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Gaming Forums => Nintendo Gaming => Topic started by: Smash_Brother on April 07, 2006, 12:01:08 PM

Title: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Smash_Brother on April 07, 2006, 12:01:08 PM
Screenshots removed, sorry.

Red Steel

Details: (thanks to Trip1eX)

-Game development started shortly after E3 2005. Ubisoft saw and demoed the controller before E3 2005.
-Ubisoft Paris took their idea directly to Iwata and Miyamoto, and were given the go ahead. After that meeting they were given prototype controllers. The article states that Ubisoft worked "closely" with Nintendo's engineers in Japan on the title
-Game Informer mentions that while conducting the interviews with Ubisoft, they were handed the "latest version" of the controller

-During the beginning of the game, you are encouraged to use your weapons ruthlessly, but as the game progresses you become more proficient and strategic. This gameplay idea led Ubisoft to decide to give the game a martial arts setting. "Enter the Yakuza"
-The first third of the game will be all about being "brutal by necessity"
-You will be less precise and favor more devastating weapons (machine guns)
-As you progress and become more precise, smaller guns will be used
-"The goal...is to use five bullets to kill five enemies"
-"When fighting with this level of skill, the music and sound effects will reflect it, remaining calm and peaceful"
-"When you fight brutally, the sounds around you grow increasingly more intense"
-"Audio feedback"

-Freeze shot: by fighting effciently you fill the Freeze Shot gauge...fighting chaotically causes to decreases
-When the gauge is filled you can hit a button to momentarily stop time, and then target specific locations on enemy bodies
-Headshots thus are tempting, but non lethal shots, such as shooting guns out of enemy hand, can be more beneficial
-By defeating high ranking leaders who command others and sparing their lives, you will be rewarded. He will offer you respect and help (guns, help, new weapons, alternate paths, etc)
-Respect plays a MAJOR part in the game

-Flailing your sword isn't a smart idea
-Specific motions with the controller will trigger combos (in the final game)
-Tracing an X in the air, for instance, will unleash a devastating attack
-You can stop these combos at any time by simply pausing your own movement. So if you do something that leaves you open to attack, you won't be screwed
-New moves will be taught to you by two mentors in the game
-One will teach you gun tactics, and another will teach sword tactics
-If you don't show the proper respect to them, they won't help you
-Friendly/respectful interaction is tied to the controller
-You signal "yes/no" answers by nodding the controller up or down or shaking it from side to side
-You show extra respect by bowing to the masters
-Ubisoft is still coming up with other interactions
-"You can act disrespectively as well: there are no cut scenes in the game - all conversations take place in game, as in Half Life 2. However unlike that game, characters wont keep prattling on if you walk away from them. They will react angrily to your imputent behavior"
-Staying in the master's good graces is key: they give you missions that can be tackled in any order
-You track down the gang leaders and try to turn them to your side. If you don't, they will join Tokai's (the main villian) gang
-You have to prove you are worthy to them by battling them and sparing their lives.
-You will need as many of them with you as possible to face Tokai. Without their help, you'll have a rough time when you finally face him
-You turn gang leaders to your side by besting them in battle and stopping a deadly blow miliseconds before it strikes
-Training sessions are offered by the two masters so you can hone your skills


Multiplayer:

-Split screen multiplayer with traditional deathmatches
-Totally original multiplayer modes Ubisoft is not revealing yet. Wait until E3
-They didn't talk about Nintendo Wi Fi (NDAs). Full details haven't been revealed yet
-Revolution works by placing a small sensor bar either above or below any TV
-You can stand at any angle and not lose any accuracy. You can even take your controller to a friend's house and instantly start playing without syncing up the controller
-"Perhaps most impressive is the fact that although splitscreen reduces the amount of onscreen space you are playing in, you don't have to make smaller movements - you can gesture as wildly as you want, and it won't interfere with the other player's onscreen quadrants

Game Informer's hands on:

-The two triggers on the front of the analog unit activate ducking and jumping. The analog stick controls movement, and the revmote controls aiming. No rails.
-Level consisted of shooting ranges that popped out from behind cover
"Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire
-"Unlike other FPS games, which tie the camera and aiming together, Red Steel's camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill
-"Thanks to the improved reaction that the controller offers, the team can create gunfight scenerios that would be extraordinarily diffilcult with a standard controller"
-Most console FPS games limit their enemies to horizontal planes to prevent player frustration, but targets on a verticle plane are just as easy to hit with the Revolution controller
-You can aim at a target as quickly as you can move your hand
-In the demo targets popped up on rooftops and in second story windows, as well as behind cover points on the ground, and all were equally easy to hit
-While you can quickly shoot enemies anywhere on screen, Red Steel never feels in a light-gun game - this is a true FPS, one that feels like it has drawn from the best of both the PC and console shooter worlds

-According to lead game designer Oriola, it takes roughly three seconds to turn completely around around in most console shooters, while it takes about one-quarter second in a PC game. In Red Stel, it takes one second

-AI characters will care for themselves. They will go for cover, attack you while you're reloading. They focus on risk management
-"They won't walk around a table to get to you. They will simply jump over the table"
-"The benchmark for their intelligence and aggressiveness, says Oriola, is the PC title F.E.A.R., which has widely been praised for it's AI"

-Destructable environments. There's a pic of a giant explosion on a carm with gang members being thrown left and right by the blast. Nice effects. The lighting on the explosion and the store signs is pretty good
-GI: we found Red Steel most enjoyable to play while standing up
-Straffing is extremely easy and effortless
-"Aiming felt similar to using a PC mouse, and it's possible to quickly explore every direction in a three-dimensional space with quick gestures"
-"In the finished game, you will be able to push forward with the controller to knock over an object to use for cover, pull it backwards to reload, and twist it to lead behind walls"
-Lob grenades with the controller, or roll them on the ground like a bowling ball
-"gangsta style" shooting is cool
-Total immersion. Feels like you are living the game

-GI: the Revolution is real
-Andy: It could change the very way all gamers are played now and forever  
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Strell on April 07, 2006, 12:03:06 PM
Good.  

ALL YOU PEOPLE WHINING ABOUT GRAPHICS CAN STFU NOW.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Spak-Spang on April 07, 2006, 12:05:28 PM
Good art direction so far for the game.  Good colors, and an interesting environment to fight in.  Hopefully the entire game will be this good.

The graphics look better than this current Generation...and actual does feel like Xbox 360 or PS3, just no High Resolution.  I am perfectly ok with that.

Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Ian Sane on April 07, 2006, 12:07:34 PM
Looks pretty nice to me.  Though there is more to hardware than just graphics but whatever.

I don't like how those people are holding their arm up like that though.  That would get pretty annoying pretty fast.  Hopefully that's just a "demo position" for the magazine and you just as easily sit on your butt with your arm resting on your leg.

Still it's cool just because it's, you know, A REV GAME!
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Kairon on April 07, 2006, 12:15:01 PM
Hold the presses, A poster on IGN's forums just claimed that this was "concept art."  Apparently, that's what p911 said...apparently, the forum user named p911 has the mag.

~Carmine M. Red
Kairon@aol.com  
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Ian Sane on April 07, 2006, 12:19:06 PM
Concept art?  That sucks if it's true.  Then we still don't really have an accurate idea regarding the graphics.  This is still way better than nothing though.

One thing I like about Nintendo is that they don't give you "fake" screens but sadly there's nothing stopping third parties from doing it.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: bustin98 on April 07, 2006, 12:20:38 PM
While I'm /sure/ you can hold your arm lower and sit, I get this funny image in my head of the screen character holding the gun at waist level.

But this is a great find. We're going to see the resurection of gun games.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: trip1eX on April 07, 2006, 12:25:06 PM
What kind of game is this?  fps?  Or just one of those arcade light gun type games.

If hte latter it will be still be good, but could be why the graphics are better than thought.  

YOu know it's like 2dish fighting games.  The graphics can be alot better because they don't have to create this massive 3d world.  Same goes with racing games.  
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Bill Aurion on April 07, 2006, 12:30:02 PM
Since this is UbiSoft, the screens most likely ARE touched-up, they do it all the time...(But the game will still look great, so there's no big deal there...)

The game is a FPS, hence the need for the nunchuck design...
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: vudu on April 07, 2006, 12:31:23 PM
Quote

Originally posted by: trip1eX
What kind of game is this?  fps?  Or just one of those arcade light gun type games.
I'd say FPS.  Both players are using the nunchuck attachment, which signifies you will have free control over your player.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Ian Sane on April 07, 2006, 12:31:56 PM
You can clearly see the white cord of the nunchuk handing off of the remote in those pics so it's probably not just a lightgun shooter.  There would be no need for the attachment otherwise.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: bustin98 on April 07, 2006, 12:34:17 PM
I would say the possibility of it being on rails is still there. The attachment could be used for ducking left, right or straight down.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Ian Sane on April 07, 2006, 12:34:43 PM
"While I'm /sure/ you can hold your arm lower and sit, I get this funny image in my head of the screen character holding the gun at waist level."

If you look at the picture the hand is tilted because the player's hand is tilted!  So maybe if you did put the gun down it would be like shooting from the hip.  Though I really don't want to hold my arm up for a whole game there is definitely a "wow! neato!" factor with the hand in the game responding exactly like your hand does.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: vudu on April 07, 2006, 12:42:34 PM
I would imagine there's an easy way to reset the controller to a neutral position either by pressing a designated button/button combination or through the pause menu.  Therefore, if you set your neutral position with aiming the gun at eye level and then move down to resting your hand on your lap you'll have to recalibrate it so the game knows you want this new position to be your "home" position.

EDIT:  So long long do you think it will be before a mod comes in here and removes the pictures?  Hope everyone is saving these on their PC.  

EDIT #2:  One hour, thirty-nine minutes.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Dirk Temporo on April 07, 2006, 12:44:48 PM
I really, REALLY want those to be real screenshots.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: ShyGuy on April 07, 2006, 12:45:54 PM
Wow, more like N64 graphix amIrite??


Seriously, it looks cool, and I think the fatigue of holding your arm out could add an interesting game element. gangsters and special forces don't point their gun straight out for hours at a time while walking around, they hold them in a carrying position. It adds a quick draw element.

EDIT: http://gameinformer.com/News/Story/200604/N06.0407.1251.24078.htm
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Renny on April 07, 2006, 12:47:10 PM
I think you need to start wearing wrist weights, all the time. Rev is gonna get you ripped. I forgot how crazily awesome "Red Right Hand" is. Rock on, Nick.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Kairon on April 07, 2006, 12:54:58 PM
Confirmed real by an Ubisoft employee through IGN Insider... so I'll have to take it on faith.

~Carmine M. Red  
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Hostile Creation on April 07, 2006, 01:13:08 PM
Holy crap!  Looks pretty nice, but this just got me totally re-psyched for Rev (and, more imminently, E3).  I was just thinking about actually playing this with the Rev controller, and it was like whoa.  An Ubisoft game that might actually be worth my money!
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Artimus on April 07, 2006, 01:14:20 PM
I hope those are graphics so that everyone can be happy! And even if they're not actual in-game, the concept art itself is still eons beyond mock-ups from this generation. Which is good.

The tilt thing is the best part of this though, it tells us how great this is going to be...

EDIT: I'd say they definitely are concept. Why? The two enemies are identical in both photos.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Caliban on April 07, 2006, 01:17:01 PM
Have you peeps noticed that the wire connecting the analog-stick-controller to the Revmote looks quite long enough to have an acceptable free range of movement to aim?!
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Kairon on April 07, 2006, 01:22:49 PM
Oh dear god. The enemies in both photos are the exact same enemies and in the exact same poses. Just like you said Artimus! WTH?

~Carmine M. Red
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: K-RPG on April 07, 2006, 01:23:17 PM
The magazine apparently claims that they're real-time, according to a blogger who uploaded the scans.

endangeredgamer.blogspot.com

I forgot what HTML to use when linking on this site......
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Hostile Creation on April 07, 2006, 01:23:38 PM
Yeah, I noticed that from the start, though.  The wire isn't long enough to reach across your arm span (stretched out left hand to stretched out right hand), but you're never going to be in that position in a game.  It's more than enough room to give the free movement that you'll need.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: jasonditz on April 07, 2006, 01:25:40 PM
Quote

Originally posted by: K-RPG
The magazine apparently claims that they're real-time, according to a blogger who uploaded the scans.



I hope so... looking at it I got a nasty flashback to "Who shot Johnny Rock?" for the Sega CD.

Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Kairon on April 07, 2006, 01:39:06 PM
More scans! More scans! ADijNJLDAJDNJLAFNMQIOJQAlkdjasjklfMnfjHQEOWKLAWFHJKASBNGWELKQKFMQWJKHQkigswj

...*ahem*

MORE SCANSfca,sklfafmva

~Carmine M. Red
Kairon@aol.com
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: trip1eX on April 07, 2006, 01:39:51 PM
He's got the whole article in there.

"you'll be able to lob grenades by imitating throwing a ball with the controller in your hand or even roll it along the ground with an underhand throw." - From the GI article

Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: BiLdItUp1 on April 07, 2006, 01:45:38 PM
Yay! an actual game!

Thank G-d, I was going insane in that stupid specs thread.
This is intriguing to say the least. Graphics looked pretty pimpin'. Even if it is a light-gun style game, I haven't played one of those in years, and it may well be more fun than a traditional FPS. And if it has sword elements...
If this is hyped enough, it may well be one of the killer apps at launch.
Did they say if it's online?  That would seal the deal...

So this mag is on sale now? Screw the scans, I'll just buy it outright...cheap enough to strain my eyes, I am not.

-eli b.  
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: UltimatePartyBear on April 07, 2006, 01:56:11 PM
Nice!  From reading the scans, it sounds like this is an FPS that controls almost exactly like I hoped a Rev FPS would.  I can't wait to see it in action.

I don't think the screens are concept art.  There are polygon-saving tricks used that wouldn't be necessary, or bothered with, in a concept render.  Look at the bottles in the vending machine, for example.  That's a corrugated surface with a clever texture applied.  I wouldn't discount the possibility of the screenshots being doctored, but the underlying tech is definitely impressive.

The story sounds interesting, too.  I'm not aware of an FPS that takes place in the Japanese underworld (as in Yakuza, not demons).  Swords, guns, grenades, pushing over furniture for cover, and online multiplayer!
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Pale on April 07, 2006, 01:58:12 PM
I don't necessarily think the nunchuck is proof it isn't a light gun like game.  It could still be one that has a little more freedom than the normal rails.

In order for it to feel like an fps, they would need edge sensitivity on the cross hairs.  That could very well be the case, but that could also make aiming confusing...  I dunno.  I'm anxious to actually feel it.  E3 can't come soon enough.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: UltimatePartyBear on April 07, 2006, 02:03:17 PM
The article is proof, though.  Here's an excerpt I transcribed from one of the pictures:
Quote

Strafing around a target is incredibly easy, as keeping the controller pointed at an object while you move with the analog stick keeps you focused on your target.  Aiming felt similar to using a computer mouse, as it is possible to quickly explore every direction in a three-dimensional space with quick gestures.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Strell on April 07, 2006, 02:05:31 PM
Speculation: Red Steel."

Final system name: Nintendo RS

Just a thought.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Pale on April 07, 2006, 02:07:35 PM
PartyBear... The trouble with that statment though is that it is contradicted other places.  It won't feel like a computer mouse.  A computer mouse leaves the crosshairs in the center of the screen at all times.

Like I said, edge sensitivity would probably work, but it is still going to feel different.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: trip1eX on April 07, 2006, 02:13:20 PM
It's not contradicted.  IT's going to feel similar to a  mouse.  IT doesn't mean it will be exactly like a mouse.

ON top of it there's more than one  way to program how the controller works.  You can have freeplay on the screen and only move your view when you aim it off screen or you could make it pretty much like a mouse/analog stick.

Really it's up to the programmers.  

 
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: UltimatePartyBear on April 07, 2006, 02:20:07 PM
Where is it contradicted?

I don't think moving the crosshair to the edge would be disconcerting, although for circle-strafing I'd prefer that the limit be fairly far from the actual edge.  There's also the possibility of having a button that locks the view so you can aim freely while using the analog stick and twistability of the remote to lean out from behind cover, or dodge for that matter.  After all, why turn over a table if you can't crouch behind it?  Plus using the remote to both look around and swing your sword implies some sort of mode switching.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Strell on April 07, 2006, 02:21:37 PM
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Ian Sane on April 07, 2006, 02:36:34 PM
"I don't necessarily think the nunchuck is proof it isn't a light gun like game. It could still be one that has a little more freedom than the normal rails."

This thing is FPS games kick ass and lightgun games don't.  So we've decided to assume it's an FPS because it's more fun that way.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Kairon on April 07, 2006, 02:37:34 PM
WHAT? You're assuming a GOOD thing about Nintendo Ian?

~Carmine M. Red
Kairon@aol.com
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: ThePerm on April 07, 2006, 02:42:37 PM
a good thing about Ubisoft, this is funny.

Ubisoft is getting so much attention right now, its good to be the one out of the gate first. By releasing all this revolution information before everyone else, Ubisoft just guaranteed they would have a top seller. Plus the game looks badass.  
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Dirk Temporo on April 07, 2006, 02:43:28 PM
http://www.endangeredgamer.blogspot.com/

Guy there says they're in-game, and I want to believe him very, very badly.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Pale on April 07, 2006, 02:43:30 PM
I just meant that saying the crosshairs moved on screen means to me that it won't feel like using a mouse...

Don't get me wrong though guys, I'm not saying the game will suck and I'm not saying that it won't feel just like an FPS... I'm just saying that it is going to be interesting to finally see the setup in action.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: trip1eX on April 07, 2006, 02:49:54 PM
a quote from the article,

"it brings something new to the fps genre."  Sounds like it's an fps to me.  


The article also says they went to Japan to show Miyamoto and Iwata their idea  and got the first revolution controller prototype.  And they worked closely with Nintendo engineers.  
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: BigJim on April 07, 2006, 02:50:25 PM
Very cool.

My first impression was artist renditions, but if we can get confirmation that these are in-game, even if doctored by the developer, then I will say "wow!"

Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: jasonditz on April 07, 2006, 02:51:37 PM
I remember importing the Japanese version of House of the Dead for the Saturn and some guns for it. Cost me a bundle but it was so worth it.

I love lightgun games, and I hope we get some.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Artimus on April 07, 2006, 02:57:28 PM
You guys, I don't think the crosshairs do move freely. In the one where his gun is held normally the crosshair is centered. It's not centered when it's gangsta style, which makes perfect sense. So I think it is centered, except when the gun is tilter.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: IceCold on April 07, 2006, 03:05:28 PM
Very nice. E3 can't come soon enough..

Quote

More scans! More scans! ADijNJLDAJDNJLAFNMQIOJQAlkdjasjklfMnfjHQEOWKLAWFHJKASBNGWELKQKFMQWJKHQkigswj

...*ahem*

MORE SCANSfca,sklfafmva

~Carmine M. Red
Kairon@aol.com
Hahahaha - you still managed to fit in the signature..



Quote

Originally posted by: trip1eX
The article also says they went to Japan to show Miyamoto and Iwata their idea  and got the first revolution controller prototype.  And they worked closely with Nintendo engineers.
Best news. That's EXACTLY what Nintendo should be doing - work closely with all the major third parties to implement the functionality intuitively.  
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: zakkiel on April 07, 2006, 03:32:45 PM
Quote

I just meant that saying the crosshairs moved on screen means to me that it won't feel like using a mouse...
It can't be edge sensitivity if you can circle-strafe just be keeping your cursor on the target, unless the target is at exactly the right angle. My money's on a combination of edge sensitivity and using an L button to activate turning. Pressing the button would center the screen on the cursor, and holding the button would force it to follow the cursor. Turning far enough without pressing the button would still turn the screen (gives a more natural feel).
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: stevey on April 07, 2006, 04:54:00 PM
VERY COOL screenshots! but if this is GI idea of an aprilfool joke head WILL roll!
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: slacker on April 07, 2006, 05:18:21 PM
I can't wait to see the controller and its setup in action.  From what I read so far from various developers, they seem to think the controller is great. So I want to see if Nintendo perfected this technology. They have been working on this type of technology since the days of the NES. This would a great technological achievement on Nintendo's part if the controllers have no annoying problems. As far as the games go...it looks nice. Very comparable to XBOX360 at this point. Graphics doesn't concern me at this point. I am very interested in the controller. However, knowing what the graphics would look like gave me some comfort.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Magik on April 07, 2006, 05:30:12 PM
I believe these are in-game screenshots since a confirmed Ubisoft employee on the IGN forums said they were not concept art.

As for the shots themselves, they definitely look good enough for me and gives a good indication of the graphical power of the REV, but I think I'm going to hold out and wait for a video of actual gameplay because a nice still-shot will mean nothing if the actual gameplay is crap.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: Michael8983 on April 07, 2006, 05:32:06 PM
This a game that would be getting no recognition if it were in development on the Revolution had it been the traditional console with the traditional controller people expected. It's a game that probably would not be in development for the Rev period had it been the traditional console with the traditional controller people expected.
The developers would probably be working on some PS3/360 FPS that would never even be ported to the Rev.
I'd say the Revmote is definitly proving itself.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: Dasmos on April 07, 2006, 05:44:04 PM
IGN Post

These graphics aren't mind-blowing. I am not sure how I feel about them.  
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: Smash_Brother on April 07, 2006, 06:08:49 PM
Quote

Originally posted by: Dasmos

These graphics aren't mind-blowing. I am not sure how I feel about them.


1. They're first-gen and they look just as good as PD0.

2. The true focus of this game will be the ease of use when it comes to handling the gun and sword mechanics (and yes, there are pictures of characters in the game wielding swords).

3. People were afraid that the Rev would have N64 graphics or something. Seeing them this good will lay a LOT of fears to rest.

From the original blog:

anyways, i just finished reading the actual article in game informer, and it says that the sword and guns can be twisted in your hand, by twisting the rev's remote. so you can shoot gangster style and block with the sword. also, there is split screen and online multiplayer planned, just no details yet. you can also jump over and take cover behind objects by moving the rev's remote towards a upturned table or a wall, and reload by pulling the remote back. by the way, they are ingame screenshots.

Online multiplayer, apparently confirmed.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: nemo_83 on April 07, 2006, 06:21:45 PM
Why would GI get this exclusive; seriously, GI does not like Nintendo.  

The graphics don't look bad but they aren't mind blowing either; it shows just how hard the 360 is to develop for in spite of it's CPU specs.    

Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: animecyberrat on April 07, 2006, 06:50:45 PM
See thats what I was hoping for. I hope that all games look at least that good because other wise it just wouldnt feel next gen to me.  
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: jasonditz on April 07, 2006, 07:04:29 PM
Quote

Originally posted by: nemo_83
Why would GI get this exclusive; seriously, GI does not like Nintendo.  



But how are they with Ubi?  
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: Rhoq on April 07, 2006, 07:07:49 PM
Quote

Originally posted by: Dasmos
These graphics aren't mind-blowing. I am not sure how I feel about them.


They certainly look to be on-par with the X360 launch titles to me. These scans couldn't have come at a better time. Now that people know what to expect from the Revolution, I hope that all of the bitching and moaning can stop now. It looks exactly as I expected, if not slightly better than what I was hoping for. The Revolution will not only be able to compete against the X360 and PS3, but if the controller works as well as it's said to, the Revolution will kick major ass even if it's specs lack the power of Microsoft's and Sony's next-gen consoles.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: trip1eX on April 07, 2006, 07:20:13 PM
Quote

Originally posted by: nemo_83
Why would GI get this exclusive; seriously, GI does not like Nintendo.  

The graphics don't look bad but they aren't mind blowing either; it shows just how hard the 360 is to develop for in spite of it's CPU specs.


YEah GI hates NIntendo.  


Well the cpu cores in the 360 are in-order cores.   They differ completely from the GAmecube cpu, pc cpus and even the xbox cpu which are out of order cpus.   The in-order cpus can be a ton slower and even best case will probably never realize even close the their theoretical power than out of order cpus can realize.

The problem with in-order is the cpu can't go execute a set of instructions while waiting on another.  The cpus just have to wait.  This can dramatically slow them down.  

I'm sure they'll take more advantage of them by late 2k7, but even then 3 3ghz cores ain't the same as 3 3ghz pc cpus becaues of the in-order thing.

Another reason they aren't comparable to 3 pc cpus at the same speed  is because of the cache which when totaled is less than what pc cpu would have.  Cache has a huge effect on cpu speed.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Artimus on April 07, 2006, 07:37:23 PM
I don't think anyone is calling these graphics mind blowing. They're just saying they at least look decidedly better than current-gen games (or more powerful, if you don't like the art style). Basically it's just allaying fears that the system will look completely current-gen.

The won't look as good as 360 when on a TV, but they definitely look 2-3 times better.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Jdub03 on April 07, 2006, 07:40:06 PM
it seems this guy says the screens are in game.  Lets hope hes telling the truth.

http://www.endangeredgamer.blogspot.com/
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: SixthAngel on April 07, 2006, 09:00:21 PM
This looks great.

I kind of hope you can shoot like a light gun game and move like a first person shooter.  It is something that hasn't been done before that I know of and can't be done on the competition.  Being able to shoot anywhere on screen also makes it more like your actually shooting a gun then simply moving the cursor over them.

When you guys talk about edge detection do you mean when the reticule reaches the edge of the screen you will turn?  If that works this game should have the best of both fps and light gun games.  It's still first person, still a shooter, it just seems better.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: KDR_11k on April 07, 2006, 09:30:17 PM
tripleX: The GC's CPU was inline as well. Or at least its OOOE features were so underdeveloped it didn't behave much differently.

Whoever thinks these shots are concept art has never seen concept art. Concept art is hand drawn. Concept art doesn't run on a computer.

With that backlighting on every character it looks thoroughly ubisofted, there's just no reason for that backlight to be there (no light sources placed like that). Backlights are a popular mechanic to make games look more interesting (like Lensflares!). If these things are really added by the game it'll look strange in motion.

And couldn't that guy have used a freaking scanner?
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Smash_Brother on April 07, 2006, 09:33:08 PM
This will likely be the first console FPS which I'll actually enjoy.

Also, did I mention how much better this is for Nintendo's image? The first Rev game to be shown off will be a FP shooter/slasher with full Revmote support, online play, and an awesome engine.

Seriously, this is exactly what Nintendo needs to be doing: catching some serious attention with games which make their console look just as mature as any other, it not more so.

I hope this isn't some sick "month late" april fools joke. If it is, I will never buy anything from Gamestop ever again in my life out of spite...
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Mario on April 07, 2006, 09:40:54 PM
wow
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: Artimus on April 07, 2006, 09:41:24 PM
Quote

Originally posted by: KDR_11k
tripleX: The GC's CPU was inline as well. Or at least its OOOE features were so underdeveloped it didn't behave much differently.

Whoever thinks these shots are concept art has never seen concept art. Concept art is hand drawn. Concept art doesn't run on a computer.

With that backlighting on every character it looks thoroughly ubisofted, there's just no reason for that backlight to be there (no light sources placed like that). Backlights are a popular mechanic to make games look more interesting (like Lensflares!). If these things are really added by the game it'll look strange in motion.

And couldn't that guy have used a freaking scanner?


I don't think they mean conceptual art, but conceptual mock-ups.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: TrueNerd on April 07, 2006, 09:53:26 PM
Quote

Originally posted by: Smash_Brother
This will likely be the first console FPS which I'll actually enjoy.

Also, did I mention how much better this is for Nintendo's image? The first Rev game to be shown off will be a FP shooter/slasher with full Revmote support, online play, and an awesome engine.

Seriously, this is exactly what Nintendo needs to be doing: catching some serious attention with games which make their console look just as mature as any other, it not more so.

I hope this isn't some sick "month late" april fools joke. If it is, I will never buy anything from Gamestop ever again in my life out of spite...

I totally didn't even think about the image issue. It IS a good first game to show off. It looks good visually and looks cool. Sadly the latter is important.

There's no way GI is screwing with us. The backlash from such a prank would be tremendous, as your anti-Gamestop reaction would likely be just one of many like it. This news is on the front page of their website right now and it's the cover story for their May issue. It simply can't be a joke. It's for real.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: Smash_Brother on April 07, 2006, 10:38:24 PM
Quote

Originally posted by: TrueNerd There's no way GI is screwing with us. The backlash from such a prank would be tremendous, as your anti-Gamestop reaction would likely be just one of many like it. This news is on the front page of their website right now and it's the cover story for their May issue. It simply can't be a joke. It's for real.


It just seems too good to be true.

1. Realistic FPS with swordplay (bound to garner many fans, if done right) set to be a Rev launch title.

2. Very mature game and gamePLAY to combat the kiddié image. If I wanted, I could laugh at people and say, "What? You still play that ghey xbox sh!t? That thing's for girls and homoz! Nintendo games let you use the controller as the handle of swords and guns and let you chop people up and lay them out, GANGSTA STYLE!" I admit, everything in those last sentences is atrocious, but I guarantee you that this exact mentality is what sells consoles to insecure gamers and, unfortunately, they have money too.

3. Nintendo aided Ubi in the development, meaning Nintendo is in full diplomacy mode, willing to reach out to third parties to help them make their games all they can be on the Rev.

4. Online multiplayer swordfights?!

5. Contrary to popular belief, the Rev's graphics will not be just slightly below those of the N64.

It's like everything I wanted to hear about the Rev and what Nintendo is doing with 3rd parties, hence my fear that it'll turn out to be untrue.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Artimus on April 07, 2006, 10:41:36 PM
IGN reported it, I think it's safe. If they show one magazine they show them all. One may have exclusive publishing rights, but rarely does one source (especially a print magazine) know about the existance of a game they're seen when no one else does. Maybe GI is the only source to play it, but I'm sure the major ones all know it exists.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: pudu on April 07, 2006, 10:42:18 PM
Controversy...oh the controversy LINK

Che (former 1up/EGM employee) has posted the following comment:

Quote

Looks great. Am Hyped. Ubi art touch-up in effect. Real game looks less good. Still excited. No damage control here. Just in talking to friends in the press who have seen actual screens of the game, they confirm as much. Again, I am still excited to see what Ubi does with this game. As an fps nut, I see lots of potential here.


BUT also:  Evidence Otherwise

Quote

UPDATE #2 - Prince NineOne1 is a team member of Ubisoft that has been known to post on IGN’s forums. His job status has been 100% confirmed by IGN. Having said that, Prince NineOne1 has commented on the screeshots of Red Steel, trying to squash rumors that these are artwork, or renders. Click the thumb below to check it out.


Said thumb:  HERE


I not exactly sure what to think.  Would Nintendo allow the first shots to be released by a thrid party and then allow them to doctor them as our first impression of the Rev when they very well know that they would just be raising our expectations only to crush them in almost exactly one month?  The answer SHOULD be a big ol' "NO!".  I'm fully expecting these screens to be a fairly good representation of what they will look like in the finalized game.  Maybe a bit better, maybe a bit worse, but for the most part it will look about the same.  And on that note:  this game is looking to be pretty damn awsome!

EDIT!:  Just found this post started by NineOne1 himself on the IGN forums.  If you can see them go HERE

Going to read through it and his other posts to find more and will add in some quotes here.

EDIT 2: some quotes from NineOne1's thread:

Quote

Well guys, I'll be honest...I wasn't sure how people would react to a new game that was not 1st party or an existing brand.

I want to thank you for keeping an open-mind and supporting 3rd Party Developers like Ubisoft.

We have truly studied this innovative console and I promise that we'll do our best to deliver the ultimate experience at launch and, as always, we keep our ears open to what gamers want - so keep your voices heard...we are listening.

Thanks again!

-P911

P.S.
We'll be back in a few months to ask you guys what you want for a pre-order item. Why? Cuz that's how we do.



Quote

Once the magazine comes out - I will elaborate more. I wish I could talk right now but I'm in a bit of a "silent mode" - you know? You guys weren't supposed to see this magazine until next week!

I want to tell you all my thoughts on the power of the system, what I thought of the controls, etc.

And I will...at the approriate time. (ie. Next Week)

For now, I will say - NINTENDOMEGATON!

-P911



Quote

you guys don't know what I do? You've never seen me on the IGN boards before? I'm exactly what my title says - a suggestion sponge. I help conduct focus groups, listen to gamers, and work with the development team to make sure everything is in line with what is expected of this game. Trust me - not as easy as it sounds. That's the TOP-DOWN look.

lots of other stuff, too.

Well - I'm gunna go out now.

I'll see you guys next week.
-P911


Not a whole lot...but thought I'd post it   He says it's a launch title and that he will talk more after the magazine is out.

One last Edit confirming it's not a rail shooter:  Link for those who can see it

Quote

"OK - maybe I will comment on 1 thing because it so absurd for a next-gen game.

This game is not a rail shooter - that would be 100% NES and not Next-Gen.

-P911"

Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: BlackNMild2k1 on April 08, 2006, 12:11:33 AM
Quote

Originally posted by: Smash_Brother

It just seems too good to be true.

1. Realistic FPS with swordplay (bound to garner many fans, if done right) set to be a Rev launch title.

4. Online multiplayer swordfights?!


That just made me think of this

Nintendo has already had the idea, maybe they got it from Ubisoft

 
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Kairon on April 08, 2006, 12:18:00 AM
Well, we know it's not art... but exactly how real is it? ARGH! The horror of not knowing!

~Carmine M. Red
Kairon@aol.com
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: wandering on April 08, 2006, 03:06:26 AM
A bit obvious, but: Wow.

(brilliant PR move, nintendo.)
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Mario on April 08, 2006, 04:12:03 AM
To me, this completely smashes the silly ideas some people have that Revolution isn't competing with 360 or PS3. This is an innovative good looking FPS by a third party, and it will be directly compared to the 360 and PS3s best FPS offerings. Which is a great thing because I think the Revolution controller will make FPSs on the other systems seem outdated and clunky, furthermore the graphics look comparable to the competition, and if it uses Nintendo WiFi Connection effectively there wont be anything you can achieve on 360 or PS3 that can't be done on Rev. This is a BIG genre, possibly the biggest western game genre, for Nintendo to have the upper hand in it is a big deal.

IF this is good enough, it's gonna be the next Goldeneye / Halo, Ubisoft are incredibly smart for getting in early. Which also begs the question how many other FPS games are in development for Rev? Are they all going to cut into each others sales or will the fact that there's lots of them draw in the big FPS crowd?

Anyone remember something about a big scoop in Nintendo Power? Could it have been this? When is that issue due out, or is it already out and turned out to be nothing? Something's telling me we're gonna get a big third party blowout before E3.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: Caliban on April 08, 2006, 05:11:00 AM
Quote

Originally posted by: pudu
P911: P.S. We'll be back in a few months to ask you guys what you want for a pre-order item. Why? Cuz that's how we do.



Pre-Order Item? LOL, I bet it is an add-on, maybe the hilt of a katana that lets the Revmote snug confortably into it, or maybe a holster for the Revmote, or even maybe the handle of a gun. Oh yeah, this is truly becoming very hyped, I'm hyped as hell dammit and this is only a 3rd party game lol.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Mario on April 08, 2006, 05:28:41 AM
I'd rather something not so pointless, like a DVD with a trailer / making of video with interviews and stuff with the developers, but that's just the giant nerd in me speaking.
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Renny on April 08, 2006, 06:05:16 AM
At E3 and after, UbiSoft swore up and down that that video of the 360 version of Ghost Recon (whatever it's called) was real-time. When real-time video finally was released, it looked like crap. Ubi isn't above releasing 'target' videos and passing them off as the real McCoy. So I wouldn't take the word of a self-confessed 'conductor of focus groups.'
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: odifiend on April 08, 2006, 07:17:01 AM
Is this the same game that Free Radical is rumored to be working on?
As Mario said, Ubisoft and anyone else is smart to get in early - the potential for new ideas and IPs to take off is in the Rev more so than in any (non)competing system.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: MaryJane on April 08, 2006, 08:53:12 AM
To all the graphic whores and doubters...

Chew on that.

Look at how inferior the graphics are. They don't look any better than the first xbox. What is nintendo thinking, it barely looks better than Gamecube. This is so disappointing.

Wait a minute no one is saying that! Cuz it's not true. Have the graphics been touched up? It wouldn't surprise me all too much especially since graphics don't always translate well in pictures. Then again, I don't think Nintendo would allow something like that, if they had a say in it.  
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: IceCold on April 08, 2006, 10:16:12 AM
Quote

Is this the same game that Free Radical is rumored to be working on?
I had, at first, thought it was Ubisoft Montreal, but I read it was Ubisoft Paris.. Can anyone confirm this?
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: trip1eX on April 08, 2006, 10:29:34 AM
Quote

Originally posted by: KDR_11k
tripleX: The GC's CPU was inline as well. Or at least its OOOE features were so underdeveloped it didn't behave much differently.




IT's called in-order and that's not true.  The GCs cpu was a full powerpc cpu.


****

Yeah I really think there's a ton of potential here for some great 'gamey' games.  Games that are fun to play.

And I really think the controller is going to make first person games alot more enjoyable if not just for the fact it's going to be alot easier to look around and aim.  That alone will make them much more enjoyable imo.  

 
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: Smash_Brother on April 08, 2006, 12:30:33 PM
Quote

Originally posted by: trip1eX And I really think the controller is going to make first person games alot more enjoyable if not just for the fact it's going to be alot easier to look around and aim.  That alone will make them much more enjoyable imo.


I'd take it a step further than that: I think FPSs not played with the Revmote are going to seem dated and clunky by comparison.

Seriously, how can an analogue stick ever HOPE to compete with the ability to point your controller at the screen and target enemies in that fashion? And elements such as sword fighting will never be properly done with a controller, whereas the Rev is perfectly capable of making them a reality.

I almost forgot:

6. It'll be good to see a marketing budget OTHER than Nintendo's pushing the Rev. Ubi will advertise this game like crazy, no doubt.

7. If the first batch of Rev games were nothing but "concept games" and "tech demos", using abstract and far-fetched ideas for gaming which mainstream audiences couldn't relate to, I think it would bode horribly for the console. If the first batch of Rev games are existing genres which are made VASTLY superior by the Revmote, then I think the Rev will definitely hit the ground running.

I can't stress enough how important it will be to EASE gamers onto the Rev with the franchises they're used to before trying to sell them something new and different. Lure 'em in with the tried and true, keep 'em with the new and eccentric.

Also, where the F*CK is this "blue ocean" strategy coming into play? Dropping in games which are aimed at the hardcore doesn't exactly pang of "not competing but making the competition irrelevant".
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: Artimus on April 08, 2006, 12:32:30 PM
Quote

Originally posted by: Smash_Brother
Also, where the F*CK is this "blue ocean" strategy coming into play? Dropping in games which are aimed at the hardcore doesn't exactly pang of "not competing but making the competition irrelevant".


It's one game not even developed by Nintendo?

EDIT: New snippits from the article:

Quote

...it is often more beneficial to take a non-lethal shot, such as shooting a gun out of an enemy's hands.


