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| From: UBI Soft Category: Video Games
List Price: $19.99 Buy Used: $8.95 You Save: $11.04 (55%)
New (35) Used (34) from $8.95
Avg. Customer Rating: 80 reviews Sales Rank: 2375
Platform: Nintendo Wii ESRB: Teen Media: Video Game Autographed: No Memorabilia: No Batteries Included: No Age: 12 - 20 years Operating System: Nintendo Wii Shipping Weight (lbs): 0.4 Dimensions (in): 0.1 x 0.1 x 0
MPN: 17324 Model: 17324 UPC: 008888173243 EAN: 0827307949319 ASIN: B000G7PMX2
Release Date: November 15, 2006 Availability: Usually ships in 1-2 business days
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| Customer Reviews:
Okay concept, Poor execution July 18, 2007 6 out of 6 found this review helpful
The thing about this game is, it really is a solid idea. There is no better way to utilize the Wii's unique controls than with a shooter with a bastardized "bullet time" and sword controls. But that is where the good ends. The game is frustrating. Bottom line. The action is broken up by sword fights which feel awkward and control even worse. There are combos but don't even bother to learn them. They have no use outside of the training dojo where you learn it. Often times, in fact, I found myself getting angry because the wiimote wasn't even registering my simple sword movements (like, uh, swinging it).
The gun play fares slightly better as it is easier to control and sometimes really fun altering time with the focus technique. You will, I repeat, you WILL die because of some issue where the wii remote thinks you wanted to turn around when really you didn't and will take many bullets for it.
In short, rent it if you can and only if you think you have the patience for it. It's not even the learning curve that is difficult, it is just the unresponsiveness and unforgiving controls that bumble along when you want to stride. I ended up giving up almost through the end because the wii mote simply wouldn't respond in a critical sword battle. Its infuriating!!!!
Hopefully the rumored sequel will have these bugs fixed. Until then, it's not a must play.
It's a solid FPS July 13, 2007 2 out of 2 found this review helpful
I like this game, I have more control then in any other FPS I've played on a console. I think everyone just got so hyped about the sword fighting and were let down by it, but there really isn't that much of it in the game, and its more like a mini-game. I like the pacing of it, so far it plays really fast. The levels are about the right size and there is very little time spent between them. I like it, I think it has deserved better reviews as it was one of the first FPS's on the Wii.
guns and ninjas... need I say more? July 11, 2007 2 out of 2 found this review helpful
As the Wii intends, the gameplay of Red Steel is the strongest initial attraction. Its alot of fun pointing at the screen like in 1985 with Duckhunt. Also, the focus time part makes you feel like you did something really awesome. And I think everyone would agree that sword duel is just a great idea for the Wii remote.
The graphics are ok... but in no way rival any 360 or PS3 game... which again, is not the focus of the Wii. I wouldn't be concerned with the graphics...
The plot was really attracted me. Even though your overall mission is to save your fiancee, the plot is slowly revealed as you progress through the game. There are several twists and surprises that really kept my appetite.
My only frustration is the fact that the direction you swing the sword is pretty sensitive and not always what you want...
I do like the trash talk that Japanese thugs yell at you periodically, though.
Squandered potential defined June 27, 2007 Red Steel packs in a lot of interesting ideas and quirks that ultimately just don't come together. Whether it was due to unfamiliarity with the Wii technology, the rush to meet a console launch deadline, or both, Red Steel is filled with myriad glitches and annoyances for every innovation made.
Sword fighting is a nifty idea that ultimately devolves into oversimplified slashing as opposed to something more graceful. Of course, part of this can be blamed on the limitations of the Wii remote, but it doesn't change the end result -- a timing-based mode that resembles a poor man's Punch-Out!! and whose "special moves" are incredibly difficult to pull off thanks to some unresponsive motion controls.
Targeting is great -- using the Wii remote's pointing capabilities for shooting is always a treat -- but changing your viewing angle is awful, since it's contingent on you jamming your targeting reticle at the edges of the screen. In a slower-paced game like Zelda, this was acceptable. In a first-person shooter, this is as limited as (if not moreso) using an analog stick instead of mouse-look, and -- as a result -- just does not cut it. The "bullet-time" gimmick is brought back here, and it at least adds a bit of variety to how you plan out your gun battles, but the "zoom-in" motion needed to effectively use it is awkward.
Then there's the host of clipping bugs, "inactive" enemy character models, and enemies who freeze in place. Add these issues on top of the aforementioned rough motion controls and lazy viewing angle mechanics, and the game ends up feeling like a mess. Undoubtedly these were due to the rush to meet launch, and while we can sympathize with developers who face this pressure, the sad truth is that -- again -- the end result is what it is: a half-broken game.
Red Steel really could have been something, and though this game miserably fails to be a compelling experience, there's enough of a foundation of ideas here that I have faith in a sequel as long as the development team does its due diligence. With Wii Motion Plus on the way and the lack of unwanted console launch pressure, Red Steel's successor could be everything that this game wants to be. For now, though, this title should be skipped.
The game is just fine. June 19, 2007 2 out of 3 found this review helpful
I don't know what all of you are talking about, but I beat the game and I never had any problems with it. The reason your screen keeps on doing 360s and stuff is because you don't have the sensor bar in the right place. Multiplayer can be played with 2, 3, or 4 players, and multiplayer is when you're gonna run into 360 problems no matter what. You just have to move the controller around to find the perfect sensing place. I must be really good at adjustments, because the controls for the game were like second nature to me right away. If you quit now, you're missing out. Play the whole game and write another review.
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