Showing posts with label Yu Suzuki. Show all posts
Showing posts with label Yu Suzuki. Show all posts

Saturday, July 25, 2026

Poll Result: Patrons' Choice Topic for July 2026

Every month, Phantom River Stone holds a poll among our patrons to choose a topic for the blog in the coming month. After tallying the votes (including those carried over from previous months), the winning topic this time is:

“Yu Suzuki Interview: The Making of Virtua Fighter 2 (Beep! MegaDrive, 1994)”

Published while Virtua Fighter 2 was still under development in 1994, this interview with Yu Suzuki offers a contemporary look at how AM2 planned to build upon the original game, with greater realism, smoother movement and deeper fighting mechanics.

Suzuki discusses the development of the returning characters, the addition of Lion and Shun Di, and the influence of the martial-arts research carried out during his recent journey through China. The accompanying feature also highlights some of the major technical and gameplay advances that were attracting attention before release.

In the full post, we’ll translate the complete interview, including the magazine’s notes on the game’s major technical and gameplay advances.

Coming soon to the blog!

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Sunday, June 28, 2026

The 11 Chapter Tiles (GDC 2014) - Examination & Theories [Part Two]

In this second part continuing on from Part One, we will be examining the remaining four chapter tiles: 8 (Cangzhou), 9 (Inner Mongolia), 10 (Beijing) and 11 (Xinjiang).

While the first seven tiles broadly align with locations and events seen in the released games, the final four move into largely unexplored territory within the Shenmue narrative.

Below are the map images again showing where each of the tiles is set for reference.

Yu Suzuki’s development map


Cangzhou, Inner Mongolia, Beijing and Xinjiang are located to the north of the earlier chapters.

Analysis of the final tiles is somewhat more challenging, as at the current time high-resolution images are not available.
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Wednesday, June 24, 2026

The 11 Chapter Tiles (GDC 2014) - Examination & Theories [Part One]

The Chapter Concept Art is a set of 11 illustrated panels representing chapters from an early version of the saga created around 1996, when the project was still known as Virtua Fighter RPG (VFRPG).

They were first released publicly in 2014, during Yu Suzuki’s talk on Shenmue’s development at the Game Developers Conference (GDC 2014). Suzuki casually introduced a slide containing the never-before-seen artwork, noting to the enthralled audience:

“This is the first time I’m showing anyone this stuff.”

Created during a formative planning stage, the artwork was intended to visualize the story as a whole, capturing key characters, locations, and major story developments. Elements seen in them would later appear in recognizable form in the three Shenmue games released so far, while others remain unaccounted for at present.

The set of 11 Chapter Tiles (GDC 2014)

Another slide shown during the same GDC presentation clarifies how these illustrations were developed. Suzuki explained that the story had first been organized into an eleven-chapter novel, with a focus on “world feel and drama,” and that one illustration was then created for each chapter. The chapter tiles therefore correspond to this early novelized structure, serving as visual representations of its narrative progression.

While these illustrations may no longer correspond exactly to how Shenmue’s story ultimately unfolds, they remain an important item of reference and speculation for fans. High-resolution versions are currently available for only the first seven illustrations, but the set as a whole offers a window into the project’s original ambitions and planned events. Taken together, the images appear to outline not only a sequence of locations, but also a broader narrative arc that begins with revenge and gradually evolves toward reflection and renewal.

In this post, we’ll take a closer look at all 11 chapter tiles, identifying familiar faces and settings and drawing connections to material already seen in the released games. As we examine each chapter tile, we’ll also note some of the interpretations and theories that have emerged within the Shenmue community over the years.

Note: At the time these chapter tiles were created, the protagonist was to have been Virtua Fighter's Akira Yuki. For simplicity in this post, however, we'll refer to "Ryo".

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Monday, June 15, 2026

Poll Result: Patrons' Choice Topic for June 2026

Every month, Phantom River Stone holds a poll among our patrons to choose a topic for the blog in the coming month. After tallying the votes (including those carried over from previous months), the winning topic this time is:

"Shenmue × Yokosuka: Anime Commemorative Special Livestream (IGN Japan)"

Held in 2022 to mark the release of Shenmue the Animation, this extended special livestream brought together some key figures connected with the series: Yu Suzuki, Masaya Matsukaze (the voice of Ryo Hazuki), and Yu Kiyozono of Telecom Animation Film, with Esra Krabbe of IGN Japan serving as MC.

Broadcast from Yokosuka, just around the corner from Dobuita Street, the panel looks back on the creation of the anime, how the world of the games was adapted for a new medium, and the enduring appeal of Dobuita and Yokosuka as places deeply associated with the series.

