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Red Steel new video ! [Must See]

krypt0nian said:
Looks MUCH MUCH better but it still feels like a Virtua Cop-type shooting gallery more than a FPS.

Maybe once I get some hands on time that will change.

Yeah, I noticed this too. Their way of getting around their pooptastic controls was to just have guys pop out and duck for cover and pop out again. Pretty much everything was front facing.


I hope someone gets fps games right on the wii, it seems like COD3 is the closest to that though.
 
fusoya59 said:
why why why... just WHY.
why do almost ALL FPS games automagically open a NON-ELECTRIC DOOR for you without putting any FORCE, such as the character's hand, against it.

i would LOVE to see this done (a la MP3:C) but for a more traditional door. imagine pushing the nunchuk forward and twisting it to mimic the door opening action! now THAT would be total awesome.

Door Opening Training (TM) here I come!

You push the nunchuk forward to open doors in Red Steel. It's been shown in a couple of their gameplay trailers.
 
SantaC said:
ok so this is the guy making the music.

splash_R2_3.jpg



Ubisoft claims it's the best music they have done.


Tom Salta Rocks!!
 
sp0rsk said:
Yeah, I noticed this too. Their way of getting around their pooptastic controls was to just have guys pop out and duck for cover and pop out again. Pretty much everything was front facing.


I hope someone gets fps games right on the wii, it seems like COD3 is the closest to that though.
Well, for a control scheme with a large no-pan box, shooting gallery design is best. It's basically a virtua cop then where you can move around freely.

Games with a small box are like fps games with a very little amount of free aiming.

Even though the genres are mixing on the wii, developers can still favor one influence over the other.
 
I was in this event yesterday. Red Steel looks like Xbox game now. Much better than E3 version ! The build is near finish (about 80%). I will post 10 videos today.
 
I wish they would just stop publishing misleading screenshots at resolutions the machine isn't capable of. Enough already, it's not gonna look like this. At all.
 
tahrikmili said:
I wish they would just stop publishing misleading screenshots at resolutions the machine isn't capable of. Enough already, it's not gonna look like this. At all.

*Boo hoo* Cry my a river!!! I didn't see you whining when devs did it with PS2/GC/Xbox screenshots so why are you whining now? Still in denial that something on the Wii actually looks better than you expected of it?
 
Zoramon089 said:
*Boo hoo* Cry my a river!!! I didn't see you whining when devs did it with PS2/GC/Xbox screenshots so why are you whining now? Still in denial that something on the Wii actually looks better than you expected of it?

I'll let others be the judge of who is denying what. *shrug*
 
toomuch73 said:
I was in this event yesterday. Red Steel looks like Xbox game now. Much better than E3 version ! The build is near finish (about 80%). I will post 10 videos today.

Well can you tell us anything about the game?

Especially if had multiplayer available?
 
I never looked at Red Steel's gameplay in motion until those videos. Based on the gameplay and what you can do with the controller, I have a feeling after my first hour with Wii, dual-analog controllers are going to seem archaic by comparison.
 
I'm going to wait until the reviews come in for this one. It looks like it has potential for greatness, but I have this nagging feeling that it might be wise to wait for the second generation of Wii FPS titles.
 
I still cannot believe that Time Crisis hasn't been announced for Wii.

This console is crying out for these types of gallery-shooters and I would buy the Time Crisis collection (or better yet a brand new TC) for Wii immediately. Two player TC was always so much fun in the arcades (or using both guns yourself)

I reckon Wii could create a sort of hybrid between FPS and gallary-shooters.

- keep the camera viewpoint completely automatic as found in Time Crisis. The player just shoots at enemies appearing on the screen. B trigger to shoot.

- perhaps the default setting is to be hiding behind an object for cover. Pressing A would make you pop up and allow you to shoot at enemies. Twisting the wiimote left/right would allow you to lean around the sides of you area of cover to take shots from a different position.

- you could have some control over where you decide to take cover. Some of the d-pad buttons could be used to select other local but pre-determined objects to take cover behind. So you could vary your tactics in a "static" shoot-out, or dodge behind cover (or leave cover) in sections where the game is moving your character on-rails through an area

Perhaps even using the nunchuck controller would allow for even more variety without every leaving the core concept of a fixed camera perspective for you to shoot within (gallery style).
 
