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Red Steel 2 is the sequel to Red Steel and just like the original game it is a brawler played from a first-person perspective. The game trades the modern day urban setting for an Old West environment mixed with Eastern influences and even some science fiction elements. It also introduces a new story. Click to enlarge I'm not going to sugar coat it: Red Steel 2 isn't a hardcore first-person shooter. In fact, it's not actually an FPS per se, unless you take the acronym to mean 'First-Person.
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Please visit our for more information.Please make sure you have enough storage to complete the download. Red Steel 2Step into the shoes of a lone gunslinger and unleash the power of your katana in explosive new ways as you take on all-comers in Red Steel 2, exclusively on Wii.Making groundbreaking use of the new Wii MotionPlus accessory, Red Steel 2 puts the action in the palm of your hand like never before. You are the lone hero, a mysterious seeker of justice who has a score to settle and a taste for vengeance. Armed with your razor-sharp katana blade and your trusty gun, you step into the desert-bound metropolis of Caldera, a blend of Western cowboy and Eastern Samurai, ready to face the foes that lie in waitWii MotionPlus takes swordplay to a whole new level by matching your real-life movements and simulating them directly on your screen. This means that successfully overcoming the hordes of enemies in your path will depend on absolute precision with the sword. It’s a full body experience as you swing and slice in the heat of the desert, a brutal atmosphere where only the most skilful practitioner will prevail.
Back it up with your reliable bullet power – in some situations you’ll only be able to use one weapon or the other, so you’ll need equal proficiency in both areas.You’ll battle in a whole host of locations in and around the city of Caldera and your skills will increase as you progress through the game. With three difficulty modes – Easy, Medium and Ninja – and customisable options such as camera speed, the true swordsman’s time is about to arrive.Take on a classic fighting mission like never before – your destiny awaits you in the searing desert of Red Steel 2, only on Wii. Become the hero and avenge the death of your clansmen. Use the Wii MotionPlus accessory to make your sword slashes correspond 1:1 to what you see on screen.
Take out enemies with your gun and upgrade your weaponry as you travel. Fight your way through different environments, increasing your skills as you progress.
Interview 1JASON VANDENBERGHE: CREATIVE DIRECTORJason Vandenberghe is the Creative Director on Red Steel 2, which means that he’s at, as he puts it, “basically the top of the design tree and all the other leaves report to me. It’s the same role, in many ways, as the director on a film”. Jason started off in the industry as a programmer, some 12 years ago, and has worked on various big movie titles, including the James Bond and X-Men franchises for companies including EA and Activision. A long-time fan of sword-based gaming, he was only too keen to join the Red Steel 2 team and embrace a certain new device called WiiMotionPlusYou were already working on Red Steel 2 for quite some time before you heard about Wii MotionPlus. Can you tell us of any ideas you’d been working with that got discarded after that?What’s funny about it now, looking back, is that the team has tried just about everything that you can do with the Wii Remote and shooting and swordplay without Wii MotionPlus. We did a lot of prototyping, a lot of work and a lot of trial and error looking for what could really be the heart of the game.
It meant we knew our topic very, very well by the time Wii MotionPlus showed up, but still, new territory!In first-person sword gameplay, there’s not many games to point at and say ‘It should be like this’ and that’s been a challenge. As a developer you’re used to being able to looking at other people’s mistakes and successes, but that doesn’t exist for us. But I think what it means is, when you look around and no-one else is doing what you’re doing, that’s a good thing. That’s definitely a good thing! That’s like, YAY! And I told the team, ‘Guys, you may not get that many chances in your career to actually innovate, really innovate, invent a new thing from the ground up and you’re doing it right now!’How did you approach the integration of the action into the overall storyline and Red Steel 2 experience?This game really is a combat experience, it’s an action experience and I think that I’d be doing the fans a disservice if I said “Oh! It’s got everything in it!
There’s an RPG system and a whole lot of” you know.(laughs). I’m focused on the gameplay and I really think the combat is the exciting part, but it’s about 70/30, right, and in that 30% we’ve got exploration to do and there’s rewards to find and things to open and you’re going to make yourself more powerful and meet the people in the town, you’re going to save them or help them save themselves - you’re going to learn a little bit about yourself. So, we’re sort of using a Call of Duty style and we think it works well.The look of Red Steel 2 is markedly different from the realistic graphical style of the first Red Steel game. What made you decide to go in this direction?You know, it’s a multi faceted answer, for me.
