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Ubi_Wuzzi
07-02-2009, 02:42 AM
Hey Red Steel 2 fellas!

In 2010, Jason Vandenberghe, our Creative Director, keeps on answering your questions and giving you exclusive intel every week! Check back this forum every FRIDAYs if you'd like to learn more about Red Steel 2, its gameplay, universe or the characters & ennemies.

Also, if you need to get an exact answer to one of your questions, post it in our Ask the Devs Thread (http://forums.ubi.com/eve/forums/a/tpc/f/6421073957/m/7691015067) for a chance to get your question answered by the team!

This week's Q&A ends the MOVES theme and we are now moving to another area of the game : <span class="ev_code_BLUE">the Red Steel 2 UNIVERSE</span>. Please keep your questions coming, and check this forum next week for first answers.

Thanks!

Wuzzi

Want Red Steel 2 information in premiere? Follow me on Twitter (http://twitter.com/UbiLeak).


<span class="ev_code_RED">[Update January 8, 2010] MOVES part 8/8 </span>

Is the player supposed to rely on his own reactions and instinct during the fighting? [dragonlord777]

From Jason Vandenberghe, Creative Director

That’s sort of the whole point, yep. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Honestly, this topic has come up again and again as we have been developing the game. Many times, we asked ourselves (and were asked by others) if the game wouldn’t be stronger if we went a lot more lock-and-key in the combat… a lot more “pattern-response”.

You see the kind of mechanic I’m talking about with the Heavy – that big Jackal with the hammer. He, clearly, wants you to attack him from behind… and not for very long, because he gets mad and SMASH!

That’s cool, and it works pretty well… but (to me, anyway) that’s not really the heart of melee combat. Melee fights are dirty, fast, unpredictable, and often are decided by who attacks first, instead of who picks the perfect attack.

Also, everyone has a different way of fighting. Some people (me) prefer to run in and smash everything. Other people (Roman) like to play super-stylish, unleashing the best moves for each moment. Other people like to play defensively, keeping their guard up and moving until they see a moment to attack, and then leaping in.

Our guiding philosophy has been that all of these should work against basic enemies. More advanced enemies may require you to adjust your tactics, but even then there should still be choices.

So the answer to your question is yes. I believe that choices make combat interesting. And when you have only a split second to choose, your instincts will probably be running the show. And that’s how Red Steel 2 is played.


Does Wii MotionPlus know the difference between you trying to turn with the pointer and you trying to slash/strike a enemy, box, etc.? And how? [disBjeFFixD]

From Jason Vandenberghe, Creative Director

It does, but it’s actually not so much the Wii MotionPlus that does this. We designed our way out of this problem through the use of the lock system.

Out of combat, you are free to turn, explore, and navigate. In this mode, moving the Wii MotionPlus means turning.

In-combat, you are locked on to your current enemy. Thus, you no longer need to turn, and we are free to use the Wii MotionPlus exclusively for swinging the sword. You can still strafe around the enemy, dash, advance, retreat, whatever you like… in fact, you can unlock if you want (by holding [Z]) and go into navigation mode even in combat.

But, to be fