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Red Steel 2 Hands On

Wii Hands On by Dan Pearson

30 October, 2009

There's always been something satisfying about hitting things with other things. When I was a nipper, a stout stick and a collection of other, slightly less sturdy things to clatter with it was pretty much the height of sophisticated entertainment. These days I tend to keep the urge to batter random objects mostly under wraps, but when the opportunity arises to do it in a socially acceptable environment, I am totally there - wrists cocked and feet planted.

The original Red Steel, then, should have been my dream game. Ubisoft's Wii launch title was the sort of thing most of us had been hoping for since we first heard about motion control. Swordfighting, surely, was what the Wii was invented to do. Sadly though, the game struggled with the new control concept and how to get the most out of the Wii's graphics tech, and while it wasn't what you'd call a bad game, high expectations were not met.

Red Steel 2, from what I've played of it on the Eurogamer Expo show floor, seems to have addressed pretty much all these issues, as well as adding interest in the form of a classy new setting and a less gritty, almost manga-styled approach to its storytelling. Right from the engaging, cel-shaded intro sequence, it's clear that Red Steel 2 is a different prospect to its predecessor. It's dropped the original's pretense of seriousness, embracing a stylised take on a steampunk Wild West populated with Japanese pop culture references and crazed, larger-than-life bandits.

As a MotionPlus exclusive, Red Steel 2 has a distinct advantage over the original in terms of its swordplay accuracy - something which is readily apparent. Both horizontal and vertical slashes feel more responsive and a much wider array of moves is available for our faceless cowboy. Stabs are now part of the swordplay repertoire, as is a powerful circular sweep which clears a bit of breathing space when surrounded. Blocks can be aligned to incoming blows, performed by holding the A button whilst positioning the Wiimote. The big step up though, combat-wise, is the introduction of force-sensitive moves. Swing harder, hit harder.

'Red Steel 2' Screenshot 1

It's almost impossible to look at this shot without making a loud "CLANG" noise in my head.

It's a brilliantly simple concept, and immediately adds an extra layer of control, interaction and gusto to proceedings, encouraging a much more involved style of play and punishing lame wrist-flapping. It doesn't mean you'll need to be much of an athlete to play, as the strength of your swings is limited, but it is incredibly satisfying to follow a flurry of swift strikes with a real haymaker. It managed to make me feel like a bit of a samurai (which bit, etc), and that's no mean feat.

There's a practical application to all this macho posturing too. Certain enemies are armoured, meaning you'll need to shatter their plate with a hefty swing before you can start dealing damage. This will normally put them on their arses, too - something I tend to follow up with a comedy poke to the sex eggs while they're prostrate.

Enemies can be targeted with Z, which locks you on to them visually to circle-strafe with the nunchuk's analogue stick. Hitting Z again switches your target. This doesn't work perfectly yet - more than a couple of enemies in proximity will still be a bit of a pain to cycle through - but when an enemy out of shot is about to attack you're prompted, and if you press Z quickly you spin around in time to block. Taking on a bunch of foes this way feels slick and skilful, blades clattering away as you spin and parry, bad guys barrelling backwards as you lay the smack down. Pretty ninja, cowboy.

'Red Steel 2' Screenshot 2

Similarly with this and "WHOOSH"

The other half of the combat, the gunplay, is satisfyingly accurate as well. I suspect there's some aiming assistance going on behind the scenes on the 'normal' difficulty, but not so much that you don't feel responsible for the occasional snap headshot. It's perfectly possible to take down a lot of the enemies from a distance with your hefty revolver, and it obviously has uses which the sword does not, but there hasn't been the progression in firearms that there has been with melee. That doesn't mean it's bad - far from it - but the fact that nearly all of us take accurate shooting for granted means it doesn't shine in comparison with swordplay.

What you can play on Eurogamer Expo show floor this week is essentially a brief introduction to controls and combat, but it certainly does the job of intriguing and engaging. How well the gameplay will hold up in the face of repetition remains something of a concern, but it looks like it's safe to say that what you can expect is a generational leap over the achievements of the original. Just remember to wear your wrist straps.

Red Steel 2 is expected for Wii in February 2010.

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Comments: 1-19 of 19 in total

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UncleLou
30/10/09 @ 08:18
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As a MotionPlus exclusive

The first Wii game I am interested in in ages, and I need to buy new hardware. Great.
Eraser
30/10/09 @ 08:28
#2
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Am looking forward to this one
wile_coyote
30/10/09 @ 08:35
#3
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Looks funky
Geordiemp
30/10/09 @ 09:02
#4
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Not bought a wii game since smash and galaxy, funnily I 'fairly' enjoyed Red steel before got into PS360, this may break the silence.....
khaz
30/10/09 @ 09:04
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"Certain enemies are armoured, meaning you'll need to shatter their plate with a hefty swing before you can start dealing damage. This will normally put them on their arses, too - something I tend to follow up with a comedy poke to the sex eggs while they're prostrate."

