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Reader Comments (79)

Posted: Jul 28th 2008 11:15AM (Unverified) said

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hopefully this will make techniques easier to pull off too. My wii couldnt tell what I was doing with the wiimote very accurately. Also, I don't know about everyone else, but my aiming reticule also centered itself every once in a while, so I hope they have handled aiming better. I won't put up with the crappy gun combat just to get to more accurate swordplay

Posted: Jul 28th 2008 11:59AM (Unverified) said

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Stop coping me!!!!
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Posted: Jul 28th 2008 1:25PM (Unverified) said

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my head hurts!
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Posted: Jul 28th 2008 11:21AM (Unverified) said

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People who hated the game either didn't play it or didn't give it a chance.

Then again, a game shouldn't require playing for four hours into it for things to really get going.

Posted: Jul 28th 2008 11:29AM iBubbles said

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This was the first game I played on the Wii. Yeah the graphics weren't pretty but it was an okay game. I never bought it though. Hopefully the second one is good.

Posted: Jul 28th 2008 11:33AM hey buddy said

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Well, great! This translates to: it might not actually mean that much to gameplay, since Ubi can't really count on a customer having 'MotionPlus.'

I have mixed feelings on this...

Posted: Aug 5th 2008 11:29PM (Unverified) said

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All signs point to Wii motion plus being pretty cheap, actually.
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Posted: Jul 29th 2008 5:31PM kaneda26 said

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Will it support not sucking?

Posted: Jul 28th 2008 12:12PM (Unverified) said

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Red Steel was the first game I ever gave away. Ever. The chances of me suffering sufficient brain damage, to actually want to play RS2, are minimal.

Posted: Jul 28th 2008 12:16PM Mr Khan said

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I enjoyed the original, and felt that the graphics were far from universally bad. It felt like they focused on making certain rooms/arenas shine, and then left everything else in the game go to pot, and the only time the controls ever went crazy on me was in the transition from Sword mode back to shoot mode, where my guy would spin around in circles for 30 seconds before i could regain control

The general education of Wii developers, as well as MotionPlus, should make the next one worthwhile

Posted: Jul 28th 2008 12:56PM Triforceowner said

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Wait a second! Whatever happened to the, "We play tested one-to-one and found it was too difficult for the average gamer" line?

Posted: Jul 28th 2008 1:18PM (Unverified) said

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The first red steel was a lot better than everyone gave it credit for. It was the first game to try to use the wiimote for FPS control, so it obviously wasn't optimised... but it was far from horrible.

(go back to a few of the early analogue console FPS games and you'll find their controls were terrible, it took a long time for devs to figure out how to get them right).

Heck, Red Steel gets major bonus points simply for not being a sci-fi / ww2 / modern combat setting. Its a great setting for a game, i don't know why more devs don't use it.

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As for 1:1 swings... it can't EVER work, so i don't know why people keep expecting it. 1:1 swing is great until your in-game blade is blocked... but your wiimote keeps swinging... then you are all out of sync.

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I for one am really glad RS2 is in the works.. I was worried it'd get canned after so many people bitched about the first one. A more polished and slightly graphically updated game, with Metroid Prime 3 controls, and I'd be more than happy.

Posted: Jul 29th 2008 7:31PM (Unverified) said

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"...with Metroid Prime 3 controls...."

I was totally with you right up until this part.

1. The lock-on stuff was great in the first two Metroid Primes but it was absolutely terrible in 3 (Partly because it conflicted with finally having a real pointing device, and partly because whatever mechanism the series was using to decide what you're trying to lock onto suddenly became incredibly stupid). Red Steel didn't use lock-on, and so it didn't suffer from MP3's "Crappy Lock-On Syndrome".

2. In MP3, there were only three sensitivity settings and none of them were any good ("Turns too slow", "Still turns too slow", and "Zero deadzone, fuck, I can't keep the damn screen still"). Never had that problem in Red Steel.

3. Every once in a while, you'd be trying to turn, but the damn thing would just...stop turning. Never had that problem in Red Steel.
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Posted: Jul 28th 2008 1:32PM zlickrick said

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Will the Wii Motion Plus make me understand why I choose to fight with a sword when I have a gun in my pocket?

Posted: Jul 28th 2008 2:56PM (Unverified) said

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Games are about being fun, not making perfect sense. See Doom 1&2, Tetris, Mario, etc.
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Posted: Jul 28th 2008 2:14PM Skemo said

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I didn't know Spock was in Red Steel 2. Dude is sporting some crazy gang tats.

Posted: Jul 28th 2008 2:44PM (Unverified) said

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Dude, thats Steven Seagal, show a little respect
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Posted: Jul 28th 2008 2:47PM SpeeGold said

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Ok, now add online multiplayer support, fix the aiming, and we might have an actual game on our hands. I remember actually having fun with the original's local multiplayer because it reminded me of Goldeneye... although the only reason it reminded me of Goldeneye was that certain things felt less responsive than they should have been, but when you're playing with the right people it was pretty fun.

