Red Steel (2006)
Nintendo Wii
Rating: 7.2

It seems fitting that my first review for Rock Bottom is for the Nintendo Wii launch title Red Steel. Without using too many words the Wii in itself is a first. It is the most unique video game system to date. Not in graphics or media capabilities, but in its simplistic use of intuitive motion controls. That said the Wii is a potential powerhouse for imaginative gaming.

Red Steel was one of the first looks shown of how the Wii was to play out. At first glance Red Steel gave of the look of a more classic style of light gun shooter, but thankfully was able to offer more. The main premise of the game is a feud between Yakuza clans fighting over power in Japan. Their problems spill over into the US when a very powerful man in the Japanese underground comes to meet with his daughter (your fiancée) and is attacked. You stop the attackers from killing your soon to be father-in-law, but not without losing track of your fiancée. And so it begins.

Without giving too much away Red Steel does put a classic conflict to good use in bringing your character into the Japanese underworld. This is where the Wii’s unique style of play is most prominent. Using the infrared pointer on the Wii Remote you control the gun play. First problem: the pointer, although sensitive, is not exactly accurate and not adjustable in the Red Steel internal menu. The simple fact that you can be pointing a foot above your TV and you have just hit center screen in game is not easily forgivable. This is a very bad problem with an action packed shooter, but I must say I still got over it. Red Steel keeps fast paced gunfights, but not so fast as to keep you from getting used to the control problems. I have to admit, it does feel good to point my hand at a bad guy, pull the trigger, and watch the shrapnel fly.

Moving on past the pointer issues and onto the sword play! I was very excited about this when I first saw Red Steel in action. The sword fighting in Red Steel is not perfect. It shows great potential for the use of the motion capture of the Wii remote and the Nunchuck. The most notable side to the sword fighting in Red Steel is that as I played I noticed what motions were performing specific actions, allowing the player to surpass mindless flailing at the opponent. You can actually learn the Red Steel way of the Sword. Sadly, the sword play is not all good either. The gesture based slashes are not always on the mark, and can be annoying when trying to do specific attacks.

I’ll wrap this up with a quick look at the multiplayer. I can honestly say when I loaded up the first multiplayer match I got a severe case of nostalgia. At first glance Red Steel reminded me of Goldeneye on N64: with small maps, easy weapon access and quick matches it looked to be a blast. Sadly the control problems only made for a very painful multiplayer experience. Four people attempting to find where their guns are pointing is a sad site. The multiplayer would have been great has the control issues been better. Finally, where is my multiplayer sword fighting? Maybe in Red Steel 2 should there be such a thing.

The overall experience of Red Steel is not as great as I would’ve hoped, but it does show the potential for greatness. I must say of the titles for the Wii, Red Steel is not the best, but it is a game I enjoyed. All in all Red Steel is not a bad game, but it isn’t exactly a "revolution"ary title. Overall Rating: 7.2 out of 10

The good: Guns, Swords, beautiful Japanese masseurs. Did I mention friggin swords!
The bad: Needs SERIOUS overhaul in control issues, and cut scene graphics.
Replay value: Not very high, straight linear story, very little role changing elements.
 
Review by: Brandon Huffstetler
 

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