One of the things Red Steel gets right—eventually—is the shooting controls. Once you get used to it, it's remarkably easy to tag multiple people in the head very quickly, so much so that you'll prefer to use pistols over automatic rifles. The A Button, when held down, centers the camera on an enemy and automatically tracks his movement, meaning you don't need to move all over the place to keep him in your sights. If you have a steady hand you can kill half a dozen guys with as many bullets. Shooting at bad guys is the best part of the game, and I definitely prefer using the Wii remote to shoot people over a dual analog controller.
By design, most of the gun battles take place in corridors, hallways, and open warehouse areas, like a shooting gallery that shoots back. The deeper you get into the game, the more enemies you'll encounter, and the more accurate they will be. A run-and-gun style will get you cut down in an instant, so the use of cover is essential. You'll be crouching (Z Button) behind objects almost as much as you'll be reloading (shaking the nunchuck). The pointer aiming combined with A Button tracking makes it simple to pop out of cover, head shot someone, and then duck back to safety. When you're overwhelmed with enemies or you spot the boss of a room, entering focus mode (A & C Buttons) will freeze time, giving you a chance to shoot the guns out of their hands. That will knock them off balance, and by motioning your gun up and down, they'll hit the floor and surrender.
Focus is handy for getting through rooms quickly, but it's a feature that can be easily abused. Shooting at enemies fills up a meter which determines how long you can remain in focus mode. Because the aiming controls work so well, you can enter focus mode and shoot the boss's gun to make him surrender, all in the span of a second or two. The meter bonus you get for doing this puts back a lot of the meter you lost in disarming him in the first place. Basically, you can get through most of the large battles by doing this, and still have meter left over for when you get into a tight spot. It turns most parts of the game into a shooting gallery that doesn't shoot back, which is not as fun.
The shooting gallery design leads into the underlying problem with the game's controls. There's an immense learning curve for basic actions like moving, aiming, shooting, and slashing with your sword. For instance, at the times times where I had to get up close and personal with a yakuza member, making the large movements needed to get my aiming cursor on him totally screwed me up. I wound up spinning around and flailing my arm like a mad man. It appears that the game cannot accommodate gun combat at point blank range; and it's clear that the game's levels were designed to keep enemies far away from you to avoid this situation. (You do have a melee attack with the sword, but it's very slow coming out.) Turning in place isn't something you'd want to do in a hurry either. If you do it with too quick of a motion, the game will lose track of the controller and put the camera into a tailspin.
As such, the first two or three hours of the game made for one of the most disorienting gaming experiences I've ever had. I had to stop for a break a few times to make sure my lunch stayed down. It's understandable that the beginnings of the game are supposed to be of the tutorial type, and Red Steel's first couple of levels serve that purpose. But when it takes almost half of the game to fully adjust to how the controller works, that's a signal that the controls could have been more forgiving. Even after getting used to it, there were still plenty of moments where I found myself fighting the controls. Red Steel will take all of your gaming skills to wrangle the basics; if you're not experienced in the ways of gaming, you may never feel comfortable with how the game works.
The control problems are magnified during sword fights. Like you'd expect, the first handful of one-on-one encounters are designed to be easy. When using simple sword motions that aren't time-critical, the controls work well enough for you to get by. High levels of attention and reaction are needed to get through these fights, and you actually have a lot of options for disabling the opponent. You can slice up your foe until he submits, or you can break his sword by attacking it with a nunchuck shake after a successful dodge (C Button and left/right on the stick). Dodging is the only way to avoid damage from a heavy attack; though you can try and block it (twist the nunchuck), you'll still get hit with some damage. Towards the end of the game the difficulty ramps up tremendously, turning the battles into slugfests. Randomly swinging your sword will get it parried, so instead you need to dodge and look for an opportunity to deal back some damage. The best way to do that is with special moves and combos you pick up on your journey.
Here is where the sword fights take a turn for the worse. Combos and specials are essential for winning the advanced sword fights, but they never work when you need them to. It took me at least 10 minutes to “learn" one sword combo in particular, and while doing so it seemed that no matter what I tried, the game would not recognize a certain vertical controller movement. If the sword controls don't work well in training when there's plenty of time to think about your actions, you can forget about them working in combat, when you only have one chance. Because of how annoying and frustrating they are, you'll groan most times you begin a face-off. The sword fights happen at pre-determined locations along your travels, but to me they felt like the ubiquitous random battle in an RPG. I wound up exclusively using the only sword combo I could pull off with ease, one that's a simple right/left/right swiping motion. It was the weakest of the bunch, too, so I had to deal with some long and boring battles that just kept coming in certain missions.
