Red Steel Information Trickles In
The information contained within the Game Informer article has leaked to the internet, and we have them here for you. Use the picture included of the Revolution Controller to better visualize how it will be used in Red Steel.
Development Information
- Development started soon after E3 2005
- Ubisoft demoed controller before E3 2005 (Official controller unveiling was at TGS 2005)
- Ubisoft Paris took idea directly to Miyamoto and Iwata who gave the green light
- Nintendo worked very closed with Ubisoft on project
- Game Informer saw the “latest version” of the controller during their interview
Game Information
- Martial Arts setting
- First third of the game requires you to be brutal out of neccessity
- You use quick and dirty weapons at first and move on to more precise and clean weapons as you progress
- Eventually, you’ll go by the philosophy of “five bullets to kill five enemies”
- Music reflects your play style – calm and peaceful when you’re precise; intense when brutal
- Freeze Shot Gauge fills up as you fight efficiently, decreases when you fight brutally
- Full gauge lets you freeze time to pick off specific body parts
- Shooting guns out of enemy hands might be more beneficial than headshots at that point in time
- After defeating enemy leaders, sparing their lives can help you in the long run as well as earn you respect – weapons, new paths, etc.
- Respect is very, very important
- Having your sword flailing around isn’t smart
- Controller can be used to pull off combos – i.e.. draw an “X” in the air to do a special attack
- Special attack can be cancelled by stopping your movement
- You will learn new moves through two different mentors – a gun mentor and a sword mentor
- If you do not give your mentor respect, they will not teach you
- Yes/No answers answered by moving controller up/down to nod or left/right to shake your head
- Bowing to the masters shows more respect
- Ubisoft is thinking of more controller functions even now
- No cut-scenes in the game, everything done in real time
- Walking away from a conversation shows disrespect to the person talking to you; they will get angry
- Mentors give you missions that can be done in any order as long as you are respectful to them
- Main villain’s name is “Tokai”
- You can try to get rival gang leaders to join your side, if not, they will join Tokai’s side
- To prove yourself worthy, you must fight the rival gang leaders first
- You win by stopping a deadly hit milliseconds before it hits you
- Getting rival leaders to join you is vital – otherwise you’ll be screwed against Tokai in the eventual confrontation
Controls
- Two triggers on analog unit let you jump and duck
- Movement controlled by analog stick (no rails)
- Remote used to aim and shoot (duh)
Game Informer Quotes
- “Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire.”
- “Unlike other FPS games, which the the camera and aiming together, Red Steel’s camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill.”
- “Thanks to the improved reaction that the controller offers, the team can create gunfight scenarios that would be extraordinarily diffilcult with a standard controller”.
- “[The AI] won’t walk around a table to get to you. They will simply jump over the table”.
Game Informer Impressions
- Unlike most console FPSs, enemies are arranged on both the horizontal and vertical plane; possible to due to ease of use of the Revolution Controller
- Speed of aiming is equal to however fast you can move your hand to the desired position
- Targets popped up in second story windows, rooftops, and cover points on ground – all were equally easy to target
- Does not feel like a light-gun game – takes the best of console and PC fps games
- Takes three seconds to fully turn in a console shooter, takes a quarter-second in PC shooter, take one second on Revolution
- AI is intelligent – cover while you’re attacking, attack while you’re reloading
- AI is based on the benchmark set by F.E.A.R according to lead designer Oriola
Multiplayer
- Split-screen multiplayer available with deathmatches
- Original multiplayer modes will be revealed at E3 (Sword fights? Please?)
- Will contain Nintendo WiFi Connection play – nothing revealed due to NDAs
The information contained within the Game Informer article has leaked to the internet, and we have them here for you. Use the picture included of the Revolution Controller to better visualize how it will be used in Red Steel.
Development Information
- Development started soon after E3 2005
- Ubisoft demoed controller before E3 2005 (Official controller unveiling was at TGS 2005)
- Ubisoft Paris took idea directly to Miyamoto and Iwata who gave the green light
- Nintendo worked very closed with Ubisoft on project
- Game Informer saw the “latest version” of the controller during their interview
Game Information
- Martial Arts setting
- First third of the game requires you to be brutal out of neccessity
- You use quick and dirty weapons at first and move on to more precise and clean weapons as you progress
- Eventually, you’ll go by the philosophy of “five bullets to kill five enemies”
- Music reflects your play style – calm and peaceful when you’re precise; intense when brutal
- Freeze Shot Gauge fills up as you fight efficiently, decreases when you fight brutally
- Full gauge lets you freeze time to pick off specific body parts
- Shooting guns out of enemy hands might be more beneficial than headshots at that point in time
- After defeating enemy leaders, sparing their lives can help you in the long run as well as earn you respect – weapons, new paths, etc.
- Respect is very, very important
- Having your sword flailing around isn’t smart
- Controller can be used to pull off combos – i.e.. draw an “X” in the air to do a special attack
- Special attack can be cancelled by stopping your movement
- You will learn new moves through two different mentors – a gun mentor and a sword mentor
- If you do not give your mentor respect, they will not teach you
- Yes/No answers answered by moving controller up/down to nod or left/right to shake your head
- Bowing to the masters shows more respect
- Ubisoft is thinking of more controller functions even now
- No cut-scenes in the game, everything done in real time
- Walking away from a conversation shows disrespect to the person talking to you; they will get angry
- Mentors give you missions that can be done in any order as long as you are respectful to them
- Main villain’s name is “Tokai”
- You can try to get rival gang leaders to join your side, if not, they will join Tokai’s side
- To prove yourself worthy, you must fight the rival gang leaders first
- You win by stopping a deadly hit milliseconds before it hits you
- Getting rival leaders to join you is vital – otherwise you’ll be screwed against Tokai in the eventual confrontation
Controls
- Two triggers on analog unit let you jump and duck
- Movement controlled by analog stick (no rails)
- Remote used to aim and shoot (duh)
Game Informer Quotes
- “Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire.”
- “Unlike other FPS games, which the the camera and aiming together, Red Steel’s camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill.”
- “Thanks to the improved reaction that the controller offers, the team can create gunfight scenarios that would be extraordinarily diffilcult with a standard controller”.
- “[The AI] won’t walk around a table to get to you. They will simply jump over the table”.
Game Informer Impressions
- Unlike most console FPSs, enemies are arranged on both the horizontal and vertical plane; possible to due to ease of use of the Revolution Controller
- Speed of aiming is equal to however fast you can move your hand to the desired position
- Targets popped up in second story windows, rooftops, and cover points on ground – all were equally easy to target
- Does not feel like a light-gun game – takes the best of console and PC fps games
- Takes three seconds to fully turn in a console shooter, takes a quarter-second in PC shooter, take one second on Revolution
- AI is intelligent – cover while you’re attacking, attack while you’re reloading
- AI is based on the benchmark set by F.E.A.R according to lead designer Oriola
Multiplayer
- Split-screen multiplayer available with deathmatches
- Original multiplayer modes will be revealed at E3 (Sword fights? Please?)
- Will contain Nintendo WiFi Connection play – nothing revealed due to NDAs