The discussion also includes behind-the-scenes comments from Yu Suzuki and Masaya Matsukaze, touching on everything from the challenge of preserving Ryo’s character after more than 20 years, to the fine details Yu Suzuki checked during production, such as the roof of the Hazuki residence, Nozomi’s character design, and Goro’s distinctive hairstyle.

In the full post, we'll translate selected highlights and anecdotes from the livestream, including comments on Shenmue the Animation, the Shenmue × Yokosuka collaboration project, memories of Dobuita, and reflections on the series’ past and future.

Coming soon to the blog!


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Thursday, May 21, 2026

The Director Behind Shenmue II's Cutscenes - Kazuya Murata

Yu Suzuki has mentioned in past interviews that, in order to realize his vision for Shenmue, he needed help from people who didn’t even exist in the game industry yet:

“We didn’t have directors, or anyone used to motion capture, so I gathered people from all kinds of fields: movie staff, scriptwriters, even a novelist.”

One of those outside voices was animation director Kazuya Murata, who joined the Shenmue II team around 1999 and found himself navigating a development floor unlike anything in traditional animation.

Anime director Kazuya Murata

Best known for his work on major anime titles like the worldwide hit Fullmetal Alchemist and the internationally popular Code Geass, Murata stepped far outside the usual animation pipeline when he joined Yu Suzuki’s team midway through Shenmue II’s development. The shift from anime studios to a bustling game production environment brought a whole new set of challenges, from motion-capture sessions to experimental 3D cinematics.

In this 2019 interview, Murata shares what that transition was like and how he adapted to a creative process very different from the one he was used to. His recollections about working with Yu Suzuki and the team shed light on a moment when anime and game production intersected, bringing both new opportunities and practical hurdles.

This interview was released as part of an ongoing series that featured on the official company website of the major Japanese animation studio Toei Animation.

Note: this is a partial translation of the interview. Only the sections related to Shenmue have been translated; unrelated portions have been omitted.


Background of the Interview Series


This long-running series focuses on promoting and deepening understanding of full-CG animation production in Japan. Recently relaunched as “The Future of 3DCG: CG Animation and Media Relations,” the series features interviews with key people involved in CG animation and related media.

About Kazuya Murata

For this entry, we spoke with Kazuya Murata, who served as chief director on the TV anime KADO: The Right Answer, produced by Noguchi (the interviewer for this article and a member of Toei Animation). Murata’s path into the anime industry is an unusual one: he started out as a designer for a housing equipment manufacturer before becoming a trainee at Studio Ghibli. He later worked on CG direction as well, including directing movie scenes for Sega’s Shenmue II. His ability to adapt to CG is often credited to the strong, logical approach to visual composition he developed back in high school.


Interview: Working on Shenmue II


Called in to a Bogged-down Shenmue II Development

Q: Around this time, while you were working at OLM and looking to further build your career as a director, you became involved with the Dreamcast title Shenmue II (2000). How did that come about?

Murata: After finishing the OVA Gunsmith Cats (1995) at OLM, I joined director Naohito Takahashi’s team and worked on Berserk (1997), To Heart (1999), and Steel Angel Kurumi (1999). After that, there was a bit of a gap before the next project.

Around that time, through Shuichi Kakazu, president of an editing studio called J-Film, we were told that Sega was working on their second Shenmue game and was looking for someone who could handle visual direction. They asked whether OLM could send someone over. I personally wasn’t someone who played games at all, but the project sounded like what we’d now call an early open-world game, and I found that interesting. So I ended up being seconded to Sega.

Q: What was the cutscene development process like on Shenmue II?

Murata: I joined what was called the “authoring team,” which was essentially the directing team. Based on scripts handed down from the scenario team, we would go to the motion capture studio, direct the actors’ performances, record the motion data, and then assemble the movie scenes. Once a scene was finished, we’d show it to director Yu Suzuki, receive feedback, and make revisions.

When I joined, there were a lot of retakes coming back from Suzuki-san, and the development on site was pretty much stuck at that point.

Q: When you say there were a lot of retakes, was that because of technical limitations in CG at the time, or because the acting was hard to get right?

Murata: Suzuki-san is very much an inspiration-driven person. He often gave abstract directions like, “Make it a bit more powerful.” The authoring team would then interpret that, reassemble the cuts, or redo the motion capture, but no matter how long it went on, we wouldn’t get an OK from him. Eventually, everyone stopped knowing what to do.

That’s when it was decided that someone was needed to establish a clear directing approach, and that’s why an animation director was brought in.

Q: I’ve heard that Shenmue had an enormous development budget, and I feel like I understand one of the reasons why now.

Murata: Apparently, before me they had brought in people like live-action directors, but it didn’t work out. Live-action and games have very different workflows, so they ended up leaving. Knowing that background, I figured what was being asked of me was to find a balance between the director’s vision, the script, and what the game world itself required, while also producing something that felt clear and comfortable for the player to watch.

