• Home
  • Games
  • Reviews
  • Previews
  • Features
  • Forum
  • Blogs
  • Friend Codes
  • Members
  • About
  • news News Updates
    news Community
    Twitter
    Facebook


    Red Steel 2

    Red Steel 2 (/images/icons/ico_wii.gif)

    Rate:

    Add to CollectionAdd To Wishlist

    Developer

    Ubisoft

    Publisher

    Ubisoft

    Genre

    Shooter

    Players

    1

    C3 Score
    9
    Reader Score (184 Votes)
    9

    Posted on 25.02.2010 User Icon Posted by Karn Spydar Lee Bianco (Spydarlee) Number of Comments Comments: 8 Number of Reads Reads: 2901
    Tag Tags: Red Steel 2, Ubisoft, Ubisoft, Shooter, /images/icons/ico_wii.gif
    With North American and European launches around a month away (March 23 and 26, respectively) Red Steel 2 is now approaching its final build. With that in mind, Ubisoft — along with Creative Director Jason VandenBerghe — have been touring the game around Europe, showing it to the press. So, how is it shaping up?
    VandenBerghe astutely describes Red Steel 2 as a "physical skill" that requires a lot of practise and a learning style that differs from most button-based games. Getting players proficient enough with the sword mechanics to be able to use them fluently during combat is no easy task; it requires a hefty dose of tutorials and good deal of repetition. Each new skill is accompanied by a training session and a video demonstration (research showed that attractive female + white top + black background = attention grabber) for extra reinforcement.

    Thankfully swordplay is feeling more fluid than ever, preventing the necessary evil of tutorials from becoming too chore-like. Ubisoft has really put the Wii MotionPlus to good use, doing away almost entirely with the unfortunate trait of many Wii games to fail to recognise certain gestures, or recognise those that weren’t intended. Other than the occasional exception when dealing with stronger attacks that require very broad swings, the current build of Red Steel 2 is incredibly responsive and not the least bit frustrating.

    Despite the 1:1 mapping possible with the Wii MotionPlus (which is shown off in a number of areas — including sword brandishing) the actual strikes you will be using are limited. While the game might recognise the 79 degree angle at which you’re swinging, it’s still going count it as a vertical strike as far as combos are concerned. While this might sound disappointing, it actually makes for far more enjoyable combat — and it doesn’t force you to be a professional swordsman in order to play successfully.

     

    It also allows you to efficiently tie moves together to create stylish combos (which earn you additional funds for upgrades, discussed below). Combos aren’t limited to just the sword either. One particularly satisfying combos involves shooting an opponent in the knee before finishing with a sword blow, while another allows you to finish a weakened foe with a point-blank shot to the head. The game’s teen 16+ rating might rule out blood and gore, but there is more than enough cell-shaded violence to go around.

    Levels in Red Steel 2 are divided into two categories: dungeon-style levels and hub levels. The former, as the name suggests, are linear and battle-centric while the latter offer opportunities for exploration and NPC interaction. The hub levels are also a great excuse to admire the game’s gorgeous backdrops — which incorporate Japanese, western, and modern influences — as well hunt down hidden goodies, annihilate a wealth of destructible objects - "I'm a big a fan of the Zelda grass-cutting gameplay," says Jason - and spend some time in safe houses.

    The latter allow you to purchase brand new weapons — such as the fabulously deadly Shotgun and Tommy Gun — as well as ammo and timing window improvements, not to mention increasingly swanky armour, and all-new sword attacks. Safe houses also serve as an interface for interacting with the game's key NPCs in order to initiate story missions, or accept optional side quests — kill x number of y, treasure hunts, etc. — to earn yourself extra money. With so much available for purchase, there's an additional incentive to complete tutorials which also earn you money.

     

    Red Steel 2 has come along nicely since it was first shown off at E3 last year . The swordplay mechanics have been refined to the point that - with minor exceptions when performing very broad motions - the game responds perfectly to your actions, resulting in a satisfying and immersive experience. The coalescence of Japanese, Western and modern inspirations into a cohesive visual style is also a treat for the eyes, and especially impressive at a consistent 60 FPS. Worth a look from any self-respecting Wii owner.
    Please post your comments below.

    Reader Comments

    1
    Xenobladed
    Number of comments 2723

     L77 K.K. Slider

    Offline

    Seems good.
    I'm guessing why it isn't strictly 1:1 for everything is not so much "you'd need the skill of a real swordsman", but more it would be incredibly hard to dynamically animate the enemy's based on your moves.
    99% of games still work with almost completely preset animations.
    Ubisoft probably didnt have the time or money to invest in a ground-up new dynamic animation system, nor to invest and adapt Europhia for the Wii.