The question about realism I always asks the teams is “Why? What’s it for”, right? And I don’t think there was a compelling answer for Red Steel; I really think the answer was “Well, because.that’s what shooters do.” Well, I don’t think so! It was very simple, I wanted a game look.
I wanted a look that when you first looked at it, it told you “Aaah this is going to be a fun place, this is exciting for the imagination, this is a little bit evocative” right? But I also want you to believe that those are bad guys. Did you believe those are bad guys?
They seem like they’re bad guys right? They’re not cartoon heroes. It’s not a comic book. I know I’m not being pandered to, its not “Oh look at the cutesy futesy sword”it’s “Look at the very, very sharp katana!” Right? (laughs)But it also helped us with the violence. When you put blood and gore and dismemberment and decapitation in your game, it has a tendency to take over. It just becomes all about that and that’s all anyone wants to talk about - and that’s not for me.
I’m selling a cool sword and gun-fighting experience and, for me anyway, it’s not part of the fantasy of being a hero. So, I thought the look was a great way to answer that, it was a great way to say we’re not going for that level of realism, we’re going to get away with a few things here and there; when we hit a guy with a sword it’s going to go ‘BLAAM!!’Can you tell us about the flow of the game? It’s not open world, but it doesn’t seem entirely linear either.No, no it’s hubs. Each major location, each visual theme has its own hub and you’ll spend a good chunk of time in there getting to know it - then there’s linear missions that break off of that, and we like this criss-crossy returning gameplay. There’s a sense of “I can take my challenges in the order that I prefer them in, but I need to do all of these things in order to save the town”. The phrase ‘open world’ gets thrown around but I really try to avoid it for this, it’s just not the right word.
It’s a hub-based experience.Do you have any opinions on the effect Wii MotionPlus might have on video gaming generally?Yes, yes I do. I think everyone was initially skeptical of what it would really do. When I found out what it actually does I was amazed at how much detail we can get and we have a lot of data, and with the right clever math you can do just about anything you want if what you’re trying to do is figure out where the Wii Remote is in space.Now, that’s not every game, right?
(laughs) It’s just not. I think you could say if one of your core game activities involves holding something in your hand and swinging it, Wii MotionPlus is going to change the entire game for you. People will discover new ways of using it that we haven’t anticipated - we’re just scratching the obvious solutions right now, and that’s the big one; bats and swords are the first line of ‘Well! We’ve wanted to do this for a while! I think that’s what we’re going to do.’ So I think we’ll probably see another wave of innovation when people really figure out how it works and gamers have gotten used to it.
I hope we see some really cool innovation; we certainly have plenty of ideas about how to take our ideas further.So, my answer is, it’s going to be a complete game changer for specific types of games. It’ll enhance Wii as a whole, and then for whole categories of games it just changes everything; it changes all of the rules. Interview 3BRUNO GALET: PRODUCERBruno Galet is the Producer on Red Steel 2. He entered the project halfway through and had a lot on his plate from the outset.
The recent arrival of the Wii MotionPlus accessory meant a whole new approach to see how the peripheral would reshape the direction of the game. As well as dealing with marketing and managing the budget, one of Bruno’s first tasks was to take on a Creative Director and define his job. Bruno has been in the industry for over 15 years, starting off as a programmer on various games and consoles, including the Super Nintendo console.There’s a lot of talk about slashing and fighting, but what about exploration and adventure - what role do these aspects play in the game?These will be key in the levels. In fact we are going to have hubs and each hub will have a safe place – we haven’t decided the exact name yet, where the main character will give you the story in that location and give you some quests. He’ll tell you the story along the way and you’ll find out more about your objectives, about you, because at the beginning you don’t know very much about yourself. There will be a lot of quests and of course you can also upgrade your weapons, because the katana and gun will be upgradeable – you’ll meet some people like a sheriff who will be able to upgrade your gun, you’ll meet a swordsmith that will be able to upgrade your katana.So, the swordplay looks fun, but the shooting looks pretty effective – why wouldn’t you just go round shooting everything?Yes, well in the version you’ve seen, it’s not well-balanced yet. The idea is to be able to give the enemies the ability to dodge.
