Interview With Red Steel’s Jean Baptiste Duval

Red Steel LogoAustralian mag Hyper‘s managed to squeeze a few more (well, maybe more than a few more) details regarding one of the Wii’s most anticipated games in an interview with Red Steel’s associate producer Jean Baptiste Duval. Besides a few details on plot points, Duval also highlighted interesting aspects of the game that describe its gameplay and immersive interactivity. Especially the immersive interactivity.

Says Duval, “With the Wii controllers, we are moving through ‘terra incognita’. FPS controls have to be designed almost from the ground up, as we have no previous reference with the controllers.”

Also revealed are details regarding NPCs and the AI. Duval talks about the “clan system” where disarming and sparing an enemy’s life will gain their respect and loyalty, and a “morale meter” that influences enemy actions based on their relative strengths and weaknesses versus the player.

The sparing-the-enemy’s-life jumps right at us, especially when you consider you’re using the Wiimote – you will really have to be very careful how you swing that thing, it may just mean the difference between disarming an enemy and beheading an enemy. Duval even mentions that thanks to the immersiveness provided by the Wiimote, “the player realizes that to master the use of the controllers, he has to concentrate, calmly aim, strafe and take cover, shoot at the right time without making any brusque movement, and generally keep a flowing motion. Such mastery of emotions and moves is related in our minds to eastern martial artists.” Something to keep in mind when the game’s released, young grasshopper.

One last revelation is that the game runs on Ubisoft‘s Unreal engine (though Duval never specified which version).

(Thanks to CHAOS_SHADOW1 on the Nintendo Inside Forums board for taking the time to type the entire thing out!)

Red Steel LogoAustralian mag Hyper‘s managed to squeeze a few more (well, maybe more than a few more) details regarding one of the Wii’s most anticipated games in an interview with Red Steel’s associate producer Jean Baptiste Duval. Besides a few details on plot points, Duval also highlighted interesting aspects of the game that describe its gameplay and immersive interactivity. Especially the immersive interactivity.

Says Duval, “With the Wii controllers, we are moving through ‘terra incognita’. FPS controls have to be designed almost from the ground up, as we have no previous reference with the controllers.”

Also revealed are details regarding NPCs and the AI. Duval talks about the “clan system” where disarming and sparing an enemy’s life will gain their respect and loyalty, and a “morale meter” that influences enemy actions based on their relative strengths and weaknesses versus the player.

The sparing-the-enemy’s-life jumps right at us, especially when you consider you’re using the Wiimote – you will really have to be very careful how you swing that thing, it may just mean the difference between disarming an enemy and beheading an enemy. Duval even mentions that thanks to the immersiveness provided by the Wiimote, “the player realizes that to master the use of the controllers, he has to concentrate, calmly aim, strafe and take cover, shoot at the right time without making any brusque movement, and generally keep a flowing motion. Such mastery of emotions and moves is related in our minds to eastern martial artists.” Something to keep in mind when the game’s released, young grasshopper.

One last revelation is that the game runs on Ubisoft‘s Unreal engine (though Duval never specified which version).

(Thanks to CHAOS_SHADOW1 on the Nintendo Inside Forums board for taking the time to type the entire thing out!)

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