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Red steel was released in 2006 it was as an example of how the new Wii motion control system could be used for shooters. I don't feel the game was designed to be the best ever, but more to showcase the new syel of gameplay the Wii offered comsumers and this must be kept in mind when reviewing the game. The two questions are: 1) Does Red Steel show that shooting/first person combat games can work on the Wii and 2) is it a good game in its own right. *Story* You play as Scott Monroe, a man engaged to Miyu who is daugher of Isao Sato; the head of one of the larget Yakuza clans. You are going to meet your father in law to be when a rival gang attacks and you are dragged into helping Sato reclaim control over the waring yakuza tribes. The game takes place in various locales in Tokyo from a nuge hotel to Little Tokyo slums and a peaceful (well untill you come and shoot up the place) retreat in the mountains. You fight your way through each level and defeat key Yakuza members in sword combat, working your way up the organisation to eventually defeat Tokai, a big Yakuza boss. The story is told through amimated still frame cutscenes, which are pretty boring to watch and the story itself is nothing too exciting. *Combat* Combat is broken down into two separate elements: Guns and Sword but you have no control over when you can use each of these styles, if someone challenges you to blade combat you are honnor bound to fight them and cant just shoot them. The Wii remote is used to aim firearms (pistol, machine gun, shotgun) and if you hold the A button and move the controler backwards and forwards you zoom the aim in and out. The controll is buy no means perfect and you find pleanty of moments where it is almost completely unresponsive but it does an adaquate job of introducing a new control system to be used on future Wii titles The nunchuck controls your movement and can be used to strafe, jump, duck and reload. The sword combat is controled through using combinations of movements with both the remote and nunchuck. Generally the Wii remote controlls your attacking blade and the nunchuck controlls a secondary defensive weapon. As the game porgresses you learn a series of combo moves, though these are often difficult to use as the movements are not picked up all the time. This means you stand there flailing about with nothing happening at some points getting killed. I think the sword combat is interesting and at times very tense and fun, but the control problems stop it being brilliant. *Play Time* The game takes a decent amount of time to complete and it is quite fun to replay the main story at least once when you have mastered the control system after your first play through. *Multiplayer* There is a split screen multiplayer on Red Steel, though there are only four maps and three deathmatch modes so it is nothing special. In truth I probably only played on the multiplayer for about 30 minutes in the 5 years I have had the game which speaks for itself. *OVERALL* A decent first attempt at a combat game on the Wii. Released as a lauch title i think it does suggest that shooting/sword combat will work on the Wii but it will need a sharper, more responsive control method. As a shooting game in its own right Red steel is not particuarly impressive. The mix of gun and sword combat keeps things interesting but the story and characters are nothing special.
Red Steel was one of the first fighting Wii games I bought, mostly because it was based around swordplay and the Japanese culture. Plot You are Scott, fiancé of the beautiful Miyu, who is in turn, daughter of one of the Yakuza clan leaders, Sato. You were once just her bodyguard, and now you become her rescuer. You main enemy is Tokai, instigator of all the trouble and change in the Yakuza world in the game. Gameplay As you may have guessed. Your wiimote is your weapon, either as a gun or a sword, and works quite well as one. You travel through the levels, fighting off bad-guys and picking up new, better or faster guns all the whole searching for hints of Tokai's whereabouts so that you can get Miyu back in one piece. The controls aren't bad for this game, and thankfully the game is slow enough that your wiimote doesn't make the gun whiz about all over the place, so if you've got steady hands, you're going to be a pretty good shot. The sword element is fine if you just want to hack and slash, but when it comes to learning the new moves, it may take a while to get used to the wiimote's quirks, as it doesn't always translate what you're doing onto the screen very well. Movement, however, is simple enough, with the nunchuk mostly being used for this, and works quickly and easily. Positives The story is typical, but still compelling, and you meet some great characters along the way. The best part of the game is the main chunk, as it should be, where you are told to help the members of the Sanro Kai in order to enlist their aid. Particularly interesting is the large variety of characters you get in this section, ranging from tight lipped financials to crazy psychopathic gamers. Negatives While the gameplay is generally good, the graphics are quite bad, considering its setting itself up to be steeped in Japanese culture, where detail is key. The characters bodies are very realistic as they tend to be blocky, and the backgrounds can seem quite similar. The storyline scenes are also mostly not animated, instead they take the form of stills with a voiceover. The game is a little glitchy in the sword fights, as I mentioned before, and also it occasionally refuses to save, or hangs on checkpoints, although it helps if you have more memory on your Wii, to solve the issue with the saving. Overall, I would say that this game has great potential, if they had spent more money on it. And it still is a good game the way it is, and worth playing, but only if you can get it at £9.00 (as I did) or under. Its not world class, but the strong plotline and ease of gameplay really wins it a lot of points in my book.
