Author Topic: FIRST REV SCREENSHOT SCANS!!!!!  (Read 164140 times)

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Offline GoldenPhoenix

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RE:Red Steel Topic, MORE new details! (last post)
« Reply #650 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).
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Offline attackslug

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RE:Red Steel Topic, MORE new details! (last post)
« Reply #651 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.

Offline Smash_Brother

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #652 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.
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Offline ShyGuy

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #653 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.

Offline Smash_Brother

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #654 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.
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Offline ThePerm

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #655 on: November 20, 2006, 07:48:53 AM »
whats the button layout of the game?
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Offline Smash_Brother

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #656 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.  
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

Offline NinGurl69 *huggles

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #657 on: November 20, 2006, 09:42:22 AM »
Wow.
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Offline Nick DiMola

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #658 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.
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Offline GoldenPhoenix

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RE:Red Steel Topic, MORE new details! (last post)
« Reply #659 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.
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Offline BigJim

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #660 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.
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Offline NinGurl69 *huggles

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #661 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.
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Offline NWR_pap64

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #662 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!).
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Offline DAaaMan64

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #663 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.
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Offline MarioAllStar

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #664 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.
Thanks for listening.

Offline Requiem

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #665 on: November 20, 2006, 06:38:28 PM »
Whoa....

That is kinda impressive. I wonder how many Zelda threads there are?
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Offline coolsebas

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RE:Red Steel Topic, MORE new details! (last post)
« Reply #666 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  

Offline Smash_Brother

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #667 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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Offline UltimatePartyBear

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RE:Red Steel Topic, MORE new details! (last post)
« Reply #668 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.

Offline Smash_Brother

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #669 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.
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Offline IceCold

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RE:Red Steel Topic, MORE new details! (last post)
« Reply #670 on: November 21, 2006, 07:48:30 AM »
And maybe add online..
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Offline ThePerm

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RE:Red Steel Topic, MORE new details! (last post)
« Reply #671 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!
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Offline Smash_Brother

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RE: Red Steel Topic, MORE new details! (last post)
« Reply #672 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.
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

Offline Kairon

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RE:Red Steel Topic, MORE new details! (last post)
« Reply #673 on: November 21, 2006, 07:37:19 PM »
Don't believe the hype. Red Steel is better than 5.5.

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Offline ShyGuy

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RE:Red Steel Topic, MORE new details! (last post)
« Reply #674 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.