So, so far we have:

+More intutitive aiming
+Larger inviromental interaction
+More intuitive reloading
+Multiple gun angles (first time ever)
+Dearming enemies simply by aiming

All new/rare/innovative features made possible by the controller. I'm sure I left a couple off.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: Smash_Brother on April 08, 2006, 02:26:17 PM
Quote

Originally posted by: Artimus It's one game not even developed by Nintendo?


I was just pointing out mostly to silence the prior concerns Nintendo fans had regarding the strategy, mostly Ian, as he was the most vocal about it, being afraid that he wouldn't like the games since they supposedly won't be aimed at him.

This is proof that games will still very much be aimed at gamers, though I do not doubt that Nintendo still aims to expand the market.

I'm just glad, once again, that we have proof that existing genres will be improved on the Rev rather than it being a host to "innovative" games and shunning all else. The fact that Nintendo helped Ubi in the creation of this game tells me that Nintendo understands the need to reconnect with existing gamers, which is something we were previously uncertain about.
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: nemo_83 on April 08, 2006, 02:43:18 PM
I'm most happy with the fact that this is not only an original game but it is so built up around the remote it can not translate to other consoles well; it would be like trying to play Metroid Hunters on PSP.  
Title: RE:FIRST REV SCREENSHOT SCANS!!!!!
Post by: animecyberrat on April 08, 2006, 02:48:18 PM
well it does sttle some doubts or fears I had just because I really was worried that if the rev was too underpwoered it would be hard to get more games.


so far this game is announced as a Rev launch game, if its an exclusive that would help sell systems and copies of the game, but if they go dcide to go multiplatofrm it oculd be advantagous for Nintedno because PS3 gamers would see how out of date thier controller really is in comparison.

I never had doubts though that teh fps genres would beocme king on rev, taht was a given considering all we know, what I ams till concorned about though is Fighting games and action/shooting games.


Still this does reaffirm my former belief that the rev will be a major player next gen and this just goes to show that it will at least be improved graphicaly more than we were fearing.  
Title: RE: FIRST REV SCREENSHOT SCANS!!!!!
Post by: Artimus on April 08, 2006, 02:51:59 PM
I don't think there's any chance of this going multiplatform...
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on April 08, 2006, 04:07:53 PM
New/recent info (thanks to Trip1eX for the link).

Details:

-Game development started shortly after E3 2005. Ubisoft saw and demoed the controller before E3 2005.
-Ubisoft Paris took their idea directly to Iwata and Miyamoto, and were given the go ahead. After that meeting they were given prototype controllers. The article states that Ubisoft worked "closely" with Nintendo's engineers in Japan on the title
-Game Informer mentions that while conducting the interviews with Ubisoft, they were handed the "latest version" of the controller

-During the beginning of the game, you are encouraged to use your weapons ruthlessly, but as the game progresses you become more proficient and strategic. This gameplay idea led Ubisoft to decide to give the game a martial arts setting. "Enter the Yakuza"
-The first third of the game will be all about being "brutal by necessity"
-You will be less precise and favor more devastating weapons (machine guns)
-As you progress and become more precise, smaller guns will be used
-"The goal...is to use five bullets to kill five enemies"
-"When fighting with this level of skill, the music and sound effects will reflect it, remaining calm and peaceful"
-"When you fight brutally, the sounds around you grow increasingly more intense"
-"Audio feedback"

-Freeze shot: by fighting effciently you fill the Freeze Shot gauge...fighting chaotically causes to decreases
-When the gauge is filled you can hit a button to momentarily stop time, and then target specific locations on enemy bodies
-Headshots thus are tempting, but non lethal shots, such as shooting guns out of enemy hand, can be more beneficial
-By defeating high ranking leaders who command others and sparing their lives, you will be rewarded. He will offer you respect and help (guns, help, new weapons, alternate paths, etc)
-Respect plays a MAJOR part in the game

-Flailing your sword isn't a smart idea
-Specific motions with the controller will trigger combos (in the final game)
-Tracing an X in the air, for instance, will unleash a devastating attack
-You can stop these combos at any time by simply pausing your own movement. So if you do something that leaves you open to attack, you won't be screwed
-New moves will be taught to you by two mentors in the game
-One will teach you gun tactics, and another will teach sword tactics
-If you don't show the proper respect to them, they won't help you
-Friendly/respectful interaction is tied to the controller
-You signal "yes/no" answers by nodding the controller up or down or shaking it from side to side
-You show extra respect by bowing to the masters
-Ubisoft is still coming up with other interactions
-"You can act disrespectively as well: there are no cut scenes in the game - all conversations take place in game, as in Half Life 2. However unlike that game, characters wont keep prattling on if you walk away from them. They will react angrily to your imputent behavior"
-Staying in the master's good graces is key: they give you missions that can be tackled in any order
-You track down the gang leaders and try to turn them to your side. If you don't, they will join Tokai's (the main villian) gang
-You have to prove you are worthy to them by battling them and sparing their lives.
-You will need as many of them with you as possible to face Tokai. Without their help, you'll have a rough time when you finally face him
-You turn gang leaders to your side by besting them in battle and stopping a deadly blow miliseconds before it strikes
-Training sessions are offered by the two masters so you can hone your skills


Multiplayer:

-Split screen multiplayer with traditional deathmatches
-Totally original multiplayer modes Ubisoft is not revealing yet. Wait until E3
-They didn't talk about Nintendo Wi Fi (NDAs). Full details haven't been revealed yet
-Revolution works by placing a small sensor bar either above or below any TV
-You can stand at any angle and not lose any accuracy. You can even take your controller to a friend's house and instantly start playing without syncing up the controller
-"Perhaps most impressive is the fact that although splitscreen reduces the amount of onscreen space you are playing in, you don't have to make smaller movements - you can gesture as wildly as you want, and it won't interfere with the other player's onscreen quadrants

Game Informer's hands on:

-The two triggers on the front of the analog unit activate ducking and jumping. The analog stick controls movement, and the revmote controls aiming. No rails.
-Level consisted of shooting ranges that popped out from behind cover
"Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire
-"Unlike other FPS games, which tie the camera and aiming together, Red Steel's camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill
-"Thanks to the improved reaction that the controller offers, the team can create gunfight scenerios that would be extraordinarily diffilcult with a standard controller"
-Most console FPS games limit their enemies to horizontal planes to prevent player frustration, but targets on a verticle plane are just as easy to hit with the Revolution controller
-You can aim at a target as quickly as you can move your hand
-In the demo targets popped up on rooftops and in second story windows, as well as behind cover points on the ground, and all were equally easy to hit
-While you can quickly shoot enemies anywhere on screen, Red Steel never feels in a light-gun game - this is a true FPS, one that feels like it has drawn from the best of both the PC and console shooter worlds

-According to lead game designer Oriola, it takes roughly three seconds to turn completely around around in most console shooters, while it takes about one-quarter second in a PC game. In Red Stel, it takes one second

-AI characters will care for themselves. They will go for cover, attack you while you're reloading. They focus on risk management
-"They won't walk around a table to get to you. They will simply jump over the table"
-"The benchmark for their intelligence and aggressiveness, says Oriola, is the PC title F.E.A.R., which has widely been praised for it's AI"

-Destructable environments. There's a pic of a giant explosion on a carm with gang members being thrown left and right by the blast. Nice effects. The lighting on the explosion and the store signs is pretty good
-GI: we found Red Steel most enjoyable to play while standing up
-Straffing is extremely easy and effortless
-"Aiming felt similar to using a PC mouse, and it's possible to quickly explore every direction in a three-dimensional space with quick gestures"
-"In the finished game, you will be able to push forward with the controller to knock over an object to use for cover, pull it backwards to reload, and twist it to lead behind walls"
-Lob grenades with the controller, or roll them on the ground like a bowling ball
-"gangsta style" shooting is cool
-Total immersion. Feels like you are living the game

-GI: the Revolution is real
-Andy: It could change the very way all gamers are played now and forever
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 08, 2006, 04:39:30 PM
Quote

Originally posted by: Artimus
I don't think there's any chance of this going multiplatform...


From the info:

"Thanks to the improved reaction that the controller offers, the team can create gunfight scenerios that would be extraordinarily diffilcult with a standard controller"

From the sounds of it, the game would have to be completely redone to be ported. Otherwise, it would be nigh-impossible to succeed with just an analogue stick and buttons.

Also, it doesn't feel like a lightgun game at all, from the testimony. Feels like a true FPS, the best from consoles and PCs combined. I love the idea of persuading rival gang leaders to join you by nearly beheading them with a katana and then stopping at the last second, proving that you're the superior fighter.

This sounds better and better all the time...
Title: RE: Red Steel Topic, new details added!
Post by: Dirk Temporo on April 08, 2006, 04:57:10 PM
D=

That wasn't against any rules, I don't think.

Fine then. I had a joygasm.
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 08, 2006, 05:24:00 PM
If Ubi delivers what the details promise, then this is DEFINITELY on my launch list of games to buy.

More random thoughts on the game:

1. I wonder if you can do split screen co-op, where your friend will fight the Yakuza boss, you'll fight his brother or insanely skilled bodyguard and have to spare them both to gain their aid.

2. It's good to see a FPS which, from the sound of it, will encourage NOT killing enemies and instead using diplomacy by proving your skills and being non-lethal. The fact is, if someone were to shoot a gun out of your hand, you'd probably be willing to listen to them after that.

3. I was right about something: the game will allow you to go hog-wild in the early levels, firing at everything with reckless abandon, which will give the player a feel for the controller and gameplay. In later levels, you'll be rewarded for efficiency and non-lethal combat skill.

I had hoped I'd never find a reason to get excited about the Rev until it was already here. Shame it didn't work out that way...
Title: RE:Red Steel Topic, new details added!
Post by: Berto2K on April 08, 2006, 06:06:48 PM
I'm just loling here at work at all the people (all over the net) who thought the graphical possiblities of Rev would be slightly better than Cube's.  I knew the specs would be better simply from the higer poly samus from the MP3 snippet at e3 done from Cube hardware, how they would turn out would be based on ati's progress on their chips.  Having watched the progression there with the different conferences they had when they announced new products with sample screens I knew it would be really nice.  

Granted Rev would not have the same specs since the pc cards require more space and their own fan with extra power.  But that doesn't mean the imbedded feature set couldn't be similar.  
Title: RE:Red Steel Topic, new details added!
Post by: Shecky on April 08, 2006, 06:30:42 PM
Quote

Originally posted by: Artimus
+Multiple gun angles (first time ever)
+Dearming enemies simply by aiming

All new/rare/innovative features made possible by the controller. I'm sure I left a couple off.


Minor insignificant nit: not the first time ever... Perfect Dark on the N64 had multiple pistol angles.  I'm sure there are probably others.

Title: RE: Red Steel Topic, new details added!
Post by: Caliban on April 08, 2006, 06:32:05 PM
"You point your hand at a target and hit the trigger on the underside of the controller to fire"

Cool, yesterday I just thought that it would be cool if the Revmote had a trigger on the underside. If it was mentioned awhile ago don't blame me 'cause I never noticed such trigger from its photos.
Title: RE:Red Steel Topic, new details added!
Post by: Caliban on April 08, 2006, 06:33:24 PM
Quote

Originally posted by: Shecky
Quote

Originally posted by: Artimus
+Multiple gun angles (first time ever)
+Dearming enemies simply by aiming

All new/rare/innovative features made possible by the controller. I'm sure I left a couple off.


Minor insignificant nit: not the first time ever... Perfect Dark on the N64 had multiple pistol angles.  I'm sure there are probably others.


Multiple gun angles? I don't get it, explain please!
Title: RE:Red Steel Topic, new details added!
Post by: Dirk Temporo on April 08, 2006, 06:46:06 PM
Quote

Originally posted by: Caliban
"You point your hand at a target and hit the trigger on the underside of the controller to fire"

Cool, yesterday I just thought that it would be cool if the Revmote had a trigger on the underside. If it was mentioned awhile ago don't blame me 'cause I never noticed such trigger from its photos.


Um... http://www.1up.com/do/imageDisplay?id=2308860

That's from the first-ever pictures. How could you not notice that?
Title: RE:Red Steel Topic, new details added!
Post by: Bubba on April 08, 2006, 06:53:44 PM
Check it out,  this news made the google news front page!

Can we say mainstream all the way!

Linky
Title: RE: Red Steel Topic, new details added!
Post by: BranDonk Kong on April 08, 2006, 07:01:12 PM
From reading that extended preview, if Ubisoft delievers everything that they said, then this could very well be the greatest game of all time. It sounds like it will be incredibly fun...lobbing grenades, rolling them on the floor, reload the way they mention, it sounds simply incredible.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on April 08, 2006, 07:05:35 PM
DAIKATANA LIVES

MEGATON
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on April 08, 2006, 07:16:05 PM
I really think a big part of this game, is the fact that Nintendo is working with 3rd parties. My guess is that Ubisoft is not the only one to get design help from Nintendo, and that in itself adds tons more excitement to an already great sounding game.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 08, 2006, 07:17:54 PM
I've never particularly cared for Ubi, but this sounds like a title definitely worth giving a try.
Title: RE: Red Steel Topic, new details added!
Post by: Artimus on April 08, 2006, 07:30:10 PM
Ubi may be mediocre, but they're at least better than EA.
Title: RE:Red Steel Topic, new details added!
Post by: Berto2K on April 08, 2006, 07:34:57 PM
Quote

Originally posted by: Caliban


Multiple gun angles? I don't get it, explain please!


holding is in a horizontal position vs up and down as "normal". those were the two of the first pics released.
Title: RE: Red Steel Topic, new details added!
Post by: BigJim on April 08, 2006, 07:36:57 PM
Those extra details sound great.... this is definitely something to try. Sounds like Nintendo is teaching developers how to teach us to use the controller.

Introduction > Accuracy > Strategy > l33t.

Finally something to be excited about. These screens may be bullshots ((c) Penny-Arcade) but knowing about how this game will work and reading Harrison's interview, Nintendo sounds like they're on the ball. Very cool.  
Title: RE:Red Steel Topic, new details added!
Post by: jasonditz on April 08, 2006, 07:48:22 PM
Quote

Originally posted by: Artimus
Ubi may be mediocre, but they're at least better than EA.


I suppose. EA's titles tend to vary a lot more in quality though, and sometimes some of their acquired studios do some occasionally impressive work (Maxis and before EA disbanded them, Origin). Ubi, OTOH, tends to produce pretty uniform quality titles (and generally not my kind of games). I've always thought of them more as a poor man's Activision than a rich man's EA.

Then again, Ubi has finally replaced that travesty of a website (which required an obsolete version of IE or Netscape to even access certain parts) with something that doesn't look like it was made by a junior college internet design class reject, so maybe the times are changing.
Title: RE:Red Steel Topic, new details added!
Post by: Michael8983 on April 08, 2006, 07:53:28 PM
Isn't this by the developers that made the original Prince of Persia?
I'd say that's a good sign.  
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 08, 2006, 07:57:02 PM
Quote

Originally posted by: jasonditz I suppose. EA's titles tend to vary a lot more in quality though, and sometimes some of their acquired studios do some occasionally impressive work (Maxis and before EA disbanded them, Origin). Ubi, OTOH, tends to produce pretty uniform quality titles (and generally not my kind of games). I've always thought of them more as a poor man's Activision than a rich man's EA.


I liked the first PoP and that's about the extent of what I liked from them. Never finished Splinter Cell because I just found it bland and unappealing.

But this sounds like a completely new effort on their part. This actually sounds ambitious. Somehow, Nintendo or the Revmote has inspired Ubi Paris to be AMBITIOUS, of all things!

If Ubi was inspired to ambition, then I think it's safe to say that the Revmote is already doing its job.

I'm morbidly curious to see what other companies who were ambitious before the advent of the Revmote are going to do with the controller...

Quote

Originally posted by: Michael8983 Isn't this by the developers that made the original Prince of Persia?
I'd say that's a good sign.


Yes, it is. Ubi Paris, in fact, who worked on PoP, Splinter Cell and a few others. From what I understand, Ubi Paris is a collection of developers who worked on a range of products and went straight to Miyamoto and Iwata with the idea for Red Steel.
Title: RE:Red Steel Topic, new details added!
Post by: jasonditz on April 08, 2006, 08:01:19 PM
Quote

Originally posted by: BigJim
knowing about how this game will work and reading Harrison's interview, Nintendo sounds like they're on the ball. Very cool.


One thing I don't get is that NoA is just sitting by and allowing the first screenshots for their new system to be an (admittedly impressive) third party title published in an (admittedly high circulation) magazine that tends to be negative in it's reporting on Nintendo. Shouldn't Nintendo Power be getting some screens at least at the same time?
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 08, 2006, 08:10:52 PM
Quote

Originally posted by: jasonditz One thing I don't get is that NoA is just sitting by and allowing the first screenshots for their new system to be an (admittedly impressive) third party title published in an (admittedly high circulation) magazine that tends to be negative in it's reporting on Nintendo. Shouldn't Nintendo Power be getting some screens at least at the same time?


That's one of the reasons I'm still afraid it'll turn out to be one gigantic April Fools joke.

I know we've seen SOOO much evidence, but it still sounds way too good to be true.
Title: RE: Red Steel Topic, new details added!
Post by: wandering on April 08, 2006, 08:16:53 PM
Some thoughts:

The game sounds awesome. A fps about a subject that's interesting (Yakuza > WWII), with gameplay that actually sounds good (disarming opponents instead of killing them)? I'm frothing with anticipation.

And, I love how this thing has also quietly dispelled a lot of the fears we've been having: about whether Nintendo was lying when they said games would look as good as the competition's, about whether the rev would alienate traditional gamers/insecure young males, etc.

The game has also offcially replaced the underwhelming MP3 screens as my own personal mental image of what Rev games will look like.

Quote

Originally posted by: Smash_Brother
Also, where the F*CK is this "blue ocean" strategy coming into play? Dropping in games which are aimed at the hardcore doesn't exactly pang of "not competing but making the competition irrelevant".

Looks like Nintendo wants to have their cake and eat it too.

Quote

Originally posted by: Bubba
Check it out, this news made the google news front page!

Can we say mainstream all the way!

3 blurry images from a magazine made the front page of Google news? This is incredible. Sony and MS would kill for that kind of interest.

Quote

Originally posted by: jasonditz
Shouldn't Nintendo Power be getting some screens at least at the same time?

I wonder if Nintendo traded brief exclusivety with Game Informer in exchange for a cover story?
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 08, 2006, 08:19:57 PM
I'm guessing Nintendo made a decision to wait until E3 and asked the third parties to wait till then too, and Ubi figured that scans of the "May edition" of a magazine wouldn't be plastered all over the internet in early April.
 
Title: RE:Red Steel Topic, new details added!
Post by: IceCold on April 08, 2006, 08:21:11 PM
This game looks like it will have exceptionally advanced AI and, to a lesser extent, physics. It says that they respond to everything and it affects you in the game - whether you bow, if you walk away from a conversation, the whole respect thing.. In the in-game cutscenes, the characters also respond to your actions.

For the physics part, it seems like you would have to interact with the environment a lot; it's an integral part of the gameplay.

Quote

Ubisoft saw and demoed the controller before E3 2005.
That's VERY interesting.. I would never have thought that 3rd parties would get to see it so early.

Quote

Yes, it is. Ubi Paris, in fact, who worked on PoP, Splinter Cell and a few others. From what I understand, Ubi Paris is a collection of developers who worked on a range of products and went straight to Miyamoto and Iwata with the idea for Red Steel.
Nope, that's Ubisoft Montreal..
Title: RE: Red Steel Topic, new details added!
Post by: zakkiel on April 08, 2006, 08:22:30 PM
Dumb move, then. Game magazines always come out a month in advance.
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 08, 2006, 08:23:50 PM
Quote

Originally posted by: wandering
Looks like Nintendo wants to have their cake and eat it too.


I've never been happier to learn of Iwata stuffing his face with cake. Makes for a funny mental image, too.

Quote

I wonder if Nintendo traded brief exclusivety with Game Informer in exchange for a cover story?


That allays my fears a bit. In that case, this is Nintendo furthering their diplomacy to magazines who typically hate them in addition to developers, which means it's not the worst joke in history being done by GI.

It makes sense: GI will sell quite a few more issues because of this story, and that was thanks to Nintendo's willingness to give Ubi the go-ahead to let this information into their hands. In exchange, Nintendo gets a cover story on a popular gaming mag and maybe GI will be more hesitant to say awful things about them. It's effectively giving a money hat to a magazine.

Nintendo must have undergone some internal reorganization recently. This is a whole new system of management we're seeing out of them and frankly, I like it.
Title: RE:Red Steel Topic, new details added!
Post by: mantidor on April 08, 2006, 08:35:55 PM
I dont know what you people are talking about, last year game informer got exclusive info on Twilight Princess also, even an earlier hands on impression of the horse combat, at around exactly this same time. Its not like they have never got anything from Nintendo.
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 08, 2006, 08:54:17 PM
Quote

Originally posted by: mantidor
I dont know what you people are talking about, last year game informer got exclusive info on Twilight Princess also, even an earlier hands on impression of the horse combat, at around exactly this same time. Its not like they have never got anything from Nintendo.


Then they're ungrateful bastards who needlessly rag on Nintendo.

At least this issue will be giving due diligence to the Rev.
Title: RE: Red Steel Topic, new details added!
Post by: Artimus on April 08, 2006, 09:01:51 PM
LMAO. Ubisoft didn't give this not expecting it to be out til May...LOL.
Title: RE: Red Steel Topic, new details added!
Post by: KDR_11k on April 08, 2006, 09:10:49 PM
Let's see if I can "black knight" enemies without killing them in the german version... Or will I have to fight cyborgs in that?
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on April 08, 2006, 09:35:34 PM
HAVE AT 'CHUU!
Title: RE: Red Steel Topic, new details added!
Post by: BigJim on April 08, 2006, 10:10:14 PM
Well, everybody knows May issues come out in April, so that's not it.

Maybe it's a first of exclusives. EGM, GamePro, etc. could follow with cover stories. They'd get a lot of attention hitting each cover.

But GI is an odd choice if this is all there is, yeah.
Title: RE: Red Steel Topic, new details added!
Post by: TrueNerd on April 08, 2006, 10:12:35 PM
It's smart on Nintendo's part to give the cover story to someone other then Nintendo Power. I mean, have you ever been to a GameStop in your life? The entire front side of their front counter is COVERED with GameInformer magazines. Gamers going into a GS can't NOT see this. They're going to want to read about it. Then they're going to want a Revolution. I personally plan on showing it many friends of mine as I am a staunch Nintendevangelist. In fact, I'm starting a new initiative: Convert or Die 2K6. My slogan will be "What worked during the Crusades shall work for me." Maybe some virus marketing will be involved.

Get it? Like "viral marketing" except with actual diseases? Ha!

And judging by the details Smash Brother posted on the previous page for Red Steel, I'm guessing most will be easy to convert. Seriously, that sounds just fabulous. I got happy pants reading it.  
Title: RE: Red Steel Topic, new details added!
Post by: wandering on April 08, 2006, 10:20:05 PM
Quote

Maybe it's a first of exclusives. EGM, GamePro, etc. could follow with cover stories. They'd get a lot of attention hitting each cover.

Indeed. Hitting major publications and websites with exclsuive first-looks (forcing them to run rev as their top story) would be a good way of building up hype.

That would also gel with what Nintendo said about staggering the release of rev news throughout the year.
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on April 08, 2006, 10:21:55 PM
With 20 launch titles hoped for, maybe they might have enough exclusives to spread around to more than one magazine?

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Mario on April 08, 2006, 10:36:48 PM
I was thinking they might have been planning to do a worldwide thing. Say Famitsu comes out revealing Suda51s Rev game, some Europe mag has a big feature on a major racing game, and the Red Steel thing comes out of the US all at the same time.
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on April 08, 2006, 10:43:57 PM
Maybe Reader's Digest will get the exclusive on the Rev Symphony Conducting game?

I kid, I kid.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: BigJim on April 08, 2006, 10:45:40 PM
Quote

Also, where the F*CK is this "blue ocean" strategy coming into play? Dropping in games which are aimed at the hardcore doesn't exactly pang of "not competing but making the competition irrelevant".


Frankly I'd prefer the way they look like they're going. The non-gamers aren't going to be adopting Revolution first. For all of the non-gamer talk, the majority of non-game buyers are still actually gamers. So I think it's important they don't lose sight of their base. This is one of the bones of contention some of us have had... Would all the non-gamer talk translate into non-gamer focus?

The non-games are all well and good, but keep the gamers happy first. Of course, this is only one game. It's not necessarily indicative of an overall strategy. But I like what Harrison had to say about learning from PS2 and making sure they make an impact in their first year.

Who knows, maybe they will generate and force so much buzz around themselves, thus making the competition irrelevant that way. But that's wishful thinking on my part. But they absolutely can't just sit on their butts until only about 2 months before launch like they did with GameCube and expect a big reaction. Free publicity is there for the taking if they can generate it.
Title: RE: Red Steel Topic, new details added!
Post by: wandering on April 08, 2006, 10:59:08 PM
I think Nintendo knows this. Sure, they've been focusing a lot on expanding the market to non-gamers lately, but where? At GDC, at TGS.

E3 will be all about traditional gamers.
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on April 08, 2006, 11:10:45 PM
Corection: E3 will be all about the Rev.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: Artimus on April 08, 2006, 11:29:07 PM
Quote

Originally posted by: Kairon
Maybe Reader's Digest will get the exclusive on the Rev Symphony Conducting game?

I kid, I kid.

~Carmine M. Red
Kairon@aol.com


That would be brilliant. Great way to appeal to non-gamers (Oprah would be best, though).

Just don't try and sell the cooking game through those. The last person on earth who wants to play a cooking game is a mother. lol
Title: RE: Red Steel Topic, new details added!
Post by: Mario on April 08, 2006, 11:43:49 PM
CORRECTION - E3 will be all about REGGIE

They should reveal Brain Training Rev and / or Weight Training Rev: Lose Weight One Day At A Time on Oprah.

Anyway, back on topic... Red Steel sounds sweet. VIDZ PLZ
Title: RE: Red Steel Topic, new details added!
Post by: PaLaDiN on April 09, 2006, 12:09:43 AM
Vids are harder to touch up. We're stuck with prettified pictures.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 09, 2006, 08:28:08 AM
It''ll use Wifi in some form, but also "four-player split-screen mulitplayer". If PD0 wasn't so forgettable to begin with, this would be a PD0 killer.

OK, I'm officially excited.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 09, 2006, 09:53:02 AM
Quote

Originally posted by: IceCold
Quote

Ubisoft saw and demoed the controller before E3 2005.
That's VERY interesting.. I would never have thought that 3rd parties would get to see it so early.


Yeah... Wow, does this mean that the controller was already done at E3 2005? If it does... *boggle*

...I'm starting to think that they might actually, truely, realistically launch with a Mario game...

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: zakkiel on April 09, 2006, 10:03:51 AM
I don't think Nintendo decided on the leak. More likely Ubisoft realized that if they had the first game revealed for the Rev, they would get a ton more attention than just dropping it in E3. It does steal a little of Nintendo's thunder. On the other hand, I think Ubisoft just guaranteed themselves outstanding early sales uness something is deeply wrong with their game, and that's better for Nintendo in the long run.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 09, 2006, 10:07:15 AM
It would also explain why we've had so little Cube support for the past year.
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on April 09, 2006, 10:07:36 AM
Heck, I'm already sold, and I generally suck at FPS'.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 09, 2006, 10:09:50 AM
Quote

Originally posted by: TrueNerd
It's smart on Nintendo's part to give the cover story to someone other then Nintendo Power. I mean, have you ever been to a GameStop in your life? The entire front side of their front counter is COVERED with GameInformer magazines. Gamers going into a GS can't NOT see this. They're going to want to read about it. Then they're going to want a Revolution.


I hadn't even thought of that.

But yes, this is the case and it'll work wonders, especially with such an insanely eye-catching cover...

Quote

Originally posted by: BigJim
Frankly I'd prefer the way they look like they're going. The non-gamers aren't going to be adopting Revolution first. For all of the non-gamer talk, the majority of non-game buyers are still actually gamers. So I think it's important they don't lose sight of their base. This is one of the bones of contention some of us have had... Would all the non-gamer talk translate into non-gamer focus?

The non-games are all well and good, but keep the gamers happy first. Of course, this is only one game. It's not necessarily indicative of an overall strategy. But I like what Harrison had to say about learning from PS2 and making sure they make an impact in their first year.

Who knows, maybe they will generate and force so much buzz around themselves, thus making the competition irrelevant that way. But that's wishful thinking on my part. But they absolutely can't just sit on their butts until only about 2 months before launch like they did with GameCube and expect a big reaction. Free publicity is there for the taking if they can generate it.


Oh, I know. I clarified that I mentioned it because it was yet another fear of a few posters who thought that the blue ocean strategy meant bye bye traditional games.

Clearly, this is not the case, and with Nintendo taking the new strategy of holding hands of 3rd parties, I think we'll see plenty of traditional games out of them while Nintendo works on their own new franchises.
Title: RE:Red Steel Topic, new details added!
Post by: Caliban on April 09, 2006, 10:36:01 AM
Quote

Originally posted by: Dirk Temporo
Um... http://www.1up.com/do/imageDisplay?id=2308860

That's from the first-ever pictures. How could you not notice that?


lol, I never noticed that.
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 09, 2006, 11:08:38 AM
Quote

Originally posted by: jasonditz If PD0 wasn't so forgettable to begin with, this would be a PD0 killer.


Indeed!

I'm just thinking that Nintendo effectively figured out a way to turn 3rd party games into 1st party games. Red Steel could be their Halo 3 killer and it's not even a game developed by Nintendo, yet it's guaranteed exclusivity because of the controller and how integral it is to the gameplay.

The more I think about what Nintendo is doing, the more I think it's abso-f*cking-lutely brilliant. The Rev already held a great deal of promise with the Virtual Console and backwards compatibility alone. Now we see game developers who are typically hesitant to try anything new go completely all out and dive in head first with the new controller.

And with DEPTH to boot! One of the lamentable faults of Splinter Cell was that the story was linear and not terribly imaginative. With Red Steel, they've already said they intend for the story to branch and fork depending on your actions, with who you spare in combat determining what new missions you can undertake. Maybe Yakuza X wants a specific hit done, and Yakuza Y wants the same hit protected, and Yakuza Z wants Yakuza X and Y's heads in a box. I hope they do indeed deliver with these kinds of branching paths because it'll add tons of replay value to the game.

From the sounds of it, Ubi got the idea for the game almost immediately after the Revmote was announced. Sorry to sound like a broken record, but I can't help but ponder who else is waiting in the wings with unfathomably wondrous games to show off at E3...
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on April 09, 2006, 11:19:09 AM
What I want to know is if Ubisoft started designing it after E3 2005, that means they knew of the controller at E3 2005...

Who else saw the controller at that point? And are they on board? And how far are Nintendo's own projects given that the controller was in showable form almost a year ago?

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 09, 2006, 11:22:13 AM
Quote

Originally posted by: Kairon
Who else saw the controller at that point? And are they on board? And how far are Nintendo's own projects given that the controller was in showable form almost a year ago?


I think this is the point where we all have to wait for E3 to arrive to get these questions answered.

Or keep our eyes on magazines and see what news they dredge up about the Rev. Reggie mentioned dropping news up until the Rev launches in order to maintain hype level.
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on April 09, 2006, 11:24:19 AM
OMG, I was just told to wait for E3. I'm such a n00b.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: Requiem on April 09, 2006, 11:44:56 AM
The thing that gets me most excited is not the actual use of the controller, but how much thought Ubisoft put into using the controller.

It's hard to explain, but let me start off with a qoute.

"Unlike other FPS games, which tie the camera and aiming together, Red Steel's camera follows your aim with a slight delay."

That's brilliant. Most people would have been pleased with simply transplanting the NRC into a FPS with control similar to a mouse. However, Ubisoft took the time to notice how insanely intuitive and badass a slightly delayed camera would be.

Think about it. Let's say I want to shoot four guys: one up top, one down low, and two to the left and right. If the camera had no delay, shooting everyone would still be easy, but more nauseating. Adding a delay lets you shoot everyone on screen without your viewpoint changing. This will help your accuracy.

That example is what gets me really excited. They are already MASTERING how to use the NRC.

One more thing.....If Ubisoft can come up with this exciting new gameplay, what do you think Nintendo has in store for us at E3?!


Hype train!
Title: RE:Red Steel Topic, new details added!
Post by: IceCold on April 09, 2006, 12:00:39 PM
All I want now is to play it. And the other Rev games..
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 09, 2006, 12:03:05 PM
We already can guess several of the people that had seen it by then. After all, we had plenty of developers already saying positive things about the Rev well before we'd ever seen the controller. If they weren't basing those comments on the controller, what were they basing them on?
Title: RE:Red Steel Topic, new details added!
Post by: Jensen on April 09, 2006, 01:36:50 PM
Quote

Originally posted by: Requiem
The thing that gets me most excited is not the actual use of the controller, but how much thought Ubisoft put into using the controller.

It's hard to explain, but let me start off with a qoute.

"Unlike other FPS games, which tie the camera and aiming together, Red Steel's camera follows your aim with a slight delay."

That's brilliant. Most people would have been pleased with simply transplanting the NRC into a FPS with control similar to a mouse. However, Ubisoft took the time to notice how insanely intuitive and badass a slightly delayed camera would be.


Two reasons it had to be different....

1.  The view would vibrate if it was controlled directly by the freehand controller.

2.  There is no way to "pick up and reposition" the controller like you can with a mouse or stylus.  (unless there is an ignore movement button modifier)

Metroid Prime: Hunter's aiming reticule moved around, too.
Title: RE: Red Steel Topic, new details added!
Post by: zakkiel on April 09, 2006, 02:10:52 PM
I think it's actually edge sensitivity, and GI just didn't really get it. Otherwise, if you took a left turn you would be stuck holding the controller off to the left until you took a right turn. Annoying and unintuitive. If you weren't really paying attention, edge sensitivity would seem like a slight delay.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 09, 2006, 02:17:19 PM
It's probably both. Aim the controller off screen and it interprets it as a turn. Point the controller at something onscreen and it doesn't turn, but re-centers the camera on your target after a slight delay.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on April 09, 2006, 02:20:40 PM
^^^^^^^^

That's exactly what I was getting at. That's very intuitive, otherwise it would feel a little like a Link to the Past with all the screen changing/turning.
Title: RE:Red Steel Topic, new details added!
Post by: cubist on April 09, 2006, 03:03:47 PM
My internet is down for two days and I come back to find this welcomed surprise.  At first glance, I thought it was an April Fool's Joke...and a part of me isn't fully convinced it is real.  

The other issues...what's to stop MS and Sony from copying this type of gameplay 6 months down the line...


Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 09, 2006, 03:10:08 PM
Want to copy the gameplay? Then you'd have to figure out a way to sense someone's location in 3D space without doing what Nintendo did.

For example, one project Sony has going is using the Eyetoy to detect 3D...with extremely limited results. Another possibility might be through the use of accelerometers like in Microsoft's X-Wand demonstration project.

Either way, you'd need more than a lightgun. Don't worry, I'm sure both Sony and MS are hard at work on it.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Hostile Creation on April 09, 2006, 03:10:27 PM
The biggest lawsuit in gaming history, maybe?  I'm not sure, they might be able to get around it but Nintendo will fight them tooth and nail.
That, and Nintendo will  probably have done it better, earlier anyway.
Title: RE:Red Steel Topic, new details added!
Post by: IceCold on April 09, 2006, 03:36:57 PM
Quote

That, and Nintendo will probably have done it better, earlier anyway.
Analogue stick
Title: RE: Red Steel Topic, new details added!
Post by: Hostile Creation on April 09, 2006, 03:53:55 PM
I think Nintendo has learned their lesson.
Also, there was a lawsuit having something to do with dual shock recently, Sony lost a good deal of money, if I'm not mistaken.
Nintendo will not let the Revolution be copied so easily, though.
Title: RE:Red Steel Topic, new details added!
Post by: BlackNMild2k1 on April 09, 2006, 04:19:39 PM
there has been a lawsuit having something to do with dual shock since there has been a dual shock.  That lawsuit has been going on for years, and Sony just keeps apealing it, draging it on and on and on.

besides, Perrin stated b4 they revealed the controller that they were busy aquiring all the necessary patents on their controller b4 they were going to reveal it publically.
Title: RE:Red Steel Topic, new details added!
Post by: Michael8983 on April 09, 2006, 04:35:33 PM
The other major advantage is that MS and Sony might end up stepping on each others toes trying to copy Nintendo's idea. In previous generations when Nintendo had only ONE major competitor, they could simply take Nintendo's idea and alter it just enough to get away with it.
But with two potential copy-cats things could get VERY interesting if they both take similar routes around Nintendo's patent. One could beat the other to the punch leaving them to have to start from scratch. It could even lead to a court battle. Nintendo being the only one that can't be touched as it came up with the idea first.  
Title: RE: Red Steel Topic, new details added!
Post by: zakkiel on April 09, 2006, 05:13:57 PM
Quote

Point the controller at something onscreen and it doesn't turn, but re-centers the camera on your target after a slight delay.
The porblem is that you'll still wind up with situations where the controller is off-center. The extreme example is where you jsut keep nudging to the right until your character has turned around completely and you're holding the controller backwards to shoot at the center of the screen. Obviously this wouldn't happen often, but on a smaller scale I imagine it would happen all the time, and be quite annoying.
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 09, 2006, 06:30:12 PM
Quote

Originally posted by: IceCold Analogue stick


The analogue stick wasn't nearly as big of a jump as this, though.

Going from having a level of sensitivity in 8 directions to controlling a point in 3D space is a HUGE leap, far greater than going from d-pad to analogue.
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on April 09, 2006, 06:31:26 PM
Sorry but 8 pages are too many for me to read.
I read the first page, but you'll have to excuse me if someone already said what I am going to say.

What impresses me most about this game just from the original topic starter is the attention to detail about everything. If every developer takes the same level of commitment to making Rev games as Ubisoft (the scary thing is you can bet Nintendo is doing/has done even more with their games) the Rev is the Ultimate gaming system. Nothing before the Rev can compare and everything after it will be a replication.

I cannot wait for this system anymore. Hopefully the increased effort my job is asking of me, will tire me out to the point that now until e3 then e3 till launch passes by like the first 2 years of my life (no memory of it). Can you even begin to imagine other genres with this and greater amounts of depth and (i can't think of the word i want to use here scrutinizing and hardcore come to mind but not what i really want to say) development?

Long live Nintendo King of Videogames. (and my wallet)
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on April 09, 2006, 06:57:29 PM
We've kinda touched upon what you said, but more along the lines of being impressed that Ubi, a company which normally sticks right with whatever is selling, appears to be striking out and doing something new and different with the Rev controller.

It gives credence to Nintendo's theory that developers want to try new things, because Ubi apparently leapt on the opportunity.
Title: RE: Red Steel Topic, new details added!
Post by: trip1eX on April 09, 2006, 07:01:39 PM
ONe the biggest pieces of news is just the fact Ubi is doing an exclusive brand new 3rd party IP for the REv.  Even the 360 didn't have one of those.

