As long-time readers will be aware, I’m a fan of the hugely talented developers Ubisoft who, with great games like XIII and Beyond Good and Evil, were probably my favourite software house of the last generation, even above Sega and Nintendo. Now, with Wii all over us, how does their first major original IP since BG&E stack up?
Hold my hand(le)
Using your Wii Remote as both your gun and sword, the game takes you through all the controls in its first level. Far from being the safe start many would expect, it’s actually quite a dangerous level for the novice; I’ve seen many deaths due to the on-screen tips obscuring the level, and the pointer waving everywhere.
Having played my fair share of first-person shooters, I found the controls pretty intuitive to start with, and they definitely got me more excited in the game. Swinging your nunchuk to pump the shotgun or knock over a table for cover brings an extra element of involvement to the game, but the mixture of presentation styles did alienate me a little. Combining in-game animation and voice overs with some freeze-frame montage/collage shots is an odd choice, and doesn’t work anywhere near as well as in Ubisoft’s previous and similar FPS title, XIII, which was adapted from a comic in the first place. The art style in-game doesn’t transfer well to a comic style, and although the voiceover is consistent throughout – unlike BG&E – the whole visual presentation is a bit of a mish-mash. Whether this was a conscious decision designed to mimic the mixture of Eastern and Western styles – a consistent theme throughout the game – is open for debate, but personally it doesn’t work.
On that topic, actually, the menu screens are absolutely abominable. You use the cursor to drag icons over a display panel, which is hardly intuitive, especially when the icons are gaudy neon with Japanese subtitles. I can read them anyway, but it still seems counter-intuitive. Again, whether this is intentionally to draw the gamer into a bewildering culture is up for debate, but at this stage of the game, is it really a good idea anyway?
Take aim…
Once you get into the game, the controls are much more intuitive than the ones that got you there. Once locked onto any enemy with A, you push the remote forward to zoom in, which seems pretty gimmicky, even by current Wii standards. One worry I had about the Wii, and shooting games in particular, was that the sights and reticules would be very twitchy, fidgeting all over the screen, but in fact they’re very docile things, sticking in one place even if you’ve a shaky hand.
The sword fighting doesn’t offer quite the same level of precision, although I doubt I’d notice if it did. That’s not to say it’s boring – it’s very exciting, the music lifting up and drawing you to the edge of your seat to weave around your opponent and slash at their exposed areas. At the battle’s end you can show mercy or deliver a final blood-letting blow, and those who know me will be absolutely baffled, I’m sure, to know that I choose the merciful option every time. I can’t explain it.
Is it any good?
I’ll hold my hands up at this point and say that, yes, Red Steel has come in for quite a lot of criticism already. To be fair, with the exception of Nintendo’s Wii Sports and Wii Play it’s the only launch game created just for Wii, so of course there are going to be problems. The graphics aren’t stunning, the art direction is a bit of a mish-mash and there are some sizeable obstacles to be overcome early on for new players.
As an Ubisoft fan I recognise quite a few elements from their very impressive FPS XIII, such as the action icons and some level and weapon designs. I wouldn’t say it lived up to XIII or Beyond Good and Evil yet, but as the first third-party IP developed and released exclusively on Wii it’s an interesting start.
It’s not an absolute must-have, and the confirmed sequel will improve on its flaws I’m sure, but it happily sits alongside Zelda in my fledgling collection.
I’m listening to Let’s Get It On [*], from Let’s Get It On [Bonus Tracks] by Marvin Gaye