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The biggest beneift in an open world game has to do with memory fragmentation (or rather, the lack of it when you go 64-bit). Much easier to test your software when you don't have to fear running out of memory due to fragmentation :)
Doesn't Visual C++ still use 32-bit for integer types?
But, you do have a point here... initial x64 chips only used a 48-bit address space in order to try and curtail massive data cache inefficiencies when going from 32- to 64-bit.
Newer generation processors have steadily increased the usable address space (at the cost of cache usefulness) but we're actually still not running chips that use 64-bit pointers :) The registers are 64-bit and by extension our storage of any pointer is 64-bit, but there's a substantial amount of the 64-bit address space that is illegal and will just cause the CPU to generate exceptions.
Shenmue is 3 discs plus a "Passport" disc for a gameplay analysis and online extras service.
Shenmue II is 4 discs.
So that's 7 GB maximum to start with, but much of that would be overlapping assets that are needed by multiple discs.
I haven't read into the improvements, but for instance if there was heavily compressed audio on the Dreamcast and the masters were retained, they could have been re-encoded at higher quality which would chew up quite a bit.
As would the English dub for II which was not on the Dreamcast version (and off the top of my head I can't remember if the Japanese dub for the original was either) so that's a simple addition.
Incidentally, the Steam client typically requires 3x final size free for preloads. If storage capacity is a problem for you, preloading is not advisable because decrypting, then decompressing and finally installing is going to fail midway through.
P.S. I saw a video of Sonic Mania running quite well on a P4 toaster.
I've never heard of any problems with corrupted keys. It's quite hard to cause such a problem without failing hardware since it's a write-once-read-many file.