While a little late in its development cycle, the team behind Red Steel opened a blog yesterday to discuss the game's progress as it reaches its final stages. The first topic: the much-discussed control scheme.Producer Marie-Sol Beaudry wants players to have fun and not "force people to become actual professional swordsmen" (it's good thing, too -- professional swordsmen make very little money these days). The matter of synchronization between the Wiimote and sword animation apparently proved tricky. Beaudry promises that the final sword-fighting will be more diverse and feature a couple of undisclosed special moves.
One of the early comments suggested an option for players to have the option of switching between scripted moves and freestyle animation. It is a great idea, but we get the impression Ubisoft is not prepared to go in that direction for this title. Maybe another game, from a galaxy far, far away, can quench our thirst. O, to dream ...



















(Page 1) Reader Comments
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Who would want to play a racing game where instead of steering, you pressed a 'steer' button?
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I'm sure they, too, dreamed of creating a game with freestyle swordplay. Unfortunately, it's impossible to pull off. Well, maybe not impossible, but too difficult to do right now. The AI necessary to control the enemy would be WAY too advanced. Too many angles/depths/distances/forces to react to.
Canned animation is the best we can do for now. Hopefully, you will be able to string the animations into smooth, fast combos. The E3 version had slow response time (laggy) and sketchy accelerometer recognition.
We'll see.
*Side Note: I can't believe August is almost here. These consoles are almost here.
Our Wii's are coming with anticipation. (stick that in your pun pipe and smoke it)
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Plus, who couldn't get excited over Monkeys in Balls! But yeah, if we can't have awesome sword fighting, we'll still have dynamic shooters...with a WiiMote!
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Can't wait for the next update. So pschyed about this game.
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Hearing about all these possible control schemes gets me really excited... but I, like Ubi evidently, sadly have not been able to come up with a method of control with the Wiimote that is as intuitive as I would like. The best I can come up with is to use Z1 or Z2 on the nunchaku as a "strafe" button, allowing the analog stick to handle all movement, leaving the Wiimote itself to be used strictly for full-screen aiming.
THERE MUST BE A WAY. SCIENCE WILL PREVAIL.
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I could if it were possible spend every last penny I have and my childrens for generations to come on games that would just never satisfy...
Go Figure...
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I look forward.
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When the screens came out for Red Steel pre e3, people right here on joystiq said "that's not the game, those look too good to be in game. Those are mock up shots" When e3 came and people played Red Steel and saw that the released shots were accurate then you heard some of those same people say "Red Steel looks like crap"
Whatever, so people are never satisfied,
I personally, have hopes for Red Steel. After what UBI soft did with Prince of Persia (which I used to play on the Amiga in glorious 2D) and then kicking Hideo Kojima in the nuts with Splinter Cell (remember when Metal Gear Solid 2 was supposed to be the last Metal Gear, until Splinter Cell dropped) I believe Red Steel is going to be awesome. It's good to hear that they listen to fan reactions from e3 and are working to improve the game. Only a troll would see this as a bad thing.
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Having the option to do it is nice for those that can learn how to actually use the sword fighting but for those who think swordfighting is like the movies or tv canned animations are just right for you.
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But we want to do that cool-looking Hollywood sword fighting. Video games don't have to be realistic to the point that wild cool-looking sword swings and stabs don't work.
There needs to be video games where they reward cool-ass movie sword fighting styles, even though in the real world an actual swordsman would just do a little perry thrust thingy that didn't look impressive but was effective.
I'm not interested in a Wii sword fighting game that uses the motion controller as a fancier button press. Not cool.
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Give me a sniper rifle or an Uzi and the sword fighting becomes negligible.
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Now, I agree with Enycma and the others with similar statements. To offer true freestyle control would be a programming nightmare. I'm not saying it would be impossible but it would be such a daunting task with no guarantee that it would be fun. I see nothing wrong with simplifying the controls so that block, evade, parry, and a number of slashes are easily accessible. Combos could easily come into play and the gameplay is still accessible to people that aren't familar with FPS.
This nonsense about freestyle control and "I wanna be a real swordsman...for real" is total bs. Too many people knock it for lack of "realism" but then look at a game like Metal Gear where a simple barrel blocking a passage can stop Solid Snake from progressing. Snake...who can destroy Metal Gears with his bare hands, can't jump over a damn barrel? Give me a break. How is that realistic?
If UBISOFT can give me a control scheme that's easy to learn and fun to use I'm there.
The gun play looks cool and I'm looking forward to that as well but I think they should leave the option to turn off that invisible barrier that prevents the camera from turning while aiming. That I do not like and hope that it's optional in Metriod too.
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My idea for a solution would be to incorporate some sort of balance or punishment for over movement. So if you moved your wiimote way out of sync with the monitor (tv, etc..) your character might stumble a bit then the game would reward you with a quick and possibly painless death. I think from a game mechanics stand point it would work pretty well.
At anyrate bring on the free motion light gun games. That will truly be an experience that only the wii can offer.
