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Red Steel
Red Steel is a 2006 first-person shooter video game developed by Ubisoft Paris and published by Ubisoft for the Wii. The game was released in November 2006 in North America, with releases in other regions arriving the following month, and was a Wii launch title in all regions.
Red Steel received generally mixed reviews from critics who praised the game's graphics and soundtrack, while the controls and sword-fighting sections were criticised. It was a commercial success, selling over one million copies worldwide. A stand-alone sequel, Red Steel 2, was released in 2010.
The game makes use of the Wii's motion-sensitive controller, along with the Nunchuk attachment, to control a katana and a firearm. The on-screen gun hand points the gun in the same direction the Wii Remote is pointing. Players can push objects to use them as cover by pushing the controller forward. Shaking the Nunchuk attachment or pressing "right" on the D-Pad reloads the gun. The player can throw grenades underhand or overhand by moving the Nunchuk as though it were the actual grenade.[citation needed]
The AI characters can "care for themselves" according to project leader Roman Campos Oriola; enemies are aggressive, moving around objects and the environment to attack the player (like jumping on a table instead of running around).[citation needed]
The AI allows enemies to surrender, rather than fight to the death. The player can shoot the weapon out of an enemy's hands, causing him to raise his hands in surrender. Alternatively, disarming the leader of a mob of enemies will cause the entire mob to surrender. Once an enemy has surrendered, the player has the option to either shoot the opponent or direct him to kneel with hands behind his head by waving the gun at him. In the sword fighting aspect, a similar option exists. After winning a sword fight, the enemy gets on their knees and the player has the choice of whether to deliver a coup de grace or to show mercy. In both sword and gun fights, sparing a defeated enemy essentially removes them from the gameplay, and they can no longer attack the player nor be hit by gunfire. In addition, the player is awarded respect points. Slaying an enemy who has surrendered has no gameplay benefits.[citation needed]
Recklessness is discouraged by limited ammunition supplies and a system that adds "freeze points" for accuracy/efficiency while using one's weaponry. When a certain number of points is accumulated, the player is able to momentarily freeze time, thus allowing for more accurate attacks.[citation needed]
In story mode and multiplayer "Killer" matches, the remote acts as a telephone using its internal speaker. It rings for the player to place it against their ear. The mission objectives are then given without the other players being able to hear what they are.[citation needed]
Up to four players can play together on four different maps: Dojo, Restaurant, Games, and Docks. The multiplayer mode is split-screen with traditional deathmatches. According to the project leader, "perhaps most impressive is the fact that although split-screen reduces the amount of on-screen 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 on-screen quadrants".
Hub AI
Red Steel AI simulator
(@Red Steel_simulator)
Red Steel
Red Steel is a 2006 first-person shooter video game developed by Ubisoft Paris and published by Ubisoft for the Wii. The game was released in November 2006 in North America, with releases in other regions arriving the following month, and was a Wii launch title in all regions.
Red Steel received generally mixed reviews from critics who praised the game's graphics and soundtrack, while the controls and sword-fighting sections were criticised. It was a commercial success, selling over one million copies worldwide. A stand-alone sequel, Red Steel 2, was released in 2010.
The game makes use of the Wii's motion-sensitive controller, along with the Nunchuk attachment, to control a katana and a firearm. The on-screen gun hand points the gun in the same direction the Wii Remote is pointing. Players can push objects to use them as cover by pushing the controller forward. Shaking the Nunchuk attachment or pressing "right" on the D-Pad reloads the gun. The player can throw grenades underhand or overhand by moving the Nunchuk as though it were the actual grenade.[citation needed]
The AI characters can "care for themselves" according to project leader Roman Campos Oriola; enemies are aggressive, moving around objects and the environment to attack the player (like jumping on a table instead of running around).[citation needed]
The AI allows enemies to surrender, rather than fight to the death. The player can shoot the weapon out of an enemy's hands, causing him to raise his hands in surrender. Alternatively, disarming the leader of a mob of enemies will cause the entire mob to surrender. Once an enemy has surrendered, the player has the option to either shoot the opponent or direct him to kneel with hands behind his head by waving the gun at him. In the sword fighting aspect, a similar option exists. After winning a sword fight, the enemy gets on their knees and the player has the choice of whether to deliver a coup de grace or to show mercy. In both sword and gun fights, sparing a defeated enemy essentially removes them from the gameplay, and they can no longer attack the player nor be hit by gunfire. In addition, the player is awarded respect points. Slaying an enemy who has surrendered has no gameplay benefits.[citation needed]
Recklessness is discouraged by limited ammunition supplies and a system that adds "freeze points" for accuracy/efficiency while using one's weaponry. When a certain number of points is accumulated, the player is able to momentarily freeze time, thus allowing for more accurate attacks.[citation needed]
In story mode and multiplayer "Killer" matches, the remote acts as a telephone using its internal speaker. It rings for the player to place it against their ear. The mission objectives are then given without the other players being able to hear what they are.[citation needed]
Up to four players can play together on four different maps: Dojo, Restaurant, Games, and Docks. The multiplayer mode is split-screen with traditional deathmatches. According to the project leader, "perhaps most impressive is the fact that although split-screen reduces the amount of on-screen 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 on-screen quadrants".