I must admit that I much prefer reviewing video games that have been out for at least a few years, this is for two reasons. Firstly, I find that a new game tends to either thrill or disappoint; only when some time has passed do we view them a little more objectively. Secondly, they are far more interesting to discuss when taken with a little context. Considering a game's place in the overall scheme of things can change it completely, Super Mario 64 is now an awkward platformer in which it is impossible to run in a straight line but back in 1996 it was a revolution. Red Steel is not a particularly ground breaking title but as one of the very earliest wii titles, it is quite interesting. The game places you in the shoes of strong-but-silent bodyguard, Scott. You are one the way to meet your girlfriend's father for the first time and ask for his permission to propose, unfortunately you never get the chance and soon the building is raided by the Yakusa. What follows is a stylised action adventure set in urban Japan. Ubisoft were one of the developers that took an early stance in supporting the Wii while other studios wrote it off as a flop. After the big success of the console we saw other companies scrambling to push anything out on the system but Ubisoft can safely claim they got in first. As such, they had the difficult task of proving the system's capabilities; particularly in the adult orientated games that aren't usually Nintendo's forte. Moreso than any other of the Wii's launch titles, Red Steel seems to have been crafted to introduce people to the wii-mote. Off the bat, it establishes two of the most obvious uses for the system; guns and swords. This is clearly the groundwork upon which the whole game was built and so we are given a first person shooter with a samurai twist. For the most part it's a fairly conventional shooter but periodically you will find yourself confronted by a samurai or ninja, down go the guns and out comes your sword. It's an odd fusion of ideas that actually helped sell the console. Unfortunately Red Steel was largely panned upon release and it's not too hard to see why. Firstly, it was hard to see how the wii planned to compete with the PS3 or Xbox 360 with visuals such as these. It's a shame that a brand new system had to launch with a title that would have looked rough on the Playstation 2. Contrary to popular belief, the Wii is no slouch. Despite being built to the standards of the previous generation's consoles, its power outstrips that of the original Xbox. As such, each and every wii title should be giving games like Halo 2 and Doom 3 a run for their money. Graphics don't make a game but they are one of the first things a player notices, it's hard to wow owners of a new console with a game that would have looked iffy years earlier. Red Steel's other focal point for criticism, in retrospect, is somewhat easier to forgive. While the game was sold as a shooter and sword fighting sim, initial reviewers expressed some significant disappointment at the sword mechanics. Rather than whipping out the wii-mote like a katana and swinging gracefully, the game limits you to simple gestures for blocking and attacking. As with most wii-games, it's all action that can be accommodated by a simple flick of the wrist. After the Wii's big hype machine this was something of and understandable let down. However, wii owners coming to this party late will be more than familiar with this kind of play; we understand now that sans Wii Motion Plus, this is just the kind of motion sensing the wii-mote achieves. We have come to terms with the wii's limitations and thus Red Steel's shortcomings aren't so stark. Criticism also falls on the game's level design and ease, here I agree. Red Steel, for all the charm of its setting, feels very dated. Most levels involve traversing staircases at some point and the enemies flock around corners spouting not-so-witty retorts. Often doors will be locked and waves of enemies will flood in, just like being back in 1997. There are brief moments of inspiration, one segment set in a car wash is great fun, but they don't last. It feels as though a decision was made to keep the game simple, sell it on the control scheme and save the A-material for later. And of course, that's where a lot of the game's problems come from; selling the wii. The game would be stronger without the sword mechanics but the idea responds well with our first impressions of the wii. Furthermore, the ease of the level design and the familiar, old school approach seem to be geared towards a more casual experience, an easier shooter to slip into while you become accustomed to the basic shooting controls. A slight irony since the basic controls are actually quite intuitive. It's hard to genuinely mark down Red Steel because as a shooter it actually functions very well. For its missteps, offering you too many guns and too much ammo, those guns are great fun to fire. Aiming with the wii-mote is just as intuitive as you'd imagine (still the Wii's greatest strength) and while there's a little initial awkwardness in looking around, a good twenty minutes and you'll be absorbed into the gameplay. Stripped of the first day disappointments, Red Steel is actually a fairly competent game. It sacrifices too much towards inducting the new player and never makes the most of its potential but it is actually fun, has an interesting story and tries to do something new. I must also take a moment to praise Red Steel on having one of the most innovative multiplayer modes I've seen, I'm not really a multiplayer fan but this blew me away. Making use of the Wii-motes speaker, one play mode asks each player to answer the wii-mote like a phone. Each player will then receive separate goals for their game, making everyone's objectives a secret and unleashing some chaotic games. It's a great twist and I actually enjoyed playing it a lot. Red Steel won't change your life and if you bought it on launch day back in 2006, it probably let you down. However, places like CEX have it on sale for £4 now and for that price it's actually a lot of fun.
