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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.
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