Creative Director Talks About Red Steel
We’ve already given you a lot of updates on Ubisoft‘s upcoming FPS title for the Wii, Red Steel. But since the game is not due until late this year, I’m pretty sure most of you Wii lovers and Red Steel fanatics want to get your hands on more news just to keep the hype going. Well, QJ will not disappoint. This time out, we feature snippets of GamePro’s interview with Red Steel creative director Nicolas Eypert.
You have all heard of Red Steel‘s storyline: you take the role of an American whose fiancee have been kidnapped and who finds out that his soon-to-be father in-law turns out to be a great yakuza leader. Before dying due to an attack by rivals, the father-in-law puts the Katana-Giri – the symbol of power for the clan – in your hands.
Eypert lets us in on just how important the katana is. He says, “[The] katana as a weapon as well as a symbol will help [a player] gain allies by proving his valor and merit. He must accomplish several missions to prove his good faith and help to get back the influence of his father-in-law’s clan.”
You know what they say, nothing is really original these days. Everything has already been made. But that does not mean you cannot make “old concepts” seem new by injecting new elements. This is true for Red Steel. In fact, Eyperts admits that the game is not without inspirations. And he cites Kill Bill as one of the game’s inspiration.
“[Kill Bill] is a homage to many Asiatic and particularly Japanese movies, so it is very rich in terms of references. The story is pretty simple, the characters are strong. There are little winks but no cliche. This is the reason why it is obvious to be inspired by this movie,” the creative director says.
Since the Ubisoft title revolves around a Yakuza clan, it is also obvious that its dramatic structure take off from the three acts of a Yakuza movie structure: failure/mortification, training/gathering, counter-attack/pay-back. Also, the Yakuza concept of honor code and fatality is apparent in Red Steel.
Eypert believes that the Wiimote will not shorten the gaming experience. He shares, “Frankly, after using the Wii’s remote and nunchunk to go through the Red Steel levels for nearly a year, I can tell you that I now have a hard time playing FPS on a console with standard controllers. It feels uncomfortable.”
The Red Steel creative director promises that more details will be revealed as the development progresses. And as I know you won’t be sitting patiently waiting for the game to get the full info on Red Steel, I’ll just ask you to stay tuned to QJ – we’ll let you know if news on this game comes our way.
Via GamePro
We’ve already given you a lot of updates on Ubisoft‘s upcoming FPS title for the Wii, Red Steel. But since the game is not due until late this year, I’m pretty sure most of you Wii lovers and Red Steel fanatics want to get your hands on more news just to keep the hype going. Well, QJ will not disappoint. This time out, we feature snippets of GamePro’s interview with Red Steel creative director Nicolas Eypert.
You have all heard of Red Steel‘s storyline: you take the role of an American whose fiancee have been kidnapped and who finds out that his soon-to-be father in-law turns out to be a great yakuza leader. Before dying due to an attack by rivals, the father-in-law puts the Katana-Giri – the symbol of power for the clan – in your hands.
Eypert lets us in on just how important the katana is. He says, “[The] katana as a weapon as well as a symbol will help [a player] gain allies by proving his valor and merit. He must accomplish several missions to prove his good faith and help to get back the influence of his father-in-law’s clan.”
You know what they say, nothing is really original these days. Everything has already been made. But that does not mean you cannot make “old concepts” seem new by injecting new elements. This is true for Red Steel. In fact, Eyperts admits that the game is not without inspirations. And he cites Kill Bill as one of the game’s inspiration.
“[Kill Bill] is a homage to many Asiatic and particularly Japanese movies, so it is very rich in terms of references. The story is pretty simple, the characters are strong. There are little winks but no cliche. This is the reason why it is obvious to be inspired by this movie,” the creative director says.
Since the Ubisoft title revolves around a Yakuza clan, it is also obvious that its dramatic structure take off from the three acts of a Yakuza movie structure: failure/mortification, training/gathering, counter-attack/pay-back. Also, the Yakuza concept of honor code and fatality is apparent in Red Steel.
Eypert believes that the Wiimote will not shorten the gaming experience. He shares, “Frankly, after using the Wii’s remote and nunchunk to go through the Red Steel levels for nearly a year, I can tell you that I now have a hard time playing FPS on a console with standard controllers. It feels uncomfortable.”
The Red Steel creative director promises that more details will be revealed as the development progresses. And as I know you won’t be sitting patiently waiting for the game to get the full info on Red Steel, I’ll just ask you to stay tuned to QJ – we’ll let you know if news on this game comes our way.
Via GamePro