Redy, aim… fire!
Guns-blazing action is dead. Long live Cover. Anyone whose been playing Gears of War
this last week will agree; cover is en vogue; cover is cool; cover is the new bullet time.
It’s nothing revolutionary, perhaps, but Epic’s Xbox 360 blaster has effectively elevated
the basic mechanics of the gun game to a higher plane. Shooters may never be the same
again.
A couple of day after Gears of War arrived at GAME HQ, however, we were given a chance
to sit down for an in-depth extensive play with Red Steel, Ubi Soft’s Yakuza-themed big
hope for Nintendo’s new motion sensitive games system this festive season. Already high on
Gears’ gun-slinging glory, we couldn’t have been happier to oblige.
Duck-and-cover-action
Now, we have to stress, this is no Gears of War. Despite the inevitable comparisons
between the big shooters on rival consoles, the two boast gargantuan stylistic and gameplay
differences. Red Steel has an identity all of its own, with a control setup unlike anything
you’ll have experienced. It does, however, have its own stylish take on duck-and-cover
action, and enough going for it to keep gamers occupied over the holidays. It’s going to be
a Wii’ly good Christmas…
The story behind Red Steel is more an excuse for the gameplay than a real driving force
for its 12-to-15 hour singleplayer mode. You are Scot-San, American fiancée to the daughter
of Sato, a high-profile Japanese businessman, and set to meet your dad-in-law-to-be when
all hell breaks loose. A gun-toting gang attack the offices you’re visiting, try to kill
Sato, and kidnap your beloved, sending you on a rescue mission armed with only the finest
line in automatic weaponry, and a cool-as, Kill Bill style katana Samurai sword. Could be
worse.
A rescue mission with only the finest line in automatic
weaponry, and a cool-as, Kill Bill style katana Samurai sword.
The majority of your time with Red Steel – around 70% or so – will be spent with a gun
in your hand. It’s all rather odd at first though; there’s a certain floaty feeling which
is hard to get your head around, since most movements will send your gun arm floating
wildly about the screen, giving it a somewhat odd disembodied quality. With forwards,
backwards and sideways movement on the nunchuk analog stick, turning means pointing the Wii
remote practically off screen, and it’s all so sensitive that you’ll soon be spinning in
circles on the spot until you’ve gotten the hang of it.
Cues from Halo
When you have, you’ll find Red Steel offers a deceptively simple control config with few
of the contrivances often levelled at the first-person genre. Jumping, crouching,
reloading, melee attacks and opening doors all come naturally with either a simple button
press or flick of the nunchuk, while switching weapons is hassle-free on the Wiimote D-pad.
To further simplify matters, the weapon system mimics Halo, only letting you hold two
firearms at a time, plus the obligatory grenades, adding an element of tactics to your
choices.
Also taking its cues from Halo is the health system, which sees your damage meter
recharge when you retreat from enemy fire. Coupled with a pretty standard fare FPS weapon
set (pistol, magnum, shotgun, Uzi and sniper rifle, all present and correct), plus level
design proffering plenty of well-placed barricades, vehicles and the odd piece of furniture
to knock over and hide behind, and it makes for a frantic ballistic first-person thrill
ride.
Reaction-based, you-against-the-world kind of
gameplay.
It’s all very retro, though, and decidedly draining with it. There’s no real
open-endedness to the levels, with design favouring going from A to B, blasting enemies
along the way in the vein of the more linear levels from N64 classic Goldeneye. A number of
set pieces make up for this somewhat, and some arbitrary switch flicking and keycard
ferrying helps break up play, but puzzles on the whole are overlooked for a more
one-dimensional, reaction-based, you-against-the-world kind of gameplay, which – especially
given the concentration required to use the control system – can tire you out after a
while.
A mixed bag
Unfortunately, your foes are not exactly PHD holders, so while they’ll sometimes
surprise with super accurate shooting and skilful jumps over scenery to pursue you, they’ll
just as often astound with sheer stupidity – standing around in clear sight doing
absolutely nothing on occasion, and failing to flank you convincingly at others. It’s a bit
of a mixed bag, but if you can overlook the flaws, there’s a lot of fun to be had.
The same could be said about the sword fighting, which isn’t as sophisticated as we’d
hoped. It’s easy to pick up and initially feels fresh; the Wiimote slashing the sword, the
nunchuk parrying opponent’s strikes, and the C button plus analog stick together allowing
you to sidestep. Yet, additional katas and special moves fail to add depth, never feeling
as effective as merely waving the Wiimote like a madman to finish your opponent quickly.
Thankfully, some of the gun special moves are significantly more useful than the sword
ones, with the option to slow down time, tag enemies’ weapons, and disarm them in a few
seconds, particularly cool.
A great-looking Japanese setting in an unmistakably western
style.
In truth, Red Steel is a bit of an odd one to pigeonhole; it’s an old-school style
shooter on brand new hardware with an innovative and never-before-seen control system
that’s both unerringly tricky to get used to, but potentially also brilliantly accessible.
The multiplayer too is a lot of fun, even boasting functions which utilise the Wiimote’s
built-in speaker, but with a meagre four maps and potentially disorienting controls, likely
won’t top most people’s current multiplayer shooter faves.
An altogether solid FPS
It’s also a tad indecisive in the visual department, rendering a great-looking Japanese
setting in an unmistakably western style, and really pushing the Wii’s lighting
capabilities, but stilting things somewhat with an overall lack of detail on characters and
weapons, and tying it all together with some at-times wooden animation. Music, meanwhile,
feels fitting, but the dialogue can grate at times with its overly hammed-up cheesiness,
and even the menu screen, presenting Japanese symbols with English descriptions underneath,
is an obvious attempt at enhancing the far-east feel, but comes across like Ubi Soft forgot
to translate the game’s entire front end.
Despite some indifference, however, Red Steel still comes recommended. It’s not the most
sophisticated shooter ever made, but the control system really does show off what Wii can
do, while the action in itself is intense, well designed and, above all, enjoyable. Buy
this hoping for a truly revolutionary experience, then, and you may be left a touch
disappointed, but approach Red Steel expecting an altogether solid FPS, and you’ll discover
a game offering clipfulls of fun, with more than a suggestion of what to expecting from
future Wii shooters.
GAME's Verdict
- The Wii launch game with the best use of the controller
- Intense and satisfying duck-and-cover FPS fare
- Brilliant bullet time-esque gun moments
- Controls take some getting used to
- Draining to play
- Not the most sophisticated shooter in existence
Review by: Mark Scott
Version Tested: Wii
Review Published: 22.11.06