Wii Games

 

Red Steel
 
Nintendo Wii - Red Steel


Red Steel is a game published by Ubisoft for Nintendo's Wii console. It was developed by the Ubisoft Paris studio and was unveiled in the May 2006 issue of Game Informer. Red Steel was the first game for the Wii platform to release in-game screenshots, thus giving the public an idea of what the console was capable of. It was released on November 16, 2006, three days before Nintendo's seventh generation console, Wii. A version of the game was playable during E3.

 

Product Features

» » Take full advantage of the Revolution controller - Replicate sword-fighting movements and eliminate enemies quickly by directly targeting and shooting them

» » Execute deadly combo moves using multiple swords, or use firearms for longer-range attacks

» » Harness your mental power to unleash powerful attacks -- use the focus system to freeze time and effectively target several enemies at once

» » Learn the art of Japanese fighting, then take out your enemies -- or gain their respect and loyalty by sparing them

» » Challenge friends with various split-screen multiplayer modes to you're the real master

 

Gameplay

The game takes full advantage of Wii's unique motion-sensitive controller, along with the "white nunchuk" attachment. The use of a katana and a firearm have been confirmed. The game is extremely immersive (e.g. twisting the controller while handling the gun causes the on-screen gun to twist as well). Players can push objects to use them as cover by pushing the controller forward. Shaking the "nunchuk" attachment reloads the gun. The player can also lob grenades in a more realistic fashion, with underhand or overhand, employing the controller as the thing being 'thrown'.

The AI characters can "care for themselves" according to project leader Roman Campos Oriola; enemies are aggressive, moving around objects and the environment to attack the player (like jumping on a table instead of running around). The developers hold the computer game F.E.A.R. as their standard for the AI.

The AI is completely unique, with an option that allows the player to force the enemy mob bosses to surrender, rather than take their lives. This is done by disarming the boss and holding them at the player's mercy instead of killing them. This is done by swinging the nunchuk down and sheathing your sword rather than swinging the "Wii Remote" to deal the killing blow or shooting the gun from their hand and then forcing them to surrender. This actually becomes beneficial, as the bosses may then help the player if the player can convince them to join the player's faction, possibly handing over new weapons or paths. A violent approach will also be possible, but it will not be as beneficial, wise, or encouraged. The bosses' factions may actually join Tokai (instead of the player) in his quest for Yakuza control, making the final confrontation with the mobster more difficult.

The game places less influence on killing the enemy and a greater influence on defeating them and convincing them to join the player rather than to join the opposing faction. Recklessness will be strongly discouraged by a unique system that adds 'freeze points' for accuracy/efficiency while using one's weaponry. When a certain number of points is accumulated, the player is able to momentarily freeze time thus allowing for amazingly accurate attacks.

The control scheme was revealed in a recent interview. The biggest revelation was that the above nunchuk trigger (the C button) makes the player's character jump, as this functionality was not present in the E3 build. The bottom button (Z) makes him crouch, the B trigger shoots, the D-pad reloads and the A button zooms the player's gun in and out. For sword fighting, the motion sensitivity of the Wii remote controls the katana, and the accelerometer in the nunchuk moves the tanto (short sword).

Another interesting aspect of multiplayer is that when playing a Killer match, the remote acts as a telephone using its internal speaker. It rings for the player to place it against their ear. The mission objectives are then given without the other players being able to hear what they are.


 

Characters

Scott Monroe: (the Hero) a man without a description

Miyu: Scott's fiancée

Isao Sato: Miyu's father and Scott's future father in law.

Tokai: Main antagonist; takes control of six Yakuza companies

Harry Tanner: Club owner who gives the player information about the Yakuza

Kajima: Teaches player how to use firearms

Otori: Reformed Yakuza member; teaches player katana combat


World of Warcraft Millionaire