News: More Red Steel Info

Want more details on Ubisoft's newly revealed Red Steel for Revolution? We've got a load of tasty tidbits inside...

If you haven't seen the screenshots already, check them out here. It's good to see that the first available screens of a Revolution title in action do not dissapoint. Taken from Game Informer magazine, the article was also packed with information concerning the game.

Apparently, development started shortly after E3 2005 - though Ubisoft had seen and demoed the controller before the event. Ubisoft Paris came up with the idea for the title and took their idea directly to Iwata and Miyamoto. With the two men's agreement and co-operation, the studio has worked "closely" with Nintendo engineers in Japan ever since on the title.

As the game begins, you are encouraged to use your weapons ruthlessly, with the first third of the game all about having to be "brutal by necessity". As the game progresses though, the gamer will have to learn to become more strategic - hence the martial arts setting of the title. Though you will begin spraying enemies with SMG bullets to gun them down, as you progress the goal will be to use "five bullets to kill five enemies". When fighting with this level of skill, the music and sound effects will reflect it, remaining calm and peaceful, though when you fight brutally, the sounds around you grow increasingly more intense.

Fighting effciently fills up the Freeze Shot gauge, and consequently fighting chaotically causes the gauge to decrease. When filled, you can stop time and then target specific locations on enemy bodies - headshots, or enemy's hands to make them drop their weapons if you want to spare lives. Respect will play a crucial role in the game, with defeating high ranking leaders while sparing their lives highly rewarded by guns, help, new weapons and alternate paths.

Guns and swords are of course controlled by the system's unique free-hand controller. Apparently, flailing about (however tempting this might be when controlling a sword) won't do much good. Specific motions (for example drawing an X in the air) will trigger combos and devastating attacks. Combos can be stopped at any time by pausing your own movement - meaning that you won't be left open to attack.

As the game progresses, new moves become available to be learnt from two weapons masters - one for swords and one for guns - though they two need to be shown respect for them to empart their wisdom upon you, bowing to them by tilting the controller, for example. The device can even be used to answer yes/no questions - nodding the controller up or down or shaking it from side to side to answer. You can also show disrespect by wandering away from a character who is talking to you (there are no pre-rendered cut-scenes).

Apparently, the controls fit the game perfectly, and while you can quickly shoot enemies anywhere on screen, the title never feels in a light-gun game but a true FPS, a new breed of hyrbid, drawn from the best of both the PC and console shooter worlds. AI will be intelligent - using cover and attacking you while you're reloading, and the environments will be fully destructible.

The aim of the game is to turn as many gang leaders on your side by besting them in battle and stopping a deadly blow miliseconds before it strikes, before going on to face Tokai - the game's main villain. The title also boasts a split-screen multiplayer for deathmatches and other "original" multi-player modes Ubisoft will be revealing at E3 - also when we'll hear about the Wi-Fi Connection capabilities for the title - currently kept under wraps by Nintendo NDAs.

More on this already much-anticipated title as we get it!


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