- Nintendo Wii
List Price: $19.99
Red Steel Description
An epic tale awaits Red Steel is an action-packed first-person experience for the Nintendo Wii that will put the weapon in your hands like never before. The engaging storyline opens in Los Angeles, as Scott Monroe and his fiancé, miyu, arrive at a high-class restaurant. Scott is to meet Miyu’s father, Isao Sato, an important business man from Tokyo. Suddenly, the restaurant erupts in a hail of gunfire as a group of Japanese mobsters (known as Yakuza) attack and try to kidnap Sato. Scott manages to save his future father-in-law. The Yakuza attackers run off, taking Miyu instead.
With Otori’s help, Scott must convince the Godfathers of all the remaining clans to join him in stopping Tokai. Kenzo, leader of the Financial Clan, Tetsuo, boss of the Game Fighting Clan, along with the heads of all the other clans – all powerful men, all harbor their own agendas and ambitions. Scott must convince them all to join him in stopping Tokai, but who can he really trust?
Red Steel is an exclusive Wii launch title that takes full advantage of the innovative Wii Remote and Nunchuk controllers and puts players directly into the action-packed first-person experience with the weapon in their hand – literally. An engaging storyline unfolds as you learn that your fiancé has been kidnapped and her father – a Japanese mafia kingpin – murdered by a rival gang. The only way to save your loved one and defend your honor is to journey from Los Angeles to Japan and confront the Tokyo underworld. By learning the ancient art of Japanese fighting with your katana and the focused precision of modern firearms, you will progress and adapt yourself to this foreign environment, where skills alone may not guarantee you victory.
Ubisoft gives players unparalleled control in this innovative Wii title. Can Scott defeat the powerful Yakuza? View larger.
Reviews By Lisa Shea : Date February 9, 2007
Red Steel combines gun fighting with swordplay in a modern world. As a launch title for the Wii, you have to put up with some iffy results with the implementation of the remote and nunchuck.
Knowing that this would be a challenge with its high intensity, first person shooter use of both controllers, I put off this review until after I’d played thoroughly about 15 other Wii titles. By this point we knew we had the fundamentals down of swinging, slashing, and a good handle on the graphics the Wii could offer.
So, on to Red Steel. I love Japanese culture, and I love sword-based games. I also enjoy gun battle games, so I figured this would combine the best of many worlds. You set out as the bodyguard of a wealthy, slightly flaky woman – and you’re about to ask for her hand in marriage. Her dad shows up, and in come the assassins.
Soon you’re involved in a variety of gunfights and swordfights. For gunfights, you simply point and shoot. You can zoom in and out by moving your remote closer to and further from the screen. Your nunchuck lets you jump and crouch.
Reviews By David C. Campbell : Date December 6, 2006
There’s a good chance that if you’ve got a Wii right now, you’ve already got a hold of Red Steel. The game has become the Wii’s biggest third-party launch title, and second only to Zelda overall. Ubisoft’s been putting hype on Red Steel as the Wii’s big FPS outing for some time, although critics and players have been less than receptive with the final product.
Don’t go into this game expecting a shooter on par with Gears of War or even anything much more than Goldeneye 64 for that matter. In all reality, if you take the Wii controls out of Red Steel, what you have is one of the most lackluster FPS’s in years. The graphics aren’t even close to Resident Evil 4 for the Gamecube, so this game is definitely last-gen in terms of presentation.
But the fact of the matter is the Wiimote is here in full force and the gameplay is what truly matters. Unfortunately, while it may be Red Steel’s saving grace from being bargain bin trash, it can also be one of the most frustrating of aspects. Aiming with the Wiimote is not the immediately intuitive experience people have been lead to believe, and numerous problems surround the implementation. One of the most notable things being that the aiming system is very glitchy, apparently at the fault of the game, not the Wii. Many point to Red Steel’s rushed development cycle to be out at launch as the game’s biggest fail point, and it seems that may likely be true. Having your reticule randomly jerk around while trying to precision aim a headshot is well beyond annoying. On top of that, various other types of glitches are present in the game, such as AI errors and game freezes. It seems obvious this game shouldn’t have been released when it was.
However, take all this with a grain of salt. Red Steel does deliver in providing a refreshing new FPS experience, despite its many shortcomings. Its flaws will certainly turn a number of gamers away, but just as many are likely to truly enjoy the game despite it’s problems.
Reviews By Eric Felice : Date December 6, 2006
The controls will sink in and it’ll become clear how great first person shooters will be on the Wii, but Red Steel has first generation game written all over it. This game wouldn’t have half the bad rap it does if it weren’t so hyped prior to launch, because nothing could live up to that. It’s a decent but glitchy shooter that Ubisoft tried way to hard to stylize, and they should have spent more time ironing the bugs out and focusing on multiplayer.
The sword play goes from a nice distraction to annoying really quickly (honestly, you just want to pull your gun out and shoot those guys). It’s all “gesture” based, so the sword doesn’t move the way you move the remote. You “swipe” the remote in a certain way, and it’s like you’d pushed a button on a normal controller. So dispel any notions you might have of freeing yourself from the pre-programed attack motions of every other game.
The gun aiming controls would be perfect except they inexplicably spaz out from time to time. When it happens, you can hit the menu button, and move the Wii system cursor around just fine. But come back into the game and it starts jumping around again. So it’s not my remote, my sensor bar or my Wii that’s the problem — it’s the game. It’s not consistent, but it happens enough to be annoying.
I can ignore the awful voice acting, and poorly drawn cut scene images. But since there’s so much room for improvement in the game, I have to complain about them. I’d rather have no voice acting, no cut scenes and heck, no plot if it was a solid shooter. Sadly it’s not the case.
Ubisoft tried too hard to be different here, and it’s just too apparent their talents would have been much better utilized in other areas. The whole “focus” system (sort of a stop time effect) is awkward to pull off and makes taking out a group of enemies too easy. There’s a whole earning respect points business that feels forced, and I’m constantly wondering why it’s in the game. Also, it feels cheesy that you can just hide behind a box and magically make all your bullet wounds heal. It’s not that a traditional “health box” would make much more sense, it’s just too easy to hide and heal. When you do die, if it’s at the beginning of the level, you have to sit through whatever speech there was prior to play every time — Really annoying when you sit through it five times and keep getting sniped by some guy you can’t find.
Some of the weapons are cool, but you can only hold two of them, so it’s a constant juggle as you try to guess what gun you’re going to be able to find ammo for later. The sniper rifle is just awful however, and deserves to be mentioned. Instead of zooming the entire screen into a snipe view like every other shooter, the whole screen fades so it is too dark to see, except for a tiny cross hair that you have to move around. It forces you to scroll all over trying to see anything.