    Still, game sounds pretty good to me.
    Please give our little random review show a try;
    http://randomreviewshow.com/index.html
    We hae special effects and umm...stuff...
    on 25.02.2010 at 19:06
    My User Card | Games | Blog | Reviews | Friend Codes | PM Me 
    L

    0

    Reply Quote  #2

    (`・ω・´)
    Number of comments 2018

     L72 Samus

    Offline

    I'm pretty sure the game isn't 4 players. The single player though looks a bit like a first person DMC. It's pretty awesome that you can purchase other weapons. I thought we'd be stuck with the revolver and sword combo through the entire game.
    on 26.02.2010 at 00:25
    My User Card | Games | Blog | Reviews | Friend Codes | PM Me 
    OBJ5CTION!!!!
    Number of comments 5066

     Moderator
    Alternative Content Editor

    Offline

    Every time I see this it gets better and better.
    on 26.02.2010 at 02:28
    My User Card | Games | Blog | Reviews | Friend Codes | PM Me 
    .
    Number of comments 7701

     L100 C3 Master

    Offline

    So another game that won't truly use 1:1.

    Is what we're seeing here that the tech is here but in reality software applications are inherently limited? If so what true future is there for the Wii style of motion controlled play (also the PSWand thing)?
    on 26.02.2010 at 03:57
    My User Card | Games | Blog | Reviews | Friend Codes | PM Me 
    Xenobladed
    Number of comments 2723

     L77 K.K. Slider

    Offline

    Have to wait for the software tools to catch up with the tech. It will happen, but is slow.

    When games are developed now....even with new engines....they use existing animation systems. These systems need to be completely reinvented for decent response's to 1:1 movements.

    The only system I know of at the moment is Euphoria, but I dont think that has a Wii version.
    Not that its impossible to do without; WiiSportsResort sword-fighting is 1:1 and decent.
    But then, they dont even have arms Smilie
    Please give our little random review show a try;
    http://randomreviewshow.com/index.html
    We hae special effects and umm...stuff...
    on 27.02.2010 at 02:53
    My User Card | Games | Blog | Reviews | Friend Codes | PM Me 
    jb

    0

    Reply Quote  #6

    Soon we can comment on this ya!?!
    Number of comments 15684

     Founder/Admin

    Offline

    Even though it isn't completely 1:1, they could have varied up some of the animation and enemy designs - from the footage I've seen anyway. I don't know, it looks gorgeous - don't get me wrong - but from what I've seen it's like the enemy is using some mass clone machine or something! Look the same, fall the same!
    on 01.03.2010 at 14:20
    My User Card | Games | Blog | Reviews | Friend Codes | PM Me 
    .
    Number of comments 7701

     L100 C3 Master

    Offline

    jb said:
    Even though it isn't completely 1:1, they could have varied up some of the animation and enemy designs - from the footage I've seen anyway. I don't know, it looks gorgeous - don't get me wrong - but from what I've seen it's like the enemy is using some mass clone machine or something! Look the same, fall the same!


    Nothing sucks you out of an experience like that as well. Just needs enough variation to make you forget about the first face you saw in the level.

    And if you are gonna do the same death animations why not just do the simplest ragdoll physics you can do and give us a chuckle instead?
    on 04.03.2010 at 19:10
    My User Card | Games | Blog | Reviews | Friend Codes | PM Me 
    Man, I can't belive how sweet being a doctor is
    Number of comments 1059

     L53 Yoshi

    Offline

    After hearing more about it, it does seem to be a lot better than the first game. The fact that there are more combos than just using the sword is better. I have entered the compotition, but if I don't win then I will definately be buying this.


    SuperYoshi6 PSN name
    3DS friend code 2878-9581-8999
    on 06.03.2010 at 16:05
    My User Card | Games | Blog | Reviews | Friend Codes | PM Me 
    Reply to this Topic
    Guest posts will need to be approved by a moderator. For instant posting, please login or sign up for a free acccount.
    Your Name:
    FeedSubscribe to this topic
    To keep up with comments, you can view and add the RSS feed for this topic. (Find out More)
    1
     
    About C3
  • What is Cubed3?
  • The Team & Contributors
  • Advertising Solutions
  • Contact Us
  • Privacy Policy
  • Contribute & Share
  • Submit News Tip
  • AddThis Social Bookmark Button

    Our Button: