![]() At a certain time each evening, Ryo is whisked back to his house or hotel. It pays to keep honing your kung fu whenever you get a spare moment, and Shenmue III’s day/night structure ensures you get plenty of opportunities. It’s an oddly constructed system but it works the fighting is fun and tactical, as you string together the moves you’ve ingrained into Ryo in the dojo, and block when necessary. Specific mini-games let him improve stamina and health. You can exchange sets of the toys you find in them for otherwise pricey Skill Books, which teach Ryo new kung fu moves that he can then level-up by sparring in dojos. Then there are the capsule dispensers, which feed into the main kung fu fighting engine. You need money to buy expensive objects during some missions, and there are countless ways to spend cash in Shenmue III, such as playing fairground games or hanging around in arcades, where you can win objects that may be cashed in at pawnbrokers. Ryo can also take jobs such as chopping wood or driving a forklift, which essentially involve playing mini-games. By far the best way to make money is to collect herbs – a tranquil pursuit that proves infuriatingly compelling. ![]() In tune with those life-simulator ambitions, Ryo’s health depletes if he doesn’t eat, and Shenmue III’s virtual economy figures prominently. Shenhua’s father Yuan, a stonemason, is missing, presumed abducted by a bunch of thugs who have been terrorising Bailu, so the pair embark on a quest to find him that embraces various locations and plot twists. It kicks off where Shenmue II ended, with series protagonist Ryo Hazuki having hooked up with a girl called Shenhua in the tiny Chinese village of Bailu (it’s 1987, although in bucolic Bailu, it may as well be medieval times). Level-up … Ryu visits an arcade in Shenmue III.
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