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Red Steel: first Revolution screens revealed

 

Game Informer: May Edition Does Hands-on With Revolution

 

Further Red Steel Details From Game Informer

 

Those of us who have been keeping up with NRV news know that Ubisoft have been working on an unknown FPS Revolution title for quite some time now. And looks like we're about to get our first glimpse of it and what the NRV is capable of in the May issue of Game Informer.

 

Red Steel

 

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Of course it's not HD graphics, but it's still damn good IMO, plus it has something that the other consoles don't have, the ability to use the Revmote :p

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Well even it if the NRV is only 2-3 times more powerful than the GCN, that's a potential of games being twice to three times better looking than Resident Evil 4, and that should be enough to please anyone who is worried about graphics. There'll be good graphics, just not in HD. But like I said in another thread, it all comes down to artstyle and the developers themselves.

 

I for one can't wait to see more of Red Steel in the future and at E3, it's gonna be interesting to see what other developers do with FPS games and how Metroid Prime 3 will turn out with its "complete" FPS control setup.

 

Also notice that the Revmote is slightly different to the one shown at TGS and GDC.

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@ jmac: Well they're using the analog attachment so it'll be pretty much like a PC FPS setup ('cept more). I don't see what you're worried about.

Just getting used to the set-up that's going to be implemented. I'm used to having a mouse for firing bullets and the keyboard for everything else. Whereas this seems more like the gyroscopic mouse that I tried out a while back. I didn't like it. The whole thing is just... different. So I guess I'm not looking forward to the "more" part of the game.

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The developers and persons in the media who have used the Revmote say that it's nothing like a gyroscopic mouse. And yeah I've tried them out and hated them. The problem with a gyromouse is that it's still forced to work on a 2D plane whereas the Revmote is a true 3D controller. Up, down, left, right, forward, back, and tilting as well. It's mean to feel more natural because of this ability to sense all of the movements you make with the Revmote rather than feeling restricted like a gyromouse.

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I'm kinda bummed out with the graphics. They look kind of like Goldeneye: Rogue Agent, which is good by the way, but I guess I was hoping for more.

 

But who knows, those are early screenshots. The early Xbox360 screenshots were pretty lousy too, but when the games are done they look amazing.

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The developers and persons in the media who have used the Revmote say that it's nothing like a gyroscopic mouse. And yeah I've tried them out and hated them. The problem with a gyromouse is that it's still forced to work on a 2D plane whereas the Revmote is a true 3D controller. Up, down, left, right, forward, back, and tilting as well. It's mean to feel more natural because of this ability to sense all of the movements you make with the Revmote rather than feeling restricted like a gyromouse.

Some messing around with the drivers for the mouse and keybinds can allow you to play a game with the gyroscopic mouse with all of those directions as well as long as the game supports it. F.E.A.R is a game that comes to mind, in that you can lean and aim in almost any direction. It's weird and I switched back to my trackball a few hours later because of that.

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I'm kinda bummed out with the graphics. They look kind of like Goldeneye: Rogue Agent, which is good by the way, but I guess I was hoping for more.

 

But who knows, those are early screenshots. The early Xbox360 screenshots were pretty lousy too, but when the games are done they look amazing.

To be honest, if you're expecting GREAT graphics no one has ever seen the likes of before you're better off getting a Xbox360 and/or PS3. Like I said, the NRV will have very nice graphics, it's just obviously not gonna be UBER good like what you can get with Sony and Microsoft nextgen.

 

 

Some messing around with the drivers for the mouse and keybinds can allow you to play a game with the gyroscopic mouse with all of those directions as well as long as the game supports it. F.E.A.R is a game that comes to mind, in that you can lean and aim in almost any direction. It's weird and I switched back to my trackball a few hours later because of that.

But you're talking with tweaking your setup to make a game work with a gyromouse while this game was made to use the Revmote to its fullest, there is a huge difference. You are right that in a sense people will be confused as to how to work the Revmote, but the Revmote is also designed to be a pickup and play controller that is exactly how the original NES controller was. The only thing to hold people back is habit.

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My brother has a DS with one of the Mario games on it. The mini-games make good use of the touch screen, such as using a sling shot or rolling a snow ball. I think it is pretty fun myself.

 

Anyway, back to the new console. I do look forward to using the remote control, I sure do hope they make some kind of swordfighting game.

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But you'll get used to it, jmac. That's kind of a strategy they're using to get more people to play video games. If gamers aren't used to it, then gamers and non-gamers will start out on the same level. Less pressure on the non-gamer. I saw someone (Iwata maybe) talking about that strategy in an interview.

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But you'll get used to it, jmac. That's kind of a strategy they're using to get more people to play video games. If gamers aren't used to it, then gamers and non-gamers will start out on the same level. Less pressure on the non-gamer. I saw someone (Iwata maybe) talking about that strategy in an interview.

I fear change unless it has b****in' graphics to go along with it.

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I sure do hope they make some kind of swordfighting game.

 

Although the majority of Red Steel's gameplay will stress ranged combat, there will be times you need to get up close and personal. You can switch to the sword at any time, and if you can get close enougn to an enemy, you can use it for on-hit stealth kills. In other moments, you'll find yourself locked into intense one-on-one sword duels.

 

Reading are good.

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I fear change unless it has b****in' graphics to go along with it.

And Nintendo knows this, that's part of the reason why they're so reluctant to show people the Revolution at this point. They want people to actually play the games before they show anything because the whole idea is to get people into the Revolution with the gameplay, not the graphics. Anyone going to E3 2006 is a lucky bastard *shakes fist* That's when the real megatons and bob-ombs will be dropped.