MrSardonic said:
I still cannot believe that Time Crisis hasn't been announced for Wii.

This console is crying out for these types of gallery-shooters and I would buy the Time Crisis collection (or better yet a brand new TC) for Wii immediately. Two player TC was always so much fun in the arcades (or using both guns yourself)

I reckon Wii could create a sort of hybrid between FPS and gallary-shooters.

- keep the camera viewpoint completely automatic as found in Time Crisis. The player just shoots at enemies appearing on the screen. B trigger to shoot.

- perhaps the default setting is to be hiding behind an object for cover. Pressing A would make you pop up and allow you to shoot at enemies. Twisting the wiimote left/right would allow you to lean around the sides of you area of cover to take shots from a different position.

- you could have some control over where you decide to take cover. Some of the d-pad buttons could be used to select other local but pre-determined objects to take cover behind. So you could vary your tactics in a "static" shoot-out, or dodge behind cover (or leave cover) in sections where the game is moving your character on-rails through an area

Perhaps even using the nunchuck controller would allow for even more variety without every leaving the core concept of a fixed camera perspective for you to shoot within (gallery style).

Killer 7 Wii. just imagine it.
 
MrSardonic said:
I still cannot believe that Time Crisis hasn't been announced for Wii.

This console is crying out for these types of gallery-shooters and I would buy the Time Crisis collection (or better yet a brand new TC) for Wii immediately. Two player TC was always so much fun in the arcades (or using both guns yourself)

I reckon Wii could create a sort of hybrid between FPS and gallary-shooters.

- keep the camera viewpoint completely automatic as found in Time Crisis. The player just shoots at enemies appearing on the screen. B trigger to shoot.

- perhaps the default setting is to be hiding behind an object for cover. Pressing A would make you pop up and allow you to shoot at enemies. Twisting the wiimote left/right would allow you to lean around the sides of you area of cover to take shots from a different position.

- you could have some control over where you decide to take cover. Some of the d-pad buttons could be used to select other local but pre-determined objects to take cover behind. So you could vary your tactics in a "static" shoot-out, or dodge behind cover (or leave cover) in sections where the game is moving your character on-rails through an area

Perhaps even using the nunchuck controller would allow for even more variety without every leaving the core concept of a fixed camera perspective for you to shoot within (gallery style).

Developers and IGN seem to argue that traditional lightgun games would be too hard on the Wii due to the Pointer not pointing at the screen. Surely they realise simple calibration would solve this? Point at each corner and the centre and press B.
 
Sunski said:
Developers and IGN seem to argue that traditional lightgun games would be too hard on the Wii due to the Pointer not pointing at the screen. Surely they realise simple calibration would solve this? Point at each corner and the centre and press B.
o rly

duck_hunt.jpg
 
Vieo said:
I never looked at Red Steel's gameplay in motion until those videos. Based on the gameplay and what you can do with the controller, I have a feeling after my first hour with Wii, dual-analog controllers are going to seem archaic by comparison.
It could, but it could also feel clunky. When the hell do Kiosks hit FFS?

I also wonder why no dev is taking advantage of the ability to use more then one wiimote at a time?

You could dual wield or something, or strap one to your foot, I guess.

I think the thing that will make me laugh out loud is the first time I actually chuck a Nade at my brother in multiplayer and watch him go boom. No more, "the computer made it fly that direction" BS. I threw it at you, and laughed while doing it.
 
toomuch73 said:

some quite interesting comments from the ubi guy.

the graphics looks great.

the tutorial made the controls look much better but i still think turning needs to start before you aim so close to the edge of the screen.

the sword fighting looks unconvincing.

and I didn't like the way he would sometimes reload at the same time as the door was opening (uses the same motion), leaving him to get shot at while he reloaded in the room he just walked into.
 
MrSardonic said:
some quite interesting comments from the ubi guy.
Em, like? My french is bad. :(

Screenboy said:
utube prease. :(
If you hit "Télécharger la Vidéo" at the right of the video you can download the avi's in higher quality (640x480). It did like 800 kb/s for me..
 
