Does Ubisoft's FPS live up to the hype?
November 25, 2006 | 8:35 PM PSTby: Sud Koushik
When the Wii was first announced, a lot of gamers had visions of how the controller would revolutionize first person shooters. Indeed, we are among the many fans desperately waiting for a console FPS with mouse and keyboard accuracy. Then the light came, Red Steel was announced. However after playing through the game with high hopes, that light has faded just as fast as it appeared. Red Steel is a game that was hyped a lot, features precise controls; a compelling storyline and visuals that looked superior to other Wii launch titles are only a few of the things gamers were eagerly awaiting. Unfortunately the game falls short of living up to expectations, although in the process has given future titles in the genre guidelines for FPS on the Wii.
The story starts out with your soon to be father in law being murdered and your fiancée being kidnapped. In an effort to save your fiancée, you travel to Japan while finding out that her father was part of the Japanese mafia, otherwise known as the Yakuza. Without much delay you start fighting multiple gangs using your blade and numerous guns. It’s about here when the game begins to witness its share of faults. As you begin engaging in combat, there are walkthroughs that show you how to wield your gun or sword. The nunchuck’s analog stick is used for controlling your movement, and the Wii remote is used to control your sight and crosshair. Red Steel does manage to impress with its pinpoint accuracy using the Wii-remote, aiming in a console first person shooter has hardly ever been better. However turning is another matter. In Red Steel quick response for turning is almost required, but it never delivers. The turning is slow and hard to manage most the time. In addition the controls act up frequently and when they aren’t working correctly, they are displayed on the screen a few seconds after inputted. The only thing this leads to is dissatisfaction.
Other than the controls, the only other complaint we have with the game is the AI. It’s as though half of the game spawns some decently intelligent enemies, while the other half spawns dummies whose sole purpose is to waste your ammo on them. We’ve found ourselves in scenarios where some enemies would fire at us with accuracy and take cover when needed, while others would simply stand there looking dumbfounded and not move at all.
The multiplayer mode that Ubisoft has included is surprisingly fun but would be even better if it were online. Split screen on consoles has gradually become something of the past as more and more console’s come with heavily integrated online components. That being said, Red Steel does support up to 4 players on one console. The multiplayer modes include Deathmatch, Team Deathmatch and a unique mode, Killer. Deathmatch and Team Deathmatch are your typical modes seen in most FPS but Killer is fresh and new. In this mode, you try and achieve your goal, which is different than any other players, before the time runs out. The first one to finish wins.
One of these guys has half the IQ of the other.
Since the game was created ground-up with the Wii’s hardware in mind, the game does take advantage of the increased power of the Wii over the GameCube. The graphics aren’t mind-blowing, but they are considerably better than some Wii shooters, like Call of Duty 3. The environments are fairly detailed and look even better while running in 16:9 and progressive scan -- that is if you can get your hands on some component cables. The character models are the only visual aspects that aren’t too impressive, as they appear very 2D and paper-like. Aside from the graphics, the game’s music is good and fits the mood well. The voice acting is another matter. Generally it sounds good, but you can make out that the voices don’t sound as if they’re coming from a native. In addition, these lines are replayed by the enemies over and over. If you’ve heard it once, saying it multiple times is like beating a dead horse.
Final Word
At first I thought maybe I was being too harsh on the Red Steel, because other than the controls and AI the game is actually quite good. The graphics and music are good and the presentation is handled very well. Unfortunately, Red Steel was built on the premise that the controls would bring a new level of immersive gameplay and fun never before seen in the genre. This was never truly delivered and in turn has done more harm to the game then aid. It’s sad and unfortunate to see the end result of such a good idea be poor, but if anything can be learned from Red Steel, it’s that controls have to be more finely tuned on the Wii for an overall better experience.
