Red Steel | |
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European cover art
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Developer(s) | Ubisoft Paris |
Publisher(s) | Ubisoft |
Director(s) | Nicolas Eypert |
Producer(s) | Marie-Sol Beaudry |
Designer(s) | Roman Campos-Oriola |
Programmer(s) | François Mahieu |
Writer(s) | Jérôme Collette Laurent Courtiaud Julien Carbon |
Composer(s) | Tom Salta |
Engine | Unreal Engine 2.5, PhysX physics engine |
Platform(s) | Wii |
Release date(s) |
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Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
Aggregate score | |
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Aggregator | Score |
Metacritic | 63/100 |
Review scores | |
Publication | Score |
Edge | 5/10 |
EGM | 5.17/10 |
Eurogamer | 6/10 |
Famitsu | 34/40 |
Game Informer | 7.5/10 |
GamePro | 3.25/5 |
Game Revolution | D |
GameSpot | 5.5/10 |
GameSpy | |
GameTrailers | 7.8/10 |
GameZone | 7.9/10 |
IGN | 6/10 |
Nintendo Power | 8/10 |
The New York Times | (average) |
Red Steel is a first person shooter video 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. It was released on November 19, 2006 in North America, the date of the first Wii launch. It has spawned a stand-alone sequel, Red Steel 2, which was released on March 23, 2010.
The game takes advantage of Wii's motion-sensitive controller, along with the Nunchuk attachment, to control a katana and a firearm. The on-screen gun hand points the gun in the same direction as the Wiimote is pointing. Players can push objects to use them as cover by pushing the controller forward. Shaking the Nunchuk attachment or pressing "right" on the D-Pad reloads the gun. The player can also throw grenades underhand or overhand, by moving the Nunchuk as though it were the actual grenade.
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 AI allows enemies to surrender, rather than fight to the death. The player can shoot the weapon out of an enemy's hands, causing him to raise his hands in surrender. Alternatively, disarming the leader of a mob of enemies will cause the entire mob to surrender. Once an enemy has surrendered, the player has the option to either shoot his helpless foe or direct him to kneel with hands behind his head by waving the gun at him. In the sword fighting aspect, a similar option exists. After winning a sword fight, the enemy gets on his/her knees and the player has the choice of whether to deliver a coup de grace or to show mercy. In both sword and gun fights, sparing a defeated enemy essentially removes them from the gameplay, and they can no longer attack the player nor be hit by gunfire. In addition, the player is awarded respect points. Slaying an enemy who has surrendered has no gameplay benefits.
Recklessness is discouraged by limited ammunition supplies and a 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 more accurate attacks.