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Red Steel 2 - Hands On Impressions
Red Steel 2 - Hands On Impressions Review for Wii Posted by Daniel Vuckovic, Mar 10, 2010 20:16

Red Steel 2 - Hands On Impressions
We’ve gone hands on with the most near final version of Red Steel 2, and it’s damned good.

Red Steel is game that everyone has a differently opinion on. Most people, however, side with ‘it was a bit rubbish and rushed,’ including Ubisoft themselves. Instead of that getting them down, though, Ubisoft set to work on Red Steel 2, a sequel only by number as this game is a completely different experience. It’s the game we all wished the first one was.

I got to go hands on with the latest build of the game. It wasn’t the final one that went to Gold just a few days ago but it was pretty damn near finished says Ubisoft, and it shows. In late 2009 we got to go hands on with the game at eGames, but that was an ancient TGS build though and even the difference between then and now is outstanding.

I played about an hour and a half of game, starting just after the beginning (skipping all the tutorial stuff). Moving around is as you would expect for an FPS on the Wii, the only difference now is that you can flick to the sword on the fly. No more stilted transitions to ‘sword fight’ mode; you can take down enemies any way you want. Shooting them works but you’ll want to mix it up. The B button fires, while holding it down (with A) will get the sword out and get you chopping. And it’s not just simple waggling anymore, with the requirement of MotionPlus comes effort. You’ll need to swing it hard to get a good chop at someone, and blocking either vertically or horizontally this time around actually works. The Wii MotionPlus means that sword fighting not only is accurate, but they’ve ramped up the difficulty, too, you’ll need to be on your toes. The ‘special’ moves in the first game that required you to ‘fist pump’ the screen or tilt the Wii Remote on certain angles are back, but now they work and are easier to pull off.

The moves you start off with are basic but as you learn more they’re all explained with a little video box as you’re trained on them. Sword fights go from just simple slashes and blocks to intricate moves like upper-cutting enemies into the air, jumping up and then slamming them into the ground, or if you like you can fill them full of lead while they’re flying through the air. It’s great stuff; fights are quick and fluid and you can run, smack, slash all on the fly. Defence moves are also pivotal and you’ll learn some great ones.


The other part of the game that is fluid is the gameplay’s framerate. Over the time I played it if it dropped under 60 FPS I couldn’t notice it. It’s not just that, though, as the game just looks smooth even on a HD TV. The art style, as you know, is a complete departure from the first and it works well. The high/low tech Eastern infused western style is bloody brilliant. It looks like an old western movie which someone has gone and thrown crazy japanese adverts and styles into. At no point does the game ever try to be realistic; it gave me a very Wind Waker vibe from it. No, it’s not green and blue and colourful, but the simplistic presentation works for the better compared to a generic realistic design which the Wii isn’t as good at. The Eastern influence is also there in the music, which is a bit like typical wild west music but still different, making for quite a brilliant sound.

The game’s transitions from cutscen, to quick time events is mostly seamless, too. Yes, the game has quicktime events during pivotal scenes. In some games they can be annoying, but here they work well. Some longer loading times when walking from zone to zone and waiting for a door to open are awkward in some areas, though.


The games story is presented in both cutscenes and an in-ear microphone keeping you in touch with your crew. You’ll return to bases in each area in order to upgrade your weapons and moves along the way. The upgraded double shotgun is a complete beast; you’ll be able to lay waste to enemies and stop them dead in their tracks just before you slice and dice them.

The first time I played Red Steel 2 I came away impressed but not astounded. This time I was blown away. It was genuinely fun to play and I just wanted to keep going and going with it. The swordplay/gunplay mashup is awesome fun and you’ll find different combos and moves that work better.


While the first Red Steel was an undercooked turkey, this one is coming up to a perfect roast. Red Steel 2 is really only a sequel in name; they’ve taken a bland FPS and made a stylish and swish first person action game. I can’t wait for the finished product and to play through what looks to be an interesting story.

Red Steel 2 is out in Australia on March 25th.

Thanks to Ubisoft for allowing us to sample the game.


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