I hope they are able to work all the controller gameplay mechanices that they talked about.  REalize some stuff could get cut.  Tis the nature of game development.

I hope too that the game runs smooth like Metroid Prime smooth.  That makes games so much more enjoyable.
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on April 09, 2006, 07:04:48 PM
Yeah, the 360's only new franchise I can think of is Kameo, and we all know how well THAT sold... (I don't have exact numbers, but I've heard CoD outsold it AND PD0)
Title: RE:Red Steel Topic, new details added!
Post by: jasonditz on April 09, 2006, 10:03:11 PM
Quote

Originally posted by: Smash_Brother
Yeah, the 360's only new franchise I can think of is Kameo, and we all know how well THAT sold... (I don't have exact numbers, but I've heard CoD outsold it AND PD0)


It's pretty funny that their "new" franchise began life as an N64 game.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on April 09, 2006, 10:16:28 PM
I don't recall Kameo being an N64 project, only GameCube.  It was original to me when I found out about it at the 2001 E3 press conference.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 09, 2006, 10:20:31 PM
Wikipedia lists it under the category "Cancelled Nintendo 64 games"

EGM lists development as beginning on the N64 as well.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 09, 2006, 10:29:47 PM
Yeah, it was an N64 project to begin with, I think I remember reading about it in NP...

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: Knoxxville on April 09, 2006, 10:42:22 PM
Co-sizzle.
Title: RE:Red Steel Topic, new details added!
Post by: WesDawg on April 10, 2006, 06:09:10 AM
Quote

Originally posted by: Smash_Brother
We've kinda touched upon what you said, but more along the lines of being impressed that Ubi, a company which normally sticks right with whatever is selling, appears to be striking out and doing something new and different with the Rev controller.

It gives credence to Nintendo's theory that developers want to try new things, because Ubi apparently leapt on the opportunity.
UBI's actually been pretty good about strikiing out in new directions. They created Splinter Cell, PoP, and BG&E this gen alone. They've (supposedly) dumped some thatweren't selling well, but they seem willing to take risks a lot of the time, just to try things. They're one of the better publishers out there in my opinion. To tell the truth though, a lot of dev's have stepped out this gen and done interesting things. Capcom (Killer 7) and Sega (Monkey Ball) come to mind real quick for me.
Title: RE:Red Steel Topic, new details added!
Post by: UltimatePartyBear on April 10, 2006, 06:39:53 AM
Quote

Originally posted by: zakkiel
Quote

Point the controller at something onscreen and it doesn't turn, but re-centers the camera on your target after a slight delay.
The porblem is that you'll still wind up with situations where the controller is off-center. The extreme example is where you jsut keep nudging to the right until your character has turned around completely and you're holding the controller backwards to shoot at the center of the screen. Obviously this wouldn't happen often, but on a smaller scale I imagine it would happen all the time, and be quite annoying.
I don't see where you're getting that idea.  When you point off screen, your view will rotate towards that direction until you point back at the screen.  You don't have to keep turning the remote to turn around in game, nor is your character actually facing the same direction as the remote.  It's being used as a pointing device.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on April 10, 2006, 07:08:10 AM
Quote


I hope too that the game runs smooth like Metroid Prime smooth.  That makes games so much more enjoyable.


That would really be great, but I do doubt it, if I recall MP runs at 60fps. Even PD0 for Xbox 360 does not run at 60fps but at 30fps (it is noticeable too), and it isn't even what you would call a graphical powerhouse. I'm with yah though that I find games with slightly less detail, but a faster framerate to be much more enjoyable.  
Title: RE: Red Steel Topic, new details added!
Post by: Ian Sane on April 10, 2006, 08:10:21 AM
This game is sounding really cool.  Smash Brother mentioned a whole bunch of bullet pointed details and the game just sounds amazing.  WAY better than anything I would usually expect from Ubisoft.

There are a few things that kind of bug me.
"-Tracing an X in the air, for instance, will unleash a devastating attack
-You signal 'yes/no' answers by nodding the controller up or down or shaking it from side to side"

Those two features sound very much like assigning gestures for actions.  Is there really any need for this sort of stuff?  It just looks like using the remote just because it's there.  It's not emersive to trace an X or nod with the controller.  That's the sort of stuff I don't want to see that much because it's just g!mmicky and lame.  But this game clearly makes up for it with the aiming which makes perfect sense.  I figure some remote usage will be like analog stick gas pedals in that initially everything will use the remote and then over time they'll balance things out as it becomes clear that in some cases a different method would work better.

Regarding the blue ocean strategy and how this is clearly a "gamer's game" this doesn't suprise me.  The whole "non-gamers" stuff is clearly Japanese.  It's based on the Japanese market and on the DS it has worked very well in Japan and hasn't really done anything in North America.  So it's almost expected for a western dev like Ubisoft to make something more traditional.  I expect Retro and NST to do the same.  What I've always been more concerned about is what Nintendo's Japanese devs are going to make.  EAD is pretty much the number one reason to own a Nintendo console so I want to know what their focus is.  I don't want Zelda or Mario changed around so that Japanese grandmas can play it.  That's the concern.  If Miyamoto isn't making "traditional games" then who cares who is?  That's everything right there.  Everything else is minor in comparison.  So I need to see some traditional games from Nintendo made by their Japanese teams to really feel that Nintendo is still commited to longtime gamers.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 10, 2006, 08:14:14 AM
personally I'm fine with not getting an uber framerate just so long as they can sustain it. I hated that about the original perfect dark. Try playing a 5 on 1 fight again 5 Elvis Sims and watch the framerate get so low you can count it audibly during the heavy action scenes.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 10, 2006, 08:18:22 AM
The "yes/no" think does seem a little lame. If you're in the process of fighting with the sword the X motion with the sword for your super attack might actually be more intuitive than, for instance, pulling the revmote back and pulling off a hadoken on the D-pad and buttons.
Title: RE:Red Steel Topic, new details added!
Post by: Artimus on April 10, 2006, 08:19:48 AM
Quote

Originally posted by: Ian Sane
Those two features sound very much like assigning gestures for actions.  Is there really any need for this sort of stuff?  It just looks like using the remote just because it's there.  It's not emersive to trace an X or nod with the controller.  That's the sort of stuff I don't want to see that much because it's just g!mmicky and lame.


Words cannot describe how frustrating your comments are. How ignorant, how pathetic, how childish.

When a game is built around a certain type of control, in this case realistic motion, then smaller things can be done two ways. You could do it with a button, or a gesture. The reason you go with gestures is because it creates a continuous scheme. Motion becomes the central control scheme instead of buttons, and it keeps it more streamlined. Isn't that blatantly obvious?

And as for the X, YES it's more immersive. Pressing 'A' or some combo isn't HALF as immersive as swining the sword. It's not like Brain Training where you're carefully tracing the shape. It would be a quick swing back and forth like in sword movies when they do the same thing.

Part of me wonders whether you actually feel what you say, or you just want to cause trouble.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 10, 2006, 08:25:02 AM
The "X" definitely seems to me more immersive. It's a powerful physical action reserved specifically for special attacks, the magnitude of slashing an X in the air matches the magnitude of your in-game action. Not to mention when you do it you imagine yourself looking cool, lol.

The nodding though... I'll need to see how that works out, lol.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Ian Sane on April 10, 2006, 08:33:21 AM
"And as for the X, YES it's more immersive. Pressing 'A' or some combo isn't HALF as immersive as swining the sword."

A sword is more immersive if the sword action reflects how you swing.  It's not immersive if you're doing a "dial a combo" by tracing shapes.  In this case I'm not exactly suggesting a button push since that wouldn't really fit if every other time you use the sword is with motion control.  I just don't like the idea of tracing shapes to indicate moves.

It really depends how it's done I guess.  If the special attack goes along with your moves then it's cool.  If there's a delay where I trace the shape and then the guy in the game just automatically does the move then it's kind of lame.
Title: RE:Red Steel Topic, new details added!
Post by: bustin98 on April 10, 2006, 08:34:39 AM
I see where Ian is coming from and it causes concern for me as well. Its not that the controller should do certain actions just because it can, it should make what needs to be done better than what can currently be done. The drawing shapes in the air is cool by me as long as it can be more than what you can do with a controller, say draw an 'X' then pull the controller close to you, point it straight forward, then push out. That could be mimicked on screen and be immersive. But shaking and nodding to answer is just a bit silly. Now, say pushing the buttons will perform other actions while you have the choice to answer, that would be better.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 10, 2006, 08:36:29 AM
We'll have to see how it's implemented then. &P

It can go well, or not well, according to how Ubisoft executes it. Until then we're complaining about hypotheticals.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: mantidor on April 10, 2006, 08:59:52 AM
The mapping of button functions to gestures is ok for me as long as its sporadic and it seems in this case it is. The nodding part is interesting, is just a neat g!immick, and no, that doesnt mean is bad, g!immick is such a negative word, but its original meaning could be applied to almost any gameplay mechanic to be honest, and specially to the controller itself.

Title: RE:Red Steel Topic, new details added!
Post by: Michael8983 on April 10, 2006, 09:07:24 AM
I don't see what the concern it.
Sure tilting the controller to nod your head or drawing an X in the air for a special move may break from the realism of the game but the alternative is to use the traditional face buttons which, though much more familiar, would be just as unrealistic and would be much more cumbersome.
Would you rather simply tilt the controller to respond to a question or use the d-pad and A button to respond in classic RPG style? The former is simply faster and more in tune with the rest of the game. I suppose special moves could be left out of the game entirely for the sake of realism but I'd glad that's not the case. I'm looking forward to slashing various shapes in the air to unleash massive attacks. It will add depth and, let's face it, make the game much cooler.

Certain uses of the Revmote may seem sparkling innovationy just because we'e not familair with them.
After playing games with buttons and sticks all these years, utilizing hand motions as an alternative will be strange at first but someday it could be the standard. People may look back one day and wonder how we ever put up with controllers with a dozen buttons.
Title: RE: Red Steel Topic, new details added!
Post by: Ceric on April 10, 2006, 09:26:52 AM
That was a very long read.  So very long...

Graphic = not worried about.
Gameplay = Looks cool.

Did anyone else noticed the the Ubisoft employee stated that the magazine was slated to hit next week and what this implies?
If it implies what I think it does then next week we will be getting a lot of new information.   It's probablly the end of an NDA precluding developers from totally talking about there games except for the online component.  Its a very exciting implication.

Now don't get me wrong.  I personally think that Nintendo themselves will wait until E3 to shows us any real information about the first party games and let the 3rd party games have a field day for the next month.  Nintendo's name is built up such that we all notice they can easily overshadow 3rd party games.  So the extra starting time could be just what the doctor orders.

This is an intersting start of things.

(A side note I don't think Nintendo has ever forced developers to play favorites to NP.  I mean it makes sense for them to get 1st party because there the same company.)
Title: RE:Red Steel Topic, new details added!
Post by: Michael8983 on April 10, 2006, 09:33:46 AM
I suspect we will see a few more Rev titles before E3 hits. Third-parties know most of the focus at E3 is going to be on Nintendo's own titles so they'd be wise to reveal their own before then. Red Steel wouldn't be getting nearly as much attention if they'd waited to reveal it at E3, putting it up against MP3.  
Title: RE: Red Steel Topic, new details added!
Post by: Bill Aurion on April 10, 2006, 10:10:50 AM
Did anyone else noticed the the Ubisoft employee stated that the magazine was slated to hit next week and what this implies?  If it implies what I think it does then next week we will be getting a lot of new information. It's probablly the end of an NDA precluding developers from totally talking about there games except for the online component. Its a very exciting implication.

Word from credible sources say April 20th is when 3rd party NDAs end...
Title: RE: Red Steel Topic, new details added!
Post by: zakkiel on April 10, 2006, 10:32:08 AM
Quote

It really depends how it's done I guess. If the special attack goes along with your moves then it's cool. If there's a delay where I trace the shape and then the guy in the game just automatically does the move then it's kind of lame.
My belief is that you are executing the combo as you trace the shape, and stopping the trace stops the combo. I think there would be a lot of visceral thrill to smoothly moving that remote and watching your character slice threw enemies like hot butter. Gives a feeling of power no button-press could match.
Title: RE: Red Steel Topic, new details added!
Post by: zakkiel on April 10, 2006, 10:35:00 AM
Quote

I don't see where you're getting that idea. When you point off screen, your view will rotate towards that direction until you point back at the screen. You don't have to keep turning the remote to turn around in game, nor is your character actually facing the same direction as the remote. It's being used as a pointing device.
According to the suggestion, if you point off-center but on-screen the screen will rotate to center on the cursor. Thus, the cursor will wind up centered on the screen, but your remote will still be pointed off-center. Do this a coupe of times and it gets way out of sinc.
Title: RE:Red Steel Topic, new details added!
Post by: Requiem on April 10, 2006, 10:51:19 AM
Quote

Originally posted by: Ian Sane
This game is sounding really cool.  Smash Brother mentioned a whole bunch of bullet pointed details and the game just sounds amazing.  WAY better than anything I would usually expect from Ubisoft.

There are a few things that kind of bug me.
"-Tracing an X in the air, for instance, will unleash a devastating attack
-You signal 'yes/no' answers by nodding the controller up or down or shaking it from side to side"

Those two features sound very much like assigning gestures for actions.  Is there really any need for this sort of stuff?  It just looks like using the remote just because it's there.  It's not emersive to trace an X or nod with the controller.  That's the sort of stuff I don't want to see that much because it's just g!mmicky and lame.  But this game clearly makes up for it with the aiming which makes perfect sense.  I figure some remote usage will be like analog stick gas pedals in that initially everything will use the remote and then over time they'll balance things out as it becomes clear that in some cases a different method would work better.



I agree mostly with what you said, but your argument lacks foundation.

Your annoyed by the fact that gestures may replace buttons. That is a good reason to bitch. Honestly, that's basically all you ever talk about when the NRC is brought up...but I digress.

You must first notice that the "X" comment was most likely a simple example.

Now, I am almost positive you will not make gestures in the traditional sense of the word. Instead, as you are swinging from top left to bottom right with your NRC, you can make the reciprical motion to start a devastating flurry that may need you to continue attacking. The comment (paraphrased) "you can stop the combo when ever you like to defend by simply stopping your motion" backs up this belief.

I truly believe that these combos only need special activation swings because they involve an insane amount of sword skill and aerobatics that most likely noone who plays videogames posseses.
Title: RE:Red Steel Topic, new details added!
Post by: Michael8983 on April 10, 2006, 10:57:27 AM
"According to the suggestion, if you point off-center but on-screen the screen will rotate to center on the cursor. Thus, the cursor will wind up centered on the screen, but your remote will still be pointed off-center. Do this a coupe of times and it gets way out of sinc."

I think they meant the camera will ATTEMPT to center the cursor. I don't think it will truly re-center untill the remote returns to its neutral position. So if you pointed the cursor just slightly off-center to the right, the character would slowly turn in that direction until you position the cursor at the center of the screen. Basically just like how it would play with an analog stick.  
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on April 10, 2006, 11:53:11 AM
I think not only is the X more immersive but so is using the revmote to nod and shake ur head. If the game completely rely on using the revmote, then no silly button pop ups saying press a for this action and such therefore leading to smoother, and more immersive gameplay, it'll feel a lot less like playing a game, than if you cut someone's head off and it's all gorey and realistic, then all of a sudden this little green icon says press A to agree or B to disagree, instead you act out all of the actions, quicker, smoother, immersive, better all around. At least imo.  
Title: RE:Red Steel Topic, new details added!
Post by: UltimatePartyBear on April 10, 2006, 11:59:54 AM
Quote

Originally posted by: zakkiel
According to the suggestion, if you point off-center but on-screen the screen will rotate to center on the cursor. Thus, the cursor will wind up centered on the screen, but your remote will still be pointed off-center. Do this a coupe of times and it gets way out of sinc.

Ah.  Now I see where you got it.  Remember that the controller is being used as a pointing device.  It doesn't care about it's orientation except to compute where it's pointing on the screen.  After the camera pans, if you haven't moved away, you'll still be pointing to the same spot on the screen, not necessarily at the same target in the virtual environment.  It isn't clear whether the camera will continue to pan or wait again (my guess is it will keep panning so you can circle strafe), but if you move the controller, you'll find that pointing it at the center of the screen will require the exact same positioning as before.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 10, 2006, 12:00:46 PM
Quote

Originally posted by: zakkiel
Quote

I don't see where you're getting that idea. When you point off screen, your view will rotate towards that direction until you point back at the screen. You don't have to keep turning the remote to turn around in game, nor is your character actually facing the same direction as the remote. It's being used as a pointing device.
According to the suggestion, if you point off-center but on-screen the screen will rotate to center on the cursor. Thus, the cursor will wind up centered on the screen, but your remote will still be pointed off-center. Do this a coupe of times and it gets way out of sinc.


No it won't. You're "pointing" at something on the screen. You will always be pointing at something on the screen.

Thus, I think the cursor will get "dragged" along with the screen as it re-centers. But you can dynamically re-aim since it's such an intuitive interface, and the delay is there so that the screen will only really re-center when you're trying to take your time to aim at something intensely. Understand that if there are four enemies on the screen, you can shoot all four without the camera moving. I'm thinking that the camera will only move for deliberate turns or within natural breaks in the action.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: zakkiel on April 10, 2006, 12:28:07 PM
Quote

No it won't. You're "pointing" at something on the screen. You will always be pointing at something on the screen.
You're mistaken, but I'm not sure how to explain clearly. If you have the screen move with the remote - even with a delay - this throws off the the zero setting for the cursor. If you keep doing this eventually it will have zero set to where the controller is pointing ina completely different direction. Imagine that the screen was directly tied to the remote; in order to turn around, you would have to turn the remote backwards. Using a combination of a screen tied directly to the remote and one which rotates when you point off-screen will reduce the problem, but not eliminate it.

Quote

I think they meant the camera will ATTEMPT to center the cursor. I don't think it will truly re-center untill the remote returns to its neutral position. So if you pointed the cursor just slightly off-center to the right, the character would slowly turn in that direction until you position the cursor at the center of the screen. Basically just like how it would play with an analog stick.
That would be edge-sensitivity taken to its logical extreme. It might be the best solution.
Title: RE:Red Steel Topic, new details added!
Post by: UltimatePartyBear on April 10, 2006, 12:41:34 PM
Quote

Originally posted by: zakkiel
Quote

No it won't. You're "pointing" at something on the screen. You will always be pointing at something on the screen.
You're mistaken, but I'm not sure how to explain clearly. If you have the screen move with the remote - even with a delay - this throws off the the zero setting for the cursor. If you keep doing this eventually it will have zero set to where the controller is pointing ina completely different direction. Imagine that the screen was directly tied to the remote; in order to turn around, you would have to turn the remote backwards. Using a combination of a screen tied directly to the remote and one which rotates when you point off-screen will reduce the problem, but not eliminate it.

You're assuming there's a zero point to be reset when there isn't one.
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 10, 2006, 12:47:11 PM
Quote

Originally posted by: Artimus
Words cannot describe how frustrating your comments are. How ignorant, how pathetic, how childish.


Hey, come on! We got Ian to say something POSITIVE! As far as I'm concerned, the day is won.

As for the question, if you move the Revmote up and down and the screen moves with it while you're talking to someone, then that is indeed better for immersive purposes. It sounds like your character might very well be a cipher, but I'm willing to forgive it if the game is done in such a way that I TRULY feel as though I am the character in the game.

So if I use an actual gesture to nod and shake my head, then sure, I'm cool with that, if the camera moves when I do it then it simulates exactly what I'm going to do. I like the idea of having no cutscenes as it will further enhance the immersion potential of the game.

As for special moves, I think the idea was that the game would be controlled primarily with motion and as such would attempt to perform every action possible with the Revmote. I can guarantee that controlling a point in 3D space will be more immersive than moving a stick around. I loved lightgun games because when you were actually aiming the gun, the game did a far better job of pulling you into it then moving a cursor around with a controller.

Thus, I could say that, when I want to unleash a devastating attack, I can channel my character's energy with a gesture of my blade, something which isn't terribly far-fetched in the world of samurai swordplay, and it'll keep me more in the game than pressing a button or, god knows, selecting from a list of attacks I wish to perform.

I think it'll aid in immersion so I don't think it'll feel unnatural.

As for Ubi, Splinter Cell was a take on MGS, BG&E was a Zelda-like adventure. The only game from them which was truly original was PoP, which stayed true to the original PoP games by being an acrobatics based adventure which won plenty of awards because nothing like it has been seen this generation.

This is a completely new franchise and something which has yet to be done in the world of gaming, hence why I was surprised when I heard it from Ubi.
Title: RE: Red Steel Topic, new details added!
Post by: TrueNerd on April 10, 2006, 01:21:25 PM
Random Thought: This game better have the best melee attack ever in an FPS. I want it to feel like like I'm really smackin' a dude in the head with the butt of my gun.

As for the yes/no, nodding/shaking thing, meh. Is that really that much better or worse then hitting "A" for yes or "B" for no? It could be better if a menu asking you the question doesn't come up at all and the NPC asking the question demands you to nod or shake your head until you do.  

EDIT: Bill mentioned that April 20th is the day 3rd party NDA's expire and I thought I would add that the 20th is the exact day that Game Informer Unlimited, the extra content magazine subscribers can see on their website,  goes live. Obviously, Red Steel content will be the big thing this month. Could just be a coincidence though.  
Title: RE:Red Steel Topic, new details added!
Post by: IceCold on April 10, 2006, 01:23:52 PM
Quote

Originally posted by: Ceric
Now don't get me wrong.  I personally think that Nintendo themselves will wait until E3 to shows us any real information about the first party games and let the 3rd party games have a field day for the next month.  Nintendo's name is built up such that we all notice they can easily overshadow 3rd party games.  So the extra starting time could be just what the doctor orders.
I wholeheartedly agree.. Mario and Metroid are enough to overshadow anything and everything, so letting third parties reveal their games in a staggered fashion is brilliant. It's good advertising, and it may even make them sell better come Revolution time. And, of course, we expect that when Nintendo shows their games, they will be even better than the 3rd party offerings, and we will continue to be amazed.
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on April 10, 2006, 01:25:41 PM
Quote

Originally posted by: TrueNerd
Random Thought: This game better have the best melee attack ever in an FPS. I want it to feel like like I'm really smackin' a dude in the head with the butt of my gun.

As for the yes/no, nodding/shaking thing, meh. Is that really that much better or worse then hitting "A" for yes or "B" for no? It could be better if a menu asking you the question doesn't come up at all and the NPC asking the question demands you to nod or shake your head until you do.


Yeah, I was always saying how insanely fun the melee attack in Halo would be with the Revmote.

Maybe the character will be mute in this game, making him even more of a cipher, hence why all he can do is nod or shake his head.  
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on April 10, 2006, 01:37:26 PM
Quote

Originally posted by: TrueNerd
Random Thought: This game better have the best melee attack ever in an FPS. I want it to feel like like I'm really smackin' a dude in the head with the butt of my gun.

As for the yes/no, nodding/shaking thing, meh. Is that really that much better or worse then hitting "A" for yes or "B" for no? It could be better if a menu asking you the question doesn't come up at all and the NPC asking the question demands you to nod or shake your head until you do.  

EDIT: Bill mentioned that April 20th is the day 3rd party NDA's expire and I thought I would add that the 20th is the exact day that Game Informer Unlimited, the extra content magazine subscribers can see on their website,  goes live. Obviously, Red Steel content will be the big thing this month. Could just be a coincidence though.


point 1: I'm really hoping that the revmote uses some sort of technology that will somehow offer resistance when using it to hit things, I don't even know if its possible, but it'd be great.

point 2: I just thought, the nodded and shaking will make no difference if text is the only option, or not able  to be turned off in favor of voice only, cuz then they might as well have button presses.

point 3: April 20th is always one of the best days of the year  
Title: RE:Red Steel Topic, new details added!
Post by: Michael8983 on April 10, 2006, 01:49:06 PM
"point 1: I'm really hoping that the revmote uses some sort of technology that will somehow offer resistance when using it to hit things, I don't even know if its possible, but it'd be great."

Even if that was possible I don't see how it could be feasible without making the Revmote WAY too expensive.
I do suspect it will come with an enhanced rumble feature which will be the next best thing.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 10, 2006, 02:25:08 PM
Even if there's some way to pull it off, which is easier said than done, I would think the power consumption would be far too prohibitive for a wireless controller.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 10, 2006, 02:26:15 PM
Quote

Originally posted by: PartyBear
Quote

Originally posted by: zakkiel
Quote

No it won't. You're "pointing" at something on the screen. You will always be pointing at something on the screen.
You're mistaken, but I'm not sure how to explain clearly. If you have the screen move with the remote - even with a delay - this throws off the the zero setting for the cursor. If you keep doing this eventually it will have zero set to where the controller is pointing ina completely different direction. Imagine that the screen was directly tied to the remote; in order to turn around, you would have to turn the remote backwards. Using a combination of a screen tied directly to the remote and one which rotates when you point off-screen will reduce the problem, but not eliminate it.

You're assuming there's a zero point to be reset when there isn't one.


Quoted for truth.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 10, 2006, 02:32:11 PM
Quote

Originally posted by: Michael8983
Even if that was possible I don't see how it could be feasible without making the Revmote WAY too expensive.
I do suspect it will come with an enhanced rumble feature which will be the next best thing.


It's an interesting idea.

What if the vibration unit (which does exist in the controller) gave force feedback in a specific direction rather than simply vibrating?

If your sword clashes with that of your enemy, the controller could vibrate in the direction opposite of where your sword hit, simulating the feel of the handle pushing into your palm on an impact. When the gun fires, you could have actual recoil instead of just vibration.

It might very well be doable, as the controller was noted as being the most expensive part of the whole system, but we'll have to wait and see in that regard.

Personally, I think it would make games like this just that much better.  
Title: RE:Red Steel Topic, new details added!
Post by: IceCold on April 10, 2006, 03:23:32 PM
Heh - I love Alexa









© TY    

- PGC Moderator
 
Title: RE: Red Steel Topic, new details added!
Post by: zakkiel on April 10, 2006, 04:42:55 PM
Quote


You're assuming there's a zero point to be reset when there isn't one.
Not in the sense of some magical prefered orientation, no. But if you point straight at the screen, the cursor on the screen should be centered. The two have to correlate to make the control system work. You can call pointing straight at the screen the controller zero, and having the cursor in the middle of the screen game zero, if you want. When the two don't match, you have issues. And when the screen, rather than the cursor, moves with the remote, the two won't match.
Title: RE:Red Steel Topic, new details added!
Post by: Dirk Temporo on April 10, 2006, 05:01:08 PM
Quote

Originally posted by: IceCold
Heh - I love Alexa


Holy crap.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 10, 2006, 05:09:19 PM
What I'm picturing is if you aim to the left, the cursor moves immediately, and if you leave it pointing to the left for a set amount of time (which might be different depending on how far left of center you're pointing), it starts to drift your view in that direction. If you're trying to aim at a particular stationary target that's on the left, you will have to drift the controller progressively to the right as the screen drifts to keep the controller on the target. Eventually, the target will be in the center, and so will the cursor.  
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 10, 2006, 05:25:14 PM
Quote

Originally posted by: jasonditz
What I'm picturing is if you aim to the left, the cursor moves immediately, and if you leave it pointing to the left for a set amount of time (which might be different depending on how far left of center you're pointing), it starts to drift your view in that direction. If you're trying to aim at a particular stationary target that's on the left, you will have to drift the controller progressively to the right as the screen drifts to keep the controller on the target. Eventually, the target will be in the center, and so will the cursor.


This is what I envisioned myself.

If the Revmote is pointed somewhere ON screen, the screen wouldn't move. If it's pointed off screen, the screen will spin until you move the Revmote back onto the screen.

Remember that he said it would take 1 second to spin completely around. I'm assuming there is a setting which you can use to adjust the sensitivity at which the screen moves, but 1 second for a full 360° is pretty damn fast.

I doubt there's a lag time when you touch the edge of the screen or go past it. If someone is shooting you from the left and you have to wait for the screen to move to the left even after you aim the Rev controller off the screen to the left, then a huge part of the game dynamic will be ruined.

There's a cursor on the screen so you can see where you're shooting at all times (though, I would like an expert mode to disable it) and I'd bet that this is what will serve as your means of moving the camera.

In any case, moving the camera sounds very similar to moving a gun around, which is indeed the purpose of the game. I'm sure they'll have it figured out before they ship the game.
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on April 10, 2006, 06:37:02 PM
the feedback would be awesome and worth any drawback (except battery life) imo. by drawback i mean $$$.

the pointing shifting centering, one of those things we gotta wait and see... or email game informer about it.  
Title: RE: Red Steel Topic, new details added!
Post by: zakkiel on April 10, 2006, 07:47:16 PM
Quote

the feedback would be awesome and worth any drawback (except battery life) imo. by drawback i mean $$$.
Unfortunately, it isn't physically possible, if by feedback you mean having your remote rebound in your hand when your character's sword hits walls and that sort of thing. Good rumble should be enough, though.

Quote

If the Revmote is pointed somewhere ON screen, the screen wouldn't move. If it's pointed off screen, the screen will spin until you move the Revmote back onto the screen.
That's my belief also.
Title: RE: Red Steel Topic, new details added!
Post by: wandering on April 10, 2006, 10:21:53 PM
To shift gears a bit here: are we setting ourselves up for dissapointment with these screens? Someone pointed out that the heavy backlighting featured on all the characters is probably fake. Mentally taking that a way, the graphics already look a lot worse. In fact, what are we left with? Jagged character models. No more than 3 people on screen at once. Small environments. Are we really ready to say Revolution games will look as good as 360 ones at this point?


Quote

Originally posted by: JasonDitz
What I'm picturing is if you aim to the left, the cursor moves immediately, and if you leave it pointing to the left for a set amount of time (which might be different depending on how far left of center you're pointing), it starts to drift your view in that direction. If you're trying to aim at a particular stationary target that's on the left, you will have to drift the controller progressively to the right as the screen drifts to keep the controller on the target. Eventually, the target will be in the center, and so will the cursor.

Interesting idea, although I'm not sure I would enjoy constantly moving the revmote just to stay on-target.

Quote

Originally posted by: Bill Aurion
Word from credible sources say April 20th is when 3rd party NDAs end...

Good news...but, is Nintendo setting themselves up for not being featured heavily in the mainstream media? 'nmotion-control games revealed for first time at E3' could make headlines. 'Pictures of 3rd party rev games now hitting magazines' won't. 'Motion control games, already revealed earlier, but now playable' might not.


Quote

Originally posted by: IanSane
Those two features sound very much like assigning gestures for actions. Is there really any need for this sort of stuff? It just looks like using the remote just because it's there. It's not emersive to trace an X or nod with the controller. That's the sort of stuff I don't want to see that much because it's just g!mmicky and lame.

I don't agree. What's wrong with using the revmote to nod, when the revmote will already control where your character looks anyway? Isn't that more immersive than 'push a for yes, b for no', especially when a and b serve other functions in the game? As for the 'draw x for special move'... ever used the mouse gestures in Opera? They work really well.
 
Title: RE: Red Steel Topic, new details added!
Post by: Artimus on April 10, 2006, 10:23:51 PM
Wandering, I don't think anyone in their right mind could say Rev games would look as good as 360/PS3 games. We know very well they wont. The issue is just whether or not they look good.

And the GI article says these shots are from a shooting gallery, which explains the characters being the same.
Title: RE: Red Steel Topic, new details added!
Post by: wandering on April 10, 2006, 10:34:59 PM
Quote

And the GI article says these shots are from a shooting gallery, which explains the characters being the same.

My impression was the shooting gallery they played was actually different from the shots used in the magazine, though I could be wrong.
Title: RE:Red Steel Topic, new details added!
Post by: UltimatePartyBear on April 11, 2006, 05:51:11 AM
Quote

My impression was the shooting gallery they played was actually different from the shots used in the magazine, though I could be wrong.

Yeah, the GI description of the shooting range doesn't sound like what's in the pictures.
Quote

You can call pointing straight at the screen the controller zero, and having the cursor in the middle of the screen game zero, if you want.

You're assuming there's a zero point to be reset when there isn't one.  Pointing at the center of the screen is pointing at the center of the screen.  The screen and controller will have a 1:1 relationship.  Even after the game recenters the view, it will still know where the center of the screen is relative to the controller.  The cursor represents where you're pointing.  You move the cursor by pointing at things, not by moving the controller in the direction you want it to go, so it won't matter if it gets momentarily off center while you're locked on to a target or something.

Edit:  After reading some of the replies on Slashdot, I feel like I should point out that I don't believe the controller is simply a pointing device, but that it's being treated as one for the shooting portion of this game.

Edit 2: corrected mistype.
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on April 11, 2006, 06:24:32 AM
I"m wondering if they won't just assign a button to recenter the screen which would be much better, much like how in "normal" games there is a button to recenter the camera behind a camera in 3rd person perspective game. you could rest the controller somewhere and it the view won't move until you move it somewhere on screen again, couple that with the delay of the camera when moving the controller and i think it would work fairly well.

as for the whole feedback thing, again, i really didn't think it was possible to do what i described, but what smash brother described in an earlier post would be the best way to go. and hopefully is what they do.  
Title: RE:Red Steel Topic, new details added!
Post by: jasonditz on April 11, 2006, 07:57:23 AM
Quote

Originally posted by: zakkiel
Quote

the feedback would be awesome and worth any drawback (except battery life) imo. by drawback i mean $$$.
Unfortunately, it isn't physically possible, if by feedback you mean having your remote rebound in your hand when your character's sword hits walls and that sort of thing. Good rumble should be enough, though..


It is physically possible so long as you conserve momentum. The obvious, albeit impractical solution would be to put some very small but powerful jet engines in various places on the controller so that it can exert a varying force in a given direction.

I'm thinking an improvement on the rumble might be unbalancing the controller in your hand. Here's a quick sample. Pick up a 2-liter bottle of pop that's about 1/2 to 2/3 full. Swing it around a little bit. Notice that you can feel some (albeit little) force when the liquid sloshes around? You could do a more controlled version of that inside the controller and probably simulate to some extent a force in a given direction. It would probably be a real power leech, and unfortunately, it's probably not going to be possible to "stop" your hand during a sword strike unless you make the controller ponderously heavy.
Title: RE: Red Steel Topic, new details added!
Post by: Artimus on April 11, 2006, 08:25:16 AM
I'm sure whatever system they're using works very very well.
Title: RE: Red Steel Topic, new details added!
Post by: zakkiel on April 11, 2006, 08:28:57 AM
Quote

he obvious, albeit impractical solution would be to put some very small but powerful jet engines in various places on the controller so that it can exert a varying force in a given direction.
True, but irrelevant. Whatever elese the remote may have, a jet propulsion system is wildly unlikely. There are other ways around it - putting a large electric charge on the controller and having gaint chargeable plates all around the room - but they are even more impractical.
Quote

Pick up a 2-liter bottle of pop that's about 1/2 to 2/3 full. Swing it around a little bit. Notice that you can feel some (albeit little) force when the liquid sloshes around? You could do a more controlled version of that inside the controller and probably simulate to some extent a force in a given direction.
The short answer is no. The force in a given direction would be shortly followed by a force in the opposite direction. The more powerful the initial force, the sooner the opposite force occurs. Even if you set up a massively heavy controller, enough so you could feel a good initial fore and still take several seconds for the opposite force to happen, you would wind up with random opposing forces popping up in the middle of battle, and so as a feedback system the whole thing would be useless.
Title: RE:Red Steel Topic, new details added!
Post by: Knoxxville on April 11, 2006, 10:12:49 AM
I think that Game Informer nailing this exclusive had something to do with a certain Mr. Berghammer being on board....what say you?
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 11, 2006, 11:03:35 AM
Quote

Originally posted by: jasonditz
I'm thinking an improvement on the rumble might be unbalancing the controller in your hand. Here's a quick sample. Pick up a 2-liter bottle of pop that's about 1/2 to 2/3 full. Swing it around a little bit. Notice that you can feel some (albeit little) force when the liquid sloshes around? You could do a more controlled version of that inside the controller and probably simulate to some extent a force in a given direction. It would probably be a real power leech, and unfortunately, it's probably not going to be possible to "stop" your hand during a sword strike unless you make the controller ponderously heavy.


It would definitely be impossible to force the player's hand to a full stop, but ideally, the controller would simply "bump" in the direction the force would be coming from in game and the player would learn to move accordingly by feeling these bumps to know when they've struck an unyielding object.

It's definitely possible. A rumble unit is just a rapid oscillation of a small weight inside the controller. Imagine the same weight, a perfect sphere, sitting in the middle of a small spherical plastic chamber with springs on all sides touching the sphere and going to the wall of the chamber. On command, one of the springs compresses while the spring on the other side of the weight uncoils, the result would be that the weight was rapidly shifted from center to one of the edges, resulting in a singular direction force feedback, before quickly resetting to zero (with all springs at medium point). This might actually result in pushing the controller in the opposite direction that the weight moves, but this would still work to the ends which it would be used for.

That's just a rough idea and I'm sure there are flaws with it, but something of the sort would definitely be possible. I've seen devices which are designed to jerk in a direction on command (devices with far less battery oomph than the Revmote will have). I don't see why the controller wouldn't be able to do so and still offer 4-8 hours of play time.
Title: RE:Red Steel Topic, new details added!
Post by: jasonditz on April 11, 2006, 11:30:11 AM
Quote

Originally posted by: zakkiel
Quote

he obvious, albeit impractical solution would be to put some very small but powerful jet engines in various places on the controller so that it can exert a varying force in a given direction.
True, but irrelevant. Whatever elese the remote may have, a jet propulsion system is wildly unlikely. There are other ways around it - putting a large electric charge on the controller and having gaint chargeable plates all around the room - but they are even more impractical.


I'm not saying it's practical, just that it's physically possible. Maybe given another 50-60 years of technology something like that might be feasible in a consumer electronic. The even more obvious solution of course is attaching the revmote to a big heavy base with a robotic arm that resists you. But then you lose the portability.

There's another big problem with force feedback though, and that's injuries. A wide variety of people are going to be playing this game with a wide variety of levels of physical strength. I'm a grown man of much larger than average height/weight, so if I put my hip into a strong swing, the force needed to stop it would be significant. If you used that same level of force and someone's 6 year old nephew is swinging the controller, there's a decent chance you're going to break his wrist.

While we're on the subject of bad solutions to this problem... how about we attach electrodes to the arm of the player and when we want to stop his swing, we just quickly shock him enough to paralyze his arm for a second.
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on April 11, 2006, 12:06:29 PM
I don't think anyone was talking about actually stopping the controller in mid-air feasibly, more just giving the player a sense that they hit something, and maybe a stronger feedback for hitting something unbreakable, although it would be awesome if the controller could do that.

As for the strength thing and paralyzing people, if the controller could actually do that, certainly it'd also be able to measure a person strength and react accordingly.

