What kind of voodoo did Ubisoft do to pull this off?
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- 60 fps
- Packaged with Wii Motion Plus
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Full trailer
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http://wii.ign.com/dor/objects/867131/red-steel-project-untitled-sequel/videos/rsteel2e3trailxz.html
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E3 09 walthrough video
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http://wii.ign.com/dor/objects/867131/red-steel-project-untitled-sequel/videos/rsteeldirect_trl_walkthrough_060109.html
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Developer walkthrough video
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http://wii.ign.com/dor/objects/867131/red-steel-project-untitled-sequel/videos/
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IGN hands on
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http://wii.ign.com/articles/988/988473p1.html
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IGN -
"Three years ago, Red Steel was just a caterpillar, but it has with this next installment transformed into and reemerged a butterfly. Dramatic, corny -- maybe. I'm certainly not above some theatrics."
"as impressive to me is that Red Steel 2 is locked at 60 frames per second. Locked. There's not so much as a hiccup in the E3 demo of the game. It's quite a feat since the game features remarkably detailed environments skinned with crisp textures and even spits out scenarios with five or six swordsmen attacking simultaneously, all of them running around with fluid animation."
"it looked at High Voltage's shooter as the new control benchmark and as a result, Red Steel will boast a fully customizable scheme -- bounding box, turn sensitivity and all. These customization options were omitted from the E3 build to keep players from fiddling and instead stay them focused on shooting and slicing."
"Red Steel 2 unfolds more dynamically than its predecessor because gunplay and swordplay are not divided into two very different sections. Rather, you can engage enemies with your pistol or sword depending on your preference, although there will definitely be situations where your blaster alone won't suffice. Early in the E3 demo, you get the warrior sword and that's when MotionPlus comes into the gameplay equation. In contrast to swordplay in the original effort, where sword fights felt mechanical an"d quickly became repetitive, the duels in Steel 2 are much more responsive, speedier, ever-changing and ultimately satisfying"
"You can swipe horizontally, vertically and diagonally and all of your power is measured. Indeed, Ubisoft has developed challenges based on how powerful your swing is. If you don't swing through with fast, arching gestures, your sword will not penetrate certain bamboo gates or the armor of well-defended enemies. It's great. Hold A button to parry. While holding A, you can tilt the remote horizontally or vertically and in near-one-to-one accuracy your character's arm will do the same, blocking various attacks from enemies. Unfortunately, you can't actually lower a horizontal parry so that you could, say, block high, middle and low offensives -- that functionality is not in place -- but even without it, the system is very reactive and offers a great degree of control."
"Ubi is planning an eight-to-twelve-hour game with Red Steel 2 and the title has shot up like a bullet to the top tier of my most wanted list. The developer seems to have taken note of all the complaints surrounding the first game, started fresh with a stunning new engine and incorporated MotionPlus support for truly engaging sword combat"
- Cannot cheat the game
- Can't just sit down, waggle Wiimote with short/sharp motions
- When you quickly waggle the Wiimote, that will translate to a quick slice in-game
- Need to actually try to deal out big damage
- Sword also used for defense (thus better than a gun during combat)
- There will be instances where you will have to deal with multiple enemies
- Still use B button + pointer to shoot
- Reconfirmed that you can pull off sword + gun combos
- Passing through near-future desert town (Aldera)
- Architect is a mix of East and West
- Hero is mysterious at the beginning
- Hero is a take on Clint Eastwood character in the Dollars movies
- Nameless, faceless, friendless at the start
- Pretty powerful from the beginning of the game
- There will be plenty of variety in missions
- Need greater thought/skill against bosses
- Objectives connected to the hero
- Different levels of blocking as you progress
From the end of the IGN article :
"Asked why readers like you should be so excited, Vandenberghe's honest enthusiasm was hard to miss. "This is the game that will finally give you first-person sword-fighting the way you wanted it, man," he said. "And I'm absolutely delighted to be able to say that and feel like it's not bullsh%@!"
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