So the first thing I did was create storyboards as a rough foundation. I showed them to the actors as well, clearly indicating from which direction the camera was capturing each moment, and we moved forward from there.

An example of Shenmue II storyboard planning: "Encounter with Shenhua". Murata describes introducing storyboards like this to bring clarity to camera direction and motion capture. More Shenmue II storyboards can be viewed here.

Q: Did things start to run more smoothly once you introduced storyboards?

Murata: Yes. There were still times when something didn’t pass, but compared to how things had been stalled before, we could clearly feel that approvals were coming through and the project was moving forward again. More than anything, motion capture became much more efficient, and the amount of time each operator needed to assemble scenes around the captured motion dropped dramatically.

Q: At the time, I imagine this was your first experience directing 3DCG. Did it feel very different from what you were used to?

Murata: When I was helping out on the theatrical Pokémon films, I did have some interaction with the CG team, but this was the first time I was involved with CG to this extent. When drawing storyboards for hand-drawn animation, you have to be careful when moving the camera so the background perspective doesn’t need to change. But Suzuki-san had been intentionally moving the camera very aggressively ever since Shenmue Chapter One (1999), to emphasize that it was 3DCG.

I actually pushed back against that. Even if something is CG, camera movement that isn’t driven by a clear directorial need just becomes visual noise for the viewer. That kind of approach had already been rejected in Hollywood by that point, so I felt it would be a step backward. That said, I understood what the director was aiming for. If every shot were completely fixed, the advantages of using 3DCG would be diminished. So we worked toward camera movement that felt natural and effective in 3D, without being overbearing.

Q: Were there any directing challenges that were unique to Shenmue?

Murata: One of Shenmue’s defining features is that even though we called them "movie" cutscenes, they weren’t pre-rendered. They’re actually real-time rendered parts of the game itself. The game world has its own internal clock, and time continues to pass regardless of what the player is doing. That means the same event might take place during the day or at night depending on the player’s actions.

Meeting Joy cutscene (day)

Meeting Joy cutscene (night)

On top of that, one of the selling points was that NPCs moved around freely on their own 24 hours a day, so the people in the background of a scene would constantly change as well. Our job, then, was to design combinations of acting and camera work, deciding what to frame and how much to show, so that the scene would still look good no matter when it was triggered. Since we couldn’t know the lighting conditions in advance, we couldn’t prepare fixed lighting effects, and that added another layer of difficulty.

Q: It’s often said that differences in terminology and workplace culture between the anime industry and the game industry can lead to communication problems. How did you deal with that?

Murata: As far as 3DCG was concerned, that wasn’t much of an issue for me. Back when I worked at Matsushita Electric Works, I was already using 3D software for design work, so I understood how three-dimensional forms are constructed within a space. I didn’t feel much resistance there, and I generally knew how to communicate things to the CG staff.

On Shenmue II, our team received completed data from the character and background teams and then focused on directing it. Compared to anime directing, it felt more passive, like being one part of a larger production flow.

Q: I’ve heard that at the time, the CG industry had many technically skilled people but not many who could handle direction. Given that, it seems like your participation, with experience in both CG and directing, must have left a real impact.

Murata: One great thing about the Shenmue team was that more than a hundred people were all working on the same floor. There were teams for movie direction, character modeling, background art, scenario writing, game events, motion capture, and then about 30 programmers in the systems development department. They weren’t just programming the game itself, but also building and constantly updating the game engine tools used by each team, which really impressed me.

Part of the Shenmue project office floor (from the Making of Shenmue documentary)

For example, if we said it was hard to adjust the camera, they’d create tools to make camera work easier. Another distinctive thing was that camera work itself was done using a game controller. From a gamer’s perspective, I suppose it makes sense - the controller you use every day ends up being the easiest way to move things.

Q: What's your take on motion capture?

Murata: I think it really depends on how you use it. One advantage of motion capture is that you’re recording a performer’s acting directly, which allows for subtle movements or irregular motions that animators might not think of on their own. Also, once you’ve recorded the performance, you can consider the acting itself essentially complete, which dramatically reduces the amount of time compared to fully hand-keyed animation.

On the other hand, motion capture depends heavily on the individuality of the actor. In live-action, that individuality is the value of the work. But with motion capture, one actor might perform multiple characters, or multiple actors might perform the same character, so you don’t get a one-to-one relationship between actor and role. In that sense, it’s actually closer to the relationship between a hand-drawn animator and a character.

Because of that, I think motion capture often needs a later adjustment process, similar to animation direction or animation director checks, where the captured motion is treated as a base and then refined.

