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komodo
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Sat Jun 10, 2006 3:54 pm
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GameDaily's Robert Workman takes another hands-on look at Red Steel, the launch-title first person shooter for Nintendo Wii. The article talks mostly about aiming and sword fighting with the Wii-mote and the pacing of the game.

http://wii.gamedaily.com/game/features/?gameid=5281&id=326&rp=49

Red Steel already has a lot going for it as far as its presence on the Wii. It was technically the first game to be officially announced for the console, while the others weren't confirmed until they were actually seen on the show floor at E3. Furthermore, it stands out as one of the few mature titles for the system, where other games seem to be pointed at audiences of all ages. But with those two cards in its hand, the question still remained- is the game actually shaping up to be anything good, or is it lying a bit too much on gimmickry?

Well, not to worry, kids. Ubisoft's working hard to assure that Red Steel isn't just a shallow adventure that's leaning too much on movement. It looks to be a deep, power-packed action game that looks to take first-person shooting and sword play in a new direction, by actually forcing you to use first-person aiming and action as your guide. The game puts you in control of a character who has to rescue his fiancee in the heart of Tokyo, as she's kidnapped by gangsters following the death of her father, a legendary Japanese mafia kingpin with some power of his own. Using a pistol, a sword, and other weapons that come in handy along the way, you must wreak a one-man vengeance against the assailants and rescue the girl you love.


We had a chance to check out a couple of different segments in Red Steel to help define the gameplay a little bit. The first involved a series of gunfights throughout a building, where you actually had to use the nunchuck controller for movement and the Wii-mote for aiming, a nice twist added to the otherwise typical first-person shooting formula. Aiming takes some slight adjustment, thanks to the fact you actually have to point at the Wii system instead of the TV screen, but it still works like a charm, letting you pull off crucial shots, like some devasating head blasts and room-clearing strings of shots that allow you to build up combo moves. There's other firearms as well, but the pistol is nothing to be ignored, having enough power all its own.

But let's get to the good segment we talked about in a brief hands-on report, the sword fighting. We found ourselves pitted against a tattooed assassin with a blade all his own, and not only had to time our offensive attacks just right to chip away at his precious energy, but also use defensive maneuvers to prevent our own life bar from being literally cut to shreds. Using the Wii-mote and slight movements with the "Nunchuck" you have to basically time your moves just right in order to win the battle. Depending on the difficulty level, this can be quite strugglesome, but it's an intriguing addition that adds a bit of personality to the game, instead of just having you pull out a gun and shoot him dead. (That's dishonorable, you know.) The sword fighting is some of the best around (thus far) and hopefully, we'll see more segments like this included in the final game.

"Using the Wii-mote and slight movements with the 'Nunchuck' you have to basically time your moves just right in order to win the battle."

The pace in Red Steel is quite, ahem, frenetic. Throughout the game, you'll find all sorts of bad guys that you can cut down to size with a series of weapons, giving you plenty of opportunities to rack up combo attacks and bonuses galore. But a nice touch given to the game is the fact that you can actually spare enemies and garner a level of respect and loyalty, allowing you to build some unlikely allies in your fight against the dreaded yakuza that made off with your girl. We didn't see these aspects portrayed in the E3 build, but you can bet they'll weigh in nicely with the final game, as will the multiplayer mode that promises to get you would-be samurai in shape. Best start working out those lazy lunges now.


What about presentation, you say? Well, so far, the game is shaping up to look pretty good. The build we saw was running roughly about 30 frames per second, but featuring a good amount of detail in both the level design and enemy animation. No word on how fast the final version should run, but expect a similar frame rate to keep up with the frenetic action that the game involves. The sound also promises to be perfect for the tone of the game, right down to little weapon effects (like clanging blades) and the screams of those you send to their inevitable gaming doom.

Red Steel looks up to speed, and plays like it as well, and should be welcomed with open arms by Wii owners once it launches alongside the system later this year. Hey, let's face it, you're not going to see too many first-person action games involve you like Red Steel does. We'll be back with more screenshots and details aplenty as we prepare for the game's final review. I'm currently reading up on Swordplay For Dummies to see how I can improve myself. I had no idea that my lunge was so...lacking.
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