![]() Preview By: Andrew Joy |
Developer: | Ubisoft Paris |
| Publisher: | Ubisoft | |
| Genre: | FPS | |
| ESRB: | Teen | |
| # Of Players: | 1-4 | |
| Online Play: | No | |
| Accessories: | Nunchuk | |
| Estimated Release: | 11/19/2006 |
Updated 5/15/06:Though somewhat opposed to our earlier reports of the game, it turns out the fighting in Red Steel won't be as free form as originally though. While the player can still hold their Wii remote "gangsta-style" and have it translate into the game, E3 2006 also revealed that swordplay is more confined. Rather than swinging around madly, the game will instead interpret certain key controller movements and act accordingly. For instance, holding up the Wii remote horizontally might initiate a block or striking in a downward motion might just cause your character to perform a standard sword strike.
It is unknown at this time how exactly this will effect the player's ability to spare his enemy once a motion begins, but it seems possible that the game will likely have a button to cancel any actions (or simply feign them), though the Wii remote is also reportedly sensitive enough to interpret a half-hearted swing or immediate stop. As more details become available, we'll be sure to update!
Surprising though it may be at this stage in the game, gamers have seen surprisingly little information about games for the big N’s next-gen console, the Nintendo Wii. However, among those that have stepped aside and given us a glimpse of what we can expect from the upcoming system, famed for its unique controller, Ubisoft has revealed the inner workings of their planned Wii launch title, Red Steel. And, from an early examination (pre-E3) of what we do know about the game, Red Steel could very well turn out to be one of the most immersive first-person shooter games we have ever seen.
The game is set in modern-day Japan with you, the player, as an unnamed American who has come to meet the father of your Japanese-American bride-to-be, Yuri. However, when you arrive for your meeting with him, Yuri is kidnapped and Sato, her father, it turns out has been attacked. It is revealed to you that Yuri’s father is a Yakuza leader and he has in his possession a rare ceremonial sword, a sword that an upstart Yakuza member named Tokai desires. When his planned assassination of Sato and theft of the sword fails, Taiko kidnaps Yuri, intending to use her as a bargaining chip in exchange for the coveted weapon. But instead, Sato gives the sword you, imparting the dying wish that you use it to defeat Taiko and rescue Yuri.

(Scan from Game Informer)
Though Red Steel is an FPS, a large part of the gameplay is said to be about strategy, as you must convince other Yakuza leaders to aide you and turn against Taiko. A reckless, bloodthirsty style of playing will make your game that much harder, as the other Yakuza leaders will rally behind Taiko and add to his own strength and control. However, if you choose your battles - and your enemies – wisely, sparing the lives of, and impressing, those powerful and important figures will only help you in the end, as their influence will become your own. Of course, that’s not to say that those of you with an itchy trigger finger won’t get it scratched, for there will be plenty of bloodletting to go around.
When the Wii – or, the Revolution, as it was still codenamed until just recently – was first showcased, it only took gamers one glance (and a hefty explanation of what the heck they were actually looking at) to realize the potential for the FPS genre on Nintendo’s next console. However, with Red Steel, Ubisoft is not only looking to shatter the age-old motions about shooters, but take them far beyond the constraints of our modern technology - including the PC! While the Wii’s controller will still give players the same sort of spatial reference (and more) that could be achieved on a computer using the mouse, slashing at foes with full motion and aiming with complete ease and accuracy, Red Steel takes it a step further by taking advantage of the controller’s internal sensors to perform more true-to-life actions.
For instance, Ubisoft has revealed that pulling the controller back will reload your gun, while pushing the controller forward (towards the screen) will push and move around in game objects, mimicking a throwing action, both underhand and overhand, will be shown onscreen, just as when the player twist their controller, the in-game character will hold their gun in the same fashion. And Red Steel will also make use of the “nunchaku,” allowing players to still move freely through the levels, even while they are using the freehand remote to gun-down or slash-up their foes.
And, speaking of foes, Ubisoft has also discussed their plans for split-screen multiplayer (no word yet on any Nintendo Wi-Fi Connection deathmatches, but we’ll keep you posted) in Red Steel, too. And though there might be some concerns about more than one person flailing around at the TV at a time, rest assured: you won’t be limited to small sections of the screen and you can swing as wildly as you want, opposing controllers won’t conflict with one another.
Of course, even if you do lack a friend who is willing to spar with you (assuming the game does not take advantage of Nintendo Wi-Fi Connection), Red Steel looks to offer up plenty of challenge to players in the main game. Even with droves of Yakuza underlings ready to be dismembered and laid to rest, they may not go easy. According to the developers, their benchmark for the A.I. is the PC game F.E.A.R. Instead of just running at you, shooting, ducking occasionally and then dying, the A.I. can apparently “take care of itself” and you may find those aforementioned enemies coming at you quicker, and with more zeal, than you might expect.
While we’re sure to learn more about Red Steel at the impending E3 - and we’ll be sure to let you know if we do - this game is already seems to be shaping up to be great! Even if you were to take away the story, which derives elements far more strategic and thought-provoking (“To kill or not to kill – that is the question.”) than your standard run-and-gun, the seemingly natural controls being developed for this FPS are already a fine example of how the Wii will at last require developers to develop games for the system (not just out of habit) and, what’s more, it is fully expected to be a launch title, giving all of us something to look forward to, since nothing else has yet.
Posted: 2006-05-04 18:22:48 PST