There was one thing about Shenmue that really impressed me. Character movement in Shenmue was fundamentally built around motion capture, but at the time the capture precision wasn’t very high, so a lot of noise crept into the data. The motion team spent their days cleaning up that data and refining the movements.

Sega's motion capture studio (from the Making of Shenmue documentary)

As a result, we started to see people who could create very realistic, live-action-style motion entirely by hand, even without any capture data. Sometimes it actually looked more lifelike than the motion capture we were used to seeing. When I asked, “What is this motion?” the answer was, “It’s all hand-keyed” (laughs).

Q: (laughs) That’s an incredible amount of learning just from input alone.

Murata: Exactly. For those people, hand-keyed motion didn’t come from an “anime-style” way of thinking. It was based on real, live-action movement. Someone with that kind of skill can create animation that looks like motion capture whenever they want (laughs). Of course, these were experienced, senior-level staff, but it really made me realize how people grow in that kind of production environment.

-- End of translated section --

Kazuya Murata

Source (2019, Japanese) 

Final Comment

Murata mentions that one of his first steps on Shenmue II was to create and use storyboards to clarify camera direction and performance before shooting motion capture. If you’re curious what real Shenmue II storyboards look like and how they compare to the final in-game cutscenes, we examined several of them in detail in a previous post.

Regarding handling communication with experts from outside the game industry, we have previously heard Yu Suzuki comment on this in his 2019 interview with IGN Japan:
"The industry didn't have directors, or people experienced at motion capture - it was a new concept. Games didn't have things like voiced lines or acting. So to implement it, I gathered people from various different industries: a movie person, a scriptwriter, a novelist and so on".

However, this resulted in a communication problem, as the experts all used different industry-specific terminology and specialist language. "They couldn't understand what I was trying to say at all".

In order to make it easier to understand for everyone in the team, Yu wrote the story in the form of a novel with the classic four-part narrative structure of Introduction, Development, Twist and Conclusion. In addition, he expressed it musically, composing a four-movement symphony.

"I asked myself what would be a form that everyone would understood in common - and that was music and story."

This may be the first time we've heard from one of the directors who worked on the game's cutscenes, and it adds another piece of the jigsaw, fitting in nicely with past interview comments and art materials.

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Monday, March 30, 2026

Weekly AM2 Volume 15 - Report on Yu Suzuki's Presentation at the Game Developers Conference | 20th March 2000



Vol. 15: 20th March 2000

Hello, this is Takuan.

New content has just been released for Shenmue Passport.

Be sure to check it out… after you finish reading this week’s Weekly AM2, of course.

All right, here we go!

This week's contents:
  • “Total Net Ranking” Opens on Shenmue Passport!
  • GDC Report from the U.S.A
  • Announcement: Japan Game Awards Results
  • Masaya Matsukaze’s Advice Corner
  • ‘Shenmue Chapter One: Yokosuka - Original Soundtrack’ finally hits store shelves!
  • Tokyo Game Show 2000 Spring Information
  • i-mode Image Service #4, Now with Color Support

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Saturday, February 7, 2026

Poll Result: Patrons' Choice Topic for February 2026

Every month Phantom River Stone holds a poll among our patrons to choose a topic for the blog in the coming month. After tallying the votes (including accumulated votes from previous months), the winning topic that has been voted this time is:

"The 11 Chapter Tiles (GDC 2014) - Analysis & Community Theories"

In 2014, during Yu Suzuki’s talk on Shenmue’s development at the Game Developers Conference, he introduced a slide of Chapter Concept Art with a simple remark:

“This is the first time I’m showing anyone this stuff.”

The slide showed 11 illustrated panels, each representing a chapter from an early, pre-Shenmue version of the saga. Created during a formative planning stage, the artwork was intended to visualize the story as a whole, capturing characters, locations, and major plot points. Some of these would later appear in recognizable form in the games released so far, while others remain unaccounted for at present.

Although high-resolution versions are currently available for only the first seven illustrations, the set as a whole offers a window into the project’s original ambitions and planned events. In our upcoming article, we’ll take a closer look at all 11 chapter tiles, identifying familiar faces and settings and drawing connections to material already seen in the released games and to chapters that remain entirely unseen. As we examine each chapter tile, we’ll also consider some of the interpretations and theories that have emerged within the Shenmue community over the years, including what may lie ahead in the story.

Coming soon to the blog!

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Monday, January 26, 2026

Masaya Matsukaze on Shenmue the Animation - Mini Interview [May 2022]

In this post, we translate a short 2022 interview that was held with Masaya Matsukaze, who voiced the protagonist Ryo Hazuki in Japanese in all Shenmue games, about his involvement in the Shenmue the Animation anime adaptation. The interview was conducted during the period of the anime’s broadcast in Japan.

Matsukaze also shares memories from the recording booth and offers insight into why even the smallest details in Shenmue continue to resonate decades later.

