Red Steel
- Platform: Nintendo Wii
- Published by: Ubisoft
- Developed by: Ubisoft
- Release Date: Nov 19, 2006
- Genre: Action
- Multiplayer: Yes
- Online: No
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Red Steel Q&A Continued..
-- September 19, 2006 by: David Craddock
Shack: How accurate is the onscreen character as far as mimicking what I choose to do with the controller? Will my avatar hold the gun the exact same way I do, stuff like that?

Nicolas Eypert: Yes, the hand follows exactly the move you do with your hand. So you can go left up right or down and even twist the controller, your hand on screen will follow.
Shack: What other sorts of game play options (such as jumping and crouching) will be available?
Nicolas Eypert: You can jump and crouch, you can also knock over objects to create cover like a table. And you have also all the moves you can perform during sword fighting
Shack: What is the focus mode mechanic, and how exactly does it work?
Nicolas Eypert: The focus mode enables you to freeze time and to lock multiple shoot on different enemies at the same time. To get into focus mode you have to lock an enemy and zoom [in quickly] on him. Here you can also choose whether to shoot on [your enemy's] weapon to disarm the guy or elsewhere to hurt or kill him. [Filling] the gauge for focus mode depends on how much you behave like a samurai during the game by neutralizing people.
Shack: And now, perhaps the make-or-break aspect of Red Steel: swordplay. How does wielding a sword work? Is it all freehand, or specific motions, or a mix of both? Please go into as much detail as you can.
Nicolas Eypert: With the Wii remote you control the katana and with the nunchuk you manipulate a tanto which is a very small sword. The idea is ... to give you the feeling of having a real sword in your hand. So you can slash on any direction and the sword reacts the same way. The challenge will be to do it on the right timing versus your opponents. The tanto will be used to block an attack.
Shack: Explain to us the process of executing a specific move with the sword (such as the downward slash).
Nicolas Eypert: You will learn some special attacks using your 2 swords. For example, if you move your swords vertically you perform a hammer attack which is very powerful.
There are also some attacks that will require you to dodge with the analog stick. In fact by mixing simple moves, you have a wide array of attacks and defenses that stay accessible but [are] really fun to play
Shack: Is there a lock-on feature for fighting enemies with the sword? Do you have to lock-on?
Nicolas Eypert: The camera is directly locked on to the enemy. You do not have to worry about the camera.
Shack: Do you face just the enemy you're locked on to, or will there be instances when the player will find him/herself facing multiple foes?
Nicolas Eypert: No, we design the sword fighting as a duel. So you only face one guy at a time
Shack: What about other crucial mechanics such as block, parrying, and dodging? How are those performed when locked in combat?
Nicolas Eypert: You block and parry with the tanto by moving your nunchuk. The challenge is to block at the right time so that your enemy loses his balance. And if you counter attack at the right time, you can even disarm him!
Shack: Can you tell us anything at all about the multiplayer portion of the game? Anything, man!
Nicolas Eypert: I know you're dying for [info]. I can confirm you that there will be deathmatch and team deathmatch. For the rest, you will have to wait.
Shack: What's it been like developing for the Wii?
Nicolas Eypert: I think that for any developer, it is so exciting to be part of ... such a console. I remember the first time we discovered the concept of the controller, we were so surprised and also so enthusiastic about the new possibilities it conveys. Then you also explore all the challenges of such a controller: as it is completely new, there are no standard so you have to set them up to people. That is a huge challenge!
Shack: How about working with Nintendo? It seems like Ubi and "The Big N" have a great relationship, seeing as how there are so many titles planned for the Wii.

Nicolas Eypert: Ubisoft has always [invested in new formats], which is why we approached Nintendo very early on to [procure] info on their new console; at the same time Nintendo was really interested in having fresh ideas for their line ups. When Ubisoft understood what Nintendo's plan, [we] immediately saw the opportunity in creating different games. By the way, the console is really easy to [develop for], so it was easier for us to [quickly] produce.
Shack: Tell us about how Red Steel performs as far as graphics are concerned. Did the design team feel held back at all developing for a console that doesn't really compare (as far as graphical horsepower) to the 360 or PS3?
Nicolas Eypert: Ah, the usual question about graphics. It is funny, every time I have an interview about Red Steel come this question. Imagine you are developing a DS game. Would you say that the team has been frustrated by the graphics versus the power of the PSP? No, because the focus for the console is the interactivity and it does not prevent [Ubisoft] from [developing] fun games ... whereas the focus of the PSP is different. We will not have full next-gen graphics with shaders and other effects but [those] do not limit our creativity.
Shack: Thanks so much for your time! Anything else you'd like to add?
Nicolas Eypert: It is very difficult to express [in] words but [the Wii] controller is so different and cool. So if you are still puzzled by it, I recommend you try [Red Steel] when [the game launches].
Red Steel will be available on November 19, 2006 as a launch title exclusively for the Nintendo Wii.
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