Red Steel 2 Review
The good, the bad and the waggly.
Version tested: Wii
For me, Red Steel 2 began with a mini-game: track down the Wii MotionPlus. Under the sofa? Stuck in a box in the hallway? Lodged behind the dim mahogany bulk of my travel luggage? I spent the best part of 30 minutes searching - 30 minutes that served as a reminder that few developers have chosen to take a risk on Nintendo's handy piece of kit. Granted, Ubisoft's latest, which is a genuine MotionPlus exclusive, is hardly the most foolhardy undertaking in the whole sweep of history: after all, Enrico Fermi once built a nuclear reactor on a squash court. That was pretty stupid. He wasn't hoping to charge people to play with it, however.
In this case, though, Ubisoft's strategy is easy to applaud. While Red Steel 2's relationship with the MotionPlus is faintly troubled - at times, you're revelling in things which would have been impossible with the standard Wii remote, while at other moments you could be forgiven for thinking the magical device is merely a new form of credibility tax - you can't question the developer's intentions. Ubisoft Paris has taken the chance to build a 'proper' action experience for the Wii entirely seriously, and while Red Steel 2 is hardly a perfect game, it's often an extremely enjoyable one.
Don't worry if you've forgotten the first Red Steel: so has the sequel. One game in and it's reboot time for the swords-and-shooters franchise. Red Steel 2 has no returning characters, no mediating subtitle (although having spent the best part of a weekend waving the remote around I reckon You'll Never Play the Accordion Again might have been appropriate) and no real links to the first game at all.

There's some very nice block chord piano going on in the score: someone's successfully blended Ry Cooder and Vince Guaraldi.
So rather than a Yakuza-riddled tale of modern-day Japan, you'll wake up this time in a weird mish-mash future. It's Kurosawa meets John Wayne, with a little William Gibson slid in between. That's blending films and books together fairly messily, but Red Steel 2 really doesn't seem to have a problem with mess. The game makes no attempt to explain its collision of gunslingers and cyber-ninjas, nor does it ponder why vending machines and black trash bags compete for space with spurs and drafty old saloons, and it's all the better for it.
In fact, the greatest strength of Ubisoft's latest is its curiously entertaining world: wooden temples and Seven-Elevens clip together just as snugly as the Katana you clutch in one hand and the shotgun you wield with the other, and the environments are a sustained pleasure to take in, calling to mind Oddworld: Stranger's Wrath and Borderlands. The character models are equally good too, from the Jackals, who look like S&M farm help, to the Katakara clan, resembling Samurai storm troopers as they spit hot death out of prohibition-era "Johnnyguns".

Clipping is so extreme that it's practically a feature. There's plenty of asset re-use, too.
On top of the smart visual design is a neat quest structure, which sees you moving through most of the game world by taking on missions from sheriff's boards. The objectives themselves soon start to cycle, but it's a system that can exert a unique pull if handled well, and the game is always careful to send you out into the small, warren-like maps with both a story mission and some long-term collection tasks to get on with. Red Steel 2's insistent tug on your attention is definitely not an accomplishment that should be taken for granted: this is one of those games that is very good at giving you a steady sense of achieving something.
Most of the time, the missions lead to combat, and combat is split between the sword and the gun in an entirely free-form manner. Both are decent enough on their own - shots are fired by pointing the remote and pulling the trigger, while the katana requires a proper slashing movement - but the game really wants you to combine attacks as you take on adversaries who know when to come in close and when to move out of reach.
The switch between weapons is instantaneous, and there's plenty of variety as you start to open up your sword skills and upgrade a small range of very pretty guns. In fact, combat has an almost unnecessary depth at times. Learning so many different gestures is somehow more difficult than consigning strings of button sequences to memory, but you can get by well enough with a few knockdowns, a finisher or two, and something showy and violent like the Eagle move, which blasts people rather amusingly into the air after a charge, allowing you to stick it to them on their return to earth.
There are problems, however. While I'm more than ready to believe that the basic sword move itself would be all but impossible without the MotionPlus in place - Red Steel 2 wants you to really swing, pulling the remote back over your shoulder and giving it some weight, which means the game spends a lot of time relying on information from the MotionPlus' innards alone - the game can still feel imprecise and compromised a little too often. If you're expecting a genuine revelation in terms of combat you might be disappointed.
There's a fair amount of lag when things get busy, meaning that even if there is one-to-one mimicking going on, by the time your moves are reflected on screen they're often already dissociated from your actions. On other occasions, in a real frenzy of activity, you'll actually see enemies registering your hits without the game having time to pencil in the appropriate animation. That's probably a better fudge than having it the other way around, however.

The obligatory train section is a low point, an unlovable collision of environment cloning and crash bugs.
