Lead Designer recalls development of Red Steel’s controls

Red SteelRed Steel has been making noise these past days and looking well poised to take the best launch title crown come launch time. If this Ubisoft‘s unique FPS title becomes a success, we could only blame it to the thorough development cycle it underwent. Lead Designer Roman Campos-Oriola was at hand for a chat regarding the new free-pointer control style, and he affirms that the finest steel goes through the hottest furnace indeed.

Oriola happily remembers the first feedbacks they got for Red Steel, “E3 was the first time we showed the game to people outside of the development team – before E3 we couldn’t even show the game to other Ubisoft employees.” Accordingly, people back then were concerned most about the game’s controls and lighting system.

The lead designer also admits that Ubisoft thinks Wii is not that amazing in terms of specs and technical power. After giving it some thought, they then decided that it doesn’t matter ’cause the Wiimote opens up a lot of other possibilities. “In the beginning, we had the game only recognising a small range of movement – to perform a sword slash you had to move in a very particular way or the game wouldn’t recognise it. That was the biggest mistake we made at first,” Oriola quips.

Ubisoft, in the past, also tried several control styles such as keeping the cursor locked to the middle of the screen, something similar to a gyroscopic mouse and one-to-one motion recognition. All according to Oriola felt weird with Red Steel except for free-pointer control style. “I’m not saying that we have the best system possible, but I can say that, from what we tested, this system seems to work best.”

We don’t know about you guys, but we’re beginning to feel that this Wiimote itch is taking over our lives.

Preorder: [Red Steel]

Via CVG

Red SteelRed Steel has been making noise these past days and looking well poised to take the best launch title crown come launch time. If this Ubisoft‘s unique FPS title becomes a success, we could only blame it to the thorough development cycle it underwent. Lead Designer Roman Campos-Oriola was at hand for a chat regarding the new free-pointer control style, and he affirms that the finest steel goes through the hottest furnace indeed.

Oriola happily remembers the first feedbacks they got for Red Steel, “E3 was the first time we showed the game to people outside of the development team – before E3 we couldn’t even show the game to other Ubisoft employees.” Accordingly, people back then were concerned most about the game’s controls and lighting system.

The lead designer also admits that Ubisoft thinks Wii is not that amazing in terms of specs and technical power. After giving it some thought, they then decided that it doesn’t matter ’cause the Wiimote opens up a lot of other possibilities. “In the beginning, we had the game only recognising a small range of movement – to perform a sword slash you had to move in a very particular way or the game wouldn’t recognise it. That was the biggest mistake we made at first,” Oriola quips.

Ubisoft, in the past, also tried several control styles such as keeping the cursor locked to the middle of the screen, something similar to a gyroscopic mouse and one-to-one motion recognition. All according to Oriola felt weird with Red Steel except for free-pointer control style. “I’m not saying that we have the best system possible, but I can say that, from what we tested, this system seems to work best.”

We don’t know about you guys, but we’re beginning to feel that this Wiimote itch is taking over our lives.

Preorder: [Red Steel]

Via CVG

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