Ubisoft Paris (France)Genre:
RP (Rating Pending) Release Date:
Rev Launch - November 2006
Out of the entire roster, Red Steel had to be the most anticipated Wii title to be shown off at E3. Being herald as the re-inventor of the FPS genre, Red Steel promises so much, but has yet to fully deliver on it. So just how did Red Steel look and play like, well read a little bit more, and you will find out.
Within the demo showcased at E3, you pretty much was taken through the basics of the game. You learn how to sword fight, block, shoot, zoom and matrix-style abilities. Though the demo could have been longer in length, you get a decent amount of time to see what the game is basically about.
Now when you first look at Red Steel, it is quite obvious that this title isnít one of the most captivating titles on the console. The title blends the character design of Viewtiful Joe with the simplistic, yet detailed landscaping of titles like Shenmue. Now they both work hand and hand together to create a unique visual experience, but fails to live up to the detail found in the original renders shown awhile back. There are also a few points within the demo where you have trouble destroying particular items, which seem kind of odd, but hopefully this problem will be addressed come final build.
There are two styles of gameplay found within Red Steel. You are able to utilize a gun and then the sword. Within the demo it seemed that the swordplay was actually better constructed than utilizing the gun. The only drawback I found within the swordplay is that the motions are limited. There is no word on if more movement options will be incorporated or not, so for the time being you find yourself being hit a few times. The nunchuck is used for a blocking motion, which puts up a knife to block the oncoming attack. The Wii remote is used for you swiping motion with the sword. This wherein lies he problem.
Seeing how not every gamer will swing the remote the same way, Ubisoft should of incorporate multiple ways to attack. For you to execute and attack, the motion sensor waits for a full motion coming from you and the remote. When you do a horizontal swipe, your character on the screen will mimic it with no problems. But when it comes to upward swipes, the game registers it as coming from above the head and downward towards the floor. Within the demo you werenít allowed to do multiple swipes like most would try to attempt in order to defeat an enemy much quicker. This is something that Ubisoft should address as soon as possible if they want their gameplay experience to something herald by gamers and critics.
In regards to the gunplay, the controls are a little to sensitive. Because of this, you are required to be a little bit more careful and precise before taking fire (so your bullets wont go all over the place). A good example of this was during the Nintendo conference when the Ubisoft representative came on stage to show off the control scheme for Red Steel. You found him overcompensating for the highly sensitive controls, this him missing his targets more than he actually hit.
Another culprit to attribute the funky controls to is the sensor itself. Seeing how most will have the sensor above, below, or to the side of the television, you wont be pointing the remote at the action itself, but the sensor. Because of this, pinpoint accuracy is pretty much out of the question with the Wii remote. What would help this aspect of the gameplay out dramatically would be if you were able to actually point the remote at your television. In response to that, Ubisoft is looking to add the ability to calibrate your controller and adjust the sensitivity settings, thus making the experience more enjoyable, instead of a headache.
But a nice addition to the gunplay would be the matrix-style ability. Just like in games like Max Payne, you are able to slow down time, but in the case of Red Steel, you can literally stop time. When this feature is utilized, you are able to lock onto multiple enemies and when you fire your weapon, hit each one in succession. This feature for sure is will be enjoyed my countless gamers as it can be a lifesaver or a quick way to get through a particular area.
Now Iím not saying that the game is a total waist. The gameplay and creative outlook is very promising, but the controls must be tweaked or reworked in order to make this an enjoyable experience. The is a title that is on a lot of gamers to buy list for the launch of the Wii, and I would hate to see poor sales or any game returns on a title that has the potential to sell through the roof and redefine the genre all together. The visual experience could be refined and polished over, probably adding a few more destructible items or even buildings to heighten the suspense. All in all, the developers have the right formula to create a killer app, just hope they correct a few notable problems.
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