So you won’t be able to do it like that and in 10 bullets defeat the enemies. We also want to force the player to use the sword or the gun depending on the situation, so we have a lot of ideas for that. For example, in the mine, you won’t be able to use the gun because things could explode, things like that. And so we have to work a lot more on the gun. We have to offer a challenge, even if you’re using the gun.And what sort of feedback have you got that’s been useful?It’s been mainly about the slash action – people at the beginning didn’t really understand how to do a light and a strong slash because the hardware was the first of its kind.
At first we had three types of slash: light, medium and strong, but people didn’t really catch that – so we set it to only two. So things like that we adapted, we worked on the movement of the camera – it was much faster than what we have today and some people asked us to decrease the speed, to have different kinds of configuration to give the player the choice of which speed he’d like to play at.We also discovered that we’d have to put a kind of learning session before starting the game – because making a strong slash will be different depending on the person.
So we want to put in some sort of training room to be able to calibrate the light and the strong per player.So if you’re playing in the Ninja Mode it doesn’t matter if whether you are a little girl or a bodybuilder, you can still play okay.Yes, because the Ninja mode will be determined more by skills than by strength. You need strength, but relative to the player. So at the beginning, you can do a light slash, do a strong slash, and set the parameters relative to yourself.
The different levels will then be more about skills, handling the different powers you have, doing combos, accuracy, to hit with the blade in a certain way, more precisely.We saw the use of the Wii Remote to open the safe, which is pretty cool. But will there be many other non-fighting uses of the Wii Remote?Oh yes, many of them won’t be violence-focused, like opening the safe.
We have some designs, it’s just a matter of time. We have some puzzles, like locks, but with very complex mechanics.
You have to slide the katana blade in and turn it just so and then slide some more – more peaceful things to do between fights (laughs).We can see it’s set in the desert in Arizona. Will there be many other environments?Yes, but the mix will stay Far West and Asia.
Known places but with an Asian influence. So we’ll have canyons, we’re going to have a level on the rooftops, which will be nice, a ninja level. And in the mines – Far West locations but with Asian influences.And bosses!
We haven’t heard much about the bosses yetObviously there’s the big boss, the Warlord, but are there other bosses as well?Yes, we have three families. The Jaguars, the Enforcers and the Ninjas. And each family has a boss and also a half-boss – as well as the main boss, who is the Warlord. And so you’ll meet the main bad guy three times in the game.And so they’re really like different clansYes, they’re like different clans and they don’t really like each other, but somehow the big boss has managed to make them happy enough to all work for him. The Jaguar style you have seen, the Enforcer will be more armoured, more police, more cop-style, with more armour, with military clothing.
And then the Ninjas which will be a mix between Asian and cowboys, but they will be stylish cowboys with the ninja look. (laughs).yeah, it’ll be very cool!
Action-adventure, beat 'em up, 1st-person shooter Rating(s).Red Steel 2 is a video game that makes use of. According to Alain Corre of in August of, the game had already been in development for many months, and the announcement of 's new accessory heightened their excitement for the product, knowing very well that it would be perfect for the game.One of the major complaints of the original was its lack of advanced sword mechanics, which can be corrected with Wii MotionPlus. It's expected that they decided upon the title due to the success of the original. Contents DevelopmentThe game was announced during the December issue of, though nothing else about the game was known. It wasn't until August of would Ubisoft's confirm the game as a reality, where they also stated the implementation of Wii MotionPlus support. It is expected that before the project started, they did not have plans for the accessory, which was not known among developers outside of Nintendo, much to their dismay.The original Red Steel 2 wasn't a Western style game but more like the original though it still sported a somewhat celshaded look. This version seemed to be cancelled in 2008 most likely around the announcement of the MotionPlus.
The game did feature online Multiplayer though.At one point, it was being remade in HD for the Wii U and possibly the PS3. Due to the Wii U and 's poor sales, the title was scrapped.Characters The Good The HeroJianSheriff JuddSonganTamikoThe Bad PayneOkajiShinjiroJackalsKatakaraNinjasReceptionThe game was received quite well by critics.
In the end, it recieved a 80 on Metacritic and a 80.50% on.In sales, it failed to meet expectations of 500k. By 2010, the game sold 270k worldwide.References.External links. at Ubisoft.