You play as an American called Scott, who is about to be introduced to his future father-in-law in Japan. The evening goes horribly wrong moments before the meeting when armed men enter the restaurant and cause chaos. You are thrown straight into action and must fight to protect your new family. There are kidnappings, betrayal, and murder along the way before a final showdown with a bitter enemy. I will address the good and bad side of this first-person shooter game. THE GOOD... -Varied levels I never got a sense of Deja Vu whilst playing this game. Every level was different. You will find yourself in nightclubs decked out with a DJ booth and dance floor, creeping through bamboo in the jungle, riding a jeep through a carwash, and many more interesting places. -Destructible environments Not only are the levels varied, but most have destructible objects. You can shoot the glass out of doors to defeat your foes, shoot toxic waste cans to blow up your enemies, etc. Not only does it show how much effort they put into the smaller details, but you can use the environment to your advantage if you need a slight edge over your attackers. -Guns versus swords The swordplay really makes this game stand out from other shooters I have played. At first it seemed odd every time Scott puts away his guns to use a sword, but then you learn about the history of the swords and it makes more sense. The swords suit the honour and respect system in place. Almost anyone can fire a gun, but only the best can master a sword. -Smart enemies Some enemies are stupid enough to walk straight for you. However, others use their brains. You can never get too comfortable whilst playing. Just when you think you have your enemies cornered, one of them pounces from behind. You can clear an entire area and they will still appear from there and catch you off guard. This made the gameplay really tense because I always wondered I would end up cornered. There are even times when they shoot from one place and quietly move to another. They work their way forward and attack when the time is right. -Replayable You can shoot your way through every level without a care in the world, but you will get the lowest rating for accuracy, time, and 'respect' every time. To encourage you to replay the game, you can try levels again after beating them the first time. You can beat your previous time and accuracy to truly master this game. The 'respect', earned by sparing your enemies, means you can tell some attackers to drop their weapons and submit. This comes in handy when you are being ambushed by several enemies at once. THE BAD... -Submit? Only for a while... It is great to use your respect level and clout to order enemies to drop their weapons, but it feels pointless when they submit for a few seconds and then start shooting again. Another time the leader and his two associates submitted, but there were still another five or so shooting further ahead. The submission saved me from defeating those three, but still left another ten or so in the same area. What was the point? -Respect? Big deal... You earn respect by letting the boss enemies live. I was so irritated by some of them that I killed quite a few. After the long and repetitive sword battles, the last thing I wanted to do was let the enemy live, knowing that they were going to kill me. As a result, my respect level by the end of the game was only 5. I have seen someone else who had 10. I still managed to complete the game in thirteen hours, and only had some trouble figuring out how to defeat some bosses. -How to win a sword fight: Block, block, move aside and hit That was almost every sword fight in the game. When you start fighting ninjas, it is like you are fighting the same person over and over again because they all fight the same way. There are times when you have a slight variation, but they are mostly copies of one another. Fighting them once is bad enough, but the checkpoint system means you will be facing them again from time to time. -Swords I was not impressed by the obsession with the swords. It was nice to hear about their history and the part they play in the madness, but every sword played exactly the same. One sword in the game is touted as the best, but it worked just as well as another sword made of wood. To be honest, it felt quite silly every time Scott died when I knew that he could have just drawn either of two guns and ended the fight there and then. Who would really die for respect? Respected and dead? No, thank you. -Sword fight interruptions When you start to get into the swing of things, and sense victory, the game halts the fight and the characters move around a bit with their weapons still drawn. Be on your guard because suddenly the fight resumes, so hopefully you manage to block or hit in time. I have no idea why the fight seems to be broken up like this. The characters are