Title: RE: Red Steel Topic, new details added!
Post by: Zach on April 11, 2006, 12:21:50 PM
Smash Bro, that sounds like a cool system, but it suffers from the same problem that the analogy with the water bottle did.  There would be force pushing in each direction.  Say the ball moved to the right, when the springs go into action they press on the controller to go left, correct.  But then, when the ball stops, the controller pushes to the right.  Then, the springs push the controller right again to recenter the ball, and when the ball stops in the center, it pushes left again.

All of that pretty much makes the ball system into a glorified rumble pack.

It all comes down to the third law of motion, Every action has an equal but opposite reaction.  

For force feedback, the controller would have to push on something outside of itself, it could do this using powerful fans (or jet engines as someone suggested) to push on the air around you.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 11, 2006, 12:25:16 PM
Indeed, momentum must be conserved. But that's not necessarily a bad thing. Look at what happens every time Link hits a wall or something with his sword, he recoils like that too.  
Title: RE:Red Steel Topic, new details added!
Post by: Requiem on April 11, 2006, 12:44:13 PM
"There's a cursor on the screen so you can see where you're shooting at all times (though, I would like an expert mode to disable it) and I'd bet that this is what will serve as your means of moving the camera."

If there's a cursor, I will be severely dissapointed (unless I can turn it off).
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on April 11, 2006, 12:47:54 PM
bah i didnt even see that quote, that will be rather disappointing if there's a pointer, hopefully they'll have an option to turn it off, cuz although i'd stil buy this game, i'd be  severely disappointed.
Title: RE: Red Steel Topic, new details added!
Post by: Artimus on April 11, 2006, 12:55:38 PM
The crosshair is in the screenshots...
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on April 11, 2006, 12:57:01 PM
I think that, if the initial motion of the ball was quick, you'd have a decent amount of force, but the act of returning it to "home" position would be much more gradual and thus wouldn't induce a force on the Revmote.

Truth be told, I think it's doable but I think that my idea is the wrong way of doing it.
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 11, 2006, 12:59:17 PM
Quote

Originally posted by: MaryJane
bah i didnt even see that quote, that will be rather disappointing if there's a pointer, hopefully they'll have an option to turn it off, cuz although i'd stil buy this game, i'd be  severely disappointed.


I'd bet an organ or two that there will be an option to turn it off.
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on April 11, 2006, 12:59:40 PM
Quote

Originally posted by: Artimus
The crosshair is in the screenshots...


lmao so it is, so it is.

i need to stop smo... eh, maybe not.

still a good idea SB, you should work for Nintendo... i'd vote for you... wait a minute.  
Title: RE:Red Steel Topic, new details added!
Post by: Zach on April 11, 2006, 01:13:37 PM
Quote

Originally posted by: Smash_Brother
I think that, if the initial motion of the ball was quick, you'd have a decent amount of force, but the act of returning it to "home" position would be much more gradual and thus wouldn't induce a force on the Revmote.

Truth be told, I think it's doable but I think that my idea is the wrong way of doing it.


That still would not work, My last post was kinda confusing so I am going to try again.

1) The spring activates, pushing the ball to the right, and controller as a whole to the left.
2) The ball reaches the right side of the controller and pushes the controller to the right

With this method or a similar one, you cannot have the controller push in one direction, without it quickly pushing in the other direction right after the initial push

Think about it like this, your in a wagon, and you want to move forward, the best way to do this is to stick your feet on the ground and push backwards on the ground, thus pushing the wagon forward.

now say you dont want to get out so you try to jerk your body forward, you just end up moving the wagon back and forth because you are pushing backwards on the wagon, rather than the ground to get that jerk.   Thus the wagon moves backward, then forward when the momentum of your body kicks in.
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on April 11, 2006, 02:54:45 PM
Ah, but it's possible to move my chair backwards by jerking my body suddenly and then SLOWLY moving it back to the position before jerking it, then moving suddenly again. Slowly but surely, I will move backwards because the initial movement is far stronger than the aftermath.

Like I said, the physics would allow for it, especially if, after the weight moves, it hits a cushion of some kind which would decelerate it to prevent it from jerking.

Then again, as long as the player felt the initial oomph of the controller against their palm, would it matter if it moved a little after that?
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on April 11, 2006, 03:34:02 PM
As cool as recoil would be, I'm sure rumble will be more than enough.
Title: RE:Red Steel Topic, new details added!
Post by: Jensen on April 11, 2006, 04:25:52 PM
Quote

Originally posted by: MaryJane
bah i didnt even see that quote, that will be rather disappointing if there's a pointer, hopefully they'll have an option to turn it off, cuz although i'd stil buy this game, i'd be  severely disappointed.


Are you going to make your own gun sights for your controller?

Title: RE: Red Steel Topic, new details added!
Post by: zakkiel on April 11, 2006, 05:08:45 PM
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I think that, if the initial motion of the ball was quick, you'd have a decent amount of force, but the act of returning it to "home" position would be much more gradual and thus wouldn't induce a force on the Revmote.
If you really wanted the force not to be very noticeable on the return, you would have to make the ball weigh a ridiculous amount (so that you could start with a small initial acceleration and still get a recoil effect, leaving plenty of time to gradually slow down the ball) or allow the ball to travel a ridiculous distance (again, so you would have time for a gradual slow-down). Remember as well that you have to not only accelerate backwards enough to stop the ball, you then have to rpovide the force to return it to the starting position. Thus your analogy of the chair is flawed - external forces (friction) bring it to rest for you. Try pushing your chair back with a lot of force, and then hooking your feet under the desk and using your legs to slow you down again before it can get away from your desk and see how much of a difference in force you can get between pushing and pulling. Should illustrate the difficulties involved.

And of course if the need for another recoil arose while the system was reseting, it would be unable to respond. And whatever else you can fudge with huge weights in long tubes, you're gonna have to have a significant lag before the system resets if you want to only really notice the recoil in one direction.  
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 11, 2006, 05:40:31 PM
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Originally posted by: zakkiel
And of course if the need for another recoil arose while the system was reseting, it would be unable to respond. And whatever else you can fudge with huge weights in long tubes, you're gonna have to have a significant lag before the system resets if you want to only really notice the recoil in one direction.


This is actually what I was thinking would pose the most problem.

In a hypothetical sword fight, the required time for the weight to reset would likely not elapse before the next hit would happen.

Rumble is nice, but directable rumble would be far more impressive.

Clearly, the concept holds merit, but I can't find nor think of a design which would work to provide the necessary jolt without having the downsides that have been mentioned.
Title: RE:Red Steel Topic, new details added!
Post by: Michael8983 on April 11, 2006, 05:56:18 PM
"Are you going to make your own gun sights for your controller?"

Exactly. The cross-hair is necessary. The rev-mote will allow a greater degree of accuracy than an analog stick or even mouse would allow but you still need a visible marker to know where you're aiming. The innovation is in how accurately you can move the cross-hair. It does not make it obsolete.  
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on April 11, 2006, 06:03:11 PM
I think that, with enough time with it, just like a real gun, you'll get used to where it aims and will be able to aim based on intuition alone and won't need the cross hairs anyway.
Title: RE:Red Steel Topic, new details added!
Post by: nemo_83 on April 11, 2006, 06:11:25 PM
Has someone already posted the hi res pics?

Textures aren't really up to par with some Xbox 1 games, but the lighting and polygon models definately look better than PDZ.

i'll link just one
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on April 11, 2006, 06:44:59 PM
That text blurb mentions a central hub world.

I guess that rules out a large overworld, which would likely make sense, given its memory footprint.

I badly want to see a video of this game in action, though, specifically with the swordplay. The gun bit sounds like it'll be fun and all, but the sword fighting will truly make or break this game as it will be the activity which is the least possible to perform on any other console.
Title: RE: Red Steel Topic, new details added!
Post by: Artimus on April 11, 2006, 06:45:15 PM
Whoa! I didn't know there were more shots we hadn't seen! It does not look as good as 360 or PS3 will, but it looks fine.

And the first link doesn't work...
Title: RE: Red Steel Topic, new details added!
Post by: BranDonk Kong on April 11, 2006, 06:57:19 PM
Crosshairs are actually 100% necessary, until there's a gun shaped controller with a sight (not a scope) on it that you can aim accurately.
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 11, 2006, 07:03:18 PM
Quote

Originally posted by: Artimus
Whoa! I didn't know there were more shots we hadn't seen! It does not look as good as 360 or PS3 will, but it looks fine.


I'd hesitate to go by that picture.

You can clearly see artifacts all over it from a poor scan job. I'll wait until I see the game in motion before I draw any conclusions.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 11, 2006, 07:08:51 PM
You mean to tell me that there are FPS's with overworlds? Even half-life can be better described as one long dynamically loaded level than as an overworld.

It isn't a matter of memory, it'sa matter of genre that Red Steel uses a hub system.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: Artimus on April 11, 2006, 07:16:15 PM
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Originally posted by: Smash_Brother
Quote

Originally posted by: Artimus
Whoa! I didn't know there were more shots we hadn't seen! It does not look as good as 360 or PS3 will, but it looks fine.


I'd hesitate to go by that picture.

You can clearly see artifacts all over it from a poor scan job. I'll wait until I see the game in motion before I draw any conclusions.


We KNOW it won't look as good. How can you still be in denial?
Title: RE:Red Steel Topic, new details added!
Post by: IceCold on April 11, 2006, 07:45:53 PM
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Originally posted by: Artimus
And the first link doesn't work...
You could just register on that site.. it's a 2 minute process, if that.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on April 11, 2006, 07:59:50 PM
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Originally posted by: Artimus
Quote

Originally posted by: Smash_Brother
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Originally posted by: Artimus
Whoa! I didn't know there were more shots we hadn't seen! It does not look as good as 360 or PS3 will, but it looks fine.


I'd hesitate to go by that picture.

You can clearly see artifacts all over it from a poor scan job. I'll wait until I see the game in motion before I draw any conclusions.


We KNOW it won't look as good. How can you still be in denial?


I don't know how it will look, in fact I don't know how Rev will actually compare to PS3 or X360 on a standard TV yet.  None of us know, and I think it would be ridiculous to come to that conclusion without seeing any games in motion and a couple shots that may or may not be doctored.
Title: RE:Red Steel Topic, new details added!
Post by: Mario on April 11, 2006, 08:10:05 PM
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Originally posted by: Artimus
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Originally posted by: Smash_Brother
Quote

Originally posted by: Artimus
Whoa! I didn't know there were more shots we hadn't seen! It does not look as good as 360 or PS3 will, but it looks fine.


I'd hesitate to go by that picture.

You can clearly see artifacts all over it from a poor scan job. I'll wait until I see the game in motion before I draw any conclusions.


We KNOW it won't look as good. How can you still be in denial?

Those "new" scans honestly look better than most Xbox 360 screenshots i've seen. Not that I really care, or not that that's representative of the "real powah", you can argue that what you see in screens and what's on the TV is a different matter, but this is very impressive considering what the price difference is going to be, not to mention you get Revolutionary controls as well.

The game also looks very polished already, which is awesome considering they have 5 or so months to keep adding even more polish.

Nintendo have the opponents graphics matched, from what i'm seeing right now, and we don't have much else to go by as of yet.
Title: RE:Red Steel Topic, new details added!
Post by: Fro on April 11, 2006, 08:36:40 PM
The only "FPS" I can think of with a huge continous overworld is the Metroid Prime series.  Most are level based and linear.

Just because a game has a hub to select missions doesn't there won't be some big outdoor levels.
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 11, 2006, 08:45:33 PM
Quote

Originally posted by: Artimus
We KNOW it won't look as good. How can you still be in denial?


Because I'm the KING of Da Nile! WOOTWOOT!

But seriously, I mean because that scan is CRAPTACULAR. I have no doubt that it won't be as good as the other console offerings. I'm just saying that that scan SUCKS. You can see artifacts all over the place. Wait for someone with a better scanner, I'd say, or buy the magazine yourself (like I will) before making a real judgment call.

Quote

Originally posted by: Fro
Just because a game has a hub to select missions doesn't there won't be some big outdoor levels.


That's true. I'm sure it'll be fine either way.
Title: RE:Red Steel Topic, new details added!
Post by: BlackNMild2k1 on April 11, 2006, 08:54:04 PM
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Originally posted by: IceCold
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Originally posted by: Artimus
And the first link doesn't work...
You could just register on that site.. it's a 2 minute process, if that.


You tricked me into registering there were no pictures, just links that led to nothing, and I had to copy/paste them myself!!  
Title: RE:Red Steel Topic, new details added!
Post by: wandering on April 11, 2006, 09:01:58 PM
try here, two thirds of the way down.

edit: I really, really like the way this game looks. Nice environments, nice character models, and just, on the whole, it feels like it's offering a world that will be easy to get lost in.

edit 2: "When playing Red Steel, you essentially aim the controller like it was a real gun. Your in-game hand, mimics your movements, and the camera adjusts to keep your target near the center of the screen." Huh....it doesn't sount like you just go to the edge of the screen to move the camera. I'm still not quite clear on how it works, actually.
Title: RE:Red Steel Topic, new details added!
Post by: IceCold on April 11, 2006, 09:10:47 PM
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You tricked me into registering  there were no pictures, just links that led to nothing, and I had to copy/paste them myself!!
What the hell? I registered, then I closed the window and opened the link up again. Then I typed in my registration info, and all the pictures were there in a post..
Title: RE: Red Steel Topic, new details added!
Post by: Bill Aurion on April 11, 2006, 09:22:55 PM
I like how Artimus loves being a boring stick-in-the-mud!  PGC needs more like him!
Title: RE: Red Steel Topic, new details added!
Post by: Artimus on April 11, 2006, 11:23:06 PM
I registered and the game looks great!

How am I a stick in the mud? Because I don't think the Rev is capable of 360 and PS3 quality graphics? Because I'm happy with actual facts and not delusions?
Title: RE:Red Steel Topic, new details added!
Post by: BlackNMild2k1 on April 11, 2006, 11:31:35 PM
It worked now that I tried it for a 5th time, but thatnks for the alternate links anway
Title: RE: Red Steel Topic, new details added!
Post by: TrueNerd on April 11, 2006, 11:31:56 PM
All of the links I've tried tell me someone's bandwidth has been exceeded. Not mine though. My bandwidth kicks ass. I WANNA SEE MORE OF THIS GAME!
Title: RE:Red Steel Topic, new details added!
Post by: pudu on April 11, 2006, 11:43:17 PM
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Originally posted by: Artimus
I registered and the game looks great!

How am I a stick in the mud? Because I don't think the Rev is capable of 360 and PS3 quality graphics? Because I'm happy with actual facts and not delusions?


I have to agree with you.  The game does look good and has some pretty cool particle fx going on there but it doesn't really strike me as "next gen" or "bleeding edge" graphics.  It looks more to me like a souped up Gamecube in the graphics department and I really doubt it will even come close to PS3 or 360 quality graphics, HD or no HD.  That being said though, I don't see why the games can't still look good and feature some cool tech.  I can't say that I'm entirely dissapointed because all I've been hearing for the longest time is it will be a weakling in the tech department so this was expected...but I do deep down wish it could have the best of both worlds (awsome tech and innovation).
Title: RE:Red Steel Topic, new details added!
Post by: Bill Aurion on April 12, 2006, 03:27:02 AM
Quote

Originally posted by: Artimus
I registered and the game looks great!

How am I a stick in the mud? Because I don't think the Rev is capable of 360 and PS3 quality graphics? Because I'm happy with actual facts and not delusions?

WHOOPS, I like how I haven't bothered to read any other pages in the topic, leading me to think you've been more negative than I led myself to believe, sorry!

And everyone needs to stop talking about the graphics...
Title: RE:Red Steel Topic, new details added!
Post by: attackslug on April 12, 2006, 04:14:50 AM
The graphics look great to me -- they don't seem to be going for photorealism, but appear to have high poly counts, better texturing than the PS2/GC/Xbox gen, and some very nice filter or particle effects.  In particular, check out the rice paper walls/screens and the way they filter light.  Very pretty....
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on April 12, 2006, 05:49:45 AM
The graphics to me are good enough, and not to mention as it has already been mentioned numerous times this game was not (at least not at the time of the pictures) created on a final dev kit. so to whomever claimed that it looks like it was made on a suped up gamecube guess what? you're right.

the crosshairs i don't believe are necessary, you're pointing at something on a t.v screen, i think the added difficulty would vastly improve gameplay at least for me. i mean at first it's all too likely that you'll be missing often, but as the game progresses you'd get better, and i believe the character evolves in the same manner, becoming and using more accuracy to accomplish his goals. with the cursor, or crosshairs, you're going to be accurate from the minute you start playing, which for me would become redundant quickly. whereas if I had to learn to be accurate myself, the difficulty of doing that keeps the gameplay fresh everytime i try to get a clean head shot.  
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on April 12, 2006, 06:58:30 AM
^^^^^^^


Good point, and that's exactly why I'm going to turn off the cursor once/if I get this game.


I don't know what you nay sayers are talking about, but the graphics look wonderful. They're not OMG! but there definitely enough for me. Actually, the thing that really impresses them in.

Those scans really impressed me. I can't wait to see what Nintendo has in store!
Title: RE: Red Steel Topic, new details added!
Post by: KDR_11k on April 12, 2006, 07:12:24 AM
What I'm worried about is that we have confirmation that these screens were "improved". The result might look like a PS2 title (lighting wise, PS2 titles always have a distinct lighting).
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 12, 2006, 07:15:07 AM
http://www.redsteelgame.com/

Teaser site is up.
Title: RE:Red Steel Topic, new details added!
Post by: wandering on April 12, 2006, 07:20:03 AM
another link for the pics

On an unrelated note, tvg is reporting that the Red Steel logo will be awesome. Also, that the game won't feature much blood.

On another unrelated note, I've been thinking about the camera, and I think I may have figured out how it works. Imagine that your charachter has a 180 degree, semicircular, field of view. One that is larger than your tv screen. So, if you aim at a target to the right, even though the camera will center on the target, both your hand and the on-screen hand will remain twisted to the right. If you move the revmote back to center, the target will go back to what it was before you ever moved the revmote. If you move the revmote farther to the right, though...of course you can't keep moving your hand to the right forever. So, when you reach the edge of the semi-circle, that's when your character, instead of just your gun/the camera, turns. And the farther you move the revmote to the right, the faster the character turns. Move the revmote back to the center now, and you'll be pointing at something different.

Quote

And everyone needs to stop talking about the graphics...

Graphics, what graphics? What are graphics?

You know, I wonder, I've been hearing nothing but 'it looks better than the specs suggest!' and 'it looks just as bad as the specs indicate!'...if we saw these pics before learning anything about the rev's power, would the reaction to them have been better or worse?

edit:
Quote

http://www.redsteelgame.com/

Teaser site is up.

Whoa, pretty cool...even though it features no information whatsoever.
 
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 12, 2006, 07:36:50 AM
Quote

Originally posted by: MaryJanethe crosshairs i don't believe are necessary, you're pointing at something on a t.v screen, i think the added difficulty would vastly improve gameplay at least for me. i mean at first it's all too likely that you'll be missing often, but as the game progresses you'd get better, and i believe the character evolves in the same manner, becoming and using more accuracy to accomplish his goals. with the cursor, or crosshairs, you're going to be accurate from the minute you start playing, which for me would become redundant quickly. whereas if I had to learn to be accurate myself, the difficulty of doing that keeps the gameplay fresh everytime i try to get a clean head shot.


Hold up! Headshots are bad in this game, remember?

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Artimus on April 12, 2006, 07:50:43 AM
Logo is fine...like any other logo.

Anyone register on the site? What exclusive info do you get?
Title: RE: Red Steel Topic, new details added!
Post by: wandering on April 12, 2006, 07:54:28 AM
I registered. Got nothing.
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on April 12, 2006, 08:54:59 AM
Quote

Originally posted by: Kairon
Quote

Originally posted by: MaryJanethe crosshairs i don't believe are necessary, you're pointing at something on a t.v screen, i think the added difficulty would vastly improve gameplay at least for me. i mean at first it's all too likely that you'll be missing often, but as the game progresses you'd get better, and i believe the character evolves in the same manner, becoming and using more accuracy to accomplish his goals. with the cursor, or crosshairs, you're going to be accurate from the minute you start playing, which for me would become redundant quickly. whereas if I had to learn to be accurate myself, the difficulty of doing that keeps the gameplay fresh everytime i try to get a clean head shot.


Hold up! Headshots are bad in this game, remember?

~Carmine M. Red
Kairon@aol.com


I disagree...
Quote

-"The goal...is to use five bullets to kill five enemies"


I don't know what you know about killing people, but contrary to what hollywood would have you believe, its actually rather difficult to kill someone with one body shot. unless of course this game is going to be unrealistic in that sense, i think headshots are absolutely necessary as in every FPS.

Unless of course you were joking
Title: RE: Red Steel Topic, new details added!
Post by: Spak-Spang on April 12, 2006, 09:06:05 AM
No the game has a balance.  It is important at times to use brutal fast kills in some sections, but other times, if you can spare someone's life they may decide to help you.  This isn't every character just the leaders of the groups you are fighting.  I think it has to do with having mercy on someone.

I hope they have several different ways of sparing someone's life.  One such mentioned was disarming them by shooting the weapons out of their hands.  

I hope you can sneak up on them and hold them up as well...for that would add a very important stealth element to the game.  Though, I hope it is more fluid than in MGS.  I never understood why you have to catch them completely unaware for pointing a gun at someone's head to work in stopping them.  

I also hope leg and arm shots will cripple CPU so that they may stop fighting, and you can keep them alive that way as well.

Title: RE:Red Steel Topic, new details added!
Post by: jasonditz on April 12, 2006, 09:20:45 AM
Quote

Originally posted by: MaryJane

I don't know what you know about killing people, but contrary to what hollywood would have you believe, its actually rather difficult to kill someone with one body shot. unless of course this game is going to be unrealistic in that sense, i think headshots are absolutely necessary as in every FPS.



It depends what they mean by "killing" people. If you shoot them in the stomach and then keep them from getting medical attention, they'll die eventually.
Title: RE:Red Steel Topic, new details added!
Post by: Pale on April 12, 2006, 09:25:48 AM
Quote

Originally posted by: jasonditz
Quote

Originally posted by: MaryJane

I don't know what you know about killing people, but contrary to what hollywood would have you believe, its actually rather difficult to kill someone with one body shot. unless of course this game is going to be unrealistic in that sense, i think headshots are absolutely necessary as in every FPS.



It depends what they mean by "killing" people. If you shoot them in the stomach and then keep them from getting medical attention, they'll die eventually.

Sounds like a job for MythBusters! =P
Title: RE: Red Steel Topic, new details added!
Post by: vudu on April 12, 2006, 09:56:54 AM
Word on the streel is a trailer for this game will be released on April 20th.  Not sure if there's any truth behind that.
Title: RE:Red Steel Topic, new details added!
Post by: Artimus on April 12, 2006, 10:49:12 AM
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Originally posted by: vudu
Word on the streel is a trailer for this game will be released on April 20th.  Not sure if there's any truth behind that.


There isn't. Nothing is happening April 20th. There are no expiring NDAs, there is nothing! E3 people, E3.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 12, 2006, 11:07:19 AM
Yeah, we're not exactly clear if you only spare the boss, or if you can spare their henchmen as well. All I know is that at some point in the article they talk about how shooting the gun out of someone's hand is a more impressive and effective way to get them to surrender to you.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: vudu on April 12, 2006, 11:14:25 AM
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Originally posted by: Artimus
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There isn't. Nothing is happening April 20th. There are no expiring NDAs, there is nothing! E3 people, E3.
I'm sorry, but huh?Expiring NDA's has nothing to do with it.  According to GI the only thing happening is that's the release date of the mag.  But there's nothing stopping Ubisoft from releasing a trailer on that same day, is there?

As it's been said (by you, I believe) it makes sense for third parties to release info pre-E3 so their games don't get lost in the Nintendo-shuffle.  Why can't Ubisoft release a video?
Title: RE: Red Steel Topic, new details added!
Post by: TrueNerd on April 12, 2006, 11:19:30 AM
I wonder if you could go all Gandhi-mode in this game, running around and not killing anyone and spreading a message of peace to violent NPC's who need to see the way. Now THAT'S a game that would make the Revolution codename justified.
Title: RE: Red Steel Topic, new details added!
Post by: Spak-Spang on April 12, 2006, 11:37:11 AM
TrueNerd:  You joke, but man I bet that would be an awesome challenge.  Go through the game disarming everyone instead of killing them.  The exception being the occassional boss that has to be killed.  

Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on April 12, 2006, 02:00:22 PM
Hey no prob, it'd be like Kung Fu: The Legend Continues To Kick Ass Without Killing People.
Title: RE:Red Steel Topic, new details added!
Post by: Michael8983 on April 12, 2006, 05:36:24 PM
According to Nintendojo the game MAY be rated "T".
I'm all for it in theory but it makes me wonder if the game isn't going to be nearly as realistic as people are picturing. This is a game where you can slash at bad guys with a sword. How is that going to look if they keep it "T" rated?
Title: RE:Red Steel Topic, new details added!
Post by: BlackNMild2k1 on April 12, 2006, 06:13:18 PM
Quote

Originally posted by: Artimus
There isn't. Nothing is happening April 20th. There are no expiring NDAs, there is nothing! E3 people, E3.

What do you you mean nothing is happening on April 20th.... You should be ashamed.
Don't worry MaryJane, I didn't forget your birthday!!
 
Title: RE: Red Steel Topic, new details added!
Post by: ThePerm on April 12, 2006, 08:01:53 PM
26 days!
Title: RE: Red Steel Topic, new details added!
Post by: PaLaDiN on April 12, 2006, 08:21:25 PM
Apparently it's 16+ in Europe, according to the official website.
Title: RE: Red Steel Topic, new details added!
Post by: KDR_11k on April 12, 2006, 08:49:15 PM
With dismemberment it would be 18+. I suppose it gets a bonus for allowing the player to let enemies live.
Title: RE:Red Steel Topic, new details added!
Post by: mantidor on April 12, 2006, 10:06:23 PM
Europe is a lot less uptight compared to USA, 16 in europe probably translates to AO over there :P

Title: RE: Red Steel Topic, new details added!
Post by: Kairon on April 12, 2006, 10:26:04 PM
Hmm...I've always said to myself that if someone had the guts to make an AO game, then I'd buy it purely for the novelty aspect.

It never occured to me that they'd been doing exactly that in France for years!

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: wandering on April 13, 2006, 12:12:35 AM
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Originally posted by: Michael8983
This is a game where you can slash at bad guys with a sword. How is that going to look if they keep it "T" rated?


Quote

Originally posted by: wandering
On an unrelated note, tvg is reporting that...the game won't feature much blood.


edit, by the by, 4cr has some good new scans.
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on April 13, 2006, 04:06:30 AM
Quote

Originally posted by: BlackNMild2k1
Quote

Originally posted by: Artimus
There isn't. Nothing is happening April 20th. There are no expiring NDAs, there is nothing! E3 people, E3.

What do you you mean nothing is happening on April 20th.... You should be ashamed.
Don't worry MaryJane, I didn't forget your birthday!!


LoL thanks, I will be celebrating of course. Especially since I'll be buying this issue of GI. I can't wait for this, it is so friggin cool, I can't remember the last time I was this excited for a game coming out that wasn't made by Nintendo... oh wait yeah I can RE4, but that was a great game. But I want this even more than that.
Title: RE: Red Steel Topic, new details added!
Post by: KDR_11k on April 13, 2006, 04:44:19 AM
Europe is a lot less uptight compared to USA, 16 in europe probably translates to AO over there :P

Depends. Singles got rated 16 and AO while God of War was too violent even for an 18 rating while the ESRB happily labelled it M. Dismemberment or blood pretty much always gives you at least 18.
Though maybe it got its rating for the "emotion" only the Revolution controller can allow... Followed by cutting her head off and taking your money back.

Hmm...I've always said to myself that if someone had the guts to make an AO game, then I'd buy it purely for the novelty aspect.

You might want to reconsider that.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 13, 2006, 04:48:31 AM
*coughhackwheezecoughchokesputterwheezegobblebogglehacksniff*

Make that MAINSTREAM AO game. Whate'er that is...

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: couchmonkey on April 17, 2006, 07:14:38 AM
Well, the game (to me) is not looking quite as good as the Xbox 360, but it does look like it's falling somewhere between Xbox and Xbox 360, which is good enough for me.  I think that without HDTV there won't be a huge difference between Revolution and 360 except for the large-scale battles that games like Kameo have done.  In fact, this game looks better than some 360 software I've seen due to better art direction.

I like the attention to detail Ubisoft has put into the Rev controller's interaction with the game...things such as the in-game gun being held at the same angle as the remote.  I'm glad to see some proof of concept, this game looks like it could be a lot of fun, and it's something that definitely wouldn't be as good on the other systems.

I still kind of wish Nintendo had packed a bit more power into this new system, but the controller has me way more excited than the power of the competing machines.
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on April 17, 2006, 07:29:22 AM
"I still kind of wish Nintendo had packed a bit more power into this new system, but the controller has me way more excited than the power of the competing machines."

I've been saying the same thing myself. However, do you realize how small the Revolution is?

All I'm saying is that if it is as tiny as everyone is saying and as quiet as Nintendo is saying then I'll most likely end up astonished that the graphics it produces came out of such a tiny system.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 17, 2006, 07:46:32 AM
I think that the size of the system was a nice little side benefit of Nintendo not upgrading to hotter, noiser, but most importantly more unnecessarily expensive technology.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: KDR_11k on April 17, 2006, 07:50:32 AM
Quote

Originally posted by: Kairon
*coughhackwheezecoughchokesputterwheezegobblebogglehacksniff*

Make that MAINSTREAM AO game. Whate'er that is...

~Carmine M. Red
Kairon@aol.com


This?
Title: RE: Red Steel Topic, new details added!
Post by: Spak-Spang on April 17, 2006, 08:08:52 AM
KDR:  Now find a Mainstream AO rated game of good quality.  

There just aren't any.  And really, if someone really wanted to push the video game industry they would figure a way to create a game with a great story dealing with very sophisticated issues that just happened to push the rating limit to AO at the same time.  

You would have to do it in such away that it wasn't a sparkling innovation...and I would probably make it an RPG of some sort.

Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 17, 2006, 08:51:50 AM
Argh! KDr! Why do you turn my words back against me!

Hmm....I'll have to do research on that game. Bad games can be just as enlightening as good ones...

I was sorta hoping...though... for something with a more Sprung-like sensibility...

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on April 17, 2006, 09:05:04 AM
Actually...even though the game isn't nearly as ambitious as I would've liked...I'm intrigued...

My problem is that everything it does, so does The Sims 2... I mean..."woohooo!"

The Sims 2 should be an AO game.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Spak-Spang on April 17, 2006, 09:28:31 AM
I still hope that Red Steel ISN'T rated mature.  

I don't want the game to compromise vision, but I also don't want the game to become NEEDLESSLY violent.  I mean, there really isn't a need to show limbs flying off of bodies while you shot them point blank in the head to kill them.

You could just show a slash wound or the person get knocked back from the force of the attack...and you would have a good enough game for me.

Also remember Goldeneye and Perfect Dark were not overly violent with blood either.  Perfect Dark more then Goldeneye, but not too bad.  

Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 17, 2006, 09:50:57 AM
Yeah, I care less about violence or lack of violence than about how completely the game follows its vision... but of course, I won't assume I know much about what direction or message the sensation the game wants to impart based on a few dozen magazine scans.

It can work with, or without, ultra violence depending on how the developers present it.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on April 17, 2006, 01:51:09 PM
Kill Bill anyone?





Give me blood and guts!
Title: RE:Red Steel Topic, new details added!
Post by: IceCold on April 17, 2006, 02:09:14 PM
Oh wow couchmonkey.. long time no see.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 17, 2006, 04:31:19 PM
I don't think mainstream + AO is really that easily doable... not just from a prudishness of society perspective, but from the perspective of just how much you can get away with in an M-rated game.

Sophisticated themes and dealing with controversial issues isn't going to get you slapped with an AO. Quite frankly it's probably going to detract from the chances of it happening. There's no good reason you can't make a hard-hitting RPG that deals with, for instance, the travails of an HIV-infected ex-prostitute trying to turn his/her life around in a society that shuns them. It's only when you tack on the photorealistic teabagging minigame that they're going to even think about an AO rating. And again, things like that are going to make the game seem campy and childish, not gritty or sophisticated.
Title: RE:Red Steel Topic, new details added!
Post by: vudu on April 17, 2006, 05:03:11 PM
There may or may not be a few new scans floating around (depends on who you talk to).  The look pretty bad.  Hopefully they're either early dev shots or fake.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 17, 2006, 05:26:50 PM
Umm... those bottom couple look N64 calibur. I don't know what's going on with the top one. reminds me of those Sega CD FMV games (like the Scottie Pippen basketball game).

I'd say they were fake, but they look so bad I can't imagine anybody putting them out there expecting them to fool somebody... early dev shots might be possible though.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on April 17, 2006, 05:28:02 PM
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on April 17, 2006, 05:48:06 PM
They are real. I remember reading the entire article in whatever magazine it was in through the use of scans and seeing those exact pictures on some of the pages.

In fact, each screen took up about 1/12 of the entire page, so you can imagine how small the shots were and how bad the resolution must of been.

Second of all, sure they're not pretty, but you can definitely see some lighting in that last scan. Overall, I could give a sh#t simply because I am so hyped up on the gameplay that I don't have time to be bothered with petty graphics.
Title: RE:Red Steel Topic, new details added!
Post by: attackslug on April 17, 2006, 06:02:05 PM
Those are thumbnail sized pictures taken from the top of the article scans and blown up a bit, thus explaining their crappiness. The pics are way too small to see what texture resolution looks like, they are grainy as hell, etc.  
Even so, you can see that this game will certainly include some eye-candy: If you look closely at the first shot, you can notice that the sword is casting a shadow onto the players arm.  Also, there is some nice bloom lighting going on in the last shot.  It is tough to tell, but judging from the larger scans, it looks like there is a per-pixel lighting model being used, and either the models are very high-poly or there is indeed some normal mapping at work.

I wonder why people are convinced that this game will have/has sub-GC graphics.  Rebel Strike had plenty of high-poly, self shadowing, and bumpmapped models, very sharply textured, bumpy, and specular-highlighted environments, as well as a great per-pixel realtime lighting model.  Not to mention all this is at a near-constant 60fps.  If the Rev is truly twice to three times as powerful as the GC, people should not be surprised that it will produce games that look on par with or far surperior to the best of the GC's offerings.  
Title: RE: Red Steel Topic, new details added!
Post by: Mario on April 17, 2006, 07:06:32 PM
Heh.. those last scans are giving me a Goldeneye vibe.
Title: RE: Red Steel Topic, new details added!
Post by: trip1eX on April 17, 2006, 07:57:46 PM
Enhanced Gamecube graphics.  Better than the Xbox.  That's what to expect.  It's not going to be on the level of the 360 and it won't be worse than the Gamecube.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on April 17, 2006, 08:39:59 PM
Rebel Strike, RE4, Chibi Robo > Xbox
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on April 17, 2006, 08:41:05 PM
Chibi Friggin' Robo?!?!?!

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Mario on April 17, 2006, 10:48:18 PM
CHIBI FRIGGIN ROBO

I haven't played it, but why not? Always trust Pro when it comes to Gaffix

Quote

Originally posted by: trip1eX
Enhanced Gamecube graphics.  Better than the Xbox.  That's what to expect.  It's not going to be on the level of the 360 and it won't be worse than the Gamecube.

I expect Nintendo Revolution graphics.
Title: RE:Red Steel Topic, new details added!
Post by: BlackNMild2k1 on April 17, 2006, 11:07:21 PM
Quote

Originally posted by: Mario
CHIBI FRIGGIN ROBO

I haven't played it, but why not? Always trust Pro when it comes to Gaffix

I played Chibi Robo earlier to day at a demo station and that game looks like an N64 port.

Chibi Robo DOES NOT look better than Xbox.
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on April 17, 2006, 11:47:50 PM
I OWN Chibi Robo, it isn't really anything special.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on April 17, 2006, 11:56:26 PM
and neither is xbox.
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on April 17, 2006, 11:57:44 PM
Zing!

I walked right into that didn't I? Haha!

Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Infernal Monkey on April 18, 2006, 01:19:24 AM
Quote

Chibi Robo DOES NOT look better than Xbox






Title: RE:Red Steel Topic, new details added!
Post by: Nephilim on April 18, 2006, 03:26:12 AM
yes gamecube has better graphics then 50% jpg compression...was that ur point?
you can set your computer to games like that also, but setting screen res to very low in video card settings
Title: RE:Red Steel Topic, new details added!
Post by: Infernal Monkey on April 18, 2006, 04:08:09 AM


Title: RE:Red Steel Topic, new details added!
Post by: Dasmos on April 18, 2006, 04:13:31 AM
Title: RE: Red Steel Topic, new details added!
Post by: BranDonk Kong on April 18, 2006, 04:17:14 AM
You know Terminator 3 Redemption had some pretty graphics on the Gamcube...running at about 20FPS though =(
Title: RE:Red Steel Topic, new details added!
Post by: couchmonkey on April 18, 2006, 05:45:31 AM
Oh bloody hell...please people do not start the "looks like an N64 game" crap...that gave me such a headache when the GameCube came out.  If you think the shots are rubbish, that's fine, but if you think it looks like an N64 game...you haven't played N64 in a while.

I admit some of the shots are pretty mediocre, but I think others look better than Resident Evil 4.  
Title: RE: Red Steel Topic, new details added!
Post by: mantidor on April 18, 2006, 05:57:39 AM
I think that video footage is the real deal, up to this day I havent seen a screenshot not touched up that makes the game any justice.

Title: RE:Red Steel Topic, new details added!
Post by: ShyGuy on April 18, 2006, 06:10:43 AM
What video footage? Those pictures are scans from the same magazine.
Title: RE: Red Steel Topic, new details added!
Post by: mantidor on April 18, 2006, 06:55:16 AM
No no, Im saying that people should judge graphics with video footage (which happens to not exist for the moment), not screenshots. Even RE4 screenshots look bad compared to the game.

Title: RE: Red Steel Topic, new details added!
Post by: KDR_11k on April 18, 2006, 07:03:08 AM
Even so, you can see that this game will certainly include some eye-candy: If you look closely at the first shot, you can notice that the sword is casting a shadow onto the players arm.

Wouldn't be the first occurrance of self-shadowing that's in the preview shots but not in the final game (or shading at all HELLO BETHESDA!)
Title: RE:Red Steel Topic, new details added!
Post by: jasonditz on April 18, 2006, 08:36:23 AM
Quote

Originally posted by: couchmonkey
Oh bloody hell...please people do not start the "looks like an N64 game" crap...that gave me such a headache when the GameCube came out.  If you think the shots are rubbish, that's fine, but if you think it looks like an N64 game...you haven't played N64 in a while.