Despite these issues, Ubisoft has still been pretty smart. Most of the time, the developers know when to mimic your actions directly (blocking and basic swings) and when to simply allow you to pull off canned special moves by performing a general input which doesn't have that much in common with what you'll then see on screen. It's a decent system, but is does reinforce the predicament at the game's heart. Good swordsman titles still aren't really possible on the Wii because the technology still gets confused too easily, swapping the sides of the screen if you move too far back, or misinterpreting a few too many manoeuvres to ever truly earn your trust. And more to the point, most Wii players aren't good swordsmen in the first place, so the code will always have to step in and help them out, and thus the illusion will be shattered anyway.
Judged as a MotionPlus game, then, it's hard to get too excited about the future promised by Red Steel 2. Approached purely as an action title for the Wii, however, which seems like the fairer strategy, it's really not bad at all.

There's no multiplayer, but with level challenges available, you probably won't miss it.
There's a pleasant up-grade muddle to lose yourself in, and combat can be brilliant fun once you learn to work within the system's limitations. The automatic lock-on is generally pretty intelligent when picking out enemies, while a full health recharge after each fight encourages you to treat every carefully orchestrated brawl as its own nimble little set-piece. And all of this is enhanced by an almost Halo-esque emphasis on throwing together various enemy types in challenging new configurations, tossing in a handful of straight-up grunts with a more powerful hammer-swinger, and some armoured Johnnygun idiots off to the side.
In the end, you'll likely forgive Ubisoft's game its shortcomings on the strength of its energy, obvious good will, and deep sense of craft. There are some thrilling set-pieces in here, along with moments that rank amongst the Wii's most beautiful, including a midnight rooftop race to catch a train which plays out under a huge cream-coloured moon. It's a lovely sequence.
As with any good Western - or any good samurai film - Red Steel 2 is ultimately about character: it's flawed, certainly, but entirely honourable with it.
7 / 10
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Comments (44) Latest comment 2 years ago
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That sentence right there shows why the pursuit of true 1:1 is pointless. You can replace swordsmen with golfers, tennis players, et al, and it's something people will realise when they get past the hyperbole of the respective motion controllers be it from Nintendo, Sony or Microsoft.
Something that gets close enough is more than adequate for our needs.
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Another thing that was proven with WSR was that 1:1 type mechanics alone won't make combat engaging for long because, as you said, players aren't swordsmen, the AI can't be that of a real swordsman, and there's NO FORCE FEEDBACK. You need proper traditional mechanics for blocking and attacking and countering and you need to throw in some gesture based attacks to spice things up. That is the reason for the gesture specials, and not tech shortcomings you made up. Since when is a third party game considered the top benchmark for Nintendo hardware in any way? Again, WSR has already done motion tracking well beyond Red Steel 2. Not to mention the almighty Wii Sports Resort clone for Move, as well as their boxing game, used gesture based attacks as well, does that make you think it can't do 1:1 tracking either?
Red Steel 2 is great as it is. The melee combat can be described as Zelda on steroids rather than a WSR type 1:1 waggle fest. You circle strafe enemies, using A to dodge in all directions, either to get to the sides or behind the enemy, or to move further back, or close in. Then, you slash away at any angle you want with motion plus as shown in various videos. Holding A down blocks most melee and ranged attacks, except for strong attacks which need you to either hold the sword vertically, or horizontally, to counter their orientation. You also can't just waggle away, especially to make strong attacks against enemies that need them (to break their armor or break their block stance or whatever else) as you need a certain swing strength to activate them, so you'll find yourself playing it somewhat realistically, not waggling in front of you, but first swinging back to get room for a large and strong swing. This probably makes some people think it's not 100% reliable, they likely don't make a strong enough swing (but you can change the sensitivity).
Then you get all sorts of move upgrades (some from the story, others you purchase, alongside new guns, and further efficiency upgrades both for the special moves and the guns, as well as health and armor stuff) that are mostly gesture based but enhance the combat greatly, including a parry that has you pushing forward with the remote and nunchuck just before an attack to make the opponent stagger, charging your sword with A+B then doing the upward slash to launch them, or a downward strike to send a wave around you, or a frisbee motion as seen in WSR to send a blast left, center, or right depending on when you release the buttons during your swing. It has many different moves that make the fighting system as robust as any good beat 'em up, having you exploit the weaknesses of the specific enemy type (there are many), not just 1:1 waggling. It is by far the better option for a deep engaging game, Ubisoft will surprise you all when you get it.
It has minor flaws, but the combat system is way cool and up there with the best of the brawlers (cos that's what this game is in the end, closer to No More Heroes than a standard FPS, except with more variety), not to mention the shooting on top of that for even more variety, which while it has The Conduit-like settings for full control customisation, it also has cursor smoothing as seen in Metroid Prime 3 (smoothing is a separate option too) which makes the cursor movement feel much tighter and better than in lesser Wii shooters.
Also, lol @ the story complaints. It's light hearted badassery like Samurai Jack or something, what did you expect? An emotional trip? I wonder how you'll rate Fragile which offers that, maybe a 5/10?. Red Steel 2's story is certainly more appealing than the highly rated generic military shooters we've been getting.
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I didn't mind Gun's flaw in the light of its overall scope, ambition, and feel. Should be the same with this.
