Red Steel

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Red Steel
Red Steel-Logo.png
Studio FranceFrance Ubisoft Paris
Publisher FranceFrance Ubisoft
Erstveröffent-
lichung
North AmericaNorth AmericaNovember 19, 2006 December 2, 2006 December 8, 2006
JapanJapan
EuropeEurope
platform Wii
Game engine Unreal Engine 2.5 with PhysX
genre Ego shooter
Game mode Single player , multiplayer
control Wii remote control
language German , English , French , Italian , Japanese , Spanish
Age rating
USK from 18
PEGI recommended for ages 16+

Red Steel is a first-person shooter from Ubisoft that was developed exclusively for Nintendo's Wii and was launched in Japan, the USA and Europe at the same time as the game console . Red Steel is the first ever Wii game to be presented to the public in playable form. On March 26, 2010, the sequel Red Steel 2 was released in Europe.

action

The player takes on the role of Scott Monroe, who is to be introduced to the father of his Japanese fiancée. The father is the boss of the Yakuza and in possession of a valuable ceremonial sword, the katana-giri, which a rival gang tries to blackmail the surrender of the sword by kidnapping the fiancé. The story is told in Max Payne style in still images.

Gameplay

General

The character itself is moved with one hand using an analog stick . Enemies and objects are targeted directly with the controller by aiming at the screen. Doors etc. are opened with a typical door opening movement of the Nunchuk controller. You control the game with the Wii Remote (weapon) and the Nunchuk (walk, open doors, operate switches). Swing the sword with the Wii Remote. You reload with the nunchuk (the controller part in the left hand) by moving your hand up and down. So you remotely mimick the movement of removing a magazine from the weapon and putting a new one back in. The control only allows rotations at a relatively low speed and also requires a relatively long training period of around half an hour to two hours.

Multiplayer

There is only one multiplayer mode via split screen, which you can play in Deathmatch and Team Deathmatch. There is no online mode. There is also a killer mode in which each player receives their own mission objectives over the loudspeaker of the Wii Remote. This mode can be played by four people.

development

At E3 2006, Red Steel was available to a broad specialist audience for the first time. There the control was described by some trade visitors as "not yet fully developed". However, Ubisoft continued to improve it. Red Steel is displayed with 3D graphics and uses the Unreal Engine 2.5 as the graphics engine. In addition, the game has expanded, realistic game physics using the PhysX engine from Ageia .

criticism

Although the trailer of the game shown at E3 2006 suggested sword fights that took place in real time, i.e. synchronized with the movements of the Wii Remote, the game was not that playable at the time. Many journalists criticized the only indirect sword wield, because it reacted with a delay after a certain command with the controller. At the Games Convention 2006 a more up-to-date version was shown, which could represent said sword fights better and almost without delay. Initially, it was believed that the actions of the Wii Remote would be transferred one-to-one to the sword in the game. As it turned out, however, this was not the case, since the possibilities are rather limited to eight fixed movements (two horizontal, two vertical, four diagonal), which are determined depending on those of the player. According to the manufacturer, this principle should benefit playability. The rest of the controls, like many of the starter titles at the time, are not yet fully developed. So are z. B. Fast turns absolutely impossible - if an opponent unexpectedly appears behind the player, this all too often means the involuntary return to the last save point.

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