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Author Topic: Red Steel (Wii)  (Read 1613 times)

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  • not now james...
  • City Elder
  • Posts: 871
Red Steel (Wii)
« on: May 15, 2006, 07:54:34 PM »

If you've heard anything about the games for Nintendo's new console, Red Steel is probably one of the first names to come up.  In a surprising move, Nintendo allowed the magazine GameInformer to announce Red Steel for the first time to the world on the cover of last month's issue.  That's a big move for Nintendo because they usually keep such announcements for their own press conferences and RS is the first Wii game that the public was allowed to see.  Ahh, and there is much to see...

But I won't regurgitate what I read in GI last month, I'll let the pros who have actually been able to play this kickass action game do the work:

E3 06: Red Steel Hands-On

As the first fully confirmed third-party game for Nintendo's Wii system, Red Steel automatically became one of the most hyped titles for the system. Ubisoft's demo of the game at Nintendo's Electronic Entertainment Expo 2006 press conference helped fuel that hype even more, as one of the developers deftly navigated his way through the single available level. But the question that had to still be burdening the average player's mind was, "What happens when I pick up that controller and start playing the thing?" We hope we can at least do our part to help answer that question, as we got the chance to go hands-on with Red Steel from the E3 2006 show floor. What we can say is that while it's unlikely anyone will pick up and play Red Steel as easily as was shown at the Nintendo conference, once you get a handle on how things work, there's most certainly an opportunity for a unique first-person action experience to be had here.

A ton of gameplay vids of RS here

Stream RS footage on FileFront here



  • not now james...
  • City Elder
  • Posts: 871
Red Steel (Wii)
« Reply #1 on: May 17, 2006, 09:53:41 PM »

E3 2006: Hands-On: Red Steel

Leading up to E3, Red Steel was one of the most anticipated Nintendo Wii titles worldwide. Ubisoft is reinventing the first-person shooter genre, combining motion controlled gunplay with hand-to-hand sword fighting. We had the chance to deliver exclusive video content, take early looks at concept work and even go hands-on with pre-E3 builds in Paris, France. While the game continues to show promise even now on the showroom floor, our hopes for the control and intuitive "New FPS" experience has yet to be delivered, as Red Steel -- albeit early -- comes up a "Wii" bit lacking at Nintendo's booth.

Before we send fans scrambling to the boards in a fury of hatred or depression, we have to get a few things straight. Red Steel still has the potential to be one of the most desirable launch games on the Wii, and we still expect great things from the team working on it. It just needs some control work. The E3 demo includes the intro level, which teaches the basics of swordplay and gunplay, as well as simple navigation, zooming and time-freeze abilities. All in all, the demo takes about eight minutes to navigate through, and we've had a chance to experience it multiple times, with multiple editors on multiple system set-ups. In short, we've played the hell out of this thing.

The Presentation:
Ubisoft is known for taking graphics to the next level and in some ways Red Steel holds true to this model. The game features an impressive compilation of backdrops, including neon-lit alleyways, slot-filled casinos, and more. Many of the objects in the title are fully destructible, including cars that explode and electrical boxes that discharge sparks when hit with bullets. It's clear that there's a lot of potential visually speaking.

But that noted, the game doesn't always hit the level of detail and style found in the target renders shown a while back, or even the official trailer that we have on our own site. Colors aren't as crisp as they could be, the characters occasionally have a bit of a cut-out look to them.

While some areas are destructible, such as the fish tanks, televisions and cars, others simply aren't. It's a bit odd to shoot through a paper door and see sun rays sparkle through, and then turn just moments later and have shotgun blasts do nothing to a set of bottles. We expect this to be polished up before the title's release this holiday.

The Gameplay: Gun Battle
As Nintendo has said over and over, however, playing is believing. The demo of Red Steel at E3 is something of a mixed bag. On the one hand, moving about the environments and targeting enemies with the Wii-mote seems to be an improvement over dual-analog setups -- or could be with a little moer tweaking. On the other hand, the gun control can be jittery, having extremely high sensitivity when not zoomed in.

If you look back to the Nintendo conference, you can actually see the high sensitivity in action, as the main Ubisoft representative that was playing even overcompensated a ton, hitting enemies at a very low rate.

Clearly, some work needs to be done and we're confident that Ubisoft can bring everything up to snuff.

The Gameplay: Sword Battle
Since Red Steel focuses on not only gunplay, but also hand-to-hand fighting, we thought it necessary to go a bit in-depth with how this works and feels. First off, the swordplay portions of the game actually feel better than any of the gun areas, which is already a testament to the hybrid design. Players use the nunchuck controller to block attacks with a small knife, while simultaneously using the Wii-mote for their own sword. While the nunchuck portion works relatively well (after a few times through the demo we could defeat any enemy without getting hit...) the actual sword play isn't quite there yet.

Instead of mimicking every movement of your hand (something that is done in Nintendo Baseball), Red Steel instead waits for a full action to be done with the Wii-mote, and then executes it on screen. What this means, however, is that it is simply simulating a button press. If multiple people play the sword portion, you should see multiple swipes and styles coming form the character on-screen. After all, everyone swings differently. Instead, there are only a few different swipes that will be recognized. If you swipe the Wii-mote horizontally, it will show a horizontal swipe. Attempt an upper-cut motion, however, and the action is shown as a generic up-to-down slice instead, as if you went from above your head and down. The difference here is a bit hard to explain, but it will make or break the experience. Right now motions convert to a pre-determined swipe, instead of the player actually using the Wii-mote to realistically attack with a virtual sword.

Where to go From Here:
We all love the Red Steel concept. We've been watching it in motion for a while, we showed it in motion exclusively to the world a few days ago, and we've been playing it non-stop. Red Steel is one of the most anticipated games on the system, and we want to see it tighten up and seriously deliver.

So how does Red Steel shape up in the end? It has a lot of potential, but not all of that potential has been realized with the E3 demo. Ubisoft has just started the process of switching from GCN to Wii-based assets, and as a result some of Red Steel's visuals need smoothing over; we believe this is why some of the game's characters had a cut-out look to them. Ubi promises that everything will be polished up and then some before the title ships and we have no reason to doubt it. Meanwhile, control seems to work well enough, but it's not quite at that point where we're convinced the game has really nailed it. We think that a bit more tweaking with sensitivity and control mapping will work out any issues we might currently have. Even with some initial reservations, though, Red Steel is still one to keep an eye on as it's only going to get better in the months to come.
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