Jeuxfrance camera guy pisses me off... Stop watching the guys hands instead of the game! Either have 2 camera feeds, or expalin the contols first then play.
 
I'm actually really impressed by them, especially the sniper video. The guy playing was just flying through the level and it seemed as though it controlled really well. Shame about the sword play though, it does look pretty disappointing. Something to aim for in the inevitable sequel perhaps.
 
Chibbi Brady said:
I'm actually really impressed by them, especially the sniper video. The guy playing was just flying through the level and it seemed as though it controlled really well. Shame about the sword play though, it does look pretty disappointing. Something to aim for in the inevitable sequel perhaps.

Sadly, yeah it feels like a mini-game in the overall game, instead of an integral part of it. Hopefully, if there is a Red Steel 2, the sword is usable during normal gameplay, and combat doesn't lock you in to that dance... If it was just the way it is, block, parry, swing, but in normal play, where you could back off & shoot at anytime (and so could he), it'd feel much better.
 
Am I the only one that imagined the 'Katana' project as an over the top Samurai Action game?

Sort of a DMC in first person perspective where you could run (and i dont mean no sluggish jog crap I mean run) in a room of enemies and lob their arms off with your sword, uppercut them & then shoot them in while theyre in mid air.

Obviously then they'd be a gesture with your Wiimote & nunchuck to wipe your blade clean as you're looking at the '28-hit combo!' counter on the screen.

Being able to go in a room and kill everything without touching the floor was like the only thing I imagined when I heard about a game that mixes sword combat & guns, instead we've got a game that looks like Die Hard: Vendetta on the Gamecube with some minigame sword-fighting crap.

Theres just too much potential with this concept its all going to waste!

Reviews will decide my purchase of this game.
 
MaddenNFL64 said:
Sadly, yeah it feels like a mini-game in the overall game, instead of an integral part of it. Hopefully, if there is a Red Steel 2, the sword is usable during normal gameplay, and combat doesn't lock you in to that dance... If it was just the way it is, block, parry, swing, but in normal play, where you could back off & shoot at anytime (and so could he), it'd feel much better.


Honest question, no snark involved as I'd like some interesting suggestions rather than a needless flame war here: any ideas on how to actually do this convincingly?

The reason I ask is because swords have been used in FPS' before, obviously, but kept to the realm of 1-2 hit kills, even when you come across enemies that use them too. I can see why Ubi went the 'locked' route as it opens up a new move set that would be otherwise difficult to pull off in open play (where you'd end up with something more like Zelda - 1-3 moves with little variation). Not only that, but enemies would not allow you to have sword fights per se unless you were one on one, which they rarely are in this genre. Common sense dictates they'd rather use a gun if they saw you running at them with a sword (here in Red Steel the writers rely on a samurai honour system which forces you into a one on one/two? fight). Without the locking mode, Id imagine things would be either too complex -moving in all planes while performing complicated sword moves- or too simplified -moving in all planes while performing basic sword moves.

Any ideas on how to make this more viable while maintaining the complexity that they seem to want? (And no, Im not a developer spy :) )
 
The sword stuff kinda reminds me of Maken X, actually.

I'm more impressed with the sword play in the upcoming Might and Magic FPS title. The game mechanics are incredibly solid, actually, and a whole lot of fun.
 
Screenboy said:
Am I the only one that imagined the 'Katana' project as an over the top Samurai Action game?

no. I was kind of hoping it would be first-person, you could use z-targeting for when you wanted to hack someone up with a sword, freemotion sword fighting, ability to chop off limbs and twist the sword in the enemy. You idea of using the left hand for uppercuts and shooting them as they fly through the air also sounds fun.

I'm hoping someone goes down this over the top route eventually, and ditches "realistic" graphics for more exaggerated stuff and crazy expressions on the faces of enemies. I liked the original concept of XIII precisely because I think it allows you to splatter brains on walls and cut arms off...because they are essentially cartoon cut-outs.
 
cbrotherson said:
Honest question, no snark involved as I'd like some interesting suggestions rather than a needless flame war here: any ideas on how to actually do this convincingly?

