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We Came, We Saw, Wii Conquered!

RED STEEL


Curtis: The first time I saw this game while at E3, not only was I frustrated with Game Informer, but I was immediately disappointed in Red Steel. The game does NOT look ANYWHERE CLOSE to what Game Informer showed in the pages of their magazine a month back. I own that magazine, that was a great article, but it's clear they are paying their Photoshop artists a lot more then their CEO, as this was a miracle job.

But it's not about the graphics eh? Right... so we can forget about that, and get down to what it's like when it's actually put it into your hands. This was the first Wii title I wanted to play, and I did, and it gave me a great idea on what developers will be able to do with First Person Shooters on the Wii. Pointing at the screen, you move forward with the nunchuku attachment, but move sideways and aim with the wand. Aiming is immediately hard to do your first time, as your initial reaction is to make large movements, trying to use it like a light gun. Instead, all that are needed are very slight movements to aim, turn, and slash your sword. Therein, the gunplay is difficult, and inaccurate most of the time. Because the movements needed are so small, it becomes difficult to be precise; I foresee this being a problem for Trauma Center.

The sword play works really well, whether slashing or parrying––the only thing absent were the so called combo moves, though it was only a one-level demo. Also, "destructible environments" turned into simply destructible objects, and not all of them did at the time anyway.

 


Danny: Red Steel is a mixed bag. To start simply, the graphics look okay with decent textures and cool lighting effects but at the same time it's pretty jaggy and cliché looking. The control, which is supposed to be the next generation of FPS control are actually pretty hard to use (aiming is easy but turning/looking around is an awkward chore). Hopefully, sensitivity issues will be ironed out or the developers come up with a better control scheme. I thought of the following: when the reticule is on screen, don't move the viewpoint at all. When it goes off screen, let it have the effect of analog stick for looking (a little off screen for a slow look movement in that direction, way off screen for fast movement in that direction). The current setup has the viewpoint move at a constant fast speed when the reticule is moved off screen (or at least it feels like that, I could be wrong) and this translates to an awkward experience. I hope this is fixed! The swordplay feels ok (blocking with the nunchuck is the best part) but I'd prefer the sword to follow my (Wiimote hand) movements exactly, not just enable a swing animation when I flick my wrist.

 


Desiré Graphically disappointing.

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