The translation begins below.

Originally released in 1999 on SEGA’s home console, the Dreamcast, Shenmue is a legendary action-adventure game that has influenced countless titles since.

Now, the anime adaptation Shenmue the Animation has been streaming across various platforms since April 2022, and as of May, has also begun airing on TOKYO MX [TV station].

We’ve obtained an official interview with Masaya Matsukaze, who plays the lead role of Ryo Hazuki. In it, he talks in depth about the anime adaptation, describing it as proof that “the miracle isn’t over yet.” He shares his impressions from the voice recording sessions, his thoughts after watching the finished episodes, and what continues to make the world of Shenmue, including the original game, so captivating.

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Tuesday, January 13, 2026

New Year’s Greetings for 2026 from Yu Suzuki and YS Net | Cultural Notes

Yu Suzuki and YS Net have once again marked the arrival of the New Year with a charming Shenmue-themed greeting illustration and message, published as part of Famitsu.com’s annual New Year special.

Famitsu introduced the feature as a celebratory roundup of New Year’s cards and messages from 95 game companies, reflecting on a lively 2025 and looking ahead to 2026, an anniversary year marking Famitsu’s 40th birthday.

YS Net’s New Year Message

YS Net shared the following message with Famitsu readers:

ファミ通読者の皆様、新年明けましておめでとうございます!

昨年お知らせした『シェンムーIII エンハンスド』は、より遊びやすく、より深く楽しめる作品として鋭意準備中です。もう少しだけお時間をいただければと思います。

今年も皆様の期待を超えられるよう、新しいチャレンジを届けていきます。本年もよろしくお願いいたします!

New Year 2026 illustration from Yu Suzuki and YS Net, published as part of Famitsu’s annual New Year feature.

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Saturday, January 10, 2026

Poll Result: Patrons' Choice Topic for January 2026

Every month Phantom River Stone holds a poll among our patrons to choose a topic for the blog in the coming month. After tallying the votes (including accumulated votes from previous months), the winning topic that has been voted this time is:

"Inside Yu Suzuki’s Project Berkley: a First Glimpse"

In late 1998, as the Dreamcast era was just beginning, Yu Suzuki began teasing his next project under the code name Project Berkley. Rather than a traditional announcement, Suzuki chose to reveal fragments of the project through a special video on GD-ROM that came bundled with Virtua Fighter 3tb.

Coverage by the Japanese Dreamcast Magazine from the time paints Project Berkley as something deliberately hard to define: not quite a game, not quite a movie, but what Suzuki described as “FREE”: Full Reactive Eyes Entertainment.

The article focuses on mood, visual direction, and ambition, teasing a vast world, universal themes, and the now-famous image of a mysterious young girl who would later become central to Shenmue’s identity. This early glimpse offers a fascinating snapshot of Shenmue before the title, the town of Yokosuka, or even Ryo Hazuki had been fully revealed.

Coming soon to the blog!

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Monday, December 29, 2025

Yu Suzuki’s Keyword for 2026: “Maru” — Reflections on 2025 (Famitsu.com)

 

"171 Game Creators' New Year's Resolutions" from Famitsu (the Chinese Zodiac animal sign for 2026 is the Horse)

Famitsu.com has released its annual developer survey, offering insights from 171 creators across the Japanese game industry. Yu Suzuki is among those featured once again. As in previous years, participants were asked to select a “keyword” or phrase representing their outlook for the year ahead, reflect on the past year, and share brief updates on their current activities.

Yu Suzuki’s responses reflecting on 2025 and looking ahead to 2026 are below, translated from the original Japanese. This year’s comments are brief and upbeat, reaffirming his commitment to game development while touching on recent Shenmue-related news. His chosen keyword is simple but open to interpretation:

Q: Your Keyword for 2026?

YS: Maru (まる = “circle” / “wholeness”)

Q: Your Aspirations for the Year Ahead?

YS: Next year also, I hope to continue taking on the challenge of game development and delivering fresh experiences to everyone!

Q: Recent News

YS: In 2025, we announced release information for Shenmue III Enhanced. Please wait a little longer for this easier-to-play, higher-quality version of Shenmue III.

Q: What Are You Keeping an Eye On?

YS: The 2026 World Baseball Classic, and the film adaptation of OutRun.

Yu Suzuki: CEO of YS Net. Best known for creating genre-defining works such as Virtua Fighter and Shenmue during his time at Sega. In 2025, his company released Steel Paws.

Notes on the Keyword “Maru”

Yu Suzuki’s chosen keyword, maru, is a simple word that can carry a lot of meaning in Japanese. Literally, it means “circle,” but it’s often used to suggest ideas like wholeness, completeness, or rounding things out. In everyday contexts, maru can also be used to mark something as correct or satisfactory (like an exam answer), while more broadly it can hint at cycles or things coming back around, rather than reaching a definite end.