I admit some of the shots are pretty mediocre, but I think others look better than Resident Evil 4.


the original screenshots we saw look very pretty and very nextgen. The bottom couple of those last three alleged screenshots look like something out of Goldeneye... sorry if that hurts your feelings, but it's the truth.

I'm willing to accept that maybe they're blown up versions of crappy source material or whatever and maybe they're real after all... but compared to the GI scans we saw earlier this month they look downright weak.

Title: RE: Red Steel Topic, new details added!
Post by: odilon on April 18, 2006, 09:01:56 AM
They are from the same article, but the originals are only an inch or two wide.
Title: RE:Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on April 18, 2006, 10:00:43 AM
Quote

Originally posted by: odilon
They are from the same article, but the originals are only an inch or two wide.


Listen to this guy.  he smart.

The "new" screens are just blown-up scans of the MARGINS of the GI article.  It's just like Infernal's Chibi/Xbox "comparison" pics.  Except we're dealing with printer ink-dots instead of compressed JPEGs.

Look for the scans of the GI article that showed whole pages.  You'll find those screens -- at ~1/6 the size of the bigger screens.

Sarcastic tomfoolery is one thing, leaving the restroom without putting on your Critical Thinking Underpants is another.
Title: RE: Red Steel Topic, new details added!
Post by: Dirk Temporo on April 18, 2006, 10:10:19 AM
Am I the only one who actually gets GI here? Because mine came in the mail yesterday, and boy is it sexy.
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on April 18, 2006, 10:23:37 AM
Is it Alan Rickman sexay?

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: eljefe on April 18, 2006, 10:25:12 AM
sorry to GI

but to settle peoples nerves

"N64" flicks in context

and

the other "N64" flick in context
Title: RE:Red Steel Topic, new details added!
Post by: Strell on April 18, 2006, 10:43:11 AM
Nothing is sexier than Alan Rickman, except two Alan Rickmans.
Title: RE: Red Steel Topic, new details added!
Post by: TrueNerd on April 18, 2006, 12:00:19 PM
Yeah. The pics in GI look way hotter then any scan I've seen. Better then RE4. Maybe not in terms of style...
Title: RE: Red Steel Topic, new details added!
Post by: Svevan on April 18, 2006, 02:36:12 PM
Yeah, that looks hawt. Sorry haters, but this is not N64 quality.
Title: RE:Red Steel Topic, new details added!
Post by: jasonditz on April 18, 2006, 02:46:08 PM
Here's another screenshot, think it's real?
Title: RE:Red Steel Topic, new details added!
Post by: Sir_Stabbalot on April 18, 2006, 03:00:16 PM
If all that is actual screenshots, Nintendo NEEDS to get those out in non-scan forms and let the hype commence!
Title: RE:Red Steel Topic, new details added!
Post by: EasyCure on April 18, 2006, 04:28:26 PM
i have a friend who works at a gamestop, so i did him the favor of becoming one of their member things and paying for a GI subscription so i could save a penny or two on used games because he said thats how he makes his money. so yeah, i get the magazine, i recieved mine a few days ago and non of the scans do it justice. ESPECIALLY the ones that are being blown up. graphics were never my thing but i've always said "good graphics dont hurt" (until games like terminator 3 that look good if you're not doing anything and have no framerate whatsoever). stop basing your opinions on the scans, the mag should be out by now go pick one up then come back and post ignorant remarks, k?
Title: RE:Red Steel Topic, new details added!
Post by: jasonditz on April 18, 2006, 05:33:35 PM
Quote

Originally posted by: EasyCure
i have a friend who works at a gamestop, so i did him the favor of becoming one of their member things and paying for a GI subscription so i could save a penny or two on used games because he said thats how he makes his money. so yeah, i get the magazine, i recieved mine a few days ago and non of the scans do it justice. ESPECIALLY the ones that are being blown up. graphics were never my thing but i've always said "good graphics dont hurt" (until games like terminator 3 that look good if you're not doing anything and have no framerate whatsoever). stop basing your opinions on the scans, the mag should be out by now go pick one up then come back and post ignorant remarks, k?


Actually I went to Barnes and Noble today and they didn't have it yet... they still had last month's.

Not sure I wanted it anyhow... I can't decide to buy it until it's on the market, and by then there'll be plenty of videos, quality screenshots, etc of all these games.
Title: RE: Red Steel Topic, new details added!
Post by: MaleficentOgre on April 18, 2006, 06:35:43 PM
Gamestops just got them in today, so they should be around and on shelves by tomorow.
Title: RE: Red Steel Topic, new details added!
Post by: couchmonkey on April 19, 2006, 05:38:52 AM
Graphics talk aside, I think the game looks like it could be really great.  I hope it turns out really well, because this could be the game that sells Revolution to Joe Halo and Johnny GTA in North America.
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on April 19, 2006, 07:42:13 AM
Just got the mag today, and screens look great! Hope they aren't touched up or anything. Also  I can't wait for this! it just looks too good. (gameplay i mean)
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 19, 2006, 09:16:53 AM
Quote

Originally posted by: couchmonkey
I hope it turns out really well, because this could be the game that sells Revolution to Joe Halo and Johnny GTA in North America.


EXACTLY.

One of the things I had ALWAYS said was that Nintendo badly needs to overturn the image that its consoles and games are aimed at children.

After reading the magazine close-up scans, it's blatantly apparent that it was Nintendo's decision to let Red Steel be the first Rev game shown off. There's no longer a doubt in my mind regarding whether or not they realize that Sony and MS love to saddle them with the kiddé image at every turn. Insecurity has sold so many products to so many people that it's ridiculous. With Red Steel being a flagship mature title, calling Nintendo kiddé just doesn't work anymore.
Title: RE: Red Steel Topic, new details added!
Post by: MysticGohan on April 19, 2006, 09:27:02 AM
This kinda reminds me of Cowboy Bebop in someways ( The Anime ), with Spike Vs. Vicious with Gun vs. Sword heh... cept you'll be using both/
Title: RE:Red Steel Topic, new details added!
Post by: Dirk Temporo on April 19, 2006, 09:43:01 AM
And I'm pretty sure that if you're all the way across the room with a sword, and the other guy has a gun, you'll be boned.
Title: RE:Red Steel Topic, new details added!
Post by: trip1eX on April 19, 2006, 09:48:17 AM
Quote

Originally posted by: Smash_Brother
Quote

Originally posted by: couchmonkey
I hope it turns out really well, because this could be the game that sells Revolution to Joe Halo and Johnny GTA in North America.


EXACTLY.

One of the things I had ALWAYS said was that Nintendo badly needs to overturn the image that its consoles and games are aimed at children.



What's ironic is there is an interview with one of MS's 360 heads floating around today where the guy (Kim) says the Xbox had too hardcore of an image and that they are trying to market it to the more casual and all ages crowd.  Viva Pinata is supposedly one of their important games because of that.  They also will do more games with peripherals and attachments than before.  

http://www.gametab.com/news/538900/

Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on April 19, 2006, 11:07:21 AM
Nintendo does not need to balance their image much in the way of products, but need to try and change the mentality of alot of gamers who think they are "tiku tiku tiku! " through marketing. GC has a wide variety of games, with a wide variety of ratings (I hesitate to say "Mature" since that is very subjective) but there is still that wicked straw man out there that Nintendo is tiku tiku tiku! .
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on April 19, 2006, 11:32:30 AM
Quote

Originally posted by: VGrevolution
Nintendo does not need to balance their image much in the way of products, but need to try and change the mentality of alot of gamers who think they are "tiku tiku tiku! " through marketing. GC has a wide variety of games, with a wide variety of ratings (I hesitate to say "Mature" since that is very subjective) but there is still that wicked straw man out there that Nintendo is tiku tiku tiku! .


And with Red Steel as the first Rev game out there, that man is greatly diminished.

Now, if more Rev games will be revealed which will likewise be aimed at older gamers, then Nintendo can smash this image for good.

I doubt the 360 will be able to push into the family market segment. You can't aggressively market a console as being aimed at the "mature" audience, even going so far as to openly mock Nintendo, then turn around and expect that people will welcome it as a "family" console.
Title: RE:Red Steel Topic, new details added!
Post by: animecyberrat on April 19, 2006, 09:16:08 PM
n64 did NOT have that image at all, Mk 4, Quake, Doom 64, Perect Dark, Turok, Conkers, Nightmare creatures, OOT, V8 Second offense, the list goes on.



Where GC gotits image was Luigis Manision, Pikmin, SM Sunshine, etc. there were many M and T rated games for GC but theyd idnt sell well and werent advertised well where as N64 they were.  
Title: RE: Red Steel Topic, new details added!
Post by: BigJim on April 19, 2006, 10:18:07 PM
Nintendo on the whole had that image since Sega marketed themselves as the cool alternative 15 years ago.

And I disagree with the point... One launch game in a system's 5 year lineup isn't going to change an image. It's going to take a more consistent library and a reasonable marketing strategy to do that.  
Title: RE: Red Steel Topic, new details added!
Post by: BranDonk Kong on April 20, 2006, 04:27:52 AM
Conker's Bad Fur Day sold absolutely miserably on the N64, especially considering all the hype that it got.
Title: RE:Red Steel Topic, new details added!
Post by: EasyCure on April 20, 2006, 05:39:52 AM
ah good ol' conkers bad fur day. first time a retailer actually cared if i was 17+. theres no shame in admitting it, i had my mom come in and pay for it after they tried to card me, and yes even after they told her she was buying a game with "mature themes" and "adult language" she did buy it for me (hell it was my saved up allowance money!) truth be told, at the time my mothers grasp of the english language wasn't very good, though i did explain what the man sad and she simply asked "why the hell do you want a game with curses etc..." and i told her "because its coming from a cute little squirel, how could you not find that hilarious?"
Title: RE:Red Steel Topic, new details added!
Post by: ShyGuy on April 20, 2006, 04:59:29 PM
I picked up the Magazine today.

The pictures look better than they did in the scans found online.  The lighting looks the most impressive..

I think the game is widescreen too, unless they cropped all the images to that width.
Title: RE:Red Steel Topic, new details added!
Post by: couchmonkey on April 21, 2006, 08:19:25 AM
Quote

Originally posted by: Smash_Brother
And with Red Steel as the first Rev game out there, that man is greatly diminished.

Now, if more Rev games will be revealed which will likewise be aimed at older gamers, then Nintendo can smash this image for good.

I doubt the 360 will be able to push into the family market segment. You can't aggressively market a console as being aimed at the "mature" audience, even going so far as to openly mock Nintendo, then turn around and expect that people will welcome it as a "family" console.


Of course, if you're right that Nintendo wanted this game revealed first to tear down the "for kids" image, then it's probably a safe bet that Nintendo doesn't have many other games in this vein.  Metroid Prime 3 and Red Steel are probably it.  Still, if Nintendo can release both of those on or near launch, that would be a lot better than the launch lineup for the Cube, as far as showing that Nintendo isn't just for kids.

GameCube has a decent selection of adult games, just as the N64 did.  The problem for both systems is that most of the adult games are not in the forefront of the public's mind.  Who cares about Mortal Kombat or Nightmare Creatures?  Mario and Pokemon are what sell Nintendo systems, and those aren't "adult".  By comparison, the big titles for Xbox and Sony are games like Halo, Dead or Alive, Grand Theft Auto and Final Fantasy.

I'm not quite sure what Microsoft's audience is.  Xbox's main audience would seem to be teenage boys and twenty-something guys, judging by the games that are popular for the system, but I don't know.  It does have fans in the under-12 age group, in fact Xbox seems to be hugely popular in that group.  It's a cooler brand than GameCube.  But I guess maybe Microsoft's game selection prompts concerned parents to buy GameCubes for their kids even if Xbox is what the kids want.  The coolness of the Xbox is also probably a little less important with younger kids, less than 7 or 8 or whatever.

As far as grabbing more of the family segment goes, I have a feeling Microsoft will have trouble for the same reasons as Nintendo: the games that it's known for are not family titles.  Turning that around will take more than just one or two games.
Title: RE: Red Steel Topic, new details added!
Post by: jasonditz on May 04, 2006, 07:35:37 PM
From Ubi's E3 press release:

"The only original first-person game built from the ground up and exclusively for the Wii™ launch."

Which I guess tells us something about the rest of the launch titles.
Title: RE: Red Steel Topic, new details added!
Post by: mantidor on May 04, 2006, 07:39:44 PM
oh sweet april 7, how much I miss you.  
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on May 04, 2006, 07:52:42 PM
Yes we all miss my birthday, but don't worry....


I have a feeling there will be another one
Title: RE: Red Steel Topic, new details added!
Post by: Caliban on May 09, 2006, 08:42:07 PM
Did you guys watch the fooatge for this game? It looks awesome, specially the sword fight. For sure I know now that graphics in this game have met the expectations of most of us wantin to see this game in motion.
Title: RE: Red Steel Topic, new details added!
Post by: wandering on May 09, 2006, 08:44:23 PM
Looks great.

Oh, BTW, we finally get direct feeds of those stupid shots from the magazine.
Title: RE:Red Steel Topic, new details added!
Post by: attackslug on May 10, 2006, 06:59:33 AM
I'm going to have to call BS on some of the trailer's graphics.  The thing looks like it is severely touched up, or at least running on something other than the actual Wii hardware.  Check out the final swordfight, for instance.  The yakuza's model features some incredibly detailed self-shadowing, which looks better than lighting models I've seen in top-notch PC or 360 games.  This is also evident throughout the rest of the trailer, and it is difficult to compare the trailer graphics against the live gameplay video from the conference yesterday, as one is direct feed and the other is not.
I'd be impressed if these were truly in game shots, but I'm starting to think otherwise.
Title: RE: Red Steel Topic, new details added!
Post by: willie1234 on May 10, 2006, 07:06:37 AM
i call bs on your call!  nintendo does not have a history of stuff like this.  in this case they are innocent until proven guilty.  we don't even know the hardware specs!  how can  you say rev's not capable?
Title: RE: Red Steel Topic, new details added!
Post by: attackslug on May 10, 2006, 07:14:51 AM
True, nintendo does not have a history of "bullshot"-ing videos and screens, but Ubisoft certainly does.  Given the hardware estimates of the Wii, the graphics of the other trailers and reported hands-on accounts, it can be safely concluded that while the visuals are definately on par with or better than xbox and GC games, they certainly aren't cutting edge.
Yes, they could very well be in-game shots. But I'm going to assume that they aren't for the time being, until I see high quality direct feed footage or screens.

EDIT:
According to the hands-on reports today, the game is lacking visually.  In particular, the models and faces are quite blocky. My guess is that the screens and trailer are the game running on a PC, and are hopefully of "target" quality. Ubisoft apparently did not recieve near final dev kits until the end of March, and I'd assume/hope that the visuals are still being tweaked and optimized for the crossover from PC to final Wii hardware.  So far, the physics and AI look like they are well in place, and one would hope that Ubisoft spends the next few months refining the control (reports say it is too sensitive) as well as getting the actual visuals up to par with the trailer.
Title: RE:Red Steel Topic, new details added!
Post by: attackslug on May 11, 2006, 03:21:44 PM
Man, the more and more I hear about RS, the less enthused I am about it.  Honestly, I'm not sold on a simple gesturing system for the swordplay.  Sure, it simplifies the gameplay in that it eliminates confusion from when an attack is blocked or hits a wall, but it sort of... defeats the purpose of the controller? Also, the lack of accuarcy with the remote during gunplay is distressing, and the subpar visuals don't help either.
I REALLY hope that Ubisoft can meet the allegedly lofty expectations of this game, because it truly does show a good deal of promise. But then again, so did Geist.
Title: RE:Red Steel Topic, new details added!
Post by: Aussiedude on May 11, 2006, 03:36:56 PM
Quote

Originally posted by: attackslug
Man, the more and more I hear about RS, the less enthused I am about it.  Honestly, I'm not sold on a simple gesturing system for the swordplay.  Sure, it simplifies the gameplay in that it eliminates confusion from when an attack is blocked or hits a wall, but it sort of... defeats the purpose of the controller? Also, the lack of accuarcy with the remote during gunplay is distressing, and the subpar visuals don't help either.
I REALLY hope that Ubisoft can meet the allegedly lofty expectations of this game, because it truly does show a good deal of promise. But then again, so did Geist.



Yes same here. This game seems to show up serious shortcomings in the freehand controller. It was going to be a must have game for me, and one of the main reasons for getting the Wii. But if Wii is going to be like the Gamecube and have no worthwhile FPS's, I'll bet a XBOX360 (at lease it has decent online like Live) or PS3 in 12 months time when games for it come out.
Title: RE:Red Steel Topic, new details added!
Post by: NWR_pap64 on May 11, 2006, 03:43:18 PM
Maybe this is the hopeful side of me talking, but you have to remember that these are EARLY DEMOS running on EARLY HARDWARE. It is expected for the games and the hardware to have some bugs in them.

Besides, a lot of impressions have been posted and the majority say that even with the slight issues it's still a fun game to try out.

Just don't be quick to judge a game just because it recieved a lukewarm preview. After all, there have been games that get great previews but end up sucking in the end.
Title: RE:Red Steel Topic, new details added!
Post by: Aussiedude on May 11, 2006, 03:47:26 PM
The thing that gets me is why dio I have to aim at the "TV bar" (according to IGN). Its a FPS, I want to aim where I want to shoot.  The game has been in developement for a long time so control should have been sorted out.

I HOPE you are right, but Im not overly confident.
Title: RE: Red Steel Topic, new details added!
Post by: attackslug on May 11, 2006, 03:49:35 PM
True, it IS a preview, and a very early one at that.  Ubi has gotten this game in its current form after an alleged 2 months of time with an actual Wii devkit, which is none too shabby.
What has me concerned is the direction things seem to be taking.  The most worrisome would be the lack of true aiming and freehand sword control, both of which are apparently possible according to reports of various tech demos from IGN.  I really hope that Ubi takes note of the (valid) criticism and makes this game as good as they possibly can, even if it means a delay.
Title: RE: Red Steel Topic, new details added!
Post by: trip1eX on May 11, 2006, 04:08:33 PM
Yeah now I'm not sure on this one.  But it's 6 months away and I doubt the game has been in development much more than 6 months.  

It sounds like they made the game using a regular controller and tried to map that functionality over to the pointer.  Good news is I believe it's not a problem with the wiimote itself.  Folks seem to like MP3 controls.  Also IGN reviewed the   obstacle course demoand said the pointer worked to near perfection.  So it's all up to Ubi.

They'll get it going.  I'm sure they'll up the graphics too.  I just hope they don't release it if it isn't in tip top shape by launch.  Better to delay a couple months then to launch a rush job.  
Title: RE: Red Steel Topic, new details added!
Post by: mantidor on May 18, 2006, 07:34:25 AM
I think Nintendo's biggest mistake so far with the rev is the very first trailer with the guy playing a sword fight, we all admitted that it was exagerated and all, but still people were expecting that kind of gameplay. Ive always been against it, and I couldnt be more happy when Nintendo dropped it from Zelda, but people always have faith in Nintendo and give them a chance, while with ubisoft that isnt the case. Have they commented about why their control scheme is the way it is? Id really like to hear their explanation first before jumping on the dissapointment bandwagon.

Title: RE:Red Steel Topic, new details added!
Post by: EasyCure on May 18, 2006, 07:50:04 AM
i too was dissapointed when i read the whole "point at the sensor bar, not the tv" thing but the more i thought about it the less i cared.

when you're playing the game will you honestly be worried about where your hand is aiming or will you concentrate on the game and the cursor that tells you where you are aiming? its a non-issue for me and to anyone who takes the time to think of it that way. so what if your hand is pointed to the sensor bar, you're not keeping your eye on your hands, you're keeping your eye on the screen; where the reticules for aiming are, where the game interprets you to be aiming with precision. thats all that matters.

just to get worked up on that issue alone is a waste of time and energy, but yeah this EARLY preview did make the game out to be flawed. then again, like most people are saying it is still pretty early to pass judgement, especially on the wiimote and its functionality (i'm lookin' at you Ian) when other games are being praised for its control. hopefully it will all be fixed before its release, and they dont release it before these things are fixed. it will be a great game to miss out on.

who knows, maybe they'll even fix the sword fighting mechanics so that you wave your sword around with the same precision you do with a gun.
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on May 18, 2006, 08:09:20 AM
PAP - It is on Wii hardware. Furthermore, though it maybe an early demo, their idea's for how to control the game are faulty and not the Wiimote itself. We want to aim and point. We also want to directly influence the samurai sword. Ubisoft doesn't allow you to do that, yet the Wiimote can.

As an example, Metriod Prime with Expert sensitivity looked amazing (watched an E3 off-screen vid). You could aim with the flick of the wrist and turn fast enough to keep track of fast moving enemies. Also, you can aim at all sides of the screen without turning (much like Red Steel is trying to do). It was fact, accurate, and leaps ahead of any FPS.

Like people have said before, it's up to Ubi to fix the controls. The Wiimote is not limiting at all (even the pointer funtionality is great).

I am willing to give this game a try as I am sure many of you will. If Ubi can fix the control problems even if a DELAY IS NEEDED, it seems like they might have themselves a winner. In fact, I'll go far as to say that they might have a killer-app on their hands if they make it like the trailer.



That reminds me. I showed the trailer to a friend who's a few years older than me. He has a job and is starting his bachelor life. He use to like playing videogames, but didn't think they were engaging enough and lost interest. Anyway, I showed him the trailer and immediatedly he said "You know, some games come out where it is THE game to have. Just like GoldenEye was for the N64 or Halo for the Xbox. Now this game could definitely be that game."

I couldn't agree more.

Title: RE: Red Steel Topic, new details added!
Post by: vudu on May 18, 2006, 09:49:57 AM
oh sweet april 7, how much I miss you.  
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on May 18, 2006, 10:43:09 AM
The HELL ARE YOU TALKING ABOUT!

My birthday?!
Title: RE: Red Steel Topic, new details added!
Post by: vudu on May 18, 2006, 11:48:57 AM
Look back about 20 posts; it's what mantidor said when jasonditz bumped the thread after a couple weeks of inactivity.  I thought it would be funny, seeing as how it was mantidor who bumped the thread this time around.  I guess I failed.
Title: RE: Red Steel Topic, new details added!
Post by: mantidor on May 18, 2006, 11:54:25 AM
hahaha, well, the name of the console and the game looked so much better that date, when the EGM info hitted the internets.

Title: RE: Red Steel Topic, new details added!
Post by: zakkiel on May 19, 2006, 06:27:34 AM
Quote

The most worrisome would be the lack of true aiming and freehand sword control, both of which are apparently possible according to reports of various tech demos from IGN. I really hope that Ubi takes note of the (valid) criticism and makes this game as good as they possibly can, even if it means a delay.
"True aim" is an improvement only if you want a lightgun game. If that's what you're looking for, I'm sure some will come out. For myself, I have no interest in them, and couldn't care less if RS features it. When I want the experience of firing a revolver, I actually fire one.

And the lack of freehand sword control if a limitation of the remote, not the game. If it's the difference for you between buying and not buying the game, you should probably consider not buying the console.
Title: RE: Red Steel Topic, new details added!
Post by: ShyGuy on May 19, 2006, 06:52:11 AM
If Red Steel was coming out on the PC rather than the Wii, I would still be interested in it, because of the theme, the graphical style, and the interesting game play components. So if I end up playing by resting the remote on my leg and making little motions with my wrist, so be it. I probably wouldn't want to play through the whole game standing up and holding the controller at arm's length anyway.

I think the game has a lot offer and they have time to polish it until Q4.  
Title: RE:Red Steel Topic, new details added!
Post by: EasyCure on May 19, 2006, 07:41:43 AM
am i the only one who will be giddy the first time we play this game, take a shot and hear clips dropping to the floor coming from the Wii-motes speaker? or what about the "clang" of two swords hitting eachother?
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on May 19, 2006, 10:08:11 AM
If they polish it, it'll be a killer app, easily.

The story and concepts alone are enough to sell me on the idea, and if they follow it up with swordfighting multiplayer? DEFINITELY a reason to own a Wii.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on May 19, 2006, 01:26:19 PM
Ubisoft says they only had two weeks to port over their E3 build onto the enwer Wii dev hardware, and that there's a reason that most other third party games weren't really shown. Technically, it'll get better.

GoNintendo has the comments made by an Official Ubisoft poster at the IGN Insider forums.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: IceCold on June 21, 2006, 09:01:27 PM
Well, it appears GameInformer has said that some of the control issues are fixed..
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on June 21, 2006, 10:02:46 PM
That is the kind of news I wanted to hear -- scratch that -- I expected to hear, but not so soon!

After watching the demo posted by BlackNmild in some other thread, I hope the controls for aiming are fixed as well, because either that dude really sucks, or it's really janky.

The Metriod 3 demo, however, was the exact opposite. The aim was exact and precise -- and looked like a whole lot of fun!
Title: RE:Red Steel Topic, new details added!
Post by: Crimm on June 21, 2006, 10:14:56 PM
I should be getting GI any day now.  I'm hoping this isn't just somebody doing forum rumors.  I'm cautiously optimistic; remember they were hammering out their E3 material for this issue, so I doubt they had a lot of time for other stuff.
Title: RE:Red Steel Topic, new details added!
Post by: attackslug on June 22, 2006, 04:22:50 AM
That's a preview of the E3 build, I believe. Which means that nothing has officially changed yet.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on June 22, 2006, 06:35:26 AM
I heard the floor demo was outdated compared to the press conference demo.

Considering that, the writers could easily have noticed a difference if the floor demo was already scrapped by the time of demonstration.
Title: RE:Red Steel Topic, new details added!
Post by: EasyCure on June 22, 2006, 03:55:00 PM
has anyone checked out these new screens?
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on June 22, 2006, 04:09:24 PM
OMG HD *@#$$^!$!#
Title: RE:Red Steel Topic, new details added!
Post by: Crimm on June 22, 2006, 06:27:05 PM
Alright, my GI came in today.  It does say that the sword follows your wii-mote.  I don't see them mentioning that this is a version different then the one at E3.

Then again, I'm under the after-effects of anesthesia, so I'll reread it when I'm more together tomorrow.
Title: RE: Red Steel Topic, new details added!
Post by: Ceric on June 22, 2006, 07:16:57 PM
If the money Exchange screen actual moves color me impressed.
Title: RE: Red Steel Topic, new details added!
Post by: IceCold on June 22, 2006, 08:01:44 PM
Quote

After being unveiled in our pages a few short months ago, Red Steel was shared with a wider audience at E3 in playable form, and was easily the most talked-about third-party game for the Wii. [g]Unlike the version we saw in Paris, the E3 build of Red Steel[/g] had both the shooting and swordplay sections of the game playable, as well as some of the other motion-based features, such as reloading and opening doors. The Freeshot feature, which allows you to pause time and pick your targets, was in place, as was the ability to command surrendered foes with gestures. But getting to finally try the swordplay was easily the biggest thrill, as we faced off against a boss character at the end of the demo level. Not only did the remote accurately replicate our actual sword slashes, but the recently unveiled motion sensor in the nunchuck attachment could be used to parry attacks. Just as the Red Stel team promised, timing and observation was key to winning the saber duels nearly everyone had as kids, so anyone who ever dreamed of being a samurai will pick it right up. Both the sword and gun sections of the game will be polished even further before release, but Red Steel was already playing remarkably well, and we’re confident it will be one of the hottest games of the Wii launch.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on June 22, 2006, 08:22:47 PM
LIES, ALL LIES
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on June 23, 2006, 02:44:48 PM
Red Steel has been running on GC kits all this time? Observe a clip from the May19 Electric Playground episode:

http://www.youtube.com/watch?v=WYJe-Ct2NxY&search=red%20steel

Ooh! The flutter of baseless "the Wii will have better graphics" accusations.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on June 23, 2006, 05:10:46 PM
GameCube 1.1 indeed.
Title: RE:Red Steel Topic, new details added!
Post by: attackslug on June 23, 2006, 08:43:20 PM
According to IGN, Ubisoft did indeed experiment with a fully free-form sword control setup, but scrapped it because it felt and played poorly. I can see where they are coming from -- every play that Namco sword game in the arcades? You can basically wave the sword around aimlessly and do fairly well, your attacks never meet with any sort of resistance (blocked attacks just pass through without damage), and so on.  Red steel's swordfights would have likely turned into a remote wiggle-fest, which is less than immersive and most likely why they witched to the preset gesture system.
As far as the revamp goes, my guess is that they are simply implementing a far wider range of recognized gestures.  Instead of a single downward slash gesture and animation, I would bet that there would be a much wider variety corresponding to a good number of different angles for the same basic motion.
Still, the freeform control scheme could possibly work... perhaps during swordfights, free perspective control is deactivated and the analogue stick lets you advance, retreat, as well as circle the opponent, which the camera locks on to. The remote is now able to be manipulated freely. Wild flailing motions could do minimal damage if they connect, and perhaps the AI could recognize such motions and respond with a simple one-hit kill thrust or stab making it an unwise strategy. Blocks could be achieved by appropriately angling the sword or by tossing the nunchaku forwards, like at E3.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on June 23, 2006, 10:48:35 PM
I agree that if free style sword fighting is implemented into the game it could be a problem without substantial AI to compensate. With that said though, I would think it would be great if they implemented it into multiplayer (either online or offline), and I could see it working then!
Title: RE: Red Steel Topic, new details added!
Post by: Nephilim on June 24, 2006, 06:13:15 AM
"Red Steel has been running on GC kits all this time? Observe a clip from the May19 Electric Playground episode:

http://www.youtube.com/watch?v=WYJe-Ct2NxY&search=red%20steel

Ooh! The flutter of baseless "the Wii will have better graphics" accusations"

considering youtube compression is comparable to wmv 56k compression, i doubt u can use that as a graphical baises compared with a 2000kb insider video from ign *rolls eyes*

konami sword game sucked, the bad guys had no ai, you had to swing the control like 30cm for it too even pick up movement
most swings missed due to this
ppl who keep comparing it are getting a little annoying
even top games like comnemded and oblivion released this year, which use swing systems... still have bad sword fighting ai, they dont act like real humans , just a bunch of scripted lunges/dodges baised off ur attack/movement
Title: RE: Red Steel Topic, new details added!
Post by: oohhboy on June 25, 2006, 12:51:50 AM
Played Oblivion. Couldn't stand melee combat. It always degenerated in to who can stab the other guy faster.
Title: RE:Red Steel Topic, new details added!
Post by: zakkiel on June 26, 2006, 05:04:46 AM
My guess is, it will be basically free-form, but the sword will have a capped speed. This both makes sense and prevents constant wiggling as a strategy; your best et will be calm, considered movements where you don't get too far ahead of the sword.
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on June 26, 2006, 09:42:23 AM
From what I've read, it's a dodge, parry, attack system where you'll need to knock the AI off balance before attacking by blocking with your short blade (the nunchuck) first and then following it up with a sword attack.

I'm wondering if the submission will still be in the game, where you hold the sword to your opponent's throat and he surrenders.
Title: RE:Red Steel Topic, new details added!
Post by: Requiem on June 26, 2006, 10:53:30 AM
Quote

Originally posted by: zakkiel
My guess is, it will be basically free-form, but the sword will have a capped speed. This both makes sense and prevents constant wiggling as a strategy; your best et will be calm, considered movements where you don't get too far ahead of the sword.


That would be perfect. It forces you to play realistically.
Title: RE:Red Steel Topic, new details added!
Post by: EasyCure on June 27, 2006, 04:33:04 PM
Quote

Originally posted by: Smash_Brother
From what I've read, it's a dodge, parry, attack system where you'll need to knock the AI off balance before attacking by blocking with your short blade (the nunchuck) first and then following it up with a sword attack.

I'm wondering if the submission will still be in the game, where you hold the sword to your opponent's throat and he surrenders.


thats a good question...

Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on June 27, 2006, 05:47:11 PM
Just fling the remote around wildly and shred your enemies to pieces.
Title: RE:Red Steel Topic, new details added!
Post by: EasyCure on July 01, 2006, 09:44:56 PM
red steel trailer
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on July 01, 2006, 10:06:44 PM
I really hope this turns out to be good.

This could be the killer app next gen needs (cause lord knows 360 doesn't have it).
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on July 01, 2006, 10:29:58 PM
I don't know, Gears of War looks pretty kick ass to me... and well thought-out to boot.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on July 01, 2006, 10:58:16 PM
Looks pretty cool, however, the idea behind Gears of Wars doesn't sound as fun as the idea of Redsteel.

Who knows which one will make the better game though.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on July 01, 2006, 11:20:28 PM
Gears of War and Prey, along with the countless other FPSers coming up are starting to blend together in my mind. Red Steel at least manages to be not on a FPS but also adds in some truly innovating elements that will distinguish it from the rest of the FPS games coming out. Now how all it will come together in the end is another story, but that it actually distinguishes itself is a huge positive in my book.
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on July 02, 2006, 12:51:17 AM
Gears of War, to begin with, is a Third Person Shooter. Go see one of the E3 2006 playthroughs of it with Cliffy B. explaining it. The game looks very well-thought-out, and it may just be the first game to get third-person-shooters right, contrary to Miyamoto's opinion on the genre.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: nemo_83 on July 02, 2006, 01:49:38 AM
EGM pretty much trashes Red Steel and its sword controls in their new issue.  People are saying it is overhyped, looks like a GameCube game, and plays like an on rails shooter, a horror show pop out ride with floaty aiming...not the bridge between FPS mouse controls and the console game pad.  

First person and sword control (using the nunchuck) means tunnel vision and targeting.  Sword fighting would work fine in third person like a Zelda game with a 3/4 perspective camera where the developer controls the camera and the space is taken out; the player can see in all directions and swing the remote freely without any camera issues.  The developers of Red Steel have chosen to face the challenge of first person sword fighting; the E3 build was more like a game built with the 360's pad in mind if you know what I mean.

I am currently confused about the game's controls, every source has a different story.
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on July 02, 2006, 02:39:27 AM
I certainly don't expect Red Steel to get everything right on the first go. But I think that the game's criticism is horrendously overblown. It's almost as if gaming publications want to pick on it.

If Red Steel promises to have "gesture-based" sword-fighting embedded in its first-person shooter elements, how can anyone deny that it offers something unique among the sea of generic FPS' that are voraciously consumed by gamers and gaming magazines everywhere?

Besides, this isn't Nintendo making it. We can't expect perfection. Heck, third parties take AGES to get anything right. Look at XIII. Uck. That got a mediocre score though didn't it? If Red Steel turns out to have straightforward FPS gameplay and then some neat little gesture-based swordplay, I'd fully expect it to be hailed as at least an interesting yet mediocre attempt at a game.

And heck, that's enough for me. After all, I can hold my gun gangsta style. I'm sold.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Mario on July 02, 2006, 04:47:17 AM
Goldeneye wasn't Nintendo making it, GTA wasn't Nintendo making it, what Red Steel needs to do is define what people will expect from Wii. If it's crap then Wii controls will be "not that good" and the entire future of Nintendo will be downhill. Even if someone makes a better FPS afterwards noone will look at it because it "wont be that good".

I thought it looked awesome in the E3 presentation, but obviously others who played it didn't and there's obviously people out there now throwing trash bags at it. Either they're wrong (hopefully) or the game needs to be delayed from launch. Yeah yeah I know Wii Sports / Metroid / Wario / Big Damn Trucks will be awesome, fans of them will be buying those games anyway, Red Steel is THE casual gamer game. The 100 million people who bought a PS2 for cars n gunz n blud and are ALREADY INTO videogames (aka easy sales).

Also I like fun games! I guess as long as it's not broken people will love it. People loved Enter the Matrix. (i've encountered such human species). But who's talking about Enter the Matrix NOW? HUH? I guess I am. No i'm not drunk, GO RED STEEL!
Title: RE: Red Steel Topic, new details added!
Post by: Ceric on July 02, 2006, 06:05:02 AM
Gear of War looks like its coming together well.  I don't know about Prey...  The thing is that Gear of War is taking to long to get to market.  I was under the impression when they first revealled 360  that Gear of War would be within the first year +- a quarter.  If Red Steel is tight with a good story and gameplay it wouldn't have to be long.  It could steal the first True Next Gen game away from Gear of War because of Time to market.  Though I have a feelling that something else is going to be what we are hailing the second coming after launch.
Title: RE: Red Steel Topic, new details added!
Post by: SixthAngel on July 02, 2006, 07:21:39 AM
Gears of War looks like Brute Force to me.  It is a third person squad based shooter that is very overhyped.  I expect the final product to be similar and it be an ok game but no where near the hype.

No free sword movement doesn't seem like a problem.  If you slash in a direction the sword will as well just like you are swinging a sword.  The only part taken out is the ability to see the sword move with you and look cool.  While I like things that look cool it doesn't really take much away.
I am really looking forward to Red Steel and I don't expect all of the current videogame reviewers to embrace it.  All they can usually do is talk about mouse controls and compare it.  People who are used to and love a certain control system and derivatives of it usually aren' t ready to accept something different.  A mouse shouldn't even be mentioned when talking about it because it is not a fusion of a game controller and a mouse but a light gun game with first person shooter movement.  Red Steel won't play like usual and shouldn't.
Title: RE: Red Steel Topic, new details added!
Post by: Strell on July 02, 2006, 07:43:55 AM
Gears of War looks like kill.switch.

I.e., boring.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on July 02, 2006, 12:10:27 PM
Quote

Originally posted by: Kairon
Gears of War, to begin with, is a Third Person Shooter. Go see one of the E3 2006 playthroughs of it with Cliffy B. explaining it. The game looks very well-thought-out, and it may just be the first game to get third-person-shooters right, contrary to Miyamoto's opinion on the genre.

~Carmine M. Red
Kairon@aol.com


I watched the live action feeds from IGN, and I stand corrected that it isn't a FPS, I missed that when I was reading through hands-on impressions with the game. With that said I can't believe people are getting excited about the game, if the gameplay videos are any indication it looks like a generic run and gun shooter. There is no variety in the enemies, and you basically shoot mindlessly at hordes of them. Heck it might as well be a FPS, it seems to play like like one (a very generic one at that) only with a 3rd person view. I'll give you that later on the game may improve, but so far I'm not impressed, it looks like yet another mindless, gory, post apocalyptic shoot fest.

In referring to Nemo's bashing of Red Steel, all that may be true, but I believe the E3 build was basically built on GC hardware so that can explain alot. Not only that but Ubisoft seems to be addressing the issues people had with the game, so I wouldn't count it out yet based on an E3 demo.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on July 02, 2006, 02:26:28 PM
I had the pleasure of sitting in on a Gears of War demonstration in the front row as Cliffy B. of Epic described what they were doing with the game. Perhaps that's why I have a better outlook on the game: Cliffy B. sounded very dedicated to the project, enthusiastic and knowledgeable. He talked of how he wanted to recreate the experience of using gameplay cover (and how that introduced an almost platformer aspect to the game, going from cover to cover instead of platform to platform), and talked of capturing visceral experiences such as sprinting into cover and "slamming" your shoulder against the cover's surface physically.