still in their fighting stances, but neither is hitting the other. If they were exchanging words, I would understand why the fight has been halted, but they just move around in their fighting stances. This was irritating when I was winning and the game interrupted before I had the chance to defeat the enemy. The only good thing about these interruptions is that some enemies change tactics after the break. This means you must figure out how to defeat them all over again. -Checkpoint system You cannot save the game because it saves itself at the end of every level. This means that you must start the entire level again if you cannot finish it there and then. The checkpoints' layout is terrible. There are times when the game gives a checkpoint after an easy gunfight with three or four enemies. Then there are times when you must fight a ninja and then battle ten or more enemies afterwards. Or the enemies first and then the ninja. At one point, you must fight a ninja, then the bad guys with guns, and then another ninja. If you die before reaching the next checkpoint, get ready to start again. -Inconsistent bosses The checkpoint system became a bigger problem when I realised that the bosses play differently almost every time. For example, one ninja started attacking before I had the chance to move. I eventually died, but after returning to try again, all I had to do was keep hitting time and time again until he was defeated. The first time he was on the verge of impossible, and the final time he died so quickly I could hardly believe. I had used the same strategy-hitting and hitting until one slash got through- and seen very different results. -Time limit? Not quite... This is the first game I ever played where they kept adding time to the time limit. Most games give a set time and you must achieve a certain number of tasks or goals before time runs out. In Red Steel, they gave far too much time. Most games stick to a minute or so, but Red Steel gave four or five. I always reached the target with ample time to spare. The one time I started to panic, the time limit was increased. They should have given less time, to really produce that feeling of panic, or discarded the time limit completely. -Anti-climax ending (NO SPOILERS!) There were some amazing levels in the game, for example, when a mentally disturbed man sets 'games' you must play in order to earn his trust. There were rabbits, masked assassins, and mannequins. I won't say anymore. Every level was long and drawn out, and built up to boss battle or next part of the game. The final level was very shot in comparison. I felt a rush knowing the game was about to end, but then the final level was over and I felt unsatisfied. The final boss was one of the easiest. Yes, he did kill me a few times, but he was doable. There were much, MUCH harder bosses and enemies before him. -Good or bad ending? There are two endings. Unfortunately, I got the bad one. I thought that I could just replay the final level or fight and get the good one. No. You must replay the ENTIRE GAME. Yes, they expect me to replay the game for half a day just to see five minutes of my characters being happy. I like multiple endings, but there should be a clear definition between the two from the beginning. For example, earning lots of respect and sparing enemies should get you one ending whilst being ruthless should get you another. Instead the ending is determined by one fight at the very end. Red Steel 2 is about to be released. If they take on board some of the criticism, it should be a great game. Despite the annoying side of this game, I really enjoyed Red Steel but not enough to play it twice. The multi-player options should make this a keeper for guests when they come around, but the solo campaign is over for me. I got this game for £5 because it was part of a 'Buy 4 for £20' deal. I think that is a good price for thirteen hours of gameplay with multi-player fun on the side.
Firstly, this game is very well made and i am very impressed with the story line because it actually follows a story instead of just having a story to fill the loading space. The controls are quite hard to get to grips with, having to learn many different actions with the control and nunchuck, making the game very annoying to get to grips with. The game's playability is amazingingly good because there are many places to explore away from the main storyline. Some of the dialogue is annoying, as it is in Chinese but you ignore this in the knowledge that you will be playing some more action-packed fun. The loading times are relatively quick except between missions. The save function is also a little irritating, only autosaving (the only saving option) at the end of the missions. One major downfall is the multiplayer mode which on a small TV is near to impossible to play. It is very confusing and almost impossible to play.
