Review by RainingMetal
"I don't see any Red on Steel, but I do see some hope in this game."
As a Nintendo Fan, I have been anticipating this game for lots. Red Steel is a fascinating game, with its flaws, but still very well-done nonetheless. Red Steel definitely opened a new style of gaming for FPSes.
The game takes place in Los Angeles and Japan. The Player takes the role of Scott, an American male who, apparently, is in love with Miyu. Miyu is the daughter of an important person, Sato, who is the president in a Company. However, the generic villains kidnap Miyu and create a web of conflict and betrayal. There's lots of twists and turns in the storyline, with Scott then having to prevent the thugs from getting their hands on the Katana Giri, an important sword according to the disputed clan that Sato is in charge of. It's not the most original, but a decent effort into putting a Single-Player experience into this game. Cutscenes in the game are mostly made of art pieces, but they are quite well animated to apply to movement. There's two different endings for the game, although going through the entire story will have to be gone over again in order to see both.
The Controls are way different from using a regular controller to play a typical FPS. First, the Remote is used to aim, the trigger underneath, B, is to fire, and the A button on top is to zoom in with the weapon (when held). The Nunchuck attachment is mainly used for movement, along with different actions when flung. Apart from this, the two parts can also be used for swordfights. Like many other games, the + Button is to pause, and the - Button is to observe current objectives. This layout is faster to get used to than using a traditional controller.
The graphics aren't much to talk about in this game, as it is very typical for an average game. There's ragdoll physics for dead foes and weapons, and there's lots of HDR in the outdoors (although not as good as Half-Life 2's). Textures in the game are sometimes well done, other's not as impressive. Overall, it's a good effort into bringing the player into the game further.
There's plenty of different sounds during gameplay. The language that most generic enemies use changes between the transition between the three sections of the story. The gunshots are quite suitable for themselves, and the Wiimote speaker makes extra use of the sounds. The music in the game matches the levels, and during combat, changes to be more "Forte" and "Agitato", and then calms down after the fights are over.
Now onto the main course. The AI in Single-Player is higher than the average FPS, as they at least know that there are others like them to support, and they also sometimes make use of the environment, such as tables. Also, the enemy types change between thirds of the level, starting with American Rap Gangsters, then moving on to the genuine Yakuza, and then finally, Ninja type baddies. The gameplay is usually fast, and there's the weapons that cover most of the typical categories, from the Pistol to the Sniper Rifle. Swordfights throughout the levels sort of depart from the FPS into a fighting-style game, although the fights still remain seen through the protagonist's eyes. Scott's health regenerates quickly when he is out of a battle, so don't try to look for First-Aid items. There's Armor items though, and they don't regenerate. In the middle-part of the Single-Player, Scott can learn to disarm enemies with guns. This is done with a Matrix-Style move, where everything slows down (pauses actually), and Scott can target locations on a foe. The area where the gun can be shot out of the bad guy's hand will be shown. A quick way of doing this is to disarm the leader of the group first (he'll have a symbol above his head). In addition, Scott can also spare people's lives in Swordfights when he wins. Either of these merciful methods will reward him with experience points, which can allow Scott to learn new moves and unlock new weapons in a gallery (which is available once Scott completes the first third of the story). Sometimes, a certain strategy needs to be taken in order to complete a level or defeat an opponent. Only two weapons can be used at a time, there's no allies to actually fight with, and there's no bots in Multiplayer. Otherwise, the gameplay is well-done.
The game can be finished fast (but not often 100% complete), but certain levels can be replayed. There's also Multiplayer too, although some other players will be required. Each level has a score based on the Time Completed, Accuracy, and Reputation Points gained. They are all measured in letters (from A-E).
An anticipated game that did not impress the minds of those who waited for it enough. Still, it marks a spot in Gaming history quite a bit, so try it out to learn about it! It's not that bad really, and making enemies surrender or fall off cliffs with the Ragdolls engine can be fun. Buy it for the FPS innovation, only rent it for the game itself.
PS: The word Gaijin means "Foreigner" in Japanese.
Reviewer's Score: 8/10 | Originally Posted: 01/23/07
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