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Lahiru K
09 Apr, 2006

Ubisoft's Red Steel revealed

Wii News | The first details on the Revolution's sword and gun FPS.
We thought we would have to wait until E3. Happily, we were wrong. Just recently, Game Informer magazine has revealed to the world the very first details on a brand new game for the Nintendo Revolution. The game, developed by Ubisoft Paris, will be entitled Red Steel.

Whilst not much is yet known about the story behind the game, Red Steel is poised to make full use of the unique aspects of the Revolution's motion-detecting controller. Set to be played in a first person perspective, the player will have access to a sword and various firearms. The sword itself can be swung around to slash at enemies and also serve as a defensive tool when held back. Depending on how you hold the controller, your firearms will be tilted at different angles to get you a clearer shot, and once your clip runs dry, you simply pull back on the controller to lock and load. Grenades are thrown by intuitively swinging the controller in the direction you want the grenade to land and to top it all off, there will be online multiplayer. Deep breaths people.

Ubisoft Paris, the studio behind such gaming gems as Rayman 2, King Kong and Ghost Recon: Advanced Warfighter, was one of the first developers to get its hands on a Revolution dev kit, and have thus had plenty of time to learn ins and outs of the Revolution controller. Apparently, having collaborated very closely with Nintendo themselves, we can expect to be treated to some pretty, dare we say it, revolutionary control methods come launch time. Red Steel will almost certainly be showcased on the showfloor at E3 this May, and PALGN will be there to give you our hands-on impressions.

In the meantime, keep your eyes out for the May edition of Game Informer to get an insane 11 page blowout of the game, complete with side by side screens of actual gameplay footage and gamers demonstrating how the remote works.

Related Red Steel Content

Red Steel Review
24 Dec, 2006 PALGN gets a taste of steel with the Wii's first official shooter.
Red Steel Preview
23 Nov, 2006 We go swinging and slashing mad in our extensive hands-on.
Red Steel multiplayer information revealed
12 Oct, 2006 Wii speaker to be used a fair bit.
16 Comments
7 years ago
DEVELOPMENT INFO
- Game development started shortly after E3 2005. Ubisoft saw and demoed the controller before E3 2005.

- Ubisoft Paris took their idea directly to Iwata and Miyamoto, and were given the go ahead. After that meeting they were given prototype controllers. The article states that Ubisoft worked "closely" with Nintendo's engineers in Japan on the title.

- Game Informer mentions that while conducting the interviews with Ubisoft, they were handed the "latest version" of the controller.

GAME INFO
- During the beginning of the game, you are encouraged to use your weapons ruthlessly, but as the game progresses you become more proficient and strategic. This gameplay idea led Ubisoft to decide to give the game a martial arts setting. "Enter the Yakuza".

- The first third of the game will be all about being "brutal by necessity".

- As you start out you will be less precise and probably favor more devastating weapons (machine guns). As you progress and become more precise, smaller guns will be more preferred. "The overall goal...is to use five bullets to kill five enemies".

- "When fighting with this level of skill, the music and sound effects will reflect it, remaining calm and peaceful".

- "When you fight brutally, the sounds around you grow increasingly more intense".

- Freeze shot: by fighting efficiently you fill the Freeze Shot gauge...fighting chaotically causes to decreases. When the gauge is filled you can hit a button to momentarily stop time, and then target specific locations on enemy bodies.

- Headshots thus are tempting, but non lethal shots, such as shooting guns out of enemy hand, can be more beneficial.

- By defeating high ranking leaders who command others and sparing their lives, you will be rewarded. He will offer you respect and help (guns, help, new weapons, alternate paths, etc).

- Respect plays a MAJOR part in the game.

- Flailing your sword isn't a smart idea.

- Specific motions with the controller will trigger combos (in the final game). Tracing an X in the air, for instance, will unleash a devastating attack.

- You can stop these combos at any time by simply pausing your own movement. So if you do something that leaves you open to attack, you won't be screwed.

- New moves will be taught to you by two mentors in the game. One will teach you gun tactics, and another will teach sword tactics. If you don't show the proper respect to them, they won't help you.

- Training sessions are offered by the two masters so you can hone your skills.

- Friendly/respectful interaction is tied to the controller. You signal "yes/no" answers by nodding the controller up or down or shaking it from side to side. You show extra respect by bowing to the masters.

- Ubisoft is still coming up with other interactions.

- "You can act disrespectively as well: there are no cut scenes in the game - all conversations take place in game, as in Half Life 2. However unlike that game, characters wont keep prattling on if you walk away from them. They will react angrily to your imputent behavior".

- Staying in the master's good graces is key: they give you missions that can be tackled in any order.