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Wow, what a shame. Removing multiplayer from the franchise is a big mistake, IMO. Red Steel's multiplayer helped make up for its many flaws.
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Seems like a review of the motion plus rather than the game?
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>This doesn't have multiplayer?
Did the original? I've never played it. But knowing how online games work... and from what i understand about how the controls in this work (kinda/almost 1:1 sword swinging/etc).. I'm not sure it'd work online - same as mario in that you'd need to change the core mechanic to get it working the same way online as in single player without being shit.
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Funny, it read like it was his first experience of Space Western Culture. So Borderlands and Firefly passed him by then?
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Mediocre games have always been their staple, then they got in the piss-poor after-service routine (Far Cry 2 on PS3 anyone? Silent Hunter V?) and to top it all off they've alienated everyone on the PC with their new DRM.
How long can a company function like that?
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How do you know nothing is being clipped? Do you think the objects behind the camera are being rendered? Anything outside the view frustum is clipped.
Unless, of course, he's using the wrong definition of clipping. The one spawned by Doom's "noclip" cheat. The one that pisses off every game developer when they see it used
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1UP C+
play.tm 82 out of 100
Eurogamer 7 out of 10
HonestGamers 8 out of 10
Digital Chumps 8.6 out of 10
Gametrailers 8.6 out of 10
GamePro 3.5 out of 5
IGN 03/23/10 Review 8.6 out of 10
Gamervision 03/23/10 Review 8.5 out of 10
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also prince of persia and splinter cell fans may disagree...
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I presumed he meant the latter too. That's what gets me irate. Clipping is NOT the intersection of objects.
Culling is an umbrella term which is used to refer to all decisions made about what polygons to render and what not to render. So clipping is a form of culling. Other popular forms are Z-order based culling (like you mentioned) and back-face culling (when a polygon is facing away from you).
I shouldn't let these things get me worked up but when I hear someone say "did you see that object clip through that wall?" it makes me want to punch them in the left nut
EDIT: I should also point out that clipping doesn't just refer to objects entirely off-screen. For example, if half the object is inside the view frustum it will be clipped so that only the relevant polygons are rendered.
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Assassin Creed, Prince of Persia and Splinter Cell are hardly 'leaps and bounds' when fundamentally, they are actually the same game with small differences as far as I can see and that 'template' has been improved upon and advanced so much better by other games developers over the years.
I'd only rate Beyond Good and Evil as their highlight and they don't even seem willing to run with that franchise. Interesting you didn't mention that one though.
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More likely the game crashed - considering it would've been an early build...
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.. and then you list a load of reviews giving it 8's and up (apart from eurogamers?)
@lemming - "quote : Mediocre games have always been their staple,"
Erm.. Um.. Which reviews are you reading? This hasnt been getting mediocre reviews at all.. In fact if you look at the "supermonty" list above, it's been getting 85 scores... Hardly "mediocre"..
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Personally, I couldn't give a fuck that you are unorganised.
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I'm still waiting for the day a developer nails 1:1 and makes you feel like you're actually using a sword or a lightsaber, even if that isn't capable on the Wii's technology. Until then we'll have to put up with mediocrity like Red Steel 2.
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Eurogamer, does no one moderate the comments thread other than overzealous fanboys?
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All I would say is that apparently there's an option to make your required sword swings less "meaty" to register. In the options menu, allegedly, which would have solved one of Christian's niggles with the combat.
Don't see anything wrong with talking about the flaws of Motion Plus. It still gets confused a lot - indeed, even Nintendo themselves talk about how it "drifts" very easily and so keps having to be recalibrated with software.
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Carry on.
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Put that in as a reader review please, I wasn't too impressed after reading Christian's review but after reading yours I'm gonna pick this up.
@Smelly
Two triple post combos in one thread? You must be powering up one hell of an attack!
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P.s Cudos to anyone who has the guts to go out a spend what is the equivalent to the cause of a bad hangover on a game which at point of print has no rival and is truly unique. How is this any different to buying somethng like heavy rain? The value you get from it should not be measured on the achievement or short comings of the product but the experience and enjoyment that come with it. Game reviewers truly are becoming as pretentious and snoty as film reviews if not more so I worry for this industry sometimes.
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There is high praise for the rest of the game aside form the motion control, which as some of us here have pointed out can be adjusted to suit, and it's always best to check other reviews when something like that sets an alarm bell ringing - in this case a glance on other sites show the same observations as made here but not marking it down for control problems, so I'm inclined to believe it's a little bit better than this review score. Push it up to eight.
I'm concerned that Move/Natal games may be subject to the same occasionally unjustified criticisms as Wii motion controls - if you get a game where only the control is lacking, the rest of the game is good, maybe we need reviewers to get a litmus test from someone else - anyone else, just as a quick reality check, maybe some ambient conditions or equipment adjustments are causing the trouble.
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Thats what i thought too. I was wondering why some people here are blowing their tops off, only to just realize that some people here are really dead set on a 9+/10.
Having said that, I agree that the first couple of paragraphs were completely redundant.