Red Steel was touted as a possible killer-app for the Wii, but it sadly fell flat and pretty much bungled the idea of the Wiimote from the outset. The premise revolves around a man attempting to save his wife from the Yakuza gang, arming up with a Samurai sword to do so. It's not deep or complex, but it's a serviceable premise with a decent idea for the Wiimote, but it's just poorly programmed and unresponsive. Gameplay-wise, this game is a total dud. The controls are dreadful, making gunfights more infuriating than challenging, and just a small tick in your hand will throw your aim off completely. The sword controls are also dire, with a swing being totally misinterpreted for the most part. There's a multiplayer element to try and change things up, but it's very limited and doesn't feature many traditional multiplayer modes. Visually, this isn't bad but it's hardly a great way to showcase the power of the Wii either. The animation is a bit too rigid and the movement therefore doesn't seem very realistic. Aurally, there are some decent tracks which add to the tension, and the weapon sounds are appropriately meaty, but the dialogue is quite poorly delivered and sounds rather wooden. This should have been amazing, but it's just a sloppy effort that's a glorified tech demo for the Wiimote, and a poor one at that. It took a while to beat just because the aiming and general control scheme is so naff, not because it was cleverly challenging. Avoid this unless you're a masochist because this is an annoying, frequently painful exercise in chastising the very person you're meant to be pleasing.
Red Steel was the biggest disappointment i have had with any game to be really honest. It was really built up for me at the time because it was really the first gun/sword game to come out for the wii. But then when you are all excited and start playin it, it can bore you really easy. This is probably down to the fact their isn't really a good story line that will hook you and keep you interested in the game. It eventually got to the stage where i was so lost in the story line i didnt even know what i was fighting for anymore and when i didnt know what i was actually trying to do in the game i didnt really see a point in playing on. As well as these disadvantages the graphics arent great (again just like every other wii game) and the sword fighting part of the game isnt as great and freely controlled as you would expect. You will notice my review on this game is really quite short this is purely down to the quality of the game being so poor if im honest. Wouldnt really recommend this game to anyone really.
When i first recieved thgis game i played it in the 1 player mode and got very bored quickly! i have not played the 1 player part of the game since then but now me and my family have discovered how to play it in battle mode, we are hooked! we play it 4 players and find the different settings and ways you can play fantastic! Only good for more than one player if im honest!
I had no pre-conceptions of this game before I tried it, so that may have contributed to me being pleasantly surprised by it. I've only played the multi-player part of this game, so I've never tried it on my own. The game I played was basically this; you and another player are put into a particular srtting (e.g. docks) and you have to find other player and kill them before they kill you! Stealth and aim being the most important factors in this game (providing you are not playing with a cheat who is watching your screen as well as their own). After several hours of being on my feet (I find it easier to aim my 'gun' stood up), I was completely addicted to this game. It pretty hard to get the hang of pointing the wii remote to change direction and aim; bu once you get the hang of it you will have no problems. The graphics aren't great, but most wii-gamers won't be too bothered and will have become used to that. For a tenner, this is good entertainment value.
I got this game when i bought my nintendo wii as it happened to come with it! I heard it was suppose to be one of the best shooters for the Nintendo Wii matched with awesome samurai sword action; but unfortunatly im still waiting to see that. The story is a little weak but who needs a strong story line when you have swords and guns. The graphics are a little weak but the character design is good with some nicely dressed woman and typically suited men. However, in my opinion, it does not redeem itself from the control ofyour weapons. The game tries to give tutorials that get complicated towards the end but seem to have less emphisis on thm, whereas at the beginning the tutorials are long and seem pointless. However, it is a good little game to get you used to the way you control the wii remote and does let you slash people now and again with a sword.