- You track down the gang leaders and try to turn them to your side. If you don't, they will join Tokai's (the main villian) gang.

- You have to prove you are worthy to them by battling them and sparing their lives. You will need as many of them with you as possible to face Tokai. Without their help, you'll have a rough time when you finally face him.

- You turn gang leaders to your side by besting them in battle and stopping a deadly blow miliseconds before it strikes.

GI hands-on impressions

- The two triggers on the front of the analog unit activate ducking and jumping. The analog stick controls movement, and the revmote controls aiming. No rails.

- Level consisted of shooting ranges that popped out from behind cover.

- "Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire.

- "Unlike other FPS games, which tie the camera and aiming together, Red Steel's camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill.

- "Thanks to the improved reaction that the controller offers, the team can create gunfight scenerios that would be extraordinarily diffilcult with a standard controller".

- Most console FPS games limit their enemies to horizontal planes to prevent player frustration, but targets on a verticle plane are just as easy to hit with the Revolution controller.

- You can aim at a target as quickly as you can move your hand.

- In the demo targets popped up on rooftops and in second story windows, as well as behind cover points on the ground, and all were equally easy to hit.

- While you can quickly shoot enemies anywhere on screen, Red Steel never feels in a light-gun game - this is a true FPS, one that feels like it has drawn from the best of both the PC and console shooter worlds.

- According to lead game designer Oriola, it takes roughly three seconds to turn completely around around in most console shooters, while it takes about one-quarter second in a PC game. In Red Stel, it takes one second.

- AI characters will care for themselves. They will go for cover, attack you while you're reloading. They focus on risk management.

- "They won't walk around a table to get to you. They will simply jump over the table".

- "The benchmark for their intelligence and aggressiveness, says Oriola, is the PC title F.E.A.R., which has widely been praised for it's AI".

MULTIPLAYER:

- Split screen multiplayer with traditional deathmatches.

- Totally original multiplayer modes Ubisoft is not revealing yet. Wait until E3.

- They didn't talk about Nintendo Wi Fi (NDAs). Full details haven't been revealed yet.

- Revolution works by placing a small sensor bar either above or below any TV.

- You can stand at any angle and not lose any accuracy. You can even take your controller to a friend's house and instantly start playing without syncing up the controller.

- "Perhaps most impressive is the fact that although splitscreen reduces the amount of onscreen space you are playing in, you don't have to make smaller movements - you can gesture as wildly as you want, and it won't interfere with the other player's onscreen quadrants
7 years ago
Thanks for that tullyano!
7 years ago
Wow, this sounds quite incredible.
Yeah thanks tullyano, nice find.
/scrapes jaw from floor.
7 years ago
apparently a quote by George Harrison

"Red Steel is a Revolution launch title, and will broaden appeal like GoldenEye 64 did" - George Harrison
7 years ago
This is s great day for all gamers.

A Rev game is shown.

Lets party icon_wall.gif
7 years ago
- "The benchmark for their intelligence and aggressiveness, says Oriola, is the PC title F.E.A.R., which has widely been praised for it's AI".

Very true.They sure do make a lot of excellent promises with this game. Hope they don't pull a Lionhead Studios on us.
7 years ago
More revolution news from Game Informer... http://www.planetgamecube.com/newsArt.cfm?artid=11272

Perhaps 20 launch titles and around 6 of them 1st party! icon_biggrin.gif
7 years ago
Graphics look great from what I could see....
7 years ago
I want it, I want it now.
7 years ago
Personally, I hate FPS's on consoles - I am used to playing them on a PC and think they should generally stay on a PC.

I just don't think a typical console controller was ever meant for such a game. It just doesn't feel right, it's slow, and because of the difficulty in aiming acurately at speed, developers put 'aim assist' code in the game, or else allow bullets that go 'near' the target to damage it as though it were directly hit. This really bugs me.

SO, seeing an FPS with the Revmote gives me some hope that they could actually make a console FPS that really works. I am getting pretty excited about what the Rev is capable of...
7 years ago
I'm a non-FPS fan on consoles also... so I'll wait and see before I make my comment.
7 years ago
*blink*
I want this. NOW.
7 years ago
um macca and k1dcharm, thats the whole point of the Revolutions controller!
7 years ago
That info is very interesting indeed, I am looking forward to seeing that! The revolution has a lot of potential, and developers seem too see that.
7 years ago
I am really looking forward to this. I thought I was going to have to wait until E3. I'm still trying to convince my friend that this isn't a hoax or a fake.
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    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  Out Now
European Release Date:
  Out Now
Publisher:
  Ubisoft
Developer:
  Ubisoft Paris

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