You could make the argument that it's a little unfair to come down on the control scheme and learning curve so much. It's one of the first FPS games to use the pointer, and it uses the controller to act as a sword, also a first. Had the other Wii launch games been as unintuitive, that would be a sound argument. Of all the Wii games I've played, Red Steel is the least helpful of the bunch when it came to helping me learn the controls. It offered absolutely no help on what I was doing wrong or what I should have been doing to make it work right, as do some other Wii games (like Madden 07). Alas, I was left to figure out how the controls worked on my own, and even after completing the game I have still yet to get any sword combo down at a rate of 100%.
As if Ubisoft was adding insult to injury, many other parts of the game seem to be rushed and unpolished, especially the graphics. Though the game looks very nice in places where a lot of light is present and in certain other outdoor locales, the majority of the scenery is a washed-out, blurry mess. Character models are just a step above the basic level, and animation is glitchy and jerky. Models in gameplay cut-scenes have a noticeable white glow around them, making them look pasted into the frame. Scenes between levels use a poorly presented hand-drawn comic book style, which clashes with the rest of the game. Subtitles for those sequences are actually cut off at the bottom when running the game in 16:9 widescreen mode. High-end GC games can do better than some of the things I've seen in done in Red Steel; there should be no excuse for the mediocrity, considering this is a top-tier development team working in a familiar hardware environment.
Red Steel also comes with split-screen multiplayer. Unfortunately, it's very weak. It's not online—no launch game is, and it's not a strike against the game — but at the very least they could have included some multiplayer bots. Just having four people shooting it up in four maps and three modes is not enough compared to other modern offline multiplayer offerings. Ubisoft could have provided a wireless LAN mode to offer more, but it's not there. As it stands, there is nothing particularly noteworthy about multiplayer, other than it's another mode you can spend time with if you have extra controllers and friends to take advantage of it.
In my opinion, swords and guns don't mix. The overall gameplay in Red Steel would have been much better if it had just focused on the shooting part and dumped the swordplay. Most of the game's controls are not very intuitive. There's nothing special about the game's story or its gameplay, either. The only thing that makes Red Steel worth it is how great the aiming and shooting system is. The gun controls lived up to my expectations, but it took a lot of time for that to happen. It's enough to make Red Steel worth playing, but the rest of the game has so many problems that it might not be worth it to you. It's a promising start for FPS games with the Wii controller. Now all we need is a game that is as well-crafted as the remote.
Pros:
Lastability: 6.5
It took me about 8 or 9 hours to complete the game—or at least, get to the “bad" 82% ending. There appears to be a hidden bonus mission, but I have neither the will nor want to figure out how to get it. The multiplayer, had it been more fully featured, could have made this game last for quite a bit while longer.
Final: 6.0
I must admit I was expecting greater things from Red Steel, but I'm satisfied with how shooting a gun works. Although I anticipated a large learning curve, I didn't expect it to be so steep or to get so little help from the game in scaling it. If you stick with it you'll get a decent Wii launch game,but I wouldn't make it one of your top two or three post-Zelda game purchases.
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Originally posted by: Caliban
I noticed you were "complaining" about the more complex sword moves not being recognized, is it possible that in the options menu you had the sword sensitivity chosen as long movements, instead of short movements?
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Originally posted by: WindyManQuote
Originally posted by: Caliban
I noticed you were "complaining" about the more complex sword moves not being recognized, is it possible that in the options menu you had the sword sensitivity chosen as long movements, instead of short movements?
No, I was using the short movements option. The lack of assistance from the game was a real bane for me, because each time one of the sword movements didn't work, I got frustrated and moved the controller more forcefully each time, and I think that was part of the reason why things didn't work so well. Had I known that softer movements worked better from the start (the game made no indication of this), I would not have been so hard on it,
I still haven't perfected any sword combo.
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Originally posted by: obscureownership
Having tried two first person shooters for the Wii, I have to say that, even though it's an unpolished port, Call of Duty 3 is a far superior game than Red Steel. Guys, I know we're all excited about first person shooters on the Wii, but Red Steel isn't going to be our Halo. Meanwhile, give credit where credit is due, and try out CoD3.
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Originally posted by: Kairon
Yeah, Red Steel is at its heart really mediocre... But GOD! To just aim physically and pop a few enemies off at a distance... *sigh*
If you think about it, Red Steel would probably deserve a 5.0 if not for the Wii controls... and it looks like Ubisoft's bet really paid off with aiming an original FPS for launch. Lots of issue, otherwise mediocre quality, but GOD using the Wiimote to AIM! *swoon*
~Carmine M. Red
Kairon@aol.com
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Originally posted by: Kairon
Yeah, Red Steel is at its heart really mediocre... But GOD! To just aim physically and pop a few enemies off at a distance... *sigh*
If you think about it, Red Steel would probably deserve a 5.0 if not for the Wii controls... and it looks like Ubisoft's bet really paid off with aiming an original FPS for launch. Lots of issue, otherwise mediocre quality, but GOD using the Wiimote to AIM! *swoon*
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Originally posted by: Rhoq Maybe it's just me, but I am very forgiving of "launch" titles. With Red Steel, I truly believe that Ubisoft did the best that could, in the amount of development time they had in order to get the game in stores for the November 19th North American launch.