The game is set in current day LA and your girl gets kidnapped as her dad gets killed, who happens to be a Yakuza crime lord. You follow her to Tokyo to try resuce her and end up having to fight your way through wave after wave of terrorists and gangsters. Sounds great! Red Steel was one of the first heavily promoted games on the Wii. I still remember the TV advert with the Wii Remote being featured to show the viewers it was used to shoot and swing in a realistic sword slashing motion. The game however wasn't as good as the advert. It plays reasonably well, but it has the sluggish feel of a 90s first person shooter in a lot places throughout the game. The graphics are an improvement on the game play and this what keeps the game so popular, as well as the storyline, with the die hard Wii fans that played this game all night and day when the console first hit the shelves. Is the game worth buying now that there are so many better games like this out there on the Wii? Well, I bought it recently to see what all the hype was, but mostly due to it being only £5. If you choose to do likewise, don't be surprised if you go for a quick trade-in not long after taking it out of the bag when you get home. The main feature of Red Steel and I rate this as the only reason you should even consider buything the game - simply because in 4-player mode it's actually quite entertaining. If you are looking for a game to play solo, I recommend that you should look elsewhere.
Well if u like japan, action films, and all things sushi lol then you will love the gamplay of redsteel. The introduction starts off happily with u going on a date with a yazuka bosses girlfriend ... she wants u to meet her father! (the date must be going well) u start off by trying out the Wii-mote controls by moving it around like a gun, pressing trigger shoots, holding Abutton to zoom, shaking it reloads you fav weapon and can change between two weapons; the Wii-nunchuk you can move the cursor around to walk and jump & duck. Suddenly as you get the feel of things the story line kicks action with yazuka style mobsters shoot the family and stealing your girlfriend .. of which u get knocked out. You start off with standard pistol which is pretty fun to start with, simple enough point and shoot affair with plenty going on to get your heart pumping .. later u get weapon upgrade from enemies u kill from standard pumpaction shotguns which take a while to reload ... to mutiround shotguns, uzi's which u can pepper-spray the baddies to heavier types machine guns, even sniper rifles so u can pick em off one by one!! There r bullet proof vests, id cards to find, lifts to operate, scenery to destroy to progess all the while shooting and dodging bullets The energy bar is intresting because it depletes as normal if u take gunfire ... but if u hide or run u can slow replenish it by waiting it out .. sort of self heal ... must be the yazuka style blood in you lol The fun part is when get to use your samurai sword .. u wave the wii-mote like u would hold a sword and the wii-nunchuk acts as a smaller secondary sword to block, u can also move about to avoid attacks ... later u get better swords like katanas plus u learn new sword moves in a dojo. The gameplay gives u plenty to shoot at from henchmen to glass, cars, walls, even exploding oil barrels! You get ur bad hard bosses at each round which proves interesting because each baddie needs different tatics from doding and blocking and timing your sword attacks rather than random heavy slashes. The story is fun enough and plays out like a action flick which picks up pace as you go along ... this is a pretty fun shoot-em up for all is easy to play and has multi player action if u have friends lol ... i recommend this game for ur collection, but it is long in the tooth with Redsteel 2 in the works so lend frm friend/rent copy and pay for the new version out soon.
Red Steel... my Dad initially got it for himself the Christmas we got the Wii, played it for a little while, then couldn't be bothered with it. I'd moved out at the time, so it wasn't til about a year later when I was housesitting that I gave it a go myself. It was a long day, and I was bored of my own games and lack of internet (long story, and not relevant so I'll stop it there), and it managed to do more than alleviate that boredom. The game starts with a basic configuration of your remote, which admittedly is a little boring and annoying and does little to commend the fiance you're meant to be protecting, but it's necessary so it's forgivable. You're in a hotel about to meet her father for the first time, and initially there are a lot of movie clips to convey the story. Your name is Scott, and you're a former bodyguard, fell for your client, and so on. So far, it sounds like a film I saw a few years ago called The Bodyguard; however this changes once the game gets started. Her father gets shot, and she gets kidnapped as it's revealed that a faction of her father's 'gang' turned against him seeking power. To be honest, I haven't played all the way through the game yet - mostly because I selected the wrong option at the start and it didn't save my progress. Nonetheless, the shooting aspects of the game are simple and effective; the controls are easy enough to master, and after a little while I was moving around and crouching to shoot enemies (a fact that disturbed my Dad, who didn't manage to figure this out at the time). You're presented with varying enemies and situations throughout the game, and you can also use your environment to your advantage up to a point (an example of this is in one of the last levels I played, you could blow up cars to kill off groups of enemies at once. Similarly, they could do that to you.). That aspect of the game is great fun, while challenging in places, and definitely worthwhile. The other aspect of the game was the occasional sword fights - which admittedly could have been done better. The controls are simple, but a bit clunky and you often find yourself striking instead of parrying or vice versa. It takes a lot longer to get used to this part of the game, but after a bit of practice it's no real challenge. It's enjoyable at the start, but it does become a little tedious after a while (and the cause of much eye rolling). Sadly, there's no option to just pull out a gun and shoot them a la Indiana Jones style. Other things of note are the respect points system, which is a nice idea but I'm not far enough into the game to see that make a difference yet so it's hard to see the point, and the menus. Now, the main menu is a little odd, in that in order to start a new game and select options you click and DRAG the icons onto another part of the screen. This is fine, but it takes a few seconds to figure out, and isn't the most accurate thing on the planet. You can have more than one save game, but it's not instantly obvious from the layout - hence why I wasn't saving my progress; I didn't want to accidentally save over my Dad's game. So, to conclude: The Good: Decent plot line, engaging, you'll wonder where your time went, and the shooting system isn't bad. The Bad: The sword fighting gets boring after a while, menu system is a little odd, and there are a few slow moments. Summary: It's a good game to play if you don't mind losing a few hours, and well worth taking the time to get past the first level (which is a little laboured in places).
