Red Steel Slicing Through The Modern Samurai Experience

Among the few games released for the Wii this year, Red Steel was rightly one of the flagship titles of the launch. The game was designed specifically for the Wii console, and unlike almost all other developer launches, Ubisoft made a strong attempt to leverage the strengths of the Wii both visually and by taking full advantage of the Wii Mote motion detection controls. The Result? Red Steel is like getting Sonic the Hedgehog on your mom’s Xbox 360 for Christmas instead of Rainbow Six: Vegas. The good intentions are there, and you realize it, but in the end, it’s not exactly what you wanted.

The game begins with the players playing the role of Scott, a bodyguard who falls head over heels in love with a woman who happens to be the daughter of a powerful Yakuza leader. During a trip to Los Angeles to ask the Mafia boss for his daughter’s hand, things go a little wrong. Scott’s girlfriend is kidnapped, a group of thugs are trying to eliminate his father and our heroic bodyguard has no choice but to pull the trigger.


Before becoming L.A. and in Japan with bullet holes, you will be introduced to the control mechanism by moving the Wii splitter to target specific fish, as well as the tutorial in Halo and any other first-person shooter. Then you knock over a table by lifting the Nunchuck, then you take your first weapon by knocking over the Nunchuck. So far, so good, right? However, once the action starts, it becomes clear that Ubisoft had a full action to work with the Wii splitter, and as things stand, this is an action that they lost-a lot of time.

During this rather long single-player game, the Wii splitter will work perfectly about 40% of the time-and this is not an exaggeration. Full batteries and Synchronization could not save the constant flickering of the cursor, as it was projected all over the screen without moving from the Wii splitter, which made the passage of some levels much more difficult and extremely frustrating afterwards. The striking is just as exhausting and so far seems to be the Achilles heel of the Wii Mote (although Retro has done a great job with Metroid Prime). Moving the Wii Mote left and right to rotate it is an extremely slow process and makes those always important headshots impossible when you get to a corner and have to adjust your cursor accordingly.


The same type of control problems extends to sword action. While it’s certainly a good idea to use the Wii Splitter to cut enemies, it’s poorly executed and based on swing luck (luck is when the game records your action) rather than player skill. It’s like rolling a pass, you have no control over the number that appears, and as with Red steel, swinging the Wii splitter to the left doesn’t necessarily mean that your movement reflects your action. The first actions are a little more forgiving, but in After Sword Action, where bosses can parry all their blows and have almost infinite health, The Action can be expensive with the limitations of the game. And believe me, after dying several times, you will never have to endure the painful loading screens again, not to mention the fact that some levels force you to start over if you die!


This does not mean that Ubisoft did not have a few tricks up its sleeve. Grenade throwing, for example, is intuitive and is a great example of what the Wii splitter can do. Swing the Nunchuck in a downward motion, and Scott rolls the grenade on the floor, or use a throwing motion on his hand and he throws the grenade around the room. It works well, but there is something really wrong with the picture when the enemies can take one, two and no word of lies, even three grenades before succumbing to the inevitable. ending a racket from a distance can take a whole clip, and even up close, enemies seem to have the supernatural ability to get up on their chests (or heads) after an Explosion.

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