Posted: Jul 28th 2008 2:57PM (Unverified) said

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What was wrong with the aiming?
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Posted: Jul 28th 2008 3:49PM SpeeGold said

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Idk, the aiming just didn't feel right... maybe there was something I could chang in the options menu but it didn't feel like the character turned quick enough. I probably should have checked. It's probably more of a personal preference thing than anything else. Hopefully there are a plethora of aiming options in the next one.
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Posted: Jul 29th 2008 7:05PM (Unverified) said

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The aiming in Red Steel was FAR more configurable than in Metroid Prime 3.
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Posted: Jul 28th 2008 2:56PM (Unverified) said

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I'm probably going to get downvoted for this, but I still think that, aside from the swordfighting and sniper rifle, Red Steel 1 still has by far the best controls of any Wii FPS - *including* Metroid Prime 3.

(The problem with Metroid Prime 3's controls were 1. Lock-on systems are great for when you *lack* an actual pointing device like with the GC controller, but *with* a pointing like the Wiimote it *really* gets in the way, and 2. The only sensitivity settings are "insanely insensitive", "still not nearly sensitive enough", and "dammit, I can't keep this stupid screen still")

Well, ok, so Red Steel is really tied for "best Wii FPS controls" with Call of Duty, but unlike Call of Duty it's based on a theme that shows more originality than "Hey, let's make another War-themed FPS!". (Not that "Japan" is a highly creative theme, but it's still one hell of an improvement.)

Plus, I ended up getting used to the sword stuff. Sure it's not remotely what was promised, and it could have been more accurate using button presses, but it really wasn't all that bad one I got used too it. As for "why not just shoot them"? Who cares? You've played games like Mario or Doom 1&2, haven't you? How realistic are those?

The voice acting is bad, but that's true of a lot of games, and why the hell are you paying that much attention to cutscenes in a *videogame*, anyway?

The cutscenes are unskippable - and that is a major problem - but there's a hell of a lot of other games with unskippable cutscenes that people don't complain so much about.

Also related to cutscenes, a lot of people have complained about the sort-of-like-Max-Payne-but-not-quite cutscenes. Sure, they're not *as good* as the ones in Max Payne, but at least they show a hell of a lot more originality than all those millions of games that just use in-engine scripting.

Here's my concern though: When they say Red Steel 2 will "support" the Wii MotionPlus, do they really mean that the game just *put up with* the thing being attached and not complain "that's not supported, unplug it"? Or maybe do they mean "It's still going to be gesture based, we'll just take the extra data into account into the gesture processing"?

Posted: Jul 28th 2008 3:13PM Tez said

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You suck.
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Posted: Jul 28th 2008 3:19PM Mr Khan said

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It probably means that it will be supported as an option, since there's no way the add-on will be prolific enough to be universal
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Posted: Jul 29th 2008 7:05PM (Unverified) said

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"You suck."

Insightful.
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Posted: Jul 28th 2008 7:10PM (Unverified) said

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Hopefully without rushed development and with everything we've come to know about Wii FPS controls, Ubisoft can make this a good game. It certainly has potential. I'll be keeping an eye on it. Of course, I'll be sure to read several reviews before I decide to purchase. I did that with the first one, and from what I've heard it's a good thing I did.

Posted: Jul 28th 2008 4:52PM (Unverified) said

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Maybe it won't suck so bad this time. Swordfights were awful in the first one.

Posted: Jul 28th 2008 5:37PM Axcalibur said

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Red Steel was a terrible game.

The controls did NOT work, to this day, the aiming reticle jumps around making it near impossible to shoot anything. The game rarely registered my "sword technique" inputs, making boss battles near impossible. And no, this has nothing to do with my setup because this does NOT happen with any other good Wii titles that I've played (i.e. Boom Blox, Mario Galaxy, Twilight Princess, Metroid Prime 3, Resident Evil Umbrella Chronicles, etc...)

Plus, it didn't help that both Ubisoft and Nintendo hyped Red Steel up so much. It's hard to take either companies hype seriously after games like this. Which might be why we don't here much about Red Steel 2 (unless it's still over a year away.)

I will not be buying Red Steel 2. In fact, aside from maybe the new Rabbids game that uses the balance board (gotta get some use out of that accessory!), I will not be buying anymore Ubisoft games for the Wii.

Posted: Jul 29th 2008 2:26PM Perfidious Sinn said

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So, it's a sequel to a dreadful Wii game with added features (see: motion control that doesn't suck) that it should have had right out of the box.
It's like dropping a steak in the toilet, pouring some A-1 on it and saying "Eat this now, it's way better!"

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