Red Steel was probably the initial first person shooter game available for the Nintendo Wii (but don't quote me on that). It promised revolutionary controls using a combination of both the motion sensitive Wiimote and Nunchuk - the expectation was therefore rightly quite high. The story is based in Japan, and involves recovering the central characters girlfriend who has been kidnapped by the Yakuza. Graphically, for the Wii, the game isn't that bad. It isn't that great either when compared to other next-gen shooters. Textures are poor, but if you squint your eyes at the screen, you won't know the difference ;) This lack of visual beauty isn't the fault of the game designers, but due more to the techincal limitations of the Wii hardware. The control method actually works really well - and until the novely wore off, added a lot of enjoyment to the game. Although it took a while to get used to, controlling the player feels quite natural after a playing through the first few levels - using the Wiimote as a gun aiming device is especially pleasing. However, there are boss battles which let the game down badly. In these situations, you're forced to use a sword - even if you've got a gun in your back pocket. These battles involve randomly slashing the wiimote back and forth at the screen - at no time do you really feel in control of proceedings. The AI of the computer controlled players isn't bad, with onscreen enemies occasionally deciding to take cover behind objects. In the majority of instances however, they're not so clever and are generally waiting to be shot. There are some really creatively designed levels in the game - one of which is the difficult and somewhat freakish ski-slope area, where you have to battle some 'power-ranger' style opponents. On any other platform, this game would generally be considered as rather poor. However, because of its intuitive control method, Red Steel deserves a look from avid FPS fans.
This game takes you in right at the start, after all, doesn't everyone love a good shoot 'em up lol. with it's unique contols on the wii you do feel more into it than any other shoot em up on any platform. With the introduction of the sword this is another edge that red steel has over the usual sort of shoot em ups which breaks up the shooting sections nicely. For me the stages are varied however it seems to hit a plateau after a while, the enemies do become more difficult and you do need to improve your skills in order to complete the stages but after a while they become stagnant. That is until the swordplay takes a bigger part as you move deeper into the game. This refreshes the game again as the enemies again increase but also the enemies you face with the sword force you to become much better enhancing the skills you can learn with the sword. Eventually you have to become master at the sword as well as with the guns in order to complete the game and that is what makes the game differet from most and keeps you interested in the game. Tnhe stages do become slightly repetitive but not so much that you become bored which affects me with quite a few shoot em ups. overall a good game with differences to keep the longevity in it and tries to evade the downfalls of a lot of this genre fall to
Red Steel is an exclusive Wii launch title that takes full advantage of the console's innovative controller and puts players directly into the action-packed first-person experience with the weapon in their hand literally. An engaging storyline unfolds as you learn that your fiancée has been kidnapped and her father a Japanese mafia kingpin murdered by a rival gang. The only way to save your loved one and defend your honor is to journey from Los Angeles to Japan and confront the Tokyo underworld. By learning the ancient art of Japanese fighting with your katana and the focused precision of modern firearms, you will progress and adapt yourself to this foreign environment, where skills alone may not guarantee you victory.