Seen in the context of Yu Suzuki’s career as a game developer, maru feels deliberately open-ended. For Shenmue fans, it’s hard not to briefly wonder whether a word associated with “wholeness” or “completion” might hint at the long-running and unfinished nature of the series, and the hope of one day bringing that story to a proper conclusion. Any such reading, however, remains purely speculative.

More broadly, and perhaps more practically, maru can be read as expressing a general sense of balance or continuity, which fits neatly with Suzuki’s comments about continuing with game development and delivering fresh experiences. In light of Shenmue III Enhanced, it may also reflect the idea of refining or rounding out an existing work through further polish and improvements. Whether it’s meant as “closing a circle,” keeping things moving, or simply aiming for things to feel right, maru works here as a loose, reflective keyword rather than a fixed statement.

Shenmue III Enhanced

Release information for Shenmue III was shared in August 2025, around the time of Gamescom. Published by ININ Games, the Enhanced version introduces visual, performance, and quality-of-life improvements, while allowing players to retain the original experience through optional settings.


2026 World Baseball Classic

He also highlights the World Baseball Classic as an event of interest. The tournament is set to return in 2026 and will once again bring together national teams from around the world, with games scheduled to be held in several locations, including Tokyo.


OutRun Film Adaptation

Suzuki also notes his interest in the upcoming film adaptation of OutRun - inspired by the arcade game of the same name he created at Sega in 1986 which remains one of the company’s most iconic arcade titles. In April 2025, Sega announced that a live-action feature film adaptation is in development at Universal Pictures, with acclaimed director Michael Bay attached to direct and produce. A release date has not yet been announced.



Related Links

Previous end-of-year responses from Yu Suzuki:

Source (Japanese): Famitsu.com


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Saturday, December 13, 2025

Shenmue Development Timeline (May 1998 - Dec 1999)

Most Shenmue fans already know the broad story of the game’s development: the early demos, the ever-extending release date, and the rumors in games magazines suggesting that SEGA was aiming for something far bigger than anything it had attempted before.

Below is a timeline translated from the Shenmue Complete Guide book, which was published in Japan not long after the first game’s release. It reflects how Shenmue’s development was being presented and discussed at the time, before years of retrospectives and post-mortems filled in the gaps. Much of this information will be familiar to longtime fans, but it still serves as a handy snapshot of those busy Dreamcast years and how key milestones slotted into place.

I’ve also inserted relevant videos at a few points along the way where they help capture what players were seeing at the time as Shenmue gradually took shape.


21 May '98

DC Demo: "Tower of Babel"


At SEGA’s Dreamcast unveiling event, one of the demo videos shown was Tower of Babel, created by Yu Suzuki in just 10 days. In retrospect, this can be seen as a precursor to Shenmue.
  • Tower of Babel Demo Video:

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Sunday, November 30, 2025

Shenmue’s Road to Release (Shenmue "Complete Guide" Feature, March 2000)


Not long after the release of Shenmue ~Chapter One: Yokosuka~, the Shenmue Complete Guide, with its distinctive black cover, was published in Japan by SoftBank under the Dreamcast Magazine brand. Included in this guide was a special in-depth feature that looked back on the game’s ambitious development.

In this post, we will be translating the full piece into English. It's a fascinating glimpse into how Yu Suzuki and his AM2 team transformed an experimental RPG prototype into what would become one of the most groundbreaking titles in gaming history.

The translation begins below.


A Year and a Half Following Shenmue



AM2, Sega’s most powerful development team, has produced countless hit games. But around the end of 1996, its head, Yu Suzuki, began to go quiet. Spurred by a shift in direction within Sega, Suzuki took on the RPG genre for the first time. As he became more and more immersed in his new project, before anyone realized it, it had grown into a massive undertaking involving an extraordinary number of staff members.

What would become Shenmue ultimately took over four years to complete. But the Shenmue you hold in your hands is still just the beginning.

What exactly is Shenmue? We take a closer look to find out.


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Monday, October 6, 2025

Anecdotes & Insights - From Shenmue II to Shenmue IV | Famitsu Dec 2024 [Part 5]

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.

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Saturday, October 4, 2025

Anecdotes & Insights - Shenmue’s Legacy and the Unreleased PS2 Port | Famitsu Dec 2024 [Part 4]

In this post, we continue our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 3, the group discussed Hirai’s “Shenmue Maker” system, the unique team culture under Yu Suzuki, and the creative energy that fueled the project’s breakthroughs.

Part 4 explores Shenmue’s lasting impact on the developers’ lives and the wider industry - and, casually dropped into the conversation, comes the revelation that a fully functional PlayStation 2 port was developed but never released!