I was also impressed by small innovations, like a system where players can shift their attention and their camera to points of interest or doors in a room with a simple press on the D-pad, or bounce indicators for grenades. And of course, because they want the game's weapons to be physically on the character so that players can actually see the character physically switch/pull out weapons instead of them magically appearing, this will by its nature pare down the variety of weapons, and make the game based on other game mechanisms.

It almost seems as if the game is going back to old-school gameplay-based challenges. The game is more about using cover than aiming guns. Heck, the enemies are immune to headshots! I really do think that, considering the subtleties of how the game was designed, it doesn't deserve to be lumped in with the "rest" of those FPS'. With the rest of the sci-fi third-person shooters, yes, but not the FPS'.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on July 02, 2006, 03:04:31 PM
Still, no matter how innovative, how many games allow you to shoot or slice at will?

That's all I'm saying. If one were to have a better chance at becoming a killer-app it would be Red steel; arguably, because the Wii is so innovative (thus making its titles innovative, or at least more prone to innovate).

And in all honesty, no matter how good Gears of Wars is, if Red Steel is great, it won't matter.
Title: RE:Red Steel Topic, new details added!
Post by: Sir_Stabbalot on July 02, 2006, 03:25:47 PM
Whenever I see Gears of War, I get this Warhammer 40k vibe off it. Really, just look at it. Barbaric enemies with very slapped-together weapons sounds a lot like Orks, and the Humans are a mix of Space Marines and Imperial Guard. Look at the symbol the humans have; It's a skull in a gear. What other sci-fi brand had the humans use a skull as their icon? Warhammer 40k. Heck, in the trailer the guy has a chainsaw bayonet! Chainsword ripoff FTW.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on July 02, 2006, 04:02:57 PM
I see Gears of War as a game that may be fun at first, but gets quite repetitive later on. All the fancy little details they have will begin to wear thing if it turns into a shoot and take cover fest.  
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on July 02, 2006, 04:29:57 PM
I'm generally optimistic on Gears of War, but ANYWAYS... I'm not buying $400 of hardware for any game but Mario/Zelda.

But! I'm intent on buying Red Steel at launch. All I want from that game is a nice little twist on the regular formula, and I'll be happy. Already I'm very impressed with the art direction for the game, how everything seems outlined or suffused with light. It's so awesome! Like a garish Tokyo nightlife!

I personally think that Red Steel simply needs to be adequate to succeed. The Wiimote will do the rest. However, I'm not quite so sure that the gaming media (oh, excuse me, the gaming consumer advice publications) will be quite so objective and instead set off on a critical stint of Nintendo bashing.

Ubisoft! Take heart! Make Red Steel 2 and keep working on improving those controls! I believe in you!

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on July 02, 2006, 05:09:11 PM
Quote

Originally posted by: Kairon
I'm generally optimistic on Gears of War, but ANYWAYS... I'm not buying $400 of hardware for any game but Mario/Zelda.

But! I'm intent on buying Red Steel at launch. All I want from that game is a nice little twist on the regular formula, and I'll be happy. Already I'm very impressed with the art direction for the game, how everything seems outlined or suffused with light. It's so awesome! Like a garish Tokyo nightlife!

I personally think that Red Steel simply needs to be adequate to succeed. The Wiimote will do the rest. However, I'm not quite so sure that the gaming media (oh, excuse me, the gaming consumer advice publications) will be quite so objective and instead set off on a critical stint of Nintendo bashing.

Ubisoft! Take heart! Make Red Steel 2 and keep working on improving those controls! I believe in you!

~Carmine M. Red
Kairon@aol.com


Chances are pretty good that I will get a hands on with Gears of War, since my mentor at Microsoft (head of franchise development) is going to try and get me into beta testing their in production games. The thing is that I probaly won't be able to talk about it since I will have to sign a non disclosure form, so I won't be able to give my opinion beyond whether my opinion is still positive or negative.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on July 02, 2006, 05:18:41 PM
Hmm... Wouldn't Epic do their own in-house testing? Or is the Gears of War Project so important to Microsoft since it's their best shot to spoil the PS3 launch?

Oh, and I have no idea how multiplayer went for GoW, I've just heard from other people that it was nice.

Traitor! Spy! Lover of Mr. Redd White of Bluecorp!

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on July 02, 2006, 05:36:31 PM
Quote

Originally posted by: Kairon
Hmm... Wouldn't Epic do their own in-house testing? Or is the Gears of War Project so important to Microsoft since it's their best shot to spoil the PS3 launch?

Oh, and I have no idea how multiplayer went for GoW, I've just heard from other people that it was nice.

Traitor! Spy! Lover of Mr. Redd White of Bluecorp!

~Carmine M. Red
Kairon@aol.com


Well my mentor was unsure about the specifics, so we'll see. Even if I don't get to play it, it should be a great and unique experience. He is also going to see if I can get a tour of MS Game Studios, which should be an exciting and memorable time.
Title: RE: Red Steel Topic, new details added!
Post by: Ceric on July 02, 2006, 06:42:22 PM
VGRevolution does that mean your Co-oping/Interning at Microsoft or do you have a job with them?

I know I don't make the qualifications to even apply.  A company that has 2000 jobs 3000 applicants only accepts 1000 of them and then turns around and complains that there aren't enough people applying for jobs.  Thats some stiff requirements.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on July 02, 2006, 10:38:05 PM
Just paid a visit to the Ubisoft Red Steel site and watched the trailer there. Silly me. Am TOTALLY pumped again for this game.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on July 02, 2006, 10:55:10 PM
Quote

Originally posted by: Ceric
VGRevolution does that mean your Co-oping/Interning at Microsoft or do you have a job with them?

I know I don't make the qualifications to even apply.  A company that has 2000 jobs 3000 applicants only accepts 1000 of them and then turns around and complains that there aren't enough people applying for jobs.  Thats some stiff requirements.


Nah it isn't an internship, but it could get me one down the line. At my university they have a mentorship program where they choose someone to pair you with that is an industry you are interested in, my top choice was someone at Nintendo but they don't take in students. My second choice was Microsoft, and they paired me with Ed Ventura who is in charge of franchise development (his task mainly focuses on side ventyures for their franchises, like arranging movie deals, with an example being Halo or selling rights to make toys based off a series). I've been meeting him for 1 hr 30 minutes every Friday and serves as mentor who I can talk to and learn from. He is going to see if I can get an internship which is required for my bachelors, but if not then down the line he may serve as a great connection within Microsoft.
Title: RE:Red Steel Topic, new details added!
Post by: Ceric on July 03, 2006, 06:01:53 AM
That Rocks.  Which school do you got to?  I know at mine they said they help me get experience and get a coop/internship.  5-years down the line no help whatsoever and I had to fight to get the bad co-op that I got.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on July 03, 2006, 12:46:00 PM
I go to Seattle Pacific University in Washington, they are a private school but have been highly praised for their Business program. To graduate I need an internship, which I plan on doing last since it is possible I could go right from that to full time job with whomever I get the internship with. After experiencing Microsoft, especially their game division, I think I may try to go for my masters down the line and try to get on with Microsoft as an intern.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on July 06, 2006, 10:59:02 AM
"FiringSquad: Will there be any multiplayer options for Red Steel?

Marie-Sol Beaudry: Yes, we plan to have MP mode up to 4 player in split screen."

RED FLOP CONFIRMED

NO ONLINE OFFERINGS AT LAUNCH.

Wii IS TOO WEAK TO HANDLE INTERNETS
Title: RE: Red Steel Topic, new details added!
Post by: ShyGuy on July 06, 2006, 11:49:59 AM
You're just upset about of the lack of Daisy on the Wii
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on July 06, 2006, 11:55:02 AM
I don't think Online was realistic anyways.

They started production not very long ago and they are dealing with a completely new method of control. I think once developers start to settle down, we'll see WiFi games and the like (most likely next christmas). It's all very similar to the DS.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on July 06, 2006, 01:36:14 PM
Red Steel Interview! New info on Nintendo's relationship! Talk talk talk read read read BUY!

Quote

UbiSoft generated a lot of buzz this past spring when they revealed their plans for Red Steel, a first person action game that would be exclusive for Nintendo's Wii console. FiringSquad got a chance to chat with the game's producer Marie-Sol Beaudry to find out more about their plans for Red Steel and how it uses the unusual Wii remote controller.


Click here for all the juicy bits and pieces!

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on July 06, 2006, 07:46:25 PM
Interesting interview, it seems like that really care about the game, hopefully that translates into a polished and fun product.
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on July 07, 2006, 12:36:06 PM
Yeah, above all, I noticed that they seemed to be VERY interested in making this game all that it can be.

RS is definitely on my must-have list for launch titles and I frankly hope Ubi advertises the bejeezus out of it. The Wii is Nintendo's best chance ever to break free of the "only Nintendo games sell on Nintendo consoles" stigma which largely haunted them with the GC.
Title: RE:Red Steel Topic, new details added!
Post by: couchmonkey on July 07, 2006, 01:09:57 PM
Quote

They made a first list of interactions: cut, shoot, slash, smash, dick, use it as a rackets, lasso, spoon, flashlight… They wanted to focus on the moves that are possible to do in reality.


Wait, what?  Wii's got a secret weapon in the fight against real time weapon change!

I think they are very serious about this game, which is great, but I think most of the time developers are serious about the games they're making.  Except maybe when they're cheapo liscenced titles.   My point is, without the manpower and talent, it doesn't matter.  Luckily I think Ubisoft has the manpower, and some of it's employees have the talent, so I still have high hopes for Red Steel.
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on July 07, 2006, 01:23:01 PM
Still, it's a launch game, and it's only going to be about 13 hours long. I'd be quite happy if it turns out better to be a better game experience than...ugh... Perfect Dark Zero.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: couchmonkey on July 07, 2006, 01:37:58 PM
I no longer consider game length to be that important.  Nintendo made too many games that could have been way more fun if they weren't watered-down to make them longer this generation.  If the game is properly fun, then it will be worth playing over and over anyway.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on July 07, 2006, 07:21:03 PM
Quote

Originally posted by: couchmonkey
I no longer consider game length to be that important.  Nintendo made too many games that could have been way more fun if they weren't watered-down to make them longer this generation.  If the game is properly fun, then it will be worth playing over and over anyway.


I know what you mean, even though I do prefer Wind Waker over OOT (yes you can shoot me for that opinion) it was a perfect example of watering down (no pun intended) to make it longer during the triforce scavenger hunt.
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on July 10, 2006, 05:46:21 PM
NEW PICS

they look rather gorgeous to me.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on July 10, 2006, 05:55:40 PM
I don't think I've said this before, but I'm really enamored with how lighting looks in Red Steel. Everything seems uber bright and suffesed and intense, just like my own pop-culture image of Tokyo nightlife.

This is what I call style, not "oh look we have characters making shadows on themselves" but things that are less technical but much more sublime.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, new details added!
Post by: bustin98 on July 10, 2006, 06:49:41 PM
To me they look like artwork. Either there is a filter being applied to create a 'grainy' look, the screen capture didn't work right, or they are just concept art. The screen with the two swords has a close up of the zipper on the sleeve, and it looks all geometric, but looking at the rest of the environment just gives a sense of colored pencil.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on July 10, 2006, 07:00:25 PM
Quote

Originally posted by: bustin98
To me they look like artwork ... the rest of the environment just gives a sense of colored pencil.


That's.....so awesome.... *drool*

~Carmine M. Red
Kairon@aol.com

Title: RE: Red Steel Topic, new details added!
Post by: Mario on July 10, 2006, 07:38:56 PM
It's Ubisoft, the pics are most likely not even real. It'll still look good though.
Title: RE:Red Steel Topic, new details added!
Post by: Svevan on July 10, 2006, 10:19:01 PM
Let me weigh in having played the demo at E3 - the polygon counts from these screens are nearly identical to what I saw while playing the game. However, this "film-grain" look was very much absent from the playable demo, leading me to believe that they didn't just add a filter to the game, but that these screens are heavily modified post-capture. I wouldn't expect the game to look like that at all. Something you can't see from the screens that we did see in the demo was stiff character animation and completely static lighting (looks alright, but doesn't move or change).

Not to be pessimistic or anything, but after getting excited about the first Red Steel screens and then playing its ugly stepsister at E3, I'm not going to get hyped up for this game until I play the final product.  
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on July 10, 2006, 10:41:22 PM
Quote

Originally posted by: Svevan
Let me weigh in having played the demo at E3 - the polygon counts from these screens are nearly identical to what I saw while playing the game. However, this "film-grain" look was very much absent from the playable demo, leading me to believe that they didn't just add a filter to the game, but that these are heavily modified post-capture. I wouldn't expect the game to look like that at all. Something you can't see from the screens that we did see in the demo was stiff character animation and completely static lighting (looks alright, but doesn't move or change).

Not to be pessimistic or anything, but after getting excited about the first Red Steel screens and then playing its ugly stepsister at E3, I'm not going to get hyped up for this game until I play the final product.


Or - and I'm having a rare optimistic moment here - the game has improved since E3. After all, they'd just newly ported the code to Wii from GC two weeks before E3. IGN and elsewhere have reported that work on the game continues, after all, there is an 80-odd person team working on it.

In regards to the lighting though, I meant that I appreciated how the game had this sort of garish neon nightlife look that you'd expect from Tokyo, with lighting (static or dynamic) not just brightm, but instead saturated. That sort of unnatural feel that I'd expect from a pop-culture Tokyo, that sort of je-ne-sais-quo that is an example of art, not tech, and how it can subtly build my immersion.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on July 11, 2006, 08:37:53 AM
I've found that still screenshots are and always have been a horrible representation of how the game looks in motion.

That aside, I'm sure that both graphical and control improvements have been made to this game since E3.

Also, I'm far more concerned about gameplay mechanics than I am about graphics. I'm far more concerned about accurately crossing swords with Yakuza bosses than I am with how well lit he looks while doing it.
Title: RE: Red Steel Topic, new details added!
Post by: ShyGuy on July 11, 2006, 08:54:21 AM
I spent some time llooking around the internet and watching the various off screen videos of people playing at E3 (youtube has several) Everyone's movement seemed very smooth and natural with the shooting parts, but the sword fighting looked stiff and appeared to have a slight delay.

It's hard to tell the quality of the graphics from those videos, but the gameplay seemed solid.
Title: RE:Red Steel Topic, new details added!
Post by: Aussiedude on July 17, 2006, 10:00:36 PM
What could this mean????

Quote

...On Red Steel's multiplayer mode
In Red Steel, you'll have up to four players [in the multiplayer mode]. If they play together in split screens we can only say that the fight will not be only on screen (grins).


Source
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on July 18, 2006, 12:42:33 PM
I thought that was a given, considering that you can always punch the guy who's in the lead.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on July 18, 2006, 05:47:31 PM
Hey, then he drops his Remote, essentially dropping his sword, and you may proceed to dismember his Wii (virtually, tho real-life would be difficult with the Remote).
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on July 19, 2006, 10:06:19 AM
Seriously, it might become a game where players pantomime sword fighting and the Wiimote speaker makes noise to indicate when swords are clashing or when you've stabbed the other guy.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on July 19, 2006, 11:12:06 AM
Is the Remote capable of rendering poorly lip-synced kung-fu dialogue?
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on July 19, 2006, 04:45:00 PM
Just don't push the "sync" button.
Title: RE: Red Steel Topic, new details added!
Post by: Ceric on July 19, 2006, 04:47:50 PM
These are the jokes people come on and laugh.
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on July 19, 2006, 06:30:29 PM
I openly admit that was terrible, but I think I redeemed myself in the PS3 OR thread.
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on July 20, 2006, 11:55:13 AM
The more I hear about Red Steel, the more I want the game to succeed.

For starters, Ubi took a gamble when they jumped in with both feet on the Wii: Red Steel is a fully budgeted development project and no doubt is taking up monetary resources which they could have put toward a much safer 360 FPS or Splinter Cell title.

Second, Ubi is noted as being the ONLY 3rd party who has jumped onto the Wii wagon with a brand new untested franchise.

Third, if RS does well, it would remove that stigma behind 3rd party games on Nintendo consoles and the belief that only Nintendo games sell on Nintendo consoles.

Any way you slice it, Ubi was willing to bank a lot on Nintendo's success, something most other 3rd parties were hesitant to do or still haven't done.

Simply put, every bit of success that Ubi experiences will be one more slap in the face to all of the 3rd parties who dismissed Nintendo and their new ideas.

It's a strange way of looking at it, but I guess you might say that Ubi and I bet on the same horse.  
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on July 20, 2006, 12:15:30 PM
Quote

Originally posted by: Smash_Brother
The more I hear about Red Steel, the more I want the game to succeed.

For starters, Ubi took a gamble when they jumped in with both feet on the Wii: Red Steel is a fully budgeted development project and no doubt is taking up monetary resources which they could have put toward a much safer 360 FPS or Splinter Cell title.

Second, Ubi is noted as being the ONLY 3rd party who has jumped onto the Wii wagon with a brand new untested franchise.

Third, if RS does well, it would remove that stigma behind 3rd party games on Nintendo consoles and the belief that only Nintendo games sell on Nintendo consoles.

Any way you slice it, Ubi was willing to bank a lot on Nintendo's success, something most other 3rd parties were hesitant to do or still haven't done.

Simply put, every bit of success that Ubi experiences will be one more slap in the face to all of the 3rd parties who dismissed Nintendo and their new ideas.

It's a strange way of looking at it, but I guess you might say that Ubi and I bet on the same horse.


I agree 100%, if the game turns out to be good (doesn't even need to be great) then I hope it sells well. In the past couple of generations, companies have relied mainly on multiplatform games for Nintendo systems, and thus they ended up doing poorly. With Ubi's gamble, this could show that Nintendo buyers are indeed interested in 3rd parties, as long as they are good, hopefully exclusive titles. I'll admit I'm one who usually bought Nintendo only games for N64 and GC, but that was mainly because of the lack of many good exclusive titles (Harvest Moon and RE4 are one of the few 3rd parties I have purchased for GC). Anyway I am rooting for Ubisoft all the way, if they can turn out a great product that sells (which I think it will if it is a quality game) it could help solidify Wii as a top contender, maybe even number 1 since other companies will follow.
Title: RE:Red Steel Topic, new details added!
Post by: EasyCure on July 20, 2006, 03:13:18 PM
i think red steel definately has a chance to suceed and sell tons of copies as long as the control "issues" some people have had complaints about can be worked out. even if the game as a whole is mediocre, but the use of the wiimote as a gun is flawlessly executed, it has a chance for suceeding on those terms; ie killing the stigma mentioned before.

if just the controls get people talking it will have suceeded in my opinion, because everyone that isnt a nintendo fan boy would want to check it out. i think this is important because you know all of us nintendo loyalist will end up getting Prime 3, but to have a 'mature' third party game show off the controller can only be a good thing. it will show developers that games other than those made by nintendo could sell on nintendo systems. hell they might even learn that quality is the reason nintendo games sell better than third party andmight just put that type of polish on their own games. i have all faith that if red steel does well it will become a nintendo exclusive.

i bet if it does poorly they would rework the code and release it on ps3/360 just to have a new franchise to whore out on the systems people think all the good fps's are on.
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on July 21, 2006, 11:29:33 AM
Quote

Originally posted by: EasyCure i bet if it does poorly they would rework the code and release it on ps3/360 just to have a new franchise to whore out on the systems people think all the good fps's are on.


I am very much hoping that this is not its fate.

I'm buying RS and so is everyone else I know who is buying a Wii.

I strongly feel that MP3 and RS will offer two VERY different gameplay experiences, mainly because RS will feature an interactive storyline with possible branching paths and the like and lots of action fighting with quick reflexes and ammo conservation. MP3 will be more of a FP Adventure focusing on exploration and puzzle solving instead of outright FPS action.
Title: RE: Red Steel Topic, new details added!
Post by: BlackNMild2k1 on July 27, 2006, 08:52:59 AM
Juex-France.com has new screens and artwork from Red Steel  
Title: RE:Red Steel Topic, new details added!
Post by: Spak-Spang on July 27, 2006, 08:59:24 AM
I am beginning to wish Ubisoft would delay the release of the game and actually put online gameplay in.  I think the game will be good, but the first FPS with online play on the Wii is going to sell HUGE.

Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on July 27, 2006, 09:16:13 AM
HOLD IT

Those screens look like concept art IN MOTION rather than your usual bumpy-mapped plastic people gameplay!  Is it possible ubi's taking an artistic approach to graphics instead of "here's the latest gaffix engine, and here's how we textured everything to be like plastic or shiny metal even though there's not enough light in this scene and shadows are far more blackish in-game than in real-life cuz they should be cuz we say so and hey here's our dev kit you can make gaffix just like this too!"  
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on July 27, 2006, 10:49:49 AM
Now, more than ever, I want to see how the new graphical style looks in motion.
Title: RE:Red Steel Topic, new details added!
Post by: ShyGuy on July 27, 2006, 10:55:43 AM
teh new screenies! http://www.jeux-france.com/news16776_red-steel-se-presente.html


Sexy sexy, it looks like they improved the face on the sword fight opponent
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on July 27, 2006, 10:58:05 AM
True, but I wouldn't call him "sexy sexy".

You can actually see the bags under his eyes and he has kind of a gut now.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on July 27, 2006, 11:32:53 AM
Those chikus with the weapons -- THAT'S SEK-SEE.

And the soft shadows are a nice touch.  I never liked the hard, flat shadows "borrowed" from the PC game styles.  Even Kameo's shadows show up pixelated in close-range despite HD's infinite wisdom/resolution.
Title: RE: Red Steel Topic, new details added!
Post by: Ceric on July 27, 2006, 12:39:25 PM
Really detailed face.  Not so detailed everywhere else.  Maybe they should spread the Detail around a little.  The face now looks out of place.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on July 27, 2006, 12:48:34 PM
These screens are probably higher-def than I'll see on my 10+ year old TV, but the art style makes me drool. Go go ubisoft! I shall sign your praises!

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Mario on July 27, 2006, 06:30:10 PM
The game is looking more and more generic as they take more "fan advice" and polish it up for the stupid media, why am I not surprised.
Title: RE: Red Steel Topic, new details added!
Post by: cmoney on July 27, 2006, 06:44:54 PM
Agreed. Just stick with the interface modifications, Ubi
Title: RE: Red Steel Topic, new details added!
Post by: Caliban on July 27, 2006, 06:50:45 PM
I can't wait to use my Wii on those geishas...Oh wait that's a different subject.
Title: RE:Red Steel Topic, new details added!
Post by: Requiem on July 27, 2006, 08:19:11 PM
Quote

Originally posted by: cmoney
Agreed. Just stick with the interface modifications, Ubi


You realize Mario was being sarcastic right?



Oh wait, of course not. You wouldn't have agreed had you known.....

unless you were being sarcastic as well! *gasps*
Title: RE: Red Steel Topic, new details added!
Post by: Mario on July 27, 2006, 08:42:28 PM
... hey mate, Red Steel has nothing to do with DS's failure to capture the Japanese market! I wasn't being sarcastic. I was one of the few really impressed with what I saw at E3, and it looks to be going in a different direction since then.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on July 27, 2006, 09:13:30 PM
Yeah, downhill.

Faster than Tony Hawk.
Title: RE:Red Steel Topic, new details added!
Post by: ShyGuy on July 28, 2006, 12:05:10 AM
Ok you Ian/Nemo type poster persons.  As soon as they announce the emo soundtrack by bands you've never heard of, this game will be GOLD.
Title: RE: Red Steel Topic, new details added!
Post by: cmoney on July 28, 2006, 12:08:09 AM
*chortle*

I know all about the sales sarcasm that IS mario. Long time lurker, people. Long time long time.
Title: RE: Red Steel Topic, new details added!
Post by: Mario on July 28, 2006, 12:24:51 AM
Now i'm totally lost. An emo soundtrack would probably be the only thing to totally kill my hype for this game.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on July 28, 2006, 02:26:18 AM
A high-profile soundtrack provided by Nickelback.  And it'll get a lot of airtime on MTV and radio.
Title: RE:Red Steel Topic, new details added!
Post by: Darkheart on July 28, 2006, 03:46:48 AM
The theme song will be done by Celine Dion done in complete Engrish to give that whole Japanese/American theme, entitled "The rife of a rone samurlai"  The single will make its debut a week before the launch of the Wii.  It is also told if you go to her official site a.k.a.

http://www.celinedion.com/

Located in the rolling text on the side is a hidden magic eye puzzle.  If you cross your eyes long enough the date of the Wii will appear to you.

Source: Mtvnews

I will find the link later
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on July 28, 2006, 05:02:18 AM
Think logically here, people. Ubisoft has gone to great lengths to ensure that Red Steel will be as authentic as possible when it comes to Japanese culture, even going so far as to study Japanese sword-fighting history and take over 1,000 pictures of modern Tokyo to get a feel for what the city in Red Steel should look like.

To maintain that Japanese authenticity, of course, the soundtrack to Red Steel will feature the drunken warblings of Japanese businessmen singing bad 80s karaoke.
Title: RE:Red Steel Topic, new details added!
Post by: Darkheart on July 28, 2006, 06:00:30 AM
Took right from Ign:


Quote

The team made also many researches about the occidental perception about Japan. They made two trips for that in August 05 and in March 06. In March the team's Artistic Director brought back about 7.000 pictures. The team also worked closely with our Japanese subs. And finally it made some research in the US. Two or three times it visited some Japanese quarters in the US cities in order to better understand some US perception of Japan.


Smashbrother is right they are really pouring ancient japanese history into this game.  I even hear a giant enemy crab might be running the japanese mafia.

All joking aside, 7,000 reference pictures and several trips to japan is not cheap to do, they want this game to look and feel authentic.  This game is supposed to be made in such a way that at the end of the Wii's life we should look at this game and still be amazed at how it pioneered gun and sword games.  Afterall, this will be the first game to use a FPSword with the Wii.
Title: RE:Red Steel Topic, new details added!
Post by: Requiem on July 28, 2006, 06:51:39 AM
Quote

Originally posted by: Mario
... hey mate, Red Steel has nothing to do with DS's failure to capture the Japanese market! I wasn't being sarcastic. I was one of the few really impressed with what I saw at E3, and it looks to be going in a different direction since then.


Wow....really?

You don't like the art style now? It's basically the same except now it's more surreal like.  Which is great! I'd rather see a more artistic approach rather than a realistic approach -- wouldn't you agree?

As for the sound track -- it would be really cool if they kept it reeaaaaaalllllllll traditional. I'm talking about tribal drums and singing gieshas. If they keep it traditional, it'll contrast the neo-Tokyo art style and theme effortlessly while still coming off as authentic.
Title: RE:Red Steel Topic, new details added!
Post by: Mario on July 28, 2006, 07:29:04 AM
Well, I prefer this to this, basically. More colourful, less serious, more... fun looking?

Actually, i'm getting a sort of Perfect Dark type of vibe from the new game screenshots, which could be a good thing. Still really hyped for it!
Title: RE:Red Steel Topic, new details added!
Post by: Requiem on July 28, 2006, 07:50:29 AM
The first pic isn't in-game footage though...

So if you really wanted to compare, you'd have to compare this to this.

And although the new screen has a more realistic model, the background remains in the same style (which is great because the backgrounds are great).
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on July 28, 2006, 11:42:02 AM
Sadly, that first pic (and the entire movie used to promote the game) were bullshot, as Penny-Arcade puts it.

I am still curious to see what the new style looks like in MOTION, as it could wind up making the game look much more like a realistic FPS than the old shiny, backlit style which Ubi always did.
Title: RE:Red Steel Topic, new details added!
Post by: Aussiedude on July 29, 2006, 10:38:46 PM
Ubisoft revealed that the development cost of its Wii launch title Red Steel is 10 million Euros (US$12.75 million), the game will have approximately 13 hours playtime. Wii is the cheapest to develop amongst the 3 next-gen consoles

Source
Title: RE: Red Steel Topic, new details added!
Post by: Ceric on July 30, 2006, 04:33:48 AM
That doesn't really seem that bad when you consider the amount of research they did.  That probably ate a good chunk of the budget.  Then the experimentation with the controller.  I would expect those costs to go down about 25% if the made a sequel or a similar game.

Edit:  On farther thought if Ubisoft's launch game do well they could make some of that up consulting for other companies helping with their Wii games.
Title: RE: Red Steel Topic, new details added!
Post by: Stimutacs Addict on July 30, 2006, 06:58:20 AM
all I know is that im going to buy this game unless it really, really blows. I want Ubi and other 3rd parties to see that Wii fans want awesome FPS's, and as long as it's somewhat decent they can have my money.
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on July 30, 2006, 09:15:13 AM
Quote

Originally posted by: Stimutacs Addict
all I know is that im going to buy this game unless it really, really blows. I want Ubi and other 3rd parties to see that Wii fans want awesome FPS's, and as long as it's somewhat decent they can have my money.


I feel the same, but I think the game will be great.

Ubi explained how they came to developing this game and it sounds like they poured a great deal of heart and imagination into it, as they expressed many times that they were actually excited to create it.

Under those circumstances, I've never seen a game come out awful, usually just the opposite.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on July 30, 2006, 11:17:57 AM
Quote

Originally posted by: Smash_Brother
Quote

Originally posted by: Stimutacs Addict
all I know is that im going to buy this game unless it really, really blows. I want Ubi and other 3rd parties to see that Wii fans want awesome FPS's, and as long as it's somewhat decent they can have my money.


I feel the same, but I think the game will be great.

Ubi explained how they came to developing this game and it sounds like they poured a great deal of heart and imagination into it, as they expressed many times that they were actually excited to create it.

Under those circumstances, I've never seen a game come out awful, usually just the opposite.


Who would have thought that Ubisoft, of all developers, would be a potential quality ally when it comes to 3rd party games!
Title: RE:Red Steel Topic, new details added!
Post by: Requiem on July 30, 2006, 11:35:22 AM
Quote

Originally posted by: Stimutacs Addict
all I know is that im going to buy this game unless it really, really blows. I want Ubi and other 3rd parties to see that Wii fans want awesome FPS's, and as long as it's somewhat decent they can have my money.


I would love to see a sequel. Cuz, you know.......they'll have all the glitches and kinks worked out by then...
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on July 30, 2006, 07:31:04 PM
Quote

Originally posted by: VGrevolution Who would have thought that Ubisoft, of all developers, would be a potential quality ally when it comes to 3rd party games!


I said the same thing in a thread about the "Wii paradox" and how unlikely allies like Square and Ubi are showing up, companies which tend to operate by releasing tons of sequels which aren't very original, and yet they're embracing the Wii,.

Meanwhile, "creative" devs like Hideo Kojima and devs like Lucas Arts aren't doing much of anything for it despite the fact that legions of gamers could think of ideas for their franchises, easily.

It's weird like that.
Title: RE: Red Steel Topic, new details added!
Post by: couchmonkey on July 31, 2006, 07:58:39 AM
The thing is, certain groups become famous for creativity, but I'd think just about anyone working in the game industry wants to be creative, and Wii offers the chance to let those creative juices flow.  It's maybe even a better chance for no-name developers than big-name guys like Kojima.  He can probably do just about any project he chooses.  On the other hand, Joe Blow game designer at Ubisoft may have a much better chance of selling a unique idea to the bean counters if it's for a new system that requires unique ideas.  Wii is resetting videogames, somewhat: big names will still sell, of course, but brand-new names may have a better chance on Wii than they do on a more traditional system.  So this is a developer's big chance to do something new, instead of working on the tenth iteration of some long-running series.

I'm going to throw this out there, without thinking too much about it, but I'll bet you'll find a lot more new franchises came out of Playstation and Nintendo 64 than the current generation of home consoles, and I think that's partially because they had this same, "we need new games to sell a new type of gaming" feel to them.
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on July 31, 2006, 08:15:14 AM
Your right to an extent.

Your right in the way that most videogamers will give new and emerging franchises a chance simply because of their good use of the wiimote.
Title: RE: Red Steel Topic, new details added!
Post by: Smash_Brother on July 31, 2006, 08:55:08 AM
Mario 64 being the best example of that: the game introduced and sold the concept of the analogue stick.

But yeah, there were many instances where the concept of 3D needed to be brought into the light and properly used. The same is true with the Wiimote, and it's a direction where Sony and MS aren't going.

How can making the graphics sharper or more realistic introduce new franchises which couldn't function with slightly blurrier graphics?
Title: RE:Red Steel Topic, new details added!
Post by: MaryJane on August 02, 2006, 03:28:57 PM
Two new pics over at IGN.

Gamecube 1.5? Maybe, but it still looks pretty sweet to me.
Title: RE: Red Steel Topic, new details added!
Post by: Requiem on August 02, 2006, 05:18:30 PM
HAHAHAHA

That dude's face in the first pic is HALARIOUS!
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on August 03, 2006, 08:00:28 AM
He's like Ron Howard's brother, but small-time Yakuza!
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on August 17, 2006, 08:19:08 PM
Not sure if you guys have looked at them or not, but IGN has some new gameplay pics of Red Steel. It appears to be shaping up quite nicely when it comes to visuals. There is also a new interview that is an interesting read as well, it looks like Ubi is really listening to the fans and I hope that translates into a great product.

http://media.wii.ign.com/media/821/821973/imgs_1.html
Title: RE: Red Steel Topic, new details added!
Post by: Infernal Monkey on August 17, 2006, 09:02:44 PM
Some really nice screens there, hard to tell if any of them are real or not coming from UbiSoft though. Should be an ace game come launch, hope the environment can take a beating.

*Shoots glass on table, nothing happens*
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on August 17, 2006, 09:18:10 PM
Quote

Originally posted by: Infernal Monkey
Some really nice screens there, hard to tell if any of them are real or not coming from UbiSoft though. Should be an ace game come launch, hope the environment can take a beating.

*Shoots glass on table, nothing happens*


Lol, well personally I hope when you shoot a person something happens . If it gets that down I consider everything else to be a bonus hehe
Title: RE: Red Steel Topic, new details added!
Post by: couchmonkey on August 23, 2006, 03:20:28 AM
How about that new Red Steel trailer on IGN?

Fairly neat looking, and I really liked the music, I hope the game soundtrack is something like that...but something about Red Steel trailers makes all the guys playing the game look like psychopaths.
Title: RE: Red Steel Topic, new details added!
Post by: Ceric on August 23, 2006, 04:16:14 AM
Less Person.  More Straight Footage.  This trailer would be a lot better if the did this like they did translators for the deaf.  Little PiP screen for the guy with the remote and big screen with game footage.  It kept switching right when I was oriented enough to correlate the movements.
Title: RE: Red Steel Topic, new details added!
Post by: couchmonkey on August 23, 2006, 05:21:26 AM
I agree on less person.  I like Nintendo's new system of showing people with the games, I think it gives an impression of how it plays, but game footage should still be up front, especially on something like this: it's on the Internet, so you know hardcore gamers are going to see it, not non-gamers.

Still, what I saw of the game looked pretty nice.  I like the art direction, and in motion the game seems a little more chaotic than some screenshots.  There must be three or four screenshots out there where all the characters on screen are in the exact same "I shoot you now!" pose.
Title: RE:Red Steel Topic, new details added!
Post by: EasyCure on August 23, 2006, 06:31:34 AM
the ONLY thing i liked about the new red steel trailer was when the guy shoots the aquarium in-game then gets a bucket of water splashed on his face. that was priceless.

the rest however, sucked. he looked even more cynical then the original guy in the trailer, and thos over the shoulder shots where his hands blocked the screen where annoying. also is it me or is that grainy film effect being way too overused?? i wasnt expecting much in terms of graphics for red steel or any of the wii games to be honest, but this new vid makes the game look like ass. the vids of the e3 build looked better in my opinion. i hope it was just the quality of the video or something.

also, they need to have more video of multiple enemies on screen and how easy it is to off each of them, and without using the "freeze shot" thing. i know the guy in the video isnt really playing the thing but they should have shown atleast two enemies standing a few feet apart and the cursor moving from one guys head to the other, instead we got maybe two shots fired from the pistol and a barrage from the oozie. i want to see what it will be like when you master the game and only have a few shots to take out all the enemies in a room. remember by the end of the game you'll only be getting pistols and have fewer shots to make, so cant just show sloppy shooting from an automatic weapon.
Title: RE: Red Steel Topic, new details added!
Post by: WalkingTheCow on August 23, 2006, 09:34:03 AM
Cynical? Really?

As for the vid, same old stuff. Let's see a new area.
Title: RE: Red Steel Topic, new details added!
Post by: Caliban on August 23, 2006, 04:58:42 PM
You guys should check some new screens that are suposedly from IGN but have gone missing, fortunately GoNintendo has them: http://gonintendo.com/?p=4895 .

Also new artwork on IGN:  http://media.wii.ign.com/media/821/821973/imgs_1.html

Both the pics and artwork are stunning, obviously they aren't PS3/X360 stunning, nevertheless just stunning.
Title: RE: Red Steel Topic, new details added!
Post by: eljefe on August 24, 2006, 06:15:34 AM
@ CALIBAN

the screens are from the updated redsteel website

go to screensshots

look at pics 10-16


Straight from ubisoft to your brain...Wii has the CAPABILITY to produce lovely graphics. Will developers make use of the power? Who really cares. But, if they can get THOSE graphics out of Wii at LAUNCH other developers have no "overclock'd GC" excuse if they have weak graphics.  
Title: RE:Red Steel Topic, new details added!
Post by: eljefe on August 25, 2006, 02:37:30 PM
two vidoes of the NEW build

The "tokyo streets" vid is only streaming right now, but I recommend that over the "Katana" scene we've seen before.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on August 27, 2006, 02:12:17 PM
This should be great news to those of us who have high expectations for Red Steel. The german online mag Nintendo-Lan interviewed Ubi-soft and here are the snippets thanks to Go-Nintendo.

——————————————————————————–


Mordrag (thats me): Hi, in your interview with ubisoft you could ask how the swordfighting is going to work now, because it was announced to be redesigned. So that the swordmoves aren’t predetermined any more but are converted 1:1.

N-LAN: That’s the case indeed. A developer has confirmed that the control scheme will be completely redesigned so that the controller moves are converted into the game precisely. Besides the controller sensitivity will be completely adjustable in the final version. And the graphics were improved very well since E3, now the atmosphere is much more darklier and thrilling. But that’s not all, there will be even more improvements on the graphics side.

----------------------------------------------------------------

So it looks like we will be having free control over the sword and the graphics have been really improved. This seems to indicate that even the LGC demo was not their newest build (the sword still looked to be predetermined) and the graphics still weren't up to snuff.
Title: RE: Red Steel Topic, new details added!
Post by: Dirk Temporo on August 27, 2006, 02:51:03 PM
I don't know about you guys, but I still think that the light coming through the bullet holes in the paper door looks f**king amazing.
Title: RE: Red Steel Topic, new details added!
Post by: Caliban on August 27, 2006, 03:29:17 PM
This game looks deliciously playable! Bring it on!
Title: RE:Red Steel Topic, new details added!
Post by: Jensen on August 27, 2006, 05:49:56 PM
Quote

Originally posted by: VGrevolution
So it looks like we will be having free control over the sword and the graphics have been really improved. This seems to indicate that even the LGC demo was not their newest build (the sword still looked to be predetermined) and the graphics still weren't up to snuff.


