Red Steel blow out

Zenien

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Namomura said:
Red Steel event in Paris, the final version looks pretty nice, check it out :

http://www.jeux-france.com/news17803_ubisoft-presente-red-steel-a-paris.html

http://www.jeux-france.com/downloads6698_video-red-steel.html

more videos :

Video #1: http://www.youtube.com/watch?v=XGZDTdxtWwU

Video #2: http://www.youtube.com/watch?v=l-Xkazx99S0

Video #3: http://www.youtube.com/watch?v=weCnmgKFDfY

Video #4: http://www.youtube.com/watch?v=5ciCVDYta1g

Video #5: http://www.youtube.com/watch?v=VdiSMtOdlms


Edit : Red Steel main menu, I like the japanese style :) Drag'n'drop thing !

49141520061010_175721_1_big.jpg


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...
 
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!! BEEEEEEEEEEEST GAAAAAAAAAAAAAAAME EEEEEEEEEEVEEEEEEEEEER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :meow:
 
This game just can't seem to stay in one thread, can it? :cmad:


Might as well here...


red-steel-20061010022517194.jpg

red-steel-20060928055015400.jpg


I must have this :eek:
 
I only preordered Zelda, but I think I have to preorder this one too. Looks great.
 
Nice job, Zenien.

If you look carefully in one of the videos, you'll notice that one of the menu options adjusts the controller sensitivity; this is nice to see, especially since some reported sluggish turns in previous builds. Is this really the final build?

I've been trying to observe how long the load times are, but the camerman doesn't do a very good job of focusing on the screen. Can anyone tell me if they noticed how long the load times were? I'm expecting very little load time.
 
I skimmed through the video, and one of the in-game loading parts was just 2 seconds
 
You never have to worry about load times with Nintendo.
 
Axid said:
I skimmed through the video, and one of the in-game loading parts was just 2 seconds

In one of the videos, I think I noticed a load time of at least 20 seconds. While this is acceptable, I was expecting something a little faster. But like I said earlier, the cameraman keeps switching back and forth between the player and the screen, so I might be mistaken.
 
I think I'll wait for reviews on this one. I doubt every copy will be sold out once I get my wii.
 
Yea.. still not sure if I'll pick this up right away. Still worried about delay time between the user and on screen.
 
jaydawg said:
I think I'll wait for reviews on this one. I doubt every copy will be sold out once I get my wii.


Exactamundo. While this games does look insane, it's one of those games I think possible flop.
 
This will be one of the Must Have titles of the Wii.:woot:
 
Did you guys hear about the multiplayer?

I can't wait for this game!
 
XwolverineX said:
Exactamundo. While this games does look insane, it's one of those games I think possible flop.
Definitely. I mean, it does look quite good, but all those E3 comments make me wary of picking it up without knowing about the final build.
 
Panophobia said:
Did you guys hear about the multiplayer?

I can't wait for this game!

First Red Steel multiplayer details from www.Computerandvideogames.com

The basic modes of multiplayer confirmed to us today are deathmatch, team deathmatch and an intriguing game type dubbed Mission mode.

We all know what deathmatch and team deathmatch incorporates, but Ubisoft is planning something very unique for the Mission mode. As the game fires up, your Wii Remote will ring like a phone. You'll then press the 1 button and answer it - yep, just like a phone. A voice will then tell you your objective, which must be completed before your rivals in order to win the round or game.

These objectives include one of the three or four deathmatches (it wouldn't really work with just two) being a 'mystery' player that must be hunted down by the others. The mystery player's goal is to survive the time limit while the other players must seek him out and make a kill for the victory.

Advertisement:So how do you seek out the mystery spy or object? Well it's all down to some fancy uses of the Remote's speaker. It'll bleep faster the closer you get to your objective (think weapon or person), which is a bit like when we used to play that 'hot and cold' game as kids, or just how Andy plays it at home today.

The closer you get the hotter you are, (and the faster the bleeps) or the colder you get the further away you are, (and the slower the bleeps). That makes sense, right?

Check back tomorrow for a massive hands-on preview of Red Steel, straight from our HUGE playtest in Paris. Mike should be writing it up on his Eurostar journey back right now.

Gavin Ogden
 
Yeah, I read that. That mission mode sounds pretty neat!
 
Anyone who's at all interested in this Wii-exclusive title should read this IGN preview:

http://wii.ign.com/articles/738/738999p1.html

It's the first true, in-depth preview of the much anticipated game, and all in all, it sounds great, with only a few minor control problems (which are more user-error problems than control problems.)
 
TheGrayGhost said:
Anyone who's at all interested in this Wii-exclusive title should read this IGN preview:

http://wii.ign.com/articles/738/738999p1.html

It's the first true, in-depth preview of the much anticipated game, and all in all, it sounds great, with only a few minor control problems (which are more user-error problems than control problems.)

how did you get that from this:

ign said:
After we played the first-person shooter at Nintendo's New York City event in September, we have to be honest: we were worried. At the time, Red Steel simply didn't control well. We questioned whether or not this was true because the game was mechanically unresponsive or because the experience was being lessened by controller interference; Nintendo's event was, after all, overflowing with kiosks, all of which were using wireless Wii remotes, and hence interference was bound to be an issue. As it turns out, the latest build of Ubisoft's shooter plays much better than the game did in New York -- to the point, in fact, where many of our former concerns have been cast aside. And yet, the control is still not as sensitive or as responsive as we would like.
 
Mr. Credible said:
how did you get that from this:

You only really needed to quote the very last sentence of that excerpt.

Anyway, that last comment speaks more about the author's personal preferences rather than the game's handling; this is especially evident when the author repeatedly compares Red Steel to the other Wii FPS's, COD3 and MP3. But the author also explains that once the player adapts to the handling, the experience is easy and intuitive.

However, I am disappointed that the writer didn't delve into Red Steel's newly added "Control Sensitivity" option, which reportedly makes turns quicker.
 

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