Shenmue's Pivotal Role in the Developers' Lives

Okayasu: I think Shenmue really changed the lives of a lot of the people who worked on it.

A lot of staff came and went during its development. How did all of you feel about that constant turnover?

Okayasu: It was honestly just a "throw more people at it" kind of strategy - pure manpower tactics. And that meant some of the new staff were competent, but others were completely useless.

Kasahara: We had people coming in as "programmers" who had never even written a line of code. It was total chaos. There were even people whose only job was to go out and recruit others. Their performance was judged by how many people they brought in - once they delivered someone, their job was done.

Ahhh... so the whole staffing and operational system was unstructured, and individual tasks didn’t necessarily add up to meaningful progress overall.

Matsuda: Which made things a nightmare for those of us actually on the ground.

Okayasu: Matsuda, what did you think when you got caught up in what we called the "Shenmue Hunt" and you were told to join the Shenmue team?

Matsuda: Oh, I didn’t even get a say in whether I joined the team or not. It wasn’t optional. I still clearly remember that it was right before my very first summer vacation as a new graduate.

Before joining the Shenmue team, I was thinking, “Wow, AM2 really works hard. Pretty intense,” but I figured I’d take a nice break over summer and refresh myself. Then, right before the break, my manager called me in and said (doing an impression), “Matsuda… there’s this game called Shenmue. We’re short on people. The time has come for your talents to be of use. You want to grow as a designer, don’t you?”

And the moment I said, “Yes!” my summer vacation disappeared.

Everyone: (laughs)

Kasahara: That voice impression was actually kind of close. (laughs)

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Friday, October 3, 2025

Anecdotes & Insights - "Shenmue Maker" & Yokosuka's One-Year Build | Famitsu Dec 2024 [Part 3]

In this post, we continue our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 2, the team shared tales of late nights and endless debugging, reflecting the uncompromising standards that defined the project.

Part 3 highlights Takeshi Hirai’s ingenious “Shenmue Maker” system that kept all 88 programmers in sync, and dives into anecdotes about working under Yu Suzuki, including the Zushi Marina retreats where late-night debates (and drinks) helped shape Shenmue’s vision. We also hear a special anniversary message from Yu Suzuki himself.


Hirai's "Shenmue Maker" Programming Concept

— Were there any other parts of the programming that were especially difficult?

Hirai: The "games within a game" at the You Arcade were pretty tough. You can play Space Harrier, Hang-On, and so on inside the game. But to do that, we had to temporarily set aside the data from the main game, load and run the arcade game, and then after playing, return to the main game - and deal with the fact that various internal data would come back completely scrambled. Getting everything to cleanly return to the way it was, as if nothing had happened, and seamlessly resume the main story... that was actually a pretty complex process.

— I see.

Kurooka: Here’s a funny one - you know the capsule toy machines, right? Well, one of the items you can get is Sonic. But Sonic was the only one modeled with an unusually high polygon count, and during development, there was this bug where the game would crash whenever you got Sonic.

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Thursday, October 2, 2025

Anecdotes & Insights - Shenmue Devs on Crunch & Debugging | Famitsu Dec 2024 [Part 2]

In this post, we continue our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 1, the team recalled the brutal work culture, the “general election” that decided the lead programmer, and how some staff turned themselves into NPCs.

Part 2 turns to the harsh realities of debugging, with stories of cardboard naps, 24-hour shifts, bizarre bugs, and the obsessive attention to detail that made Shenmue both a nightmare to create and a one-of-a-kind masterpiece.

The Harshness of the Development Environment

Hirai: You really shouldn’t be starting meetings at 10 p.m., right? We did have a nap room, though. That said, my previous company wasn’t very different, so I thought, “Ah, it’s the same here too.” That was just the era we were in. Still, during Shenmue’s development, I felt way more pressure. I remember seeing my timecard showing "XX" hours for a single month.

Note from Switch: The original article did not provide the exact figures; “XX”/“YY” are placeholders for the actual numbers.

Kasahara: If we’re talking about work hours, then it has to be Wada. Like we mentioned earlier, when you looked at his timecard, he’d barely gone home all month. And he wasn’t the kind of guy to fudge the numbers or cheat the system either. His recorded hours for one month were something like "YY" hours.

— (We could only laugh.) I mean, there are only about 720 hours in a month, assuming 24 hours times 30 days.

Hirai: Wada was known as the ‘mainstay’ of the team. He was always present in the office - that’s how dedicated he was. And he wasn’t even a full-time employee! (laughs)

Kasahara: No matter when you showed up, he was always there.

— Mr. Wada, why were you working that much...?