There can't be free control, because the controller doesn't sense enough information to know its precise location in 3d space.  It may be more "analog" than before, though.



Title: RE: Red Steel Topic, new details added!
Post by: KnowsNothing on August 27, 2006, 05:56:28 PM
I don't pretend to know what I'm talking about, but from what I know of the Wii controller it CAN sense 3D position by interpretting data from from multiple sensors.  It'd be tough to program, I'm sure, but if the controller is calibrated in a certain position, every time it is moved, tilited, or turned in any direction either the sensor or accellerometers will pick up the speed, length of time, and direction travelled, and therefore can calculate the distance travelled in any direction.  If it knows the distance and direction travelled from the calibration point, it knows exactly where the controller is in 3D space.

MAYBE
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on August 27, 2006, 09:55:01 PM
Quote

Originally posted by: Jensen
Quote

Originally posted by: VGrevolution
So it looks like we will be having free control over the sword and the graphics have been really improved. This seems to indicate that even the LGC demo was not their newest build (the sword still looked to be predetermined) and the graphics still weren't up to snuff.


There can't be free control, because the controller doesn't sense enough information to know its precise location in 3d space.  It may be more "analog" than before, though.


Yeah but if that interview is to be believed (it looks like it is legitimate) they said it has 1:1 control.  I do remember hearing that 1:1 is possible but the biggest concern is how the AI will respond to it.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on August 27, 2006, 11:29:13 PM
Quote

Originally posted by: Dirk Temporo
I don't know about you guys, but I still think that the light coming through the bullet holes in the paper door looks f**king amazing.


I agree some scenes look gorgeous, and I think when the game comes out it will be little details like that, that make it a visual treat. This game will live or die on neat little things like that along with its artistic creativity. My only hope is that they get rid of that nasty looking angelesque aura going on with some guys that make them look pasted on the screen.  
Title: RE:Red Steel Topic, new details added!
Post by: UltimatePartyBear on August 28, 2006, 05:56:25 AM
Quote

Originally posted by: Jensen
There can't be free control, because the controller doesn't sense enough information to know its precise location in 3d space.  It may be more "analog" than before, though.


That amount of information isn't required for such things.  It doesn't need to know the controller moves from point A to point B to point C.  It needs to know the controller follows vector A, then vector B, then vector C.  My guess is the character will return the sword to a rest position automatically, so all the player has to do is tell him which way to swing, not where to swing.

Quote

Originally posted by: KnowsNothing
I don't pretend to know what I'm talking about, but from what I know of the Wii controller it CAN sense 3D position by interpretting data from from multiple sensors.  It'd be tough to program, I'm sure, but if the controller is calibrated in a certain position, every time it is moved, tilited, or turned in any direction either the sensor or accellerometers will pick up the speed, length of time, and direction travelled, and therefore can calculate the distance travelled in any direction.  If it knows the distance and direction travelled from the calibration point, it knows exactly where the controller is in 3D space.

MAYBE

I'm afraid that won't work because the accelerometers have an upper limit when it comes to measuring g-forces.  From what I read when the supplier made its official announcement, the limit is about 2 gs, which normal human activity exceeds several times a day.  The accelerometer could be used to figure out the direction and speed of the controller's movement, but if it accelerated too much, the accelerometer's readings would be incorrect, and therefore the calculations of speed and distance would be incorrect, and therefore the controller would be out of sync with its physical surroundings.  I know there's some speculation about using the positions of the infrared lights to work out the exact distance to the bar, but I find that implausible.  It would only solve the problem in one dimension, anyway.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on August 28, 2006, 08:06:50 AM
Get off the subject, we know it works.

So far the only kind of swordplay we've seen is SLASH. BLOCK. SLASH. BLOCK.  which kinda disappoints me.

I would rather see the dagger DISCARDED and all blocking handled with the katana as one should really learn.  I want to see blocks achieved by minimal movements as well, such as raising & tilting the katana toward either shoulder to block diagonal attacks to your neck.

SLASH. BLOCK. SLASH. BLOCK. SLASH. BLOCK.  C'mon, that's way easier than DK Jungle Beat AND Mike Tyson's Punch Out.

If anything the dagger should be used to stab your opponent for a dirty kill when you're swords are locked together and you're face-to-face.

Or maybe you realize you suck and you kill yourself as a means of restarting the level.

Then Mr. Miyagi laughs at you.
Title: RE: Red Steel Topic, new details added!
Post by: Spak-Spang on August 28, 2006, 09:06:23 AM
Or maybe you realize you suck and you kill yourself as a means of restarting the level.

I think this is great.  Instead of being killed when your health is completely depleted, you commit Sepukka (sp).  

That would totally rule.

Title: RE: Red Steel Topic, new details added!
Post by: IceCold on August 30, 2006, 12:05:32 AM
No load times? I'll drink to that..

Quote

In Red Steel there will be no loading times at all because of smart streaming techniques. How it’s handled in other Wii games we can’t say at the moment. But it’s a fact that Mario Strikers Charged will have loading times similar to the Gamecube version of the game. We were not told if that will be changed in the future. But we’re sure that it will work like on the Gamecube. And as you know the loading times on Gamecube - if they have existed at all - actually were not a big deal.
Title: RE: Red Steel Topic, new details added!
Post by: couchmonkey on August 30, 2006, 05:26:01 AM
I'll drink to it two times!  I've been playing Burnout Revenge on 360 with my friend a lot and the load times are really bugging me.  Granted, the load times on Burnout 2 for GameCube aren't super-duper either, if I remember right, but it didn't seem this long.
Title: RE: Red Steel Topic, new details added!
Post by: oohhboy on August 30, 2006, 05:41:04 AM
Load times for Burnout 2 GC weren't any longer than a couple of seconds. The only load time offender I have is Turok Evolution. I was given this by a friend(Probabily in spite). It can clock in at serveral minutes or not at all. The best I have seen it do was 1 and a half minutes.

And yes I was insane enough to complete that game.
Title: RE:Red Steel Topic, new details added!
Post by: bustin98 on August 30, 2006, 05:51:21 AM
Man, I f-n hated playing through Turok Evo. I finally just put in a cheat to walk through the game to the finish. Every time you die, you have to wait and wait and wait. . . I felt kinda betrayed by the game. I supported the series through its N64 life and this pile of stink is what I get in return. Now we don't even get to see the next one on Wii.

Thanks for the memories. Now let the door hit you on your way out.
Title: RE: Red Steel Topic, new details added!
Post by: couchmonkey on August 30, 2006, 06:25:03 AM
Well, at least in the case of the next one, it's because someone else is taking over - it's not like Beuna Vista or whoever it is owes Nintendo anything (well, I guess you could argue the franchise wouldn't be there for taking without Nintendo, but that's getting pretty indirect)

Thanks for the load time correction.  I have played some Cube games with bad load times...EA tends to be the biggest offender.
Title: RE:Red Steel Topic, new details added!
Post by: BlackNMild2k1 on August 30, 2006, 09:30:20 AM
Quote

Originally posted by: bustin98
Man, I f-n hated playing through Turok Evo. I finally just put in a cheat to walk through the game to the finish. Every time you die, you have to wait and wait and wait. . . I felt kinda betrayed by the game. I supported the series through its N64 life and this pile of stink is what I get in return. Now we don't even get to see the next one on Wii.

Thanks for the memories. Now let the door hit you on your way out.
I agree 100%, I even thought it was a pretty decent game, but I could never finish it cause I couldn't wait for the damn game to load. You could seriously go make a sandwich during a reload of the exact same level that is already in memory. The load times on this game are completely unnacceptable.

Title: RE:Red Steel Topic, new details added!
Post by: Smoke39 on August 30, 2006, 11:49:04 AM
Quote

Originally posted by: bustin98
Now we don't even get to see the next one on Wii.

From what I've read of the next one, it's gonna be stupid anyway.  They completely threw out nearly everything about Turok, and now it sounds like a generic space marine shooter only with dinosaurs.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on August 30, 2006, 12:45:37 PM
Quote

Originally posted by: Smoke39
Quote

Originally posted by: bustin98
Now we don't even get to see the next one on Wii.

From what I've read of the next one, it's gonna be stupid anyway.  They completely threw out nearly everything about Turok, and now it sounds like a generic space marine shooter only with dinosaurs.


I'll probaly pick up the 360 one since I enjoy the series but I still think the first was the best. It had a perfect mix between dinos, mutants and people, the others started getting too far from the dinos.
Title: RE:Red Steel Topic, new details added!
Post by: Spak-Spang on August 30, 2006, 01:07:05 PM
They ruined the Turok series after the first game.  The first game was mostly dealing with dinosaurs every level, and humans.  But the series quickly went to where dinosaurs were secondary creatures to worry about.  

I don't want a new game until they bring Dinosaurs completely into the fore front of the series, and having the game feel like you are being hunted as much as the hunter.

I would say a descent story would be that something has been causing the animals to become more aggressive, savage, and worse more intelligent.  They are hunting in packs to take down prey, and are even forming interspecial packs for greater strength in numbers.  

Turok must discover what is behind these mutations and stop it before, the dinosaurs begin to take over the land.

You start fighting dinosaurs, as the levels progress the dinosaurs get smarter.  Then we are introduced to dinosaurs with cerebral weaponry attached to them.  (Weapons which can be activated by their thoughts)  Who would do this why?  

Finally this story would allow you fight several different types of dinosaurs at the same time and it make sense.  Think about it.  How would you take out a herd of Triceratops?  What if they had 6-10 Raptors scotting the area protecting them?

Since this game will not be made, I will not buy another Turok game.
Title: RE:Red Steel Topic, new details added!
Post by: Kairon on August 30, 2006, 01:10:11 PM
Tyrannosaurs in F-14s!
Tyrannosaurs in F-14s!

Thank you Bill Watterson!

OH! I finally found the rules, lol. It kept confusing me when it was acting like I was signing up for the first time... but anyways, I've finally read the rules now... and I'm very confused. I suspect that I'm still breaking them, but I don't know how. /scared

~Carmine M. Red
Kairon@aol.com  
Title: RE:Red Steel Topic, new details added!
Post by: Smoke39 on August 30, 2006, 01:32:06 PM
Quote

Originally posted by: Spak-Spang
They ruined the Turok series after the first game.

I thought Rage Wars was a pretty good multiplayer game, albeit more like Turok 2 in style.  Multiplayer in a Turok 1 jungle would be cool.  Co-op through Turok 1 would be cool.  I want more co-op games!

What's this thread really about again?
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on August 30, 2006, 01:50:00 PM
Turok 1 had such great atmosphere, even if the fog probaly wasn't suppose to be that thick in the original game design. It was also more of a survival fps than a "shoot em up" FPS like so many games now days.
Title: RE: Red Steel Topic, new details added!
Post by: NinGurl69 *huggles on August 30, 2006, 02:09:15 PM
BLOL T-Rex pilots break forum image rules
Title: RE:Red Steel Topic, new details added!
Post by: Smash_Brother on September 07, 2006, 09:10:33 AM
Seen this trailer?

This is the newer art style.

The sword fight seems to still be predetermined moves, but all in all, it looks good.
Title: RE: Red Steel Topic, new details added!
Post by: couchmonkey on September 07, 2006, 11:20:28 AM
I can't see the clip right now, but I wanted to add that I like where this game is going in terms of style and theme.  It seems like the genre has been dominated by Sci-fi and War simulations lately, so it's refreshing to see a developer do something else.

I did see a demo on IGN lately, and I thought it was looking pretty good.
Title: RE:Red Steel Topic, new details added!
Post by: GoldenPhoenix on September 14, 2006, 02:30:51 PM
You guys should check out the new trailer for it, this game is starting to look amazing (I just hope the controls have been improved). The visuals are top notch now and it does look like next generation game.
Title: RE: Red Steel Topic, new details added!
Post by: Kairon on September 19, 2006, 04:24:28 PM
You get to fight ninjas.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, new details added!
Post by: Smoke39 on September 19, 2006, 05:10:58 PM
I'd rather BE a ninja than fight them.
Title: RE:Red Steel Topic, new details added!
Post by: SixthAngel on September 19, 2006, 06:07:36 PM
Quote

Originally posted by: Smoke39
I'd rather BE a ninja than fight them.


Why not have both?
Title: RE: Red Steel Topic, new details added!
Post by: Smoke39 on September 19, 2006, 06:12:41 PM
That would also be acceptable.
Title: RE:Red Steel Topic, new details added!
Post by: Athrun Zala on September 19, 2006, 07:19:12 PM
Quote

Originally posted by: Smoke39
I'd rather BE a ninja than fight them.
you have the ULTIMATE samurai as your avatar and you'd rather be a ninja??
oO
Title: RE: Red Steel Topic, new details added!
Post by: Caliban on September 19, 2006, 08:48:53 PM
Kenshin isn't a samurai, Yahiko could be considered a samurai because of his father being one, but fortunately kenshin isn't one.

On topic, I hope multiplayer will have at least the option of selecting several types of characters: ninjas, yakuza, geisha, etc.  
Title: RE: Red Steel Topic, new details added!
Post by: Smoke39 on September 19, 2006, 09:35:40 PM
Yeah, there's a reason they call him a rurouni and not a samurai.  Duh.  Besides, Kenshin's my avie because he's hot, not because he's a swordsman. X3
Title: RE: Red Steel Topic, no new details tho
Post by: Deguello on September 20, 2006, 02:35:36 AM
Too much Japanese cartoon talk.  Stop it before we all gain weight.
Title: RE: Red Steel Topic, no new details tho
Post by: ShyGuy on September 20, 2006, 05:03:09 AM
So the idea is you can turn the sensitivity way up then you can make smaller gestures enabling you to turn around faster?
Title: RE: Red Steel Topic, no new details tho
Post by: Smoke39 on September 20, 2006, 05:57:13 AM
What's the correlation between Japanese cartoons and weight gain?

ShyGuy: either that, or smaller gestures will merely allow you to hit the edge of the screen to initiate the turning sooner. :/
Title: RE:Red Steel Topic, no new details tho
Post by: Athrun Zala on September 20, 2006, 07:51:26 AM
Quote

Originally posted by: Caliban
Kenshin isn't a samurai, Yahiko could be considered a samurai because of his father being one, but fortunately kenshin isn't one.
Kenshin is still a samurai, and that fact is easily seen in the Kyoto arc
Quote

Originally posted by: Smoke39
Yeah, there's a reason they call him a rurouni and not a samurai.  Duh.  Besides, Kenshin's my avie because he's hot, not because he's a swordsman. X3
do you KNOW what rurouni means?
Title: RE: Red Steel Topic, no new details tho
Post by: Smoke39 on September 20, 2006, 08:35:19 AM
It's a merging of rounin and samurai.  The latter sentence of your quotation of me makes it a moot point, though. :b
Title: RE:Red Steel Topic, no new details tho
Post by: Bill Aurion on September 28, 2006, 04:45:53 PM
NEW SCREENS!

Just...WOW...That rain shot is just amazing...
Title: RE: Red Steel Topic, no new details tho
Post by: Caliban on September 28, 2006, 05:26:16 PM
"I think I'm going to stop looking for Wii news/videos/screens. I am getting so anxious to play this game and the others that I will get, arrrrrgh. not even the DS or GC or even anime are enough to quench my thirst for Wii. Someone hit me, hit me!!!" - Confessions of a Wii addict.
Title: RE:Red Steel Topic, no new details tho
Post by: Jin-X on September 29, 2006, 10:49:15 AM
Perhaps too good...They look way better than what they've shown before (touched up perhaps?).
Title: RE:Red Steel Topic, no new details tho
Post by: GoldenPhoenix on September 29, 2006, 11:13:37 AM
Quote

Originally posted by: Jin-X
Perhaps too good...They look way better than what they've shown before (touched up perhaps?).


I'm not sure, they could easily represent what the final build of the game is. Even the first screens of red Steel ended up becoming almost identical to what we are seeing now.
Title: RE: Red Steel Topic, no new details tho
Post by: NinGurl69 *huggles on September 29, 2006, 11:15:27 AM
Touched up?  Naaah

They simply used neat graffikal effects to provide great artsy effects, and that goes beyond the "cheap" method of adding bumpy maps simply because the effect is available to you.
Title: RE:Red Steel Topic, no new details tho
Post by: GoldenPhoenix on September 29, 2006, 11:24:20 AM
I wonder if Red Steel will get any kind of award for artistic direction, the game looks amazing without even having top notch graphics power behind it. It is a FPS that seems to have distinguished itself from the others, which is quite an accomplishment.
Title: RE: Red Steel Topic, no new details tho
Post by: Terranigma Freak on September 29, 2006, 11:38:19 AM
It's "touched Up" because it's at a higher resolution than normal. Other than that,  what you see is what you get. Just don't expect to game at that res and you'll be fine. It's not like the Wii's resolution is that high, but if you shrink down these shots to the Wii's real resolution, they actually look even better.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 11, 2006, 10:47:23 AM
New multiplayer mode...

Sounds like it'll be an absolute blast...
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: GoldenPhoenix on October 11, 2006, 11:12:17 AM
That multiplayer mode does look like a blast! Finally we get a FPS multiplayer mode that is actually unique and innovative instead of the same recycled modes that we get in virtually every FPS out there.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 11, 2006, 11:18:56 AM
I'm glad to see they're having more ideas which also use the speaker.

I'm guessing that you have to hold the speaker to your ear so other players won't hear it as you get your mission.

The one thing I'd like to hear more (or something) about is online play...
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Terranigma Freak on October 11, 2006, 11:54:07 AM
http://gonintendo.com/?p=6648#comments

Four more incredible new videos from JeuxFrance!!!!
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Requiem on October 11, 2006, 03:29:52 PM
Who else thinks that the sword fighting should be one hit kill?
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 11, 2006, 04:53:38 PM
Quote

Originally posted by: Requiem
Who else thinks that the sword fighting should be one hit kill?


First generation sword fighting games: likely not precise enough to handle such a system.

My guess would be that we'll see games which have enough precision to do this in the 3rd or 4th generation of Wii games.

This is, after all, a completely new control scheme. How long did it take developers to really master the analogue stick and use it to its full potential?

It'll likely take longer for the Wiimote to be explored to its full potential.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: wandering on October 12, 2006, 08:29:37 AM
Quote

Originally posted by: bustin98
1-877-773-7855

Call and listen, its just a recording.

I called. Pretty funny, though it doesn't really make sense out of context.  (Oh, here's pages one and two.)  
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 12, 2006, 01:57:19 PM
Hmm, which character is the sensei a rip off of? I'm sure I've seen him somewhere...

I'm actually not a fan of these ads. I think there are better ways to convey the cool edge the game will have going for it.  
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: NWR_pap64 on October 12, 2006, 02:14:21 PM
Quote

Originally posted by: Smash_Brother
Hmm, which character is the sensei a rip off of? I'm sure I've seen him somewhere...


You are thinking of Pai Mei, the Bride's master from the Kill Bill movies (although Pai Mei himself is a rip of all the stereotypical wise sensei characters).

About the ads, on one hand, I like them. I admire the creativity put into them (I really liked the phone number one. Clever "I love bees" like markting) . On the other, they need more direct ads (like the trailers Ubi has put out).

A direct ad has a higher chance of attracting people than a mysterious, creative ad.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 12, 2006, 04:26:05 PM
Quote

Originally posted by: pap64 You are thinking of Pai Mei, the Bride's master from the Kill Bill movies (although Pai Mei himself is a rip of all the stereotypical wise sensei characters).


YES!

At first, I was thinking of Fu Man Shu and Lo Pan, but neither of them had that grey hair.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: NinGurl69 *huggles on October 12, 2006, 04:59:52 PM
Pai Mei is a rip of the actual PAI MEI, the white-haired "high priest of the White Lotus Clan" in Gordon Liu's old kung fu movies.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 12, 2006, 05:05:48 PM
Actually, Gordon Liu IS Pai Mei in Kill Bill Vol. 2.

But thank you for explaining the original reference.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: IceCold on October 13, 2006, 09:25:38 PM
Direct feed video and impressions..
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Arbok on October 13, 2006, 11:03:37 PM
Wow, not used to that kind of honest preview reflection from the major game news sites... sounds a little mixed, but mostly positive. It has secured itself as a launch purchase title from me, though.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: GoldenPhoenix on October 13, 2006, 11:28:05 PM
Quote

Originally posted by: Arbok
Wow, not used to that kind of honest preview reflection from the major game news sites... sounds a little mixed, but mostly positive. It has secured itself as a launch purchase title from me, though.


It really appears to me that Red Steel is one of those games where you have to get used to the control scheme. It has its own positives and negatives like the mouse and joypad.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smoke39 on October 13, 2006, 11:44:32 PM
Gi'me.  I can deal with the slow turn speed.  Probably.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: ShyGuy on October 13, 2006, 11:46:02 PM
Yeah, I think you're right VGrevolution. Since I will play Red Steel before I play COD3 or Metroid, I think I will have less of a problem with the controls.  The turning may be slower, but judging from the layout of the levels in the videos at IGN, the player won't need to make many 180 degree turns anyway.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: WuTangTurtle on October 14, 2006, 01:33:45 AM
Surprisingly the latest videos are decreasing my doubts on the game.  Oh and is it me or is the game reminding me of Perfect dark?  It has that same AI character behaviors and cinematics, there is something else about it but i can't figure it out.  The graphics are easily the best on the Wii so far, hope that the gameplay and controls aren't far from it.

Decent reviews and I'll pick it up as soon as possible.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: NinGurl69 *huggles on October 14, 2006, 01:35:49 AM
The ugliest thing about the game is the gun-hand tilts WAY FAR BACK at unnatural aiming angles.  When aiming, it's shouldn't be the hand that pivots about the wrist, it's the forearm or whole arm pivoting about the player's origin of vision.

I KNEW UBI WAS GOING TO COMPLETELY FORK SOMETHING UP
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: 18 Days on October 14, 2006, 01:41:20 AM
It's likely such arm movement would obscure the screen.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: SixthAngel on October 17, 2006, 03:29:03 PM
Even more new videos at ign.  This game looks better and better everytime I see it.  The voice acting even seems authentic since the actors all have a very thick japanese accent and yet avoid being annoying.  
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Arbok on October 17, 2006, 03:48:36 PM
After watching their version of cut scenes... eh, I wish they would have done more there, like nice looking FMVs instead of the moving "picture" style, but it's hardly make or break. The actual gameplays looks very nice, though, and I can't wait to just mess around in the game.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: GoldenPhoenix on October 17, 2006, 09:14:16 PM
Quote

Originally posted by: Professional 666
The ugliest thing about the game is the gun-hand tilts WAY FAR BACK at unnatural aiming angles.  When aiming, it's shouldn't be the hand that pivots about the wrist, it's the forearm or whole arm pivoting about the player's origin of vision.

I KNEW UBI WAS GOING TO COMPLETELY FORK SOMETHING UP


As we all know PC FPSs are super realistic, especially turning on a dime . Really if this is the worse thing wrong with the game I'll be quite happy .  
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smoke39 on October 17, 2006, 10:00:34 PM
The "S" in "FPS" stands for "shooter," not "shoot."
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 17, 2006, 10:01:27 PM
Damn, this is looking good.

Still not sure if the player is just an idiot with the swordfights or not, though...

Quote

Originally posted by: Smoke39
The "S" in "FPS" stands for "shooter," not "shoot."


Nitpicking is bad for the soul. :P Seriously, this guy I knew used to find reasons to hate everything and everyone, little stupid reasons. He died at 28. Cause of death: unknown.

Unknown to medical science, but I know what killed him...
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smoke39 on October 17, 2006, 10:08:25 PM
I'll nitpick all I want. DX
And I don't hate VGrevolution, in spite of my nitpicking.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 17, 2006, 10:14:26 PM
I was expecting a comment about Ian, actually...
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: GoldenPhoenix on October 17, 2006, 10:21:53 PM
What error did I make again? I sure don't see one!  
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smoke39 on October 17, 2006, 10:26:43 PM
Very clever.  I'll quote you next time.  Just you wait.

Smash: What?  What about Ian?
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 17, 2006, 10:35:23 PM
The man who died from nitpicking. If that's the case, poor Ian's headed to an early grave.

He'll come around after Nintendo sells through all 4 million Wiis before the year is out, though.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: GoldenPhoenix on October 18, 2006, 12:17:59 AM
Quote

Originally posted by: Smash_Brother
The man who died from nitpicking. If that's the case, poor Ian's headed to an early grave.

He'll come around after Nintendo sells through all 4 million Wiis before the year is out, though.


That would be truly stunning if Nintendo sold 4 million Wii's before the end of the year, that would give them a HUGE head start on PS3 because I doubt we'll be seeing that many PS3s for quite awhile (maybe even worse than Xbox 360's console drought). IN regards to Red STeel, I really can't wait to play this game and I am keeping an open mind about the controls. I dunno but to me it has potential to be more realistic when it comes to turning than most FPSs, and could be a very unique experience since the gameplay will hopefully be built around it.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 18, 2006, 07:40:01 AM
The most realistic thing I've seen about it is your ability to hide behind an obstacle while simultaneously shooting someone you can just barely see around the corner.

As for the sales, like I've said in other threads, Toys R Us predicted the Furby and Tickle Me Elmo as the hot selling xmas toys of their respective years.

Right now, guess which "toy" tops TRU's chart of hot toys of the season? That's right.

"Toy retailer Toys "R" Us has unveiled its "hot toy" list for the upcoming holiday season, and this year it includes a video game console for the first time—Nintendo Co. Ltd.'s Wii."
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: WuTangTurtle on October 26, 2006, 01:24:27 PM
http://media.wii.ign.com/media/821/821973/vids_1.html

Multiplayer vids are up! Enjoy!
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: KnowsNothing on October 26, 2006, 01:39:57 PM
Looked pretty terrible lawl
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: zakkiel on October 26, 2006, 02:27:49 PM
Are you kidding?! Can't you see what fun they're having?!

Also, it seems the Wii can tell when you hide behind furniture.  
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: NinGurl69 *huggles on October 26, 2006, 03:30:11 PM
ahahahhah you mean there's proofe these people really played the game?
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 26, 2006, 03:59:10 PM
Hmm...no multiplayer swordfighting = blech.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Athrun Zala on October 26, 2006, 06:46:07 PM
this video PALES in comparison to the INCREDIBLY FUN PS3 basketball-multiplayer-game-and-photo-thingy ad
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: NWR_pap64 on October 26, 2006, 07:27:41 PM
Looks good, but a bit on the "typical" side.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: wandering on October 26, 2006, 08:00:37 PM
This game is slowly winning me over. It looks like....fun.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: GoldenPhoenix on October 26, 2006, 08:16:01 PM
Quote

Originally posted by: Athrun Zala
this video PALES in comparison to the INCREDIBLY FUN PS3 basketball-multiplayer-game-and-photo-thingy ad


Lol even though I wasn't impressed with the multiplayer footage, you have a great point there . I'm not going to judge it too harshly since we still don't know much about it besides this lame video and the scraps of information.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Spak-Spang on October 26, 2006, 08:17:52 PM
Interesting that the video didn't show any sword fighting.  I would figure that would be definately in the game...and a huge selling point for the multiplayer.

The experience does look pretty standard, but that is ok, since if it plays well that is all that matters.  

I wish we had some journalists playing the multiplayer though, because I want to know if the experience is good...and not having any information worries me.

Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: GoldenPhoenix on October 26, 2006, 08:31:26 PM
Quote

Originally posted by: Spak-Spang
Interesting that the video didn't show any sword fighting.  I would figure that would be definately in the game...and a huge selling point for the multiplayer.

The experience does look pretty standard, but that is ok, since if it plays well that is all that matters.  

I wish we had some journalists playing the multiplayer though, because I want to know if the experience is good...and not having any information worries me.


I understand your concerns too, and even though I am trying to keep an open mind I think it could be lacking in this department.  If it does, I completely understand too since they seemed focused on a great single player experience.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: WuTangTurtle on October 26, 2006, 09:15:21 PM
Only have annoucned multiplayer awhile back I'm too concerned, it's like they just now decided to tack it on.  At this point I'd be okay with atleast a functional multiplayer and a good single player.  Don't go in expecting Perfect Dark multiplayer options...
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Edfishy on October 26, 2006, 10:06:09 PM
Quote

Originally posted by: ShaolinKilla
Don't go in expecting Perfect Dark multiplayer options...


You know it's funny too, I had thought that after Perfect Dark set the standards for a four player FPS, all FPS games would use its amazingly well crafted menu, interface, and plethera of options as an example.  Unfortunately though all we consistantly see are sloppy menu interfaces and a set of static options in almost every FPS game since.

In regards to the Red Steel video, it really cracked me up, especially the part Zakkiel mentioned about the guy jumping behind the furniture.  The multiplayer is really reminding me of "Agent Under Fire" and "GoldenEye: Rogue Agent" for the GameCube, which isn't a good sign.  Still worth a rent though, I can't wait to hide from my siblings behind the couch while I fire my 1337 rocket of death at them.  They'll neeeeever see it coming.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Nick DiMola on October 27, 2006, 03:05:13 AM
"You know it's funny too, I had thought that after Perfect Dark set the standards for a four player FPS, all FPS games would use its amazingly well crafted menu, interface, and plethera of options as an example. Unfortunately though all we consistantly see are sloppy menu interfaces and a set of static options in almost every FPS game since."

EdFishy, I couldn't agree more on this point. Perfect Dark really set the standard for what I expect in a shooter's multiplayer mode, and since then noone has even come close to touching what Perfect Dark had. Hell, not even Perfect Dark 0 touched the awesomeness of the original Perfect Dark's multiplayer modes.

As far as Red Steel's multiplayer goes, I honestly couldn't care less. I am buying this game for the single player experience. I am hoping they add some sort of incentive for replayability in that mode. I always loved going back in Perfect Dark and Goldeneye and perfecting each mission (I beat both 100% unlocking all cheats and levels), hopefully Red Steel has some sort of incentive like these had.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Spak-Spang on October 27, 2006, 04:52:53 AM
To be fair...we have been reading about multiplayer for awhile and what they had in mind.  I am sure they didn't want people playing it because it wasn't perfect yet...but now it is getting to the point the game better be done so it can launch with the system...and as such they better be showing off multiplayer.  There are 3 other multiplayer FPSers out there and I am waiting and getting the best of those.

Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: WuTangTurtle on October 27, 2006, 09:53:22 AM
i think the only fps that comes close is TimeSplitters but even they didn't include everything that PD had, and yes i do know the dev was comprised of mainly ex Rare developers.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 27, 2006, 09:58:59 AM
I've never liked multiplayer FPSes on consoles. In the battle of the stick vs. the mouse, there's just no contest.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: zakkiel on October 27, 2006, 04:53:21 PM
Quote

i think the only fps that comes close is TimeSplitters but even they didn't include everything that PD had, and yes i do know the dev was comprised of mainly ex Rare developers.
I honestly like TS2 better than PD. The pick-up-and-play value is much higher. Setting up a PD match was a lot of work. Plus, the SP was crap.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smoke39 on October 27, 2006, 04:58:30 PM
TS2 also has the advantage of a decent framerate.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Edfishy on October 27, 2006, 06:27:33 PM
 
Quote

I've never liked multiplayer FPSes on consoles. In the battle of the stick vs. the mouse, there's just no contest.


That's true, but try setting up four computers on a LAN and actually get everyone to connect to the hosted game in less time than it takes to start a splitscreen match in GoldenEye 64.

PC first person shooters are for when you're really trying to prove your skills, but for when you want to just kick back and have a few laughs, console is king.

As for the framerate issue, I'm praying to God that the Virtual Console will support higher resolutions and a locked 30fps for every game.  Perfect Dark remains my most favorite FPS of all time (my siblings and I still play it occasionally), but that framerate is at times intolerable.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on October 27, 2006, 07:14:51 PM
Quote

Originally posted by: Edfishy That's true, but try setting up four computers on a LAN and actually get everyone to connect to the hosted game in less time than it takes to start a splitscreen match in GoldenEye 64.


Once all of the computers have UT2K4 installed on them, it happens rather quickly.

I'm just so not a fan of using an analogue stick to move an aiming reticle around that I'd rather wait for UT maps to load anyway.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Svevan on November 11, 2006, 01:04:22 PM
Just so you know, the new Red Steel screens we posted today are semi-exclusive - you won't see them on IGN or GameSpot. Also check out the killer art. (The game looks pretty good, honestly)
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Caliban on November 11, 2006, 02:28:32 PM
I just saw a commercial for this game on SpikeTV, I know I'm getting this game, but will the commercial be enough of an attention-grabber to the mainstream? I hope it does.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smoke39 on November 11, 2006, 02:30:32 PM
You can hold pistols sideways like a "gansta;" mainstream = grabbed.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Caliban on November 11, 2006, 02:35:01 PM
Yeah, lol, they do show that in the commercial, it's pretty short but they do show alot of gameplay footage and also the gamer playing it.

I want to see other commercials though, I want the Wii to bombard the mainstream public like they never have before.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Dirk Temporo on November 11, 2006, 06:20:49 PM
Quote

Originally posted by: zakkiel
I honestly like TS2 better than PD. The pick-up-and-play value is much higher. Setting up a PD match was a lot of work. Plus, the SP was crap.


Combat Simulator>Quick Start>Match

Clearly you and I are thinking of two different TS2s and two different PDs, because TS2 had every bit as many options as PD did.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: wandering on November 11, 2006, 06:30:23 PM
http://www.planetgamecube.com/media.cfm?artid=11273&MedTID=1&medtndx=34

Why is that guy wearing a large, western-style towel in the bath? UNREALISTIC.  
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: GoldenPhoenix on November 11, 2006, 08:16:20 PM
I'm not sure if you guys read EGM or not but they had a Wii vs PS3 section (decidedly biased in PS3's favor) and they compared Red Steel with Fall of Man. Even without playing much of either they gave the win to Resistance because it has that 40+ online mode and had better visuals (Most games that they gave PS3 the win was solely because of visuals, like Call of Duty 3 vs the Wii version). Heck they gave the PS3 launch lineup the win against Wii!
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: ShyGuy on November 11, 2006, 08:17:37 PM
I'm just sad that he is too far away to see his nipples. NOT!

I wish these screens had witty captions under them, those are the best part.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on November 11, 2006, 09:11:55 PM
Quote

Originally posted by: wandering
Why is that guy wearing a large, western-style towel in the bath? UNREALISTIC.


Cause the alternative is him standing there buck naked and the game is rated T?
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: WuTangTurtle on November 12, 2006, 10:44:55 AM
EGM, how do they even still exist.  If that isn't biased, I don't know what is.  I understand Call of Duty on PS3 winning out, because the Wii version lacks any form of Multiplayer features.  PS3 launch lineup versus Wii launch lineup is not even a competition, the only thing Sony has going for them at launch I wold say is Resistence.  Oh wait I forgot they also have Ridge Racer, best launch ever!  

I'm sorry but having Zelda on launch day is automatic win.  F U EGM.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Hostile Creation on November 12, 2006, 10:53:54 AM
EGM is on my "Worst Sources of Gaming Information" list.  I still get free EGM magazines in the mail every day, and it's infuriating.  I'm wasting space in my trash can throwing that crap away.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Svevan on November 12, 2006, 12:02:52 PM
I don't blame EGM - GameCube sucked.

ShyGuy, I've added dumb (not witty) captions to the Red Steel pics. For you.

Love,
Me
(Call me)
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Spak-Spang on November 12, 2006, 12:31:57 PM
Well unfortunately for those hoping for perfect frame rates and upped resolution, that may or may not come.  But one thing is positive, we won't be getting Perfect Dark for the virtual console.  Probably not Golden Eye either.  So that leaves very few quality First Person Shooters to play on the N64 virtual console.

Time Splitters 2 can take awhile to set up a good game also.  I think it is about the same amount of time.  I never thought that Perfect Dark took that long really.

 
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: IceCold on November 12, 2006, 06:03:26 PM
The lighting has really changed..
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: wandering on November 12, 2006, 06:11:22 PM
Quote

That tiny towel is so inaccurate.

ahaha.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: ShyGuy on November 12, 2006, 07:21:22 PM
Thanks Evan, but I'm not a Japanese Wino.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Svevan on November 12, 2006, 07:41:11 PM
News to me.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smoke39 on November 12, 2006, 07:57:41 PM
"Hey, I like how you hold that gun."

Hahaha.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on November 12, 2006, 08:10:59 PM
Quote

Originally posted by: ShyGuy
Thanks Evan, but I'm not a Japanese Wino.


If you sing karaoke, you're half way there.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: attackslug on November 18, 2006, 01:41:00 AM
5.5 from Gamespot. Yikes, it scored far worse than I thought it ever would. Still, I'm waiting for more word on ths game (as well as my own impressions tomorrow. 5.5 sounds like it will be a outlier as far as scores go -- games need to be pretty broken for a score like that.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: trip1eX on November 18, 2006, 02:09:47 AM
Yeah 5.5 is low.  This guy gave PDZ on the 360 a 9.0 tho.

Many of his complaints don't bug me.  Graphics, no blood, forced sword battles, dialouge & story, no difficulty level, multiplayer is meh, ....

Story and Dialouge might bug if I can't skip it, but for the most part I've never found vidgame stories any good anyway.

He doesn't talk alot about how gun combat is or throwing nades or doesn't go much into detail about the controls as far as turning and aiming goes.  

Still 5.5 gives me pause.  I'll have to read another review or two.  
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Terranigma Freak on November 18, 2006, 02:23:14 AM
This is Gamespot, you can pretty much ignore what they have to say. I'd ignore Gamespot even if they gave the game a 10.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Jin-X on November 18, 2006, 04:06:22 AM
When you see that this guy gave Perfect Dark Zero a 9, well thats all you need to know. It's like they're judging the Wii to a higher gameplay standard while at the same time judging the graphics to near 360 and PS3 levels. They give Untold Legends for the PS3 a 6, that game has been he butt of jokes in the reviews I've seen (X-Play, 1up).

Can anybody confirm that they were exhibiting anti-Wii bias for months now? Or is that just fanboy ramblings? Because right now it kinda looks like option A.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: SixthAngel on November 18, 2006, 04:35:56 AM
Expect reviewers from Gamespot to be overly harsh on the Wii.   They always seemed to have a dislike for the new control scheme and  the "if it ain't broke don't fix it mindset."  If you are excited about the new point and shoot  controls I suggest ignoring them entirely.  (He complains about recharging health which they love in Halo, Gears, and call of duty.)

Reading other reviews it seems like the biggest problem with the game is bad AI, which is unfortunate.  The controls seems to have been nailed but this could drag the single player down.  Since I already own it I'll find out tomorrow.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: NWR_pap64 on November 18, 2006, 05:45:37 AM
Didn't I tell you guys that Red Steel would be treated A LOT like Geist?

