Author Topic: FIRST REV SCREENSHOT SCANS!!!!!  (Read 165500 times)

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Offline Smash_Brother

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RE: Red Steel Topic, new details added!
« Reply #375 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.
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Offline Kairon

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RE:Red Steel Topic, new details added!
« Reply #376 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.

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Offline IceCold

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RE: Red Steel Topic, new details added!
« Reply #377 on: June 21, 2006, 09:01:27 PM »
Well, it appears GameInformer has said that some of the control issues are fixed..
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Offline Requiem

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RE: Red Steel Topic, new details added!
« Reply #378 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!
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Offline Crimm

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RE:Red Steel Topic, new details added!
« Reply #379 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.
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Offline attackslug

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RE:Red Steel Topic, new details added!
« Reply #380 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.

Offline NinGurl69 *huggles

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RE: Red Steel Topic, new details added!
« Reply #381 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.
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Offline EasyCure

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RE:Red Steel Topic, new details added!
« Reply #382 on: June 22, 2006, 03:55:00 PM »
has anyone checked out these new screens?
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Offline NinGurl69 *huggles

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RE: Red Steel Topic, new details added!
« Reply #383 on: June 22, 2006, 04:09:24 PM »
OMG HD *@#$$^!$!#
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Offline Crimm

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RE:Red Steel Topic, new details added!
« Reply #384 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.
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Offline Ceric

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RE: Red Steel Topic, new details added!
« Reply #385 on: June 22, 2006, 07:16:57 PM »
If the money Exchange screen actual moves color me impressed.
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Offline IceCold

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RE: Red Steel Topic, new details added!
« Reply #386 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.
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Offline NinGurl69 *huggles

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RE: Red Steel Topic, new details added!
« Reply #387 on: June 22, 2006, 08:22:47 PM »
LIES, ALL LIES
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Offline Kairon

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RE:Red Steel Topic, new details added!
« Reply #388 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.

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A glooming peace this morning with it brings;
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Than this of Sega and her Mashiro.

Offline NinGurl69 *huggles

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RE: Red Steel Topic, new details added!
« Reply #389 on: June 23, 2006, 05:10:46 PM »
GameCube 1.1 indeed.
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Offline attackslug

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RE:Red Steel Topic, new details added!
« Reply #390 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.

Offline GoldenPhoenix

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RE:Red Steel Topic, new details added!
« Reply #391 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!
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Offline Nephilim

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RE: Red Steel Topic, new details added!
« Reply #392 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

Offline oohhboy

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RE: Red Steel Topic, new details added!
« Reply #393 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.
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Offline zakkiel

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RE:Red Steel Topic, new details added!
« Reply #394 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.
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Offline Smash_Brother

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RE: Red Steel Topic, new details added!
« Reply #395 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.
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Offline Requiem

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RE:Red Steel Topic, new details added!
« Reply #396 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.
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Offline EasyCure

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RE:Red Steel Topic, new details added!
« Reply #397 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...

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Offline NinGurl69 *huggles

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RE: Red Steel Topic, new details added!
« Reply #398 on: June 27, 2006, 05:47:11 PM »
Just fling the remote around wildly and shred your enemies to pieces.
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Offline EasyCure

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RE:Red Steel Topic, new details added!
« Reply #399 on: July 01, 2006, 09:44:56 PM »
February 07, 2003, 02:35:52 PM
EASYCURE: I remember thinking(don't ask me why) this was a blond haired, blue eyed, chiseled athlete. Like he looked like Seigfried before he became Nightmare.