Wada: I was a contract employee, and I originally worked at another company doing various types of development, but I was brought onto Shenmue under contract. And the content of that contract was to “see Shenmue through to release.” So I felt that unless the game shipped, I hadn’t fulfilled my responsibility. I was just doing what I believed was required of me.

To put it simply, I just didn’t go home for two months. (laughs)

Especially toward the end of development, we had about two solid months of debugging, and the team had to operate 24 hours a day. There were times during debugging when the game would crash, and the testers would be stuck, unable to do anything, until morning. That happened several times, but with no programmers around at those hours, the bugs couldn’t be fixed.

Once someone said, “We can’t do any debugging because there’s no programmer here,” I realized I had to be available around the clock. After that, I basically worked 24 hours a day.

Ryo catches some sleep... unlike some of the developers [Image added by Switch]

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Wednesday, October 1, 2025

Anecdotes & Insights - Shenmue Devs Celebrate 25 Years | Famitsu Dec 2024 [Part 1]

To celebrate the 25th anniversary of Shenmue's release on the Dreamcast in Japan, Famitsu.com invited several former project members to reminisce over dinner about their experience working to create the masterpiece that is Shenmue and reflect on the game's legacy.

Left to right: Takeshi Hirai, Eigo Kasahara, Makoto Wada, Keiji Okayasu, Kenji Miyawaki, Takashi Matsuda, Toshiyuki Kurooka

The participants were key members from the original Shenmue development team:

  • Eigo Kasahara, who served as Planning Director for Shenmue I and II, and also worked on the Shenmue Passport and the PS4 remaster.
  • Makoto Wada, a programmer on Shenmue I and lead programmer on II.
  • Takeshi Hirai, the main system programmer on Shenmue I.
  • Keiji Okayasu, the Assistant Director on Shenmue I, II, and III.
  • Toshiyuki Kurooka, a programmer on Shenmue I, who focused on events around the Hazuki residence and the basement. 
  • Takashi Matsuda, a CG designer on Shenmue I and II who created many of the game's NPCs. 
  • Kenji Miyawaki, a graphic designer responsible for character designs and UI across the series.
The discussion is full of fun stories and inside jokes, while at the same time revealing just how intense the work environment was at the time, and the immense dedication shown by the development team to bringing the games to life. Not to mention the startling revelation that a PS2 port of Shenmue I was developed internally but never released...

"I didn't go home for two months." - One of the dinner participants.

"This isn't that kind of game!" - Yu Suzuki, upon discovering that the developers had implemented boob jiggle physics.

"We created Yokosuka from scratch in just one year - after the game's announcement (at the Shenmue Premiere)" - Takeshi Hirai.

The article translation starts below.

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Saturday, May 31, 2025

The Project Berkley Bonus Disc | Dengeki Dreamcast Magazine (January 2000)

A mysterious scene from the CG movie on the Project Berkley bonus disc

Japan's Dengeki Dreamcast magazine contained a huge 50-page Shenmue feature in its January 28 edition. Within this feature was a reflection on the intriguing Project Berkley bonus disc that had been released a year prior and even today can be considered to hold an abundance of hints and glimpses as to how Shenmue's plot might once have been (and even could still be) going to unfold.

Magazine page images kindly provided by SkillJim.

Why "Project Berkley"?

In the late 1990s, SEGA's AM2 division, led by Yu Suzuki, embarked on an ambitious venture known internally as Project Guppy. Initially conceived with the title of Virtua Fighter RPG for the SEGA Saturn, the project subsequently transitioned to the SEGA Dreamcast and was renamed Shenmue and the associated code name changed to Project Berkley. Code names were used to maintain confidentiality during development, adding an aura of mystery to the undertaking.

At his GDC 2014 post-mortem talk, Yu Suzuki reveals how the code name changed during development together with the game's title.

In recent years, Yu Suzuki has revealed the inspiration for the name "Project Berkley":

Q: At the beginning the game was given the codename “Project Berkley”, is there any special meaning behind this name?

YS: It’s actually like this [laughs]: because we realized at the start that this would be a completely different game to anything else on the market at the time, and its scale was unprecedented, we wanted to keep the project very confidential. Because of this we wanted to give it a very cool sounding name, like something from a spy movie. In Japan there’s this phrase bakkureru (ばっくれる) meaning to “pretend not to know” or “feign ignorance”, and by coincidence that there is a place in America with a similar sounding name, so we chose this “Project Berkley” codename.

A special feature of approximately 30 minutes, with the same name of Project Berkley, was included with the Japanese version of Virtua Fighter 3tb, released on Dreamcast in November 1998. Containing a CGI trailer, an extended interview with Yu Suzuki and various concept art, it provided gamers with an early glimpse into the project's innovative vision, highlighting its potential to revolutionize gaming.

The Virtua Fighter 3tb release included a bonus disc
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