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Originally posted by: Smash_BrotherQuote
Originally posted by: Rhoq Maybe it's just me, but I am very forgiving of "launch" titles. With Red Steel, I truly believe that Ubisoft did the best that could, in the amount of development time they had in order to get the game in stores for the November 19th North American launch.
I agree and mostly because this game HAD to be initially developed on PCs and then ported to the Wii hardware when Nintendo finally got around to sending out finalized dev kits.
This is evident because Ubi had set their ambitions much higher than what I feel the Wiimote is as of yet capable of or at least higher than they had time to develop for.
Does anyone remember when finalized Wiimote dev kits were shipped to developers?
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Originally posted by: VGrevolutionQuote
Originally posted by: Smash_BrotherQuote
Originally posted by: Rhoq Maybe it's just me, but I am very forgiving of "launch" titles. With Red Steel, I truly believe that Ubisoft did the best that could, in the amount of development time they had in order to get the game in stores for the November 19th North American launch.
I agree and mostly because this game HAD to be initially developed on PCs and then ported to the Wii hardware when Nintendo finally got around to sending out finalized dev kits.
This is evident because Ubi had set their ambitions much higher than what I feel the Wiimote is as of yet capable of or at least higher than they had time to develop for.
Does anyone remember when finalized Wiimote dev kits were shipped to developers?
Wasn't it in June or May? Either way it was definately at the last minute. One thing I think people forget is that Red Steel has improved tremendously in visuals since the E3 demo, showing that they indeed cared about them.
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Originally posted by: pap64
Which is ironic because the same people that said the game had vastly been improved since E3 and said the game had potential are now ripping it to pieces in its reviews...
Sheer honesty or journalistic hypocrisy? You decide...
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Originally posted by: pap64Quote
Originally posted by: VGrevolutionQuote
Originally posted by: Smash_BrotherQuote
Originally posted by: Rhoq Maybe it's just me, but I am very forgiving of "launch" titles. With Red Steel, I truly believe that Ubisoft did the best that could, in the amount of development time they had in order to get the game in stores for the November 19th North American launch.
I agree and mostly because this game HAD to be initially developed on PCs and then ported to the Wii hardware when Nintendo finally got around to sending out finalized dev kits.
This is evident because Ubi had set their ambitions much higher than what I feel the Wiimote is as of yet capable of or at least higher than they had time to develop for.
Does anyone remember when finalized Wiimote dev kits were shipped to developers?
Wasn't it in June or May? Either way it was definately at the last minute. One thing I think people forget is that Red Steel has improved tremendously in visuals since the E3 demo, showing that they indeed cared about them.
Which is ironic because the same people that said the game had vastly been improved since E3 and said the game had potential are now ripping it to pieces in its reviews...
Sheer honesty or journalistic hypocrisy? You decide...
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Originally posted by: PryopizmQuote
Originally posted by: pap64
Which is ironic because the same people that said the game had vastly been improved since E3 and said the game had potential are now ripping it to pieces in its reviews...
Sheer honesty or journalistic hypocrisy? You decide...
So if an F student works a little harder and finishes the semester off with a 70% (let's call that a C-) average, the teacher's a hypocrite for saying he's vastly improved but giving him a low grade anyway?
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Originally posted by: pap64
You guys got me all wrong...
What I meant to say was that at E3, everyone complained about the controls, doubting the game's potential. Once the E3 demo was fixed and released onto the public, everyone said the game was better and had the potential of becoming one of the best titles at launch. Then when the final game was released, they trashed it as being one of the worst titles at launch.
See, the media was the one that hyped the game as being truly special (along with the fans). This is very common among the media, they praise a game greatly only to dismiss it as being average, or sometimes take a good game and overly exaggerates its potential.
There's no denying that some websites and publications are guilty of journalistic hypocrisy, and I think Red Steel is a bit of a victim of this.
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Originally posted by: Svevan
Analogies are the spice of life - live it up, PoopyBear.
QuoteUbisoft Montreal makes those.. Ubisoft Paris made Red Steel.
Given these circumstances, I think the same team that gave us PoP and Splinter Cell did the best they could