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And Nintendo knows this, that's part of the reason why they're so reluctant to show people the Revolution at this point. They want people to actually play the games before they show anything because the whole idea is to get people into the Revolution with the gameplay, not the graphics. Anyone going to E3 2006 is a lucky bastard *shakes fist* That's when the real megatons and bob-ombs will be dropped.
Yeah, it's a very good strategy. If they only show screenshots then people won't be impressed because they will only see the so-so graphics, and not know that the gameplay is what makes the game.
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Here's some info gathered up into dot points for ya'll.

 

 

 

 

DEVELOPMENT INFO

- Game development started shortly after E3 2005. Ubisoft saw and demoed the controller before E3 2005.

 

- Ubisoft Paris took their idea directly to Iwata and Miyamoto, and were given the go ahead. After that meeting they were given prototype controllers. The article states that Ubisoft worked "closely" with Nintendo's engineers in Japan on the title.

 

- Game Informer mentions that while conducting the interviews with Ubisoft, they were handed the "latest version" of the controller.

 

GAME INFO

- During the beginning of the game, you are encouraged to use your weapons ruthlessly, but as the game progresses you become more proficient and strategic. This gameplay idea led Ubisoft to decide to give the game a martial arts setting. "Enter the Yakuza".

 

- The first third of the game will be all about being "brutal by necessity".

 

- As you start out you will be less precise and probably favor more devastating weapons (machine guns). As you progress and become more precise, smaller guns will be more preferred. "The overall goal...is 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".

 

- "When you fight brutally, the sounds around you grow increasingly more intense".

 

- Freeze shot: by fighting efficiently you fill the Freeze Shot gauge...fighting chaotically causes to decreases. When the gauge is filled you can hit a button to momentarily stop time, and then target specific locations on enemy bodies.

 

- Headshots thus are tempting, but non lethal shots, such as shooting guns out of enemy hand, can be more beneficial.

 

- By defeating high ranking leaders who command others and sparing their lives, you will be rewarded. He will offer you respect and help (guns, help, new weapons, alternate paths, etc).

 

- Respect plays a MAJOR part in the game.

 

- Flailing your sword isn't a smart idea.

 

- Specific motions with the controller will trigger combos (in the final game). Tracing an X in the air, for instance, will unleash a devastating attack.

 

- You can stop these combos at any time by simply pausing your own movement. So if you do something that leaves you open to attack, you won't be screwed.

 

- New moves will be taught to you by two mentors in the game. One will teach you gun tactics, and another will teach sword tactics. If you don't show the proper respect to them, they won't help you.

 

- Training sessions are offered by the two masters so you can hone your skills.

 

- Friendly/respectful interaction is tied to the controller. You signal "yes/no" answers by nodding the controller up or down or shaking it from side to side. You show extra respect by bowing to the masters.

 

- Ubisoft is still coming up with other interactions.

 

- "You can act disrespectively as well: there are no cut scenes in the game - all conversations take place in game, as in Half Life 2. However unlike that game, characters wont keep prattling on if you walk away from them. They will react angrily to your imputent behavior".

 

- Staying in the master's good graces is key: they give you missions that can be tackled in any order.

 

- You track down the gang leaders and try to turn them to your side. If you don't, they will join Tokai's (the main villian) gang.

 

- You have to prove you are worthy to them by battling them and sparing their lives. You will need as many of them with you as possible to face Tokai. Without their help, you'll have a rough time when you finally face him.

 

- You turn gang leaders to your side by besting them in battle and stopping a deadly blow miliseconds before it strikes.

 

GI IMPRESSIONS

 

- The two triggers on the front of the analog unit activate ducking and jumping. The analog stick controls movement, and the revmote controls aiming. No rails.

 

- Level consisted of shooting ranges that popped out from behind cover.

 

- "Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire.

 

- "Unlike other FPS games, which tie the camera and aiming together, Red Steel's camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill.

 

- "Thanks to the improved reaction that the controller offers, the team can create gunfight scenerios that would be extraordinarily diffilcult with a standard controller".

 

- Most console FPS games limit their enemies to horizontal planes to prevent player frustration, but targets on a verticle plane are just as easy to hit with the Revolution controller.

 

- You can aim at a target as quickly as you can move your hand.

 

- In the demo targets popped up on rooftops and in second story windows, as well as behind cover points on the ground, and all were equally easy to hit.

 

- While you can quickly shoot enemies anywhere on screen, Red Steel never feels in a light-gun game - this is a true FPS, one that feels like it has drawn from the best of both the PC and console shooter worlds.

 

- According to lead game designer Oriola, it takes roughly three seconds to turn completely around around in most console shooters, while it takes about one-quarter second in a PC game. In Red Stel, it takes one second.

 

- AI characters will care for themselves. They will go for cover, attack you while you're reloading. They focus on risk management.

 

- "They won't walk around a table to get to you. They will simply jump over the table".

 

- "The benchmark for their intelligence and aggressiveness, says Oriola, is the PC title F.E.A.R., which has widely been praised for it's AI".

 

MULTIPLAYER:

 

- Split screen multiplayer with traditional deathmatches.

 

- Totally original multiplayer modes Ubisoft is not revealing yet. Wait until E3.

 

- They didn't talk about Nintendo Wi Fi (NDAs). Full details haven't been revealed yet.

 

- Revolution works by placing a small sensor bar either above or below any TV.

 

- You can stand at any angle and not lose any accuracy. You can even take your controller to a friend's house and instantly start playing without syncing up the controller.

 

- "Perhaps most impressive is the fact that although splitscreen reduces the amount of onscreen space you are playing in, you don't have to make smaller movements - you can gesture as wildly as you want, and it won't interfere with the other player's onscreen quadrants

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