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Realism != Fun
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Perhaps Treyarch may look into bringing an updated version of DBTS to the Wii? Only time will tell.
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You make valid points about how almost all video gaming has involved mostly canned, predetermined movements. I agree. What we need to do is see what Nintendo themselves can do with the controller. They haven't flat out promised a limitless range of motion but no doubt have implied it. Simply by calling it a new way to play games is proof of that. When they say stuff like that it implies the ability to step beyond canned animation and predetermined motion.
I know they just wanna sell hardware, but with the hype they are creating, can't you see why people are a little disappointed in Red Steel? Nintendo's hype is causing the average gamer's mind to go crazy and dream of all the cool shit we should be able to do with the Wiimote. Which is exactly what Nintendo wants. Its no wonder people were panning Red Steel after its E3 showing.
So lets just wait....if Nintendo themselves can create control schemes which utilize canned as well as user-improvised motion then Red Steel will just be a case where the developer was lazy....or they didn't have the know-how in order to unrestrict some of the controls. If Nintendo cannot deliver,however, the Wii will flop. I for one hope that doesn't happen.
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The reason people were exctied about the wii is because of the controllers ability to allow the user to interface with games in a way that wasnt possible before. even in the nintendo presentations for the wii remote, it shows a guy weilding the remote like a real sword. so when the demo was shown at e3 people were disappointed that the controller only allowed you to perform a certian set of hacks and slashes that could have easily been duplicated on an old school NES controller.
Know wtf you're talking about before YOU post...for the sake of the children...please.
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My only concern is how accurate the Wii remote will be. If I swing in a direct horizontal plane, it'll register as left to right/right to left. But what if I'm off a little... will it then turn into a diagonal slash when I don't want it to? How the game developer programs the accuracy could make all the difference, because you can't REQUIRE it to be so accurate, either.
I agree that Nintendo will, for most scenarios, be the one to release games that 'show' other developers how to use the Wii remote successfully. But once that initial hurder is cleared, I bet most games use the remote intelligently, making games more intuitive and fun. And isn't that what it's all about?
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"I think they should leave the option to turn off that invisible barrier that prevents the camera from turning while aiming. That I do not like and hope that it's optional in Metriod too."
found at http://wii.gamezone.com/gzreviews/p29663.htm
-Samus’s turning radius is excellent and depends solely on how fast you move the remote (just like a mouse).
-The MP3 demo had two settings: normal and expert, the latter of which offers a greater level of sensitivity to the player. You can turn the remote a very slight amount to change the location of the crosshairs, as well as the camera view.
Enjoy :)
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Normal for those not used to fps and easily susceptible to vertigo expert for those who are used to fps controls.
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true true...I agree with you 100 percent. forgive the typos though. But you have to remember, on every Nintendo console since the NES, Nintendo has always been the trend setter. When companies say the 64 controller for the first time and said "HTF do we use that?" Nintendo showed off Mario 64. How about Mode 7, scaling and rotation? F-zero, Mario KArt and Pilot Wings. The SFX chip is an exception because Agronaut (jeez I just mangled their name)developed the first star fox but Nintendo published it. But look at the DS. Many of the games that have shined on that portable have been Nintendo games because many companies have taken a wait and see attitude. We're just seeing what third parties can do with the DS hardware with Tony Hawk (thank goodness for Vicarious Visions) Meteos, Castlevania, Final Fantasy, Contact and the like.
My point is I believe that UBI deserves some credit because they saw the potential in the Wii to actually put their money where their mouth is. Talk is cheap and sometimes, only the forerunners get the spoils.
UBI could have just as easily gone the safer route and made Red Steel for the PS3. I doubt it would have made any impact at all except it would be pretty to look at but gameplay-wise I suspect it would be more "meh" than anything else because of the standard controller.
Ultimately no one develops better on Nintendo hardware than Nintendo. It's always been that way. When you look at games that have pushed Nintendo hardware and produced amazing things, it's usually Nintendo or a second party to Nintendo, then there's everyone else.
It's an exciting time to be a gamer because the Wii makes everything uncertain. It could flop and be a huge stain in this era like the Virutal Boy was years ago or it could be a huge hit that will help define the future generation. But one thing is certain another "me-too" console would have been the absolute worse for the industry. No imagination, no new ground, no new concepts...just the same as the last gen with better graphics...
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Thanks for the info dude, I've was knee deep in e3 coverage and no site I visited mentioned that at all. I guess that's probably why Dan Hsu over at 1up was in love with Metroid at E3. I wonder why IGN totally missed it? I never read that there. This puts my mind at ease a bit. I hope the Red Steel team take notes on that. Thanks again.
@ idioteraser
I really don't think a lot of sites posted the two different control schemes for Metroid. I've been through 1up, IGN, Joystiq, engadget, gamasutra, Nintendojo, punchjump, kotaku, the-magicbox and gameinformer and I don't remember seeing it anywhere. I don't know, maybe I just totally missed it but it's good to hear regardless.
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