So not quite the perfect game we were hoping for but it comes bloody close.

User Rating: 8.5 | Red Steel 2 WII
It's been almost a year since the release of the motion plus and the sound – or silence should I say – of developers "playing it safe" have echoed across the world. And an almost empty of selection of motion plus games marks the result of this, a sure waste of good technology. So already I applaud Ubisoft for making that extra effort in incorporating this hardware into their latest sequel: Red Steel 2. But does it improve from its distant underwhelming predecessor?

I'm sure most of us here would want to forget the roots of where Red Steel 2 began. The original was a launch title for the, back then, newly released Nintendo Wii and promised so much but delivered so little. A quick comparison between both games and any noticeable similarities are few and far between.

The initial and arguably most striking difference is the graphics. And from the intro sequence – you wake up in a barren deserted wasteland, a gang of thugs tie you to their bike and drag you across the terrain at high speeds as you desperately dodge incoming objects – it's quite clear that Red Steel 2 is definitely a looker. Ubisoft have done away with the blocky comic book art style of the original and concentrated on a gorgeous cel shaded effect – something that has been tried and tested to work very well on the Wii. Enemy detail has also been adjusted to every last pixel, sometimes I found myself staring at my foes in complete and utter awe before being swiftly punished for my "brainlessness". Let's not forget though that this game is made for the Wii. A console constantly ridiculed because of its graphical capabilities – or rather a lack of it. And for a Wii exclusive, this is certainly an achievement to shout about. Although occasionally the rather generic scenery doesn't do the graphics justice, it's not enough to spoil what is one of the best looking games on the system. It also helps that the music in the game is magnificent. Animations are smooth and I adore the way your character climbs up ladders, jumps over gaps with only their hands visible in front of you, ala Mirrors Edge. The camera also shakes when you land a jump. All these neat little touches really add a lot to the experience.

In fact there are many "neat little touches" dotted around the game. The amount of time and effort put into graphics would no doubt have been the centrepiece of any other game, except Red Steel 2. You see, it has another trick up its sleeve. In fact Red Steel 2 has a pretty enormous sleeve to fit so many clever additions; some subtle; some extremely apparent. And one of these is the full use of the motion plus. Would Red Steel 2 have been the same without the motion plus? The answer is a resounding no. Seeing your gestures move perfectly in time on the screen is a joy from the very first swipe of your katana. Gone are the days where a player sits on their backside making the most minute of swings to take down hoards of opponents. In Red Steel 2 the strength of your blow varies according to strength of your real life swing. This is great but extended sessions could prove pretty tiring aswell. To be honest I wouldn't have it any other way though.

The learning curve is gentle and the combat system is constantly evolving. When you start off, there is a limited selection of special moves (called Hidden Strikes) at your disposal but as you start defeating enemies and completing missions you will soon unlock more. Some of them key to your survival in later levels, some of their just plain cool to watch. Before every new move the player learns, there is a short tutorial demonstrating the possibilities of the new hidden strike, usually also incorporating a finisher combo. Whacking your opponents to smithereens is immensely satisfying, more so when you finally take down those crazy hammer wielding psychopaths that you initially thought were impossible to beat–with stylish ease.

Your health automatically restores after each fight – be it against a large group or small. It helps the player to actually concentrate on each encounter and treat it as a stage on its own. It's nice to see Red Steel 2 also encouraging a good balance between aggressive swordplay, defensive swordplay and shooting. Blocking plays an integral part in all the levels as too does dodging. You will frequently find yourself dodging bigger enemies to try and get a click swipe at his back – usually the most vulnerable spot. With the original Red Steel, swordplay sections were confined to an arena at a specific time where players could duel it out but with the sequel, you can pull out your katana at any point and switching between the weapons is almost instantaneous. With that being said, due to the heavy focus on motion plus, sword fighting will take the forefront with shooting being an additional extra. This is highlighted by the limited selection of guns to buy and the fact that they do not have as much effect on heavily armoured opponents. But with game completely based around the motion plus, what do you expect?

The story unfortunately in my opinion is up to the standards of the combat and graphics. The game is set in the Japanese influenced futuristic wild west town of Caldera – a place in ruins thanks to a gang of motorbike thugs called the Jackals. You are part of the Kusagari clan but your fellow clan members have all been killed and it's up to you to seek revenge and the truth. It doesn't sound that bad on paper (well, computer screen) but the lack of character development and under par voice acting all contribute to a flat feeling story. Although your hero is pretty badass we aren't given enough insight or information and in turn, I do not feel the story connected with me at all and that I was just beating up some thugs and ninjas for the sake of combat. The missions don't help the plot much either as most of them seem to feel disconnected with each other like a series of random tasks set for you to complete. It's a shame really because the plot had the potential to really draw the player into the game but alas, it's disappointingly average. However as I got further on in the game, my initial frustration died away and the game kept improving chapter after chapter until I was at the stage of deep engrossment.

Red Steel 2 is not quite as free roaming as it initially seems. The main missions are given one at a time, so when one is completed, you must return back to safe house and get another one. The "free roaming" aspect of the game comes with finding tokens, smashing up boxes and generally bashing whatever you can to collect money. On the map there is a green arrow that always directs you on where to go next so you are never lost. It plays more like an arcade beat'em'up experience and I love it. It gives the player more chance to concentrate and hone their combat skills instead of getting frustrated working out where to go next. Fair play Ubisoft. Fair play.

So not quite the perfect game we were hoping for but it comes bloody close. One thing it does have is style. It oozes so much style that I am convinced if you squeeze the game hard enough, it will all explode into a mess. A stylish mess nonetheless. 1:1 swordplay works like a dream and soon you will be taking down the big dogs like a true ninja. Presentation is excellent covering both amazing graphics and sound effects – it's clear the production values have rocketed since the original. This is a lovely experience that thoroughly deserves its place in the best motion plus game out there. No multiplayer mode is a disappointment and I just wish the game was that bit longer but that's probably me being greedy. Even with the average story there is something about Red Steel 2 that is so immersive. In truth whether you have just started the game or you are slicing enemies with precision or maybe just exploring the city in your own time, there's a moment in Red Steel 2 where everything just seems right. And when that moment comes it just takes a small click, and you are completely consumed in your own adventure.