The reason I ask is because swords have been used in FPS' before, obviously, but kept to the realm of 1-2 hit kills, even when you come across enemies that use them too. I can see why Ubi went the 'locked' route as it opens up a new move set that would be otherwise difficult to pull off in open play (where you'd end up with something more like Zelda - 1-3 moves with little variation). Not only that, but enemies would not allow you to have sword fights per se unless you were one on one, which they rarely are in this genre. Common sense dictates they'd rather use a gun if they saw you running at them with a sword (here in Red Steel the writers rely on a samurai honour system which forces you into a one on one/two? fight). Without the locking mode, Id imagine things would be either too complex -moving in all planes while performing complicated sword moves- or too simplified -moving in all planes while performing basic sword moves.

Any ideas on how to make this more viable while maintaining the complexity that they seem to want? (And no, Im not a developer spy :) )

I don't believe you :)
I don't see it as being complex really (maybe to program for). Red Steel seems to have the idea sort of right with the individual swordfights. I think, all that one would have to do is say "hey! Common sense says that enemies will go for their guns if they see a guy with a sword. Common sense is right, but, our guy can do special move X,Y, and Z so he can own common sense." It all depends on the direction you want the game to go.

Without the locking mode, I don't think things will get to complex...really. Move with the nunchuck and parry with it, and slice with the remote. Make it a little fast, speed the turning up a tad bit, and presto! Make a system where enemies don't attack you offscreen, or, if they do, you have a camera of sorts to see behind you, and a 180 degree turnaround like RE4.

A game like Red Steel, where you just slice shit up would own.
 
cbrotherson said:
Any ideas on how to make this more viable while maintaining the complexity that they seem to want? (And no, Im not a developer spy :) )

Yeah, I couldn't keep the same complexity during normal play, but I guess that means theres room for both variatons now that I think about it.

Ok, lets say you're in a shoot-fest with some guys, and you want to kill this annoying guy by the wall up close. You would slo-mo (like when placing your auto-target shots) with your sword out for some impossible, yet game-fitting bullet parrying for a few seconds until you close in. You finish the guy off with some neck-slicing, and continue to fight the other guys. Now as for enemies with swords, it would have to get down to 1, or 2 moves, as you can't be standing around having a long sword-fight as other guys stand around with uzis. But at least you'd get to use your sword for quick (and hopefully visceral ;) ) takedowns. Then you could have the boss-fights as well.
 
Probably old and i can't be bothered to make a new thread on it:

http://www.computerandvideogames.com/article.php?id=147472

First Red Steel multiplayer details
Wednesday 11-Oct-2006 3:16 PM Ubisoft reveals three modes of Red Steel's multiplayer game to CVG inside

The basic modes of multiplayer confirmed to us today are deathmatch, team deathmatch and an intriguing game type dubbed Mission mode.

We all know what deathmatch and team deathmatch incorporates, but Ubisoft is planning something very unique for the Mission mode. As the game fires up, your Wii Remote will ring like a phone. You'll then press the 1 button and answer it - yep, just like a phone. A voice will then tell you your objective, which must be completed before your rivals in order to win the round or game.

These objectives include one of the three or four deathmatches (it wouldn't really work with just two) being a 'mystery' player that must be hunted down by the others. The mystery player's goal is to survive the time limit while the other players must seek him out and make a kill for the victory.

So how do you seek out the mystery spy or object? Well it's all down to some fancy uses of the Remote's speaker. It'll bleep faster the closer you get to your objective (think weapon or person), which is a bit like when we used to play that 'hot and cold' game as kids, or just how Andy plays it at home today.

The closer you get the hotter you are, (and the faster the bleeps) or the colder you get the further away you are, (and the slower the bleeps).
That makes sense, right?

Check back tomorrow for a massive hands-on preview of Red Steel, straight from our HUGE playtest in Paris. Mike should be writing it up on his Eurostar journey back right now.

Sounds fun.
 
Oldschoolgamer said:
Without the locking mode, I don't think things will get to complex...really.

how would you look around then? you need lock-on if you're going to use motion-based sword combat, just wish the lock-on was user controlled rather than forced. Your character could even become ninja-like in sword lock-on so he could dodge and sprint at the enemy allowing you to do rapid sword kills upon single enemies for silent kills and increased stealth
 
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