The story starts out with your soon to be father in law being murdered and your fiancée being kidnapped. In an effort to save your fiancée, you travel to Japan while finding out that her father was part of the Japanese mafia, otherwise known as the Yakuza. Without much delay you start fighting multiple gangs using your blade and numerous guns. It’s about here when the game begins to witness its share of faults. As you begin engaging in combat, there are walkthroughs that show you how to wield your gun or sword. The nunchuck’s analog stick is used for controlling your movement, and the Wii remote is used to control your sight and crosshair. Red Steel does manage to impress with its pinpoint accuracy using the Wii-remote, aiming in a console first person shooter has hardly ever been better. However turning is another matter. In Red Steel quick response for turning is almost required, but it never delivers. The turning is slow and hard to manage most the time. In addition the controls act up frequently and when they aren’t working correctly, they are displayed on the screen a few seconds after inputted. The only thing this leads to is dissatisfaction.
Other than the controls, the only other complaint we have with the game is the AI. It’s as though half of the game spawns some decently intelligent enemies, while the other half spawns dummies whose sole purpose is to waste your ammo on them. We’ve found ourselves in scenarios where some enemies would fire at us with accuracy and take cover when needed, while others would simply stand there looking dumbfounded and not move at all.
The multiplayer mode that Ubisoft has included is surprisingly fun but would be even better if it were online. Split screen on consoles has gradually become something of the past as more and more console’s come with heavily integrated online components. That being said, Red Steel does support up to 4 players on one console. The multiplayer modes include Deathmatch, Team Deathmatch and a unique mode, Killer. Deathmatch and Team Deathmatch are your typical modes seen in most FPS but Killer is fresh and new. In this mode, you try and achieve your goal, which is different than any other players, before the time runs out. The first one to finish wins.
One of these guys has half the IQ of the other.
Since the game was created ground-up with the Wii’s hardware in mind, the game does take advantage of the increased power of the Wii over the GameCube. The graphics aren’t mind-blowing, but they are considerably better than some Wii shooters, like Call of Duty 3. The environments are fairly detailed and look even better while running in 16:9 and progressive scan -- that is if you can get your hands on some component cables. The character models are the only visual aspects that aren’t too impressive, as they appear very 2D and paper-like. Aside from the graphics, the game’s music is good and fits the mood well. The voice acting is another matter. Generally it sounds good, but you can make out that the voices don’t sound as if they’re coming from a native. In addition, these lines are replayed by the enemies over and over. If you’ve heard it once, saying it multiple times is like beating a dead horse.
Final Word
At first I thought maybe I was being too harsh on the Red Steel, because other than the controls and AI the game is actually quite good. The graphics and music are good and the presentation is handled very well. Unfortunately, Red Steel was built on the premise that the controls would bring a new level of immersive gameplay and fun never before seen in the genre. This was never truly delivered and in turn has done more harm to the game then aid. It’s sad and unfortunate to see the end result of such a good idea be poor, but if anything can be learned from Red Steel, it’s that controls have to be more finely tuned on the Wii for an overall better experience.
Second Opinion
by Phillip Levin
Ubisoft’s debut Wii first-person shooter is a difficult game to review. On many levels, Red Steel feels polished, and its deep production values are evident. Just take a look at the game’s music and storyline. With both of these things, Ubi poured its heart into the Japanese-themed shooter, and it shows. But on other levels, Red Steel feels downright mediocre. Control is sloppy and even dysfunctional. Turning is too slow, and you never really get used to the control scheme. It’s just clunky and subpar. If I mean to make the control somehow seem bad, I don’t apologize, as it is.
There are times when Red Steel begins to entertain. Sometimes, the great level design and action come together, immersing you into fun gameplay you might have thought not possible at the outset of the game. These moments are rare, and if you experience one, cherish it, for it will be gone as quickly as it came.
Overall, Red Steel is a title that disappoints and fails to entertain most the time.
If you’re a hardcore Red Steel follower and simply must play this game, then check it out, otherwise, don’t.





















