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Game Name:
Red Steel
System:
Wii
Genre:
First Person Shooter
Players:
1-4
Developer:
Ubisoft
Publisher:
Ubisoft
Release Date:
United States: November 19th, 2006
Japan:
December 2nd, 2006
Europe: December 8th, 2006 |
Introduction:
Red Steel was one of the most highly anticipated Wii games of 2006,
and was the number 2 best selling game at launch. Unfortunately, it
left many people disappointed and didn't live up to the hype. I think
that this was an overlooked game, as it was a fun, ambitious title
that Ubisoft built from the ground up. And come on people, this was
one of the first three FPS games for the Wii, it's not like it's going
to be a masterful game. Red Steel has more strengths then weaknesses,
and is a game that everyone should give a shot. Onto my review.
Story:
You are Scott-san. You are about to ask your Japanese-American
girlfriend, Miyu, to marry you while you sit down to dinner with her
father and herself. Her father is Sato-san, a respected Yakuza lord
and a man of great honor. The restaurant you are in is under attack,
you are knocked unconscious as Sato and Miyu flee. You must find and
save Sato and leave the hotel. Miyu has been kidnapped by a traitor,
and you must rescue. The man has fled to Tokyo, and dying Sato
entrusts with the ancient blade, the Katana-Giri, to save his
daughter. In Tokyo, you must fight Yakuza and gang members to save you
fiancée, and get the respect you deserve.
Gameplay:
Red Steel was built from the ground up for the Wii, meaning it was
made exclusively for the system with certain controls and features
that apply to the systems capabilities. This was a very ambitious
effort for the Wii's first FPS, and it shows through the duration of
the game. You control Scott with the analog stick on the nunchuk, and
aim with the pointer to shoot down you enemies. Thanks to the
pin-point accuracy of the Wii-Remote, it's easy to just stand where
you are and pick off enemies one at a time with ease. When you kill 4
enemies in a row while making every bullet count, it feels good. At
some point in the game, you'll also gain the ability to slow down time
to take out enemies with ease. You hold down the A button, zoom in,
click on your enemies, and watch as they fall to the ground one by
one. This also gives you the ability to disarm, causing them to
surrender.
If there's anything wrong with the gameplay in this game, it's
turning. If an enemy is behind you and you want to turn around to kill
him, you move the cursor to the left or right of the screen to get him
in your sights. Sounds simple right? Wrong! Instead of the screen
turning while you turn, you must bring the cursor to the side of the
screen and drag it. This feels clunky to me and it's something that
definitely needed to be fixed, but it didn't detract from my overall
experience.
And now we come down to the final aspect of the gameplay in this game,
this is the reason it was so hyped about, the sword fighting. I have
no real complaints here, other then the controls don't always respond.
When you're in the middle of a sword duel, you have to make sure
you're standing directly in front of your TV to make sure it responds.
Anyway, you control the action by swinging the Wii-Remote any which
way as your primary blade, and swing your nunchuk which serves as your
defensive dagger. With the primary blade, if you slice up, Scott
slices up, if you slice down, Scott slices down, if you slice left,
Scott slices left and vice-versa for right. This gives you a feeling
that you're in control of the action, and it can feel pretty good. You
can also use a hammer move. This works by holding down on the Z button
and thrusting the controllers down to your waist to attack your
opponent. This comes in handy for disarming him/her and severely
damaging him/her.
That's all I have to say about the gameplay in this game. Now onto
the visuals.
I give the gameplay: 8.5/10
Graphics:
Ubisoft did there best to make this one of the more visually
appealing games for Nintendo's new console. There's plenty enough
detail on the guns and character models, but the games tendency to
glitch hurts the graphic appeal. For instance, lets say a shoot down
an enemy with my M4 Shotgun, his back is forced against the wall, and
he...twitches as he slides down. Then before I know it, his hand is
sticking through his stomach and his arm is nowhere to be seen.
Although most of the characters in this game look good, some of their
faces looked like they were cut and pasted on 3D bodies, and it looks
very weird. As for the environments, some of the buildings look
N64ish, and not a lot of detail was put into the objects. Occasionally
you can say, "Wow, that car looks pretty sleek", but other than that,
there's not much to impress you. The cut scenes have a cardboard
cutout look to them, they are all 2D and look like Japanese drawings
on cardboard. Overall, the graphics are pretty good, but there isn't
much to see.
I give the graphics: 7/10
Sound:
There's a great soundtrack in this game. You'd swear this music
came straight from Japan{it was composed by an American}. Each track
suits the level perfectly and fits in with the mood of the game. If
you have 10 enemies on you, the music is booming and exhilarating. If
you're exploring and minding your own business, the music is calm and
smooth. The sound effects work to the games advantage. You can hear
the roaring of a machine gun as it fires bullets, or the scream of a
baddie as you shoot him down, and when you blow something up, there's
a KABOOM noise. The only complaint I have is the voice acting.
Honestly, this didn't only need a better script, it needed better
voice actors. Most of the Japanese guys don't sound very Japanese. And
most of the thugs have the same voices. Soundtrack, great. Sound
effects, good. Voice Acting...bad.
I give the sound: 8.5/10
Replayability:
I beat Red Steel almost four months ago yet I still
find myself coming back to it and replaying my favourite levels. If
you like this game enough, it's easy to pick up and play through one
of your favourite levels, an then quit.
I give the replayability: 9/10
Challenge:
Not that hard a game. There's the occasional heart pounding sword
duel or a point where your enemy shoots down with the AI not giving
you too good a chance. I've gotten shot down countless times in this
game, but there's so many checkpoints it just makes it easier.
I give the challenge: 6/10
Frustration:
You'll get shot down, but then you'll start off at a checkpoint,
and you'll get back to where you were in under five minutes. No
frustration, except for when you're getting owned in a sword duel.
I give the challenge: 3/10
Value:
Red Steel has dropped significantly in price, and I think it's
worth the $50 it is. I suggest renting this one first, just to make
sure you like it.
I give the value: 8/10
Overall:
Pretty dang fine game. Or at least I thought so. Not very many
people liked it, and not very many of you that haven't already played
it will. Rent this one first, as it is a game you're going to like or
hate. Great FPS, Ubisoft did a commendable job, I enjoyed blasting my
way through Tokyo. Here's hoping for a Red Steel 2.
I give Red Steel: 8.2/10
Conclusion:
You're either going to like this game, or hate it. I though this
was an impressive, ambitious FPS title, and I only hope that Ubisoft
keeps doing better. Red Steel is a really fun game and I hope you
check it out if you haven't already. Thanks for taking the time to
read this long review. Ciao.
Written By: Michael
Date Submitted: April 26th, 2007
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