Geist got A LOT of flak because the engine was too slow and the aiming was clunky. But in the end the game turned out to be really fun and solid. True, the game WAS broken in places, but it wasn't bad enough that it ruined the entire game.

Hell, even the graphics were ragged because of quality (one thing everyone is criticizing about Red Steel).

I have the feeling that to some gamers the game will be rock solid, despite what the overall reviews say.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Kairon on November 18, 2006, 06:21:38 AM
ARGH! PAP64!

Yet again someone TOTALLY KILLS my Red Steel hype with a Geist comparison!

raaargh

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: NWR_pap64 on November 18, 2006, 06:27:10 AM
Quote

Originally posted by: Kairon
ARGH! PAP64!

Yet again someone TOTALLY KILLS my Red Steel hype with a Geist comparison!

raaargh

~Carmine M. Red
Kairon@aol.com


ARGH! KAIRON!

Just because I mentioned that RS might be treated like Geist it doesn't mean the game WILL PLAY EXACTLY LIKE GEIST. Geist had its unique strengths and weaknesses, and I'm sure RS will have its own strengths and weaknesses.

I never said that the games are EXACTLY alike, I said that RS could end up being a solid but overly criticized shooter that ends up getting a cult following.

Just why do you hate Geist so much? I played the game and I agree the game is FAR from perfect, but me and my nephew had a blast playing through it.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Kairon on November 18, 2006, 06:44:20 AM
I hate it because when a game has Nintendo stamped on it, I expect more.

I didn't care about the graphics, I didn't worry about the controls. I just felt that the game flow and game design wasn't streamlined AT ALL.

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: zakkiel on November 18, 2006, 07:08:20 AM
AARGH! Let us not forget Gamespot also gave TP an 8.8. Their reviews are meaningless junk.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Kairon on November 18, 2006, 07:13:41 AM
ANYWAYS...

I say that if we just expect Red Steel to be a straightforward 1-player FPS, with occasional timing-based sword-fight battles and wii-pointer aiming, then we'll be onh the right track. Oh, and I've also heard of one or two fugly, but not game destroying graphical glitches.

But seriously, after watching some video previews of this game in action, it looks so different from your everyday walk-in-the-park FPS experience that even if it's quality is mediocre, it's experience won't be.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Kairon on November 18, 2006, 07:40:00 AM
For anyone who cares for a counterpoint, some UK games journalist made an account on gamefaqs just to state that he felt that Red Steel was worth more than 5.5. He eventually DID have to prove his identity, but even before that he sounded credible and sensible, and positive on Red Steel which he had written a review for as well.

Read it here!

~Carmine M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: NinGurl69 *huggles on November 18, 2006, 07:44:03 AM
Jeff BlobMASS reviewing all the Wii games?

WHAT HAPPENED TO GREG KASAVIN?
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Kairon on November 18, 2006, 07:52:02 AM
Greg Kasavin reviewed Red Steel. And it's not nice to make fun of rotund people.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: GoldenPhoenix on November 18, 2006, 09:35:53 AM
Maybe I'm missing something, but why are the visuals of Red Steel attacked so much? From what I've seen in the way of pics and gameplay videos the game looks quite good.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Ghisy on November 18, 2006, 09:49:42 AM
Quote

Originally posted by: VGrevolution
Maybe I'm missing something, but why are the visuals of Red Steel attacked so much?

Probably because they're comparing them to 360 or PS3 "standards", which is really stupid IMO.
Most people still don't understand the Wii concept, oh well, too bad for them!
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Kairon on November 18, 2006, 09:54:14 AM
Playing = Believing.

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Magik on November 18, 2006, 12:56:17 PM
Quote

Originally posted by: Ghisy
Quote

Originally posted by: VGrevolution
Maybe I'm missing something, but why are the visuals of Red Steel attacked so much?

Probably because they're comparing them to 360 or PS3 "standards", which is really stupid IMO.
Most people still don't understand the Wii concept, oh well, too bad for them!



I think its more of people comparing Red Steel's visuals to that of Resident Evil 4 or Zelda than to 360/PS3 standards.

A couple more Red Steel reviews have surfaced as well.  5/10 from EDGE and 5/10 from 1up.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Kairon on November 18, 2006, 01:13:00 PM
GameTrailers gives it a video review score of 7.8.

Personally, I find that my feelings are bouyed by watching video of the game in action. Exciting!

~Carmine M. Red
Kairon@aol.com
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Kairon on November 18, 2006, 01:18:52 PM
ComputerAndVideogames gives Red Steel an 8.0.

1Up gives Red Steel an [edit]SEE BELOW[/edit]

Both scores are much higher than I expected, especially the 1up score.

~Carmine M. Red
Kairon@aol.com  
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Magik on November 18, 2006, 01:20:25 PM
Quote

Originally posted by: Kairon
ComputerAndVideogames gives Red Steel an 8.0.

1Up gives Red Steel an 8.5.

Both scores are much higher than I expected, especially the 1up score.

~Carmine M. Red
Kairon@aol.com



Uh, the 1up score is 5 out of 10.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Kairon on November 18, 2006, 01:22:03 PM
Whoops! I confused the bigger average score meter on the left for 1ups own tiny little 5/10 graphic.

~Carmine M. Red
Kairon@aol.com  
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smoke39 on November 18, 2006, 01:25:32 PM
That 8.5 is the user rating.  1up gave it a 5.

edit: lol
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Jin-X on November 18, 2006, 01:58:55 PM
Ok I don't think I've ever seen a game where its reviews were so all over the map. I mean you really have to read the reviews, some of them say the exact opposite things, some say the graphics are crap, others say they're good. They looked alright to me in the commercial. It's almost like some got the final version and others erroneously got shipped a beta version or something.

Here's 1up:

Quote

Wii games might not push as many polygons as Xbox 360 or PlayStation 3 games, but we do know that they don't have to look this bad. Normally I wouldn't complain, but at this year's Electronic Entertainment Expo (E3), Ubisoft showed off a snazzy trailer that it promised was actual gameplay footage. That was clearly not the case -- the game doesn't look anything like that infamous target video. It looks worse...a lot worse.

Graphics alone wouldn't matter that much, but I actually had a hard time getting through the game because of the poor visuals. For example, a large number of levels require you to take out sneaky snipers who position themselves on ledges far from your sight -- pretty common, sure -- but when it comes time to return the fire, the textures for the snipers are so bad that only way to find them is to let them shoot you (and hope you don't die) and then trace the fire back to where they are hiding. Even then half the time I couldn't find the enemy and had to rely on my pointer turning red to signify I finally found the source of my frustration.


Here's CVG:

Quote

Even with technical limitations of the Wii relative to it's high-def competitors, Red Steel looks great, particularly the levels set in Tokyo. Continuing the oriental theme, the interiors are impressively well decorated with the minor details that bring an environment to life; everyday household objects scattered around rooms, wall decorations, lamps, cupboards, boxes, pot plants and countless other details are everywhere you look.

Some of the textures look a bit 'GameCube', but you can forgive that when the Wii's extra grunt has been put to use for gorgeous beam lighting shining through windows, air vents and even bullet holes, slick reflective floors and stunning warping effects used for heat haze or corrugated glass.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: NWR_pap64 on November 18, 2006, 02:34:06 PM
Once again, I bring forth Geist and even Chibi Robo.

Both games got notoriously harsh reviews for issues that can be forgiven or ignored, and I think Red Steel is heading down that path.

I mean, Game Informer's review of Chibi Robo was BAD. It got to the point where they declared the game as being the perfect punishment for children and kept saying it was nothing but than a chore simulator, while in reality the game is a story based game in which completion of missions rewards the players with unique characters and stories as well as an amazing sense of discovery and fun.

I wanna see more reviews, as well as user feedback (S_B if you can hear this, we need your opinion ASAP!) before I put my claim in stone.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: trip1eX on November 18, 2006, 04:16:20 PM
Yeah I loved Chibi.  I think the hardcore are most offended by Red Steel.  The reviews that liked it I think had a more casual gamer attitude.  Not a snobbish attitude.  I don't know.  IF IGN or Gamespy give it a 5 I think I'll have to wait for a price drop although part me wants to play it more.  I can always sell it on Ebay I guess tho.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: SixthAngel on November 18, 2006, 04:21:09 PM
Quote

Originally posted by: pap64
I mean, Game Informer's review of Chibi Robo was BAD. .


I just got the new free GI today when you join gamestop and the magazine has probably one page about Nintendo, much less the Wii, and it has reviews of all the new ps3 games.  The new name should be the playstation and xbox magazine.  They have ignored the Wii 100%, they even have an article that says "could the xbox 360 and ps3 be the last great consoles?" like the Wii is nonexistent.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: GoldenPhoenix on November 18, 2006, 11:49:24 PM
Well I just played Red Steel for a bit, and the game is fun, nothing really deep but a good time none the less. Personally my favorite segments so far are the sword fighting, even if it is simplified. My main complaint about the game is probaly related more to my sitting position (which is laying on my bed with my back on the backboard) than the game itself, but it seems to lose the sensor bar quite a bit and aiming is quite a chore. Overall though I think it warrants at least a rental for your guys who are interested (BTW the visuals are quite good besides the terrible framerate drops from time to time).
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: attackslug on November 20, 2006, 05:05:23 AM
Red Steel certainly is a mixed bag.
*The controls work for the most part -- the aiming is great once you get used to it, but the turning does indeed suck. Swordplay is great, and exactly how I expected it to feel. Shootouts are very fun -- taking cover behind objects and the free-aiming do give it a bit of an oldschool arcade lightgun feel.
*I had no problems whatsoever parrying and striking, and the delay is unnoticable to me.
*The graphics are half great, and half merely OK. For instance, the character models and shading are fantastic, and the light blooming/beaming is quite striking. But it feels a bit... sloppy. The framerate is crap, for one. The game rarely sticks at a constant 30fps, and fluidity is crucial in an FPS. Also, little graphical glitches are everywhere. For example, when I was admiring some VERY nice water/warping effects in an in-game kitchen sink, firing at the water would result in a broken glass noise and decal on the surface.
*HOLY CRAP this game makes me feel motion sick. Worse than Timesplitters and MP.

In all, the game does feel a bit rushed and unpolished, ala Geist. I can only imagine how much better it would play if they took a bit more time to tighten up the framerate and make the free-aiming a function that can be toggled on and off during gameplay, maybe by hitting button 1 or 2.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on November 20, 2006, 06:29:22 AM
Quote

Graphics alone wouldn't matter that much, but I actually had a hard time getting through the game because of the poor visuals. For example, a large number of levels require you to take out sneaky snipers who position themselves on ledges far from your sight -- pretty common, sure -- but when it comes time to return the fire, the textures for the snipers are so bad that only way to find them is to let them shoot you (and hope you don't die) and then trace the fire back to where they are hiding. Even then half the time I couldn't find the enemy and had to rely on my pointer turning red to signify I finally found the source of my frustration.


This is EXACTLY the problem I had with Perfect Dark 0 and no amount of graphical horsepower was capable of saving the game for me.

But Red Steel has been fine from what I've played so far. I need to get a friggin' SVIDEO cable, but other than that, I've no complaints about the game. It feels a bit unpolished, but the gameplay is SOLID, especially the sword fighting: it's like a mix of Zelda's dodging system and Punch-Out...with swords.

As for the AI, I've noticed it being a tad gitchy in places, but overall, it's a PITA because it knows that when I run toward it, I'm trying to hit it with my sword and will run away from me while still shooting.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: ShyGuy on November 20, 2006, 07:12:37 AM
You know, I've only played two levels of Red Steel, but I thought the AI behaved competent at the very least. They duck behind cover, they run away, they try to flank me.

I'm going have to do a reader review of this game when I get far enough through it.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on November 20, 2006, 07:44:12 AM
Yeah, I found myself waiting for them to reveal themselves from behind cover before I could shoot them.

What's REALLY fun is trying to angle yourself just right so you can shoot their foot or hand without them being able to shoot you, and I've found it doable on quite a few occasions.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: ThePerm on November 20, 2006, 07:48:53 AM
whats the button layout of the game?
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on November 20, 2006, 08:29:01 AM
-B trigger fires
-hold A and move the Wiimote forward to zoom in and aim more closely for better accuracy
-Z to duck
-C to jump
-flick the nunchuck to manually reload
-flick the nunchuck when in melee range of a gun-toting enemy to kill them with your blocking sword (can't remember its name)
-move with the nunchuck stick, aim with the Wiimote, aim to the edge of the screen to turn in that direction
-Push forward with the chuck to open doors, press buttons, move tables to hide behind them, etc.
-Hold down on the D-pad to hold out a grenade then nunchuck swing down to throw it, swing up to roll it on the ground.
-Tap left on the D-pad to switch weapons
-Swing the nunchuck down while standing on a weapon to swap your current weapon for it (you can carry two at once).
-Ammo and grenades are picked up automatically.

Swordplay:
-swing the wiimote to swing the sword. Doesn't always perfectly mimic your stroke (seldom does) but you swing your sword regardless.
-parry with the nunchuck by swinging left or right. Timing your parry can knock your opponent off balance for an opening.
-push C+left or right on the analogue stick to dodge left or right. Some attacks can not be parried without taking damage.
-dodge and then quickly parry to damage your enemy's weapon. You can defeat enemies by destroying their weapon as it has its own weapon "health".
-Flick the nunchuck to spare someone's life after defeating them (hence reaching for the scabbard). Move the wiimote to stab and kill them.  
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: NinGurl69 *huggles on November 20, 2006, 09:42:22 AM
Wow.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Nick DiMola on November 20, 2006, 01:40:57 PM
Sorry guys, but I thought the swordplay flat out sucked. The games graphics are definitely good enough, though there are some oddities. There are also glitches all over the freaking place and the game is really rough around the edges. This game could've used another 6 months in development and it would've been flat out amazing. Unfortunately it has launchitis and is noticeably flawed and at points it is flat out aggravating. I'd say this game deserves a 7 just because conceptually it was a great idea and I see the potential, but between the graphical glitches, the clipping issues, slight control issues, poor swordfighting and sometimes wacky AI I can't give it a better score that that.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: GoldenPhoenix on November 20, 2006, 02:42:45 PM
IGN's review seems to be pretty fair even with the 6/10, the reviewer said the game has more positives than negatives, though says the control is what damaged the score so much.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: BigJim on November 20, 2006, 03:21:17 PM
The reviews this game is getting has convinced me that the whole concept of "previews" needs to be re-evaluated.

From the bullshots to the sunshine being blown up our asses since April, I would expect a better game for all the PR they rammed down our throats. The websites and rags need to stop letting early looks be free automatic positive PR, and maintain a fair perspective of the work.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: NinGurl69 *huggles on November 20, 2006, 04:02:21 PM
Let's all forget about Red Steel, despite the fact we all bought it.

Trauma Center is the true 3rd-party app of the launch.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: NWR_pap64 on November 20, 2006, 04:16:02 PM
Well, most of the hype that Red Steel got was because...
1. It was the first Wii game announced, especially at a time in which Nintendo was mum about the games
2. It was an original franchise built exclusively for the system
3. It was an original franchise from a major third party developer
4. It was a dark and mature franchise

Had RS been unveiled during different conditions, it would've been ignored.

I guess in all the rambling about the game not living up to hype, we should be grateful that Ubisoft actually bothered to create this game in the first place, and despite the reviews RS did open the doors to other potential franchises.

Also, I predict the game will be a hit no matter what, if only because of the hype. Its already been proven that reviews don't matter in a game's sales. If it did, a great deal of games would've never been sold (I am talking to you, Enter the Matrix!).
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: DAaaMan64 on November 20, 2006, 04:37:37 PM
I actually am enjoying it now that I have the controls down pat.  It is very intense, I love it.  What bothers me still:

1. The crap cutseens
2. The unpolished all around feel.
3. Lack of brain power required. :p
4. Maybe I'm racist but when I shoot at black people dressed like 50 cent they shouldn't talk like a small white guy.

But other than that I love it.  Personally so far I will give it a 7.5/10.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: MarioAllStar on November 20, 2006, 06:05:57 PM
I would just like to say congrats to all of you for being able to keep one forum topic for a game from its announcement all the way to release.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Requiem on November 20, 2006, 06:38:28 PM
Whoa....

That is kinda impressive. I wonder how many Zelda threads there are?
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: coolsebas on November 20, 2006, 06:42:54 PM
Quote

Originally posted by: Professional 666
Let's all forget about Red Steel, despite the fact we all bought it.

Trauma Center is the true 3rd-party app of the launch.


I have to argee with you... I am ashame to show this to my friends.. but oh well.. and my brother got soo sick from playing this LMAO.... oh well... im sad now  
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on November 20, 2006, 07:25:47 PM
8.0 out of 10 sounds right, but the game only gets docked points for some glitches here and there. I have no problem with the control and I've never been made sick from it.

Oh, and the control in CoD3 is identical except the screen pans even faster. If you got sick from RS, CoD will KILL you.

I agree that it could have used some more time in development, but the game is just so damn fun that I honestly think it was still worth the purchase. Had Ubi 3-4 more months to polish the game, it could have been a AAA, easily.
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Post by: UltimatePartyBear on November 21, 2006, 03:15:10 AM
I'll add my vote to the "Red Steel is great" column.  As a single player console FPS, it's killer.  I never took the bullshots at face value, so the graphics look impressive to me.  In fact, certain things that looked off to me in the high-res screen shots actually look better in the real game, like the gunmetal surface on the shotgun.  The levels have a healthy amount of things that break when shot, which I always like.  Aiming just keeps getting more intuitive the longer I play.  That's the big thing.  It is such a good feeling to be able to shoot accurately in a console game without auto-aim.  I can actually pull off kills by reflex in Red Steel.  The gun fights feel like action movie gun fights, which I haven't experienced since a couple of places in the early levels of Jedi Outcast.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on November 21, 2006, 04:08:04 AM
I'd buy Red Steel 2 in a heartbeat an here's why:

1. Ubi made their list of promises as to what the game would be like before having any actual working Wiimote prototypes. When they finally got the official dev kits, they must have realized that there was a lot they couldn't do.

2. Most of this game was very likely developed on a PC then ported to Wii hardware because of the lack of dev kits.

Both of these are hurdles that RS2 would not face, and this time, I would think that their ambitions would not exceed reality and they would also have more time to hone the controls and the swordplay.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: IceCold on November 21, 2006, 07:48:30 AM
And maybe add online..
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Post by: ThePerm on November 21, 2006, 09:32:21 AM
Quote

Originally posted by: Smash_Brother
-B trigger fires
-hold A and move the Wiimote forward to zoom in and aim more closely for better accuracy
-Z to duck
-C to jump
-flick the nunchuck to manually reload
-flick the nunchuck when in melee range of a gun-toting enemy to kill them with your blocking sword (can't remember its name)
-move with the nunchuck stick, aim with the Wiimote, aim to the edge of the screen to turn in that direction
-Push forward with the chuck to open doors, press buttons, move tables to hide behind them, etc.
-Hold down on the D-pad to hold out a grenade then nunchuck swing down to throw it, swing up to roll it on the ground.
-Tap left on the D-pad to switch weapons
-Swing the nunchuck down while standing on a weapon to swap your current weapon for it (you can carry two at once).
-Ammo and grenades are picked up automatically.

Swordplay:
-swing the wiimote to swing the sword. Doesn't always perfectly mimic your stroke (seldom does) but you swing your sword regardless.
-parry with the nunchuck by swinging left or right. Timing your parry can knock your opponent off balance for an opening.
-push C+left or right on the analogue stick to dodge left or right. Some attacks can not be parried without taking damage.
-dodge and then quickly parry to damage your enemy's weapon. You can defeat enemies by destroying their weapon as it has its own weapon "health".
-Flick the nunchuck to spare someone's life after defeating them (hence reaching for the scabbard). Move the wiimote to stab and kill them.


what they should do with red steel 2 is have c be both duck and jump based on wii mote action, and z be small bounding aim for turning!
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on November 21, 2006, 07:10:20 PM
I'm about 5-7 hours in now and I can say for certain that Ubi definitely made good on one of their promises: the game becomes a great deal more complex as you progress, with the focus instant timing being introduced as well as branching missions which you can take in any particular order.

It's a shame that most reviewers will only play a few hours in before calling the game garbage, long before they get to the best parts of it.
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Post by: Kairon on November 21, 2006, 07:37:19 PM
Don't believe the hype. Red Steel is better than 5.5.

~Carmine M. Red
Kairon@aol.com
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Post by: ShyGuy on November 21, 2006, 08:41:59 PM
I've got four missions under my belt so far, and I'm liking it. Hopefully I will get to the part where abilities get unlocked this weekend.
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Post by: DAaaMan64 on November 21, 2006, 08:59:58 PM
Quote

Originally posted by: Smash_Brother
I'm about 5-7 hours in now and I can say for certain that Ubi definitely made good on one of their promises: the game becomes a great deal more complex as you progress, with the focus instant timing being introduced as well as branching missions which you can take in any particular order.

It's a shame that most reviewers will only play a few hours in before calling the game garbage, long before they get to the best parts of it.


Arn't reviewers supposed to play the whole game before shitting on it?
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Rhoq on November 22, 2006, 12:52:38 AM
Quote

Originally posted by: Kairon
Don't believe the hype. Red Steel is better than 5.5


Thank you. That's what I've been saying since Sunday - it's at least a 7.5/8.0 out of 10

I'm very forgiving of launch title flaws. I'm a huge fan of the DS launch title Asphalt: Urban GT and that too got terrible reviews. I'd also rate that in the same range as Red Steel.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on November 22, 2006, 03:15:01 AM
Quote

Originally posted by: DAaaMan64 Arn't reviewers supposed to play the whole game before shitting on it?


Yeah, but they don't always do that.

When it came to a lot of GC games, IGN was notorious for complaining about the games lacking things which they actually had later on if you played a bit further.

Right now, I'm in an area where I'm earning access to all the free guns I want by proving to an elderly Japanese gun expert that I'm capable with that gun via target practice.

Of course, I prefer the pistol because I'm a goddamn surgeon with it...and every headshot makes an exploding melon "sploit" noise.

Quote

Originally posted by: Rhoq I'm very forgiving of launch title flaws. I'm a huge fan of the DS launch title Asphalt: Urban GT and that too got terrible reviews. I'd also rate that in the same range as Red Steel.


I wish Ubi had polished this game a bit more, thus encouraging people to play a bit further into it before passing any kind of judgment. I'm having a serious amount of fun with the game and I get this odd feeling while I play it. There's something about it which makes it stand out from every other FPS I've ever played and I'm not sure what that is, exactly...
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: trip1eX on November 22, 2006, 05:28:18 AM
I have this unopened.  The talk of it being a different kind of fps has me intrigued thought.  I wouldn't mind the slow turning in the game if that's part of the design.  A sorta pseudo light-gun/fps hybrid is maybe more what it is.  I might just open 'er up.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on November 22, 2006, 07:58:08 AM
So far, my favorite action in the game falls between blowing up things enemies are standing next to or coming around a corner face to face with an enemy and getting a near instant headshot.

Seriously, this game puts headshots at a level that no game has ever before dreamt of. I'll be walking along and suddenly get attacked by two guards and quickly dispatch both of them with headshots before they get a chance to fire a single shot at me.

Also, once you get the focus meter which doesn't happen until about 4 hours into the game, sadly, if you have any focus, you hold A and hit C, then you can shoot the guns in enemies' hands after you tag the guns and release A, then you have to gesture downward to convince them that you're serious and to drop their now semi-working guns and you earn respect points for it which enable you to take harder missions later on.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: DAaaMan64 on November 22, 2006, 05:25:26 PM
Is it just me or when you hold down A or B does the sword fighting become way more responsive??  Did I miss something?
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Post by: Flames_of_chaos on November 23, 2006, 03:54:18 AM
Not really I think its the fact that if you hold down both buttons on the wii mote it stablizes the controller in your hand. I also think this game is great I don't mind the glitches and some of the cut off wording on cutscenes is a little sloppy but I find the gameplay very fun. I also think this game is more realistic with the 2 gun limit since your just an average guy compared to master chief who is supposed to be the super soldier type of guy with a glorified paint ball suit on.

Also Im surprised that only a few of you commented on the soundtrack which I think is one of the best soundtracks done in a FPS. If I were to rate this game I would pinpoint it somewhere in the 7.8 - 8.5 range.  
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Post by: DAaaMan64 on November 23, 2006, 06:39:55 AM
I really like the soundtrack as well, I noticed just never mentioned it, bad me.
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Post by: WuTangTurtle on November 23, 2006, 09:41:08 AM
Soundtrack is pretty good so far from what I've heard but on the topic of sounds, the game would still get a very low number from me due to the horrible voice acting in the game.  You know not all asian people in america have heavy accents and terrible speech.  I really hope the voice acting doesn't get worse as I go through the game.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Flames_of_chaos on November 23, 2006, 12:39:35 PM
Me and my cousin just played the multiplayer for 5 hours and he said he loves the game and hes the typical GTA, NFS, Madden and NBA live type of player and he just loves deathmatch. It only took him 1 - 5 minutes to get a hang of the controls and master it near perfectly. And we noticed no glitches at all. He also loved some of the Super Monkey Ball mini games, thought rayman was hillarious and had a lot of fun in Wii sports. And I never heard him bitch about the graphics and he is a graphics whore.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on November 23, 2006, 03:28:37 PM
The voice acting actually gets better as you go through.
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Post by: Nick DiMola on November 25, 2006, 06:14:29 AM
Not sure if this has been said already, but after playing Zelda and Monkey Ball, the first person controls of Red Steel are bordering unacceptable. The whole game has a very unpolished feel, but the thing that really gets me is the imprecise control scheeme. I can barely get sword fighting to work, not to mention the pointer control for shooting. Move the Wiimote to far to the left it pops up on the right and vice versa. The graphics and glitches don't bother me all that much, but I hope to god Ubisoft patches up the controls and gives us an update to the game.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: DAaaMan64 on November 25, 2006, 08:11:51 AM
I am still really liking it and the controls, my biggest problem is getting other people to get into it without having the time I have had.  It doesn't work, the other guy that bought it is enjoying it though.  Personally I think the sword fighting mostly sucks.
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Post by: WuTangTurtle on November 25, 2006, 09:07:34 AM
My first impressions were really bad.  I was thinking about ebaying it if i didn't like it after the halfway point.  Surprisingly I have gotten a lot better with the controls and am now rather enjoying most of what the game has to offer.  It is pretty rewarding that I can now headshot enemies as they are coming at me or when i turn a corner.  

I think if people play this game long enough to master the controls the game will be a joy for them.  However it is a harsh learning curve, u really have to not think about past FPS controls.
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Post by: Smash_Brother on November 26, 2006, 08:11:13 AM
Jack and others having trouble with sword fighting, try changing the sword sensitivity in the options menu.

I had it on short strokes and changed it to long and it got a LOT better. Also, the fighting later on gets much more challenging in terms of swordplay.

I finished it and the story was surprisingly neat for what it was. I don't think Ubi had the full effect of the emotion they could have, but when my sensei's daughter was nearly killed and he screamed at me to leave, I realized at once that it was my doing and my fault for leading the assassins to him in the first place.

All in all, the game is intended as an allegory AGAINST revenge, against killing in the name of honor. I also admit it had some plot twists which I didn't see coming which kept the story interesting.

All in all, 8.5 of 10, losing a point for some glitches and a half-point for lack of polish. I would like to try more multiplayer, though...

But mastering the controls is ABSOLUTELY key to enjoying the game. Unless you can get the control scheme down, the game quite literally is NOT for you.
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Post by: trip1eX on December 04, 2006, 04:02:36 AM
Yeah like others I really hated the game at first.  I was playing on my crappy TV.  I sucked at the controls.  The game was making feel sick because I was all over the place with the cursor.  

But man I've changed my mind.  RS is actually a very ambitious game imo.  The only beef I really have with it is that it's far from being polished.  The frame rate is shakey thoughout.  The way the enemy moves sometimes looks sloppy.  You can see guns floating in the air once in awhile or clipping here and there.  

I hate to defend this, but if you can overlook this lack of polish it's a great game.  NOw I'm only about halfway thru, but it's got a ton of variety to it.  

I just did the mission with the large rabbits in them.  That's pretty sweet.  I like the fact you can spare lives.  and the story is pretty sweet.  I'm not one for vidgames stories, but the whole respect thing and the way the missions in the bar are setup is sweet.  Same with the fact you can go down and use the target range between missions.  

I give the game a 7.5.  If you can overlook the unfinished production values it's a 9 type of a game.  Surely it's more interesting than most of the been there, done that fps games out there.    
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on December 04, 2006, 04:23:42 AM
I actually miss the swordplay, having not done it in a week or so.

The swordplay reminds me most closely of Punch-Out's style of, dodge, counter, react fighting, except that Red Steel is far, far more forgiving about taking hits than PO was (seriously, this Scott Monroe must be built like a friggin' tank).

And yeah, about the ending: The ending was pretty neat, with having to beat Otori, your sensei, in order to keep him from killing Tokai who was the only one who knew the location of the antidote to the poison that was killing both Otori and Mariko, Otori's daughter. Also, Tokai wasn't the typical "supermegaultrapowerful" villain that I expected to encounter at the end of this game. In fact, he was terrible with a sword, and it was kind of sad when you learned that the only reason he was doing all this was to avenge his father who had wronged the Sato clan and had Otori behead him to save his honor, the same honor which his son, Tokai, went on to besmirch because he blamed the Sato clan for the death of his father. He was just a lost and vengeful little boy who couldn't accept that his father chose an honorable death.

The destruction of the Katana Giri at the hands of Scott was also rather poetic. It symbolized the end of the system of honor and vengeance which was essentially the cause of all the bloodshed to start with.

Seriously, how many games end with having to stop your teacher from killing the main villain in order to SAVE your teacher?


The story started slow, but it ramped up rather quickly. My only wish was that the scene where Sato himself dies would have been more heartfelt, something along the lines of Sato telling Scott that he would have made a good son in law, but that's me projecting my ideas.
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Post by: UltimatePartyBear on December 04, 2006, 04:26:55 AM
I guess the game has more than one ending.  I'll have to go back to it when I finish Zelda.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on December 04, 2006, 04:37:49 AM
Wait it does???

I got lucky and beat Otori with zero health left, did you lose to him?
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: UltimatePartyBear on December 04, 2006, 04:46:45 AM
My ending was different from yours, yes.  It was impossible to hit Otori, and his weapon was indestructible.  I don't even remember him having a life bar.  After he beat me, he ran Tokai through, then broke the katana giri himself before dying.  My memory's fuzzy, but I think Otori said his daughter was already dead somewhere in there.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on December 04, 2006, 04:54:28 AM
Wait, are you sure his weapon didn't have a health bar? For me, he could only be beaten by breaking his sword and I did, and at the time, he had already recovered the Katana Giri and was wielding it against me. What were your respect points at before you fought him? Damn, I'm wondering where in the story the branching happened.

Did Otori give you a new and better sword at some point?
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: UltimatePartyBear on December 04, 2006, 05:04:10 AM
You're making me doubt my memory, but as I recall, he was utterly unbeatable.  Maybe I just suck, but I tried for quite a while before deciding I was supposed to lose and letting him beat me.  My respect level was 10.

He did give me a new sword.  That can't branch, since there has to be a reason for the Katana Giri to be at the dojo in that next mission.

I'll try to remember to play it tonight and see if I can't figure out what happened.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on December 04, 2006, 05:22:45 AM
That's weird...

If what you're saying is correct, it must mean there was something which allowed you to actually beat Otori and get the good ending, something which I didn't even realize I did.

I'll check my respect level when I get home, but I spared everyone I fought and had a level of roughly 22,000 respect when I finished. What was your total?
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: NinGurl69 *huggles on December 04, 2006, 05:24:29 AM
I've spent an hour on this game.

High in ambition, high in mediocrity.  Geist had a better composure.

I don't like the cookie cutter FPS elements (not like i ever liked those elements anyway), but somehow it's still fun, and swordplay is fun in that Punch-Out sort of way.

I'm looking forward to more swordplay rather than gunplay.

I think at the heart of the value is that it's "The" launch game to offer quite a bit of involving in-yo-face action (sorry COD3, but scripted excitement doesn't count).

Secret to swordy success:  Set sword movements to "long", then BLOCK then LEFT RIGHT LEFT RIGHT LEFT RIGHT LEFT RIGHT LEFT RIGHT LEFT RIGHT, repeat, then SUCCESS.

And also, yes, this game is way too forgiving.  But for a game this sloppy, i'd guess it has to be forgiving or else you'd get nowhere.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: IceCold on December 04, 2006, 05:28:36 AM
Red Steak indeed
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on December 04, 2006, 05:40:43 AM
Quote

Originally posted by: Professional 666 Secret to swordy success:  Set sword movements to "long", then BLOCK then LEFT RIGHT LEFT RIGHT LEFT RIGHT LEFT RIGHT LEFT RIGHT LEFT RIGHT, repeat, then SUCCESS.


The swordfights become more difficult later on when you fight enemies who can parry your parries and knock YOU off balance.

EDIT: And you got a Wii I take it? Grats, at last!
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: UltimatePartyBear on December 05, 2006, 03:55:13 AM
Quote

Originally posted by: Smash_Brother
That's weird...

If what you're saying is correct, it must mean there was something which allowed you to actually beat Otori and get the good ending, something which I didn't even realize I did.

I'll check my respect level when I get home, but I spared everyone I fought and had a level of roughly 22,000 respect when I finished. What was your total?



Results of my test last night were inconclusive.  I couldn't lay a finger on Otori or his weapon at all.  I couldn't knock him off balance, and he dodged when I attacked his sword after a strong attack.  Again, maybe I just suck, but for him to be so far above every other enemy in the game that I can't do anything at all doesn't make sense.  My respect level was just under 20,000.  I kind of doubt that's the difference, though.  If the difference were based on respect, wouldn't it be a matter of level instead of points?

Also, I couldn't confirm what differences there were in the ending because the game didn't show it after I replayed the chapter.  It didn't even show me a results screen.  It just kicked me back to the main menu.  I don't know how I'm supposed to improve my scores this way, especially since I didn't get to choose weapons beforehand or even use the same ones I used originally.    
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Post by: Smash_Brother on December 05, 2006, 03:43:59 PM
Your scores improve: look at the replay level section and your score for the level will have improved. Seems they grade you heavily on time.

Did you try repeatedly doing the downward double attack by holding Z and swinging both down? Otori will block these and the sword will be damaged by it.

There doesn't seem to be a way to replay cutscenes, though, which is a REAL shame...
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Post by: UltimatePartyBear on December 06, 2006, 03:26:17 AM
I decided to just go ahead and replay it from the beginning.  It's a real trip to play the early levels with complete mastery of the controls.  I felt totally invincible.  Weirdly, I'm actually encountering bugs this time through.  I don't know why my first time was mostly glitch free, but this time I've had a couple of freezes.  The first time I got hit, the game froze for half a minute.  After getting the Katana Giri, it hard locked the console with a black screen when it tried to load the next scene.

Oh, and thanks for telling me to use long sword movements.  It detects the actual direction of my slashes a hundred times better, and it's really not too different from the way I was playing it before.  I guess my concept of "short movements" doesn't match Ubisoft's very well, and that must have been my problem.

Even if my scores can improve, though, if the game forces me to replay using automatic weapons, it's going to be impossible to improve accuracy by much.  Not to mention what a bummer it is to not get to use my favorite pistol(s) whenever I want.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on December 06, 2006, 05:35:49 AM
It seems that it detects the sword motions better when you actually make an arc with the controller like you would a real sword.

And yeah, this is the only game I know where pistols are actually preferable to machine guns. Seriously, what other game has ever done that?
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Post by: vudu on December 06, 2006, 06:27:55 AM
Quote

Originally posted by: Smash_Brother
this is the only game I know where pistols are actually preferable to machine guns. Seriously, what other game has ever done that?
Halo.

It's really easy to snipe people at long distances using the zoom feature of the pistol.  I was nearly unstoppable when using it.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: WuTangTurtle on December 06, 2006, 07:14:41 AM
lol, yeah the original Halo's pistol was the best gun ever.  You could snipe with it and ppl couldn't figure out where u were unlike the sniper rifle if u missed.  People hated me for owning them with it, too bad Halo 2 they ruined it along with the rest of the game.
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Post by: UltimatePartyBear on December 07, 2006, 02:36:58 AM
All right, I have more to report on this endings thing.  I rarely used the special moves because they were too difficult to pull off.  I now see that this was because I was using the short movements setting.  After the switch, I was able to damage Otori's blade and defeat him.  However, before doing that, my replaying of the first few levels had increased my completion percent from 78 to 84, so I still can't say that that was the only difference.  Furthermore, even though I should have seen a different ending, the game still kicked me out to the menus after that fight.  I'll have to replay the entire game to see the good ending.  That is stupid.
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: Smash_Brother on December 07, 2006, 05:28:33 AM
Yeah, I agree that they should have given you a way to replay cutscenes.

Another example of launchitis in Red Steel.

Also, I would have loved a "Blade Master" mode where you just fight progressively difficult sword-wielding opponents to see how far in you can survive. RE: DS had a master of knifing minigame along these lines and that was a lot of fun, but Pap64 beat all my scores in that one...
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Post by: trip1eX on December 08, 2006, 08:14:27 AM
Finished it.    IT's a fun one.  And that makes it all the more sad they didn't take the time to improve the crappy frame rate and the 'not as good as they could be' controls.  The soundtrack rules in this one too btw.  

A game like this leaves me mixed.  I mean I enjoyed it, but I don't want to support developers releasing games that are half-polished.  So I recommend a rental or buy and sell when you're done.  
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: ShyGuy on March 19, 2007, 05:46:38 AM
Anyone getting this now that it has dropped to $30 at various retailers?
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Post by: Smash_Brother on March 19, 2007, 05:52:28 AM
I had sold it back and now I pay $22 a month for gamefly rentals and only buy the stuff I know will provide endless multiplayer replay value (like SSBB), but I had considered picking it up again at $20 or so.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Kairon on March 21, 2007, 06:37:18 AM
I'm having trouble getting back into this game after beating both CoD 3 and Far Cry. Actually, I'm starting to seriously doubt Ubisoft's FPS chops after playing this game, their design feels... not fun.... oftentimes.

~Carmine "Cai" M. Red
Kairon@aol.com
Title: RE: Red Steel Topic, MORE new details! (last post)
Post by: UltimatePartyBear on March 21, 2007, 07:13:11 AM
But Ubisoft did Far Cry.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: IceCold on March 21, 2007, 07:24:51 AM
Quote

Originally posted by: PartyBear
But Ubisoft did Far Cry.
Haha, Kairon got owned, especially since he's been defending Far Cry so much

I guess he could have meant Ubisoft Paris - they made Red Steel while Ubi Montreal developed Far Cry.
Title: RE:Red Steel Topic, MORE new details! (last post)
Post by: Kairon on March 21, 2007, 08:01:26 AM
By Ubisoft, I mean France. If you're in Montreal, you're not french, you're Canadian!

Oh, and also, IceCold.

~Carmine "Cai" M. Red
Kairon@aol.com