Sex eggs.

I lol'd.

:D

I'm still laughing.

xD
Edited 1 times, most recently on 30/10/09 @ 09:05
farticusmaximus
30/10/09 @ 09:23
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"Sex eggs.

I lol'd."


Same here, I very nearly rofl'd!


I was very disappointed with the execution of the first red steel, but the idea was good. If this delivers what the first game promised then I'm in, and if there is any kind of multiplayer swordfighting then I'm doubly in!

I also like that they are being a bit less po-faced about the sequel. It may sound cliched but when I play Wii I want a change of pace from 360/PS3 games. I actually like the less realistic, cartoony approach most Wii games take.
Ace_McCloud
30/10/09 @ 09:23
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@Donnie: I think you're missing the point of Red Steel to say "if it was on the ps360". It was made for the wii. The hype came because it was in the first wave of games, and everyone was excited to play a sword game on the wii, naively believing the controls to be more accurate than they sadly turned out to be.
DrDamn
30/10/09 @ 09:39
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@Ace_McCloud
I think donnie may accidentally had something of a point. The accuracy/control of Red Steel wasn't the biggest issue. That was workable enough considering it was a launch window title. The biggest problem was that the game behind the controls wasn't very good. It was horribly archaic in design - which is where a comparison to the PS3/360 becomes valid. It tried to stand up purely on the control mechanic.
Mono_X
30/10/09 @ 09:47
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I thought the first Red Steel had all the subtlety and nuances of a 80's Arnie action movie.

That may be a good thing or a bad thing... depending on your taste. :P
Ace_McCloud
30/10/09 @ 09:57
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@DrDamn: Fair enough. I must confess I never played Red Steel after reading the reviews. But I was as hyped as anyone when I heard about it. Unfortunately once it became clear that wii wasn't 1:1 tracking your movements, my hopes and dreams ended.

I was merely drawing attention to the fact that this was the reason Red Steel was hyped and I'm sure it was the reason it was made. Therefore - unless I'm mistaken - it's unlikely it would have ever been made on 360 or PS3. I don't know the history of its development but I presume it was made for the wii after its announcement. Not a game that was in development, the wii got announced and then the developers said "Holy shit! This will be perfect for our game!". If you see my overly laboured point? :P
DrDamn
30/10/09 @ 10:39
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@Ace_McCloud
I think they are both valid points in their own right. Though I agree the main draw of the game was meant to be the swordplay and it being a FPS with the wiimote too.
UncleLou
30/10/09 @ 10:48
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I agree that the first really wasn't a great game as such, but I thoroughly enjoyed it because the controls were pretty good - and some of the levels looked really good, with lots of destructible elements. Only reason I never finished it was the retarded "restart level from scratch" save system.
Rirekon
30/10/09 @ 12:14
#13
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"[Red Steel] wasn't what you'd call a bad game"
Yes, yes it was.

I'd be very interested in trying this, as I do hold high hopes for it, but I'm not buying it on the same promises that the first one made
malexous
30/10/09 @ 12:15
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Overhyped? It may have been at launch but I doubt it is now. I see people recommending it for the prices you can get it for (currently under £10 at Asda and Play) but mentioning that it is a fun game with flaws (mainly the sword controls).
Edited 1 times, most recently on 30/10/09 @ 12:17
Skurmedel
30/10/09 @ 14:00
#15
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The comic book look is rather cool.
elvenearth
30/10/09 @ 17:36
#16
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The Wii had potential to have many games like this, such a damn pity things were not taken this way. This helps dull the pain alot and I hope it encourages more games like this. More hardcore FPS using motion plus please!!
Luckyjim
30/10/09 @ 20:41
#17
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Managed to play RS2 this afternoon at the Expo. I really rather enjoyed it. The controls worked really well and, for a Wii game, it looks terrific. I was actually quite amazed by how good it looked. I've gone from not-arsed to very interested in this title.
smelly
30/10/09 @ 22:37
#18
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>More hardcore FPS using motion plus please!!

GAH!!! Man do i find it fustrating when gamers equate hardcore to mean fps.. Most FPS games are the very definition of casual gaming!

Ah soddit, dunno why i bother.
zakrocz
02/11/09 @ 11:41
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I actually enjoyed the first one's gunplay with the motion controller, the sword fighting was a let down though with some super hard bosses and as someone pointed out above, the awful start from scratch after dying approach to the gameplay which is why I too couldn't be bothered to complete the game. Looking forward to this one as long as the swordplay doesn't dominate over the gunplay.
Edited 1 times, most recently on 02/11/09 @ 11:43

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