Introduction
Out
of all of the launch titles for the Nintendo Wii,
Red Steel was certainly near the top of the list for
gamers. The concept of using the Wiimote and Nunchuk
in order to replicate authentic Japanese sword fighting
techniques has never been seen before, and even the
first person shooter action looked like it could be
loads of fun if it was pulled off correctly. While
Ubisoft undoubtedly had an interesting take on using
the new control scheme, sadly this rushed title doesn’t
live up to the hype.

The
Real Yakuza World
Red
Steel follows the story of Scott-San who finds himself
at war with the Tokyo underground in order to rescue
his kidnapped fiancé. The Wii isn’t by
any means as technically power as other next generation
consoles, but this doesn’t detract from the
presentation at all. As you find yourself running
through all sorts of environments, from car shops
to bathing spas, the explosive effects and destructible
objects take your mind off the areas in which any
Wii titles will be graphically inferior. The character
animations are slick for the most part, and the entire
game runs at a smooth 30 FPS, aside from when the
occasional checkpoints pop up. Although there are
plenty of instances in which you’ll face waves
of identical enemies, for the most part you should
be too wrapped up in the combat to notice.
The
sound department is commendable to some extant. Once
projectiles start hailing the cinematic techno beats
begin to blare as the world around you is annihilated.
The developers did a great job at making it sound
as if an actual gunfight was taking place because
you can hear objects all over the room explode. In
addition, the Wiimote will even emit sound through
the speaker when you reload, and little touches like
this are naturally nice to have. This, in conjunction
with screaming enemies and the sound of bullets ricocheting
all over the place, all culminates to create a blood
rushing experience.
The
game itself looks and sounds fine when you’re
playing, but unfortunately we can’t say the
same for the cutscenes. In-between missions you’ll
be forced to sit through cutscenes even if you’ve
already seen them, and this can be especially annoying
if you keep dying before you reach a checkpoint. If
that wasn’t bad enough, the cinematics are painful
to watch even if you haven’t seen them before.
The voice actors speak with hardly any emotion at
all, and the directors tried for an artsy comic book
style visual presentation that just turns out dull
in the long run. This wouldn’t be too horrible
if you could skip through them, but sadly you have
no choice but to sit there and wait until it’s
over.
The
Wiimote – An Extension of your Body
One of the
biggest selling points of Red Steel is obviously how
the Wiimote and Nunchuk can act as an extension of
your body. As such, it’s very easy to pop the
game in and immediately expect to be replicating Kill
Bill style moves in no time, but that’s just
not the case here. For the most part, the game is
a first person shooter. The Wiimote is used to aim
and look around while the control stick on the Nunchuk
will allow you to walk. By looking far in any direction
you’ll be able walk instead of having to strafe,
but unfortunately this brings up one major problem.
Let’s say there is a door to your immediate
left; if you want to face it head-on you need to aim
the Wiimote to the left side of the screen. If you
don’t aim far enough your character won’t
change where is he looking, and if you look to far
the sensors in the control react uncontrollably and
your character will begin to spin haphazardly. There’s
no way to quickly turn around either; if you’re
being shot at from behind all you can do is look a
little bit to either side and wait until your enemies
come into view.
A
game with the name of Red Steel seems like it would
involve plenty of sword fighting, but as we found
out the title can be misleading. Katana fights occur
at set, predetermined locations, so you won’t
be able to run through buildings chopping everybody
to pieces. Whenever these boss-type fights occur,
your major weapon will be controlled by the Wiimote
and your parrying weapon will be controlled by the
Nunchuk. As advertised, your in-game sword acts very
similarly to how you swing the Wiimote in real life,
except for the issue that speed isn’t a factor.
Sword fighting as a whole feels clunky because the
movements are so slow, and this combat could’ve
been so much better if things were just sped up a
bit. You can swing the Nunchuk left or right immediately
before you would be struck in order to block and leave
your opponent vulnerable, but sometimes it’s
safer to dodge serious blows outright. The concept
seemed so promising, and it’s a shame to see
that it wasn’t implemented to its full potential.

