distance to make the city feel alive and expansive.
When we looked at that, it became obvious: there was absolutely no way to achieve that using the system from Shenmue I. I talked with Hirai and the tech team, and we ultimately decided we had to rebuild everything from scratch.
Hirai: The scripting system, the engine, even the C-language parser - we basically changed all of it. At the time, I was also involved with Space Channel 5 Part 2, so if issues cropped up, I would temporarily shift my focus back to Shenmue II to help out.