Taking
Down the Yakuza
As
mentioned, the story revolves around rescuing your
kidnapped lover, and to do so you’ll battle
your way through a solid ten hours worth of Yakuza
gangs. It can certainly seem like a daunting task
to interfere with a gang war, but when your woman
is at stake anything is possible.
The
levels all flow in basically the same way. You’ll
be giving some sort of objective that merely involves
traveling from one point to another. Occasionaly you’ll
be given some other tasks, such as protecting an area
from being overrun for a certain amount of time, but
for the most part you’ll be taking part in traditional
run and gun tactics.
The
weapon selection is pretty extensive, starting off
with some lower end pistols and moving on to some
heavy duty grenades and rifles. The Benelli M4 Shotgun
is one of the best all around weapons because it can
deal one shot kills, and it has a significant amount
of accuracy even at long ranges. It’s possible
to make your way through the whole game with the same
set of weapons because your enemies will drop tons
of ammunition, but it’s a lot more fun if you
mix things up for yourself. Regardless of what weapon
you use, it’s definitely cool to know that you
can shoot your gun sideways if you tilt the Wiimote.
There
aren’t any difficult settings to choose, so
as it stands the computer AI doesn’t put up
all that much of a fight. Although it’s possible
to see guys flip over tables and hide behind any piece
of imaginable cover, as a whole the AI comes across
as downright dumb. If your health is running low you
need to find cover in order to give your meter some
time to regenerate, and when you’re protected
from fire the AI really shows how weak it can be.
Some foes will slowly sneak around corners, and even
if they have a direct shot at you they will still
creep ever so carefully. Sometimes you can go entirely
unnoticed even if you’re right out in the open,
which further adds to the list of bugs. Rivals don’t
seem to work together, and instead they all try to
be heroes and end up failing unless they’re
in large groups.
Amidst
its significant list of flaws, deep down there is
potential for Red Steel to be fun. Even if the enemies
don’t have the best tactics and if your guns
seem too powerful, it’s hard to make a game
filled with shooting and sword fighting to lack any
entertainment values whatsoever. When you run into
a room loaded with enemies, anybody with a pulse will
surely get excited as they struggle to blast their
way through anybody in sight. Even if it wasn’t
executed to its fullest potential, the fact of the
matter is that you can run around with guns and swords
and wipe out hundreds of Japanese gang members in
the process.

Red
Steel Multiplayer
Red
Steel offers several split-screen multiplayer modes
for up to four players, but is it worth your time?
Initially multiplayer comes off as appealing simply
because shooting up your friends has been a favorite
video game pastime for years and years, but sadly
the fun factor here wears off quickly. In addition
to the standard deathmatch and team deathmatch modes,
a third Killer mode is also available. Here, each
player fights for themselves while attempting to complete
a secret objective given to them through the Wiimote.
As you might’ve guessed, these objectives aren’t
all that secret considering everybody else in the
room should be able to hear just as well as you. Before
a match begins players can choose one of three bonuses,
more damage, more life, or unlimited ammunition, and
once they fill up their bonus meter during the match
they can activate their power-ups. Unfortunately,
potentially good ideas like this don’t make
up for the scarcity of game modes, maps (there are
only four available), or for the fact that multiplayer
combat just isn’t exciting.
Conclusion
It
would’ve been fantastic to see a title such
as Red Steel hit it big right at the launch of an
extremely innovative console, but instead this game
feels way too rushed. The idea is certainly creative,
and if a Red Steel 2 comes out Ubisoft could easily
release a polished sequel that could be so much better.
As it stands now, though, Red Steel is worth trying
out if you aren’t overly critical, but it’s
hard to recommend this title for purchase because
the initial amusement won’t last you too long.
Gameplay
|
11/20 |
Graphics
|
15/20 |
Sound
|
15/20 |
Value
|
10/20 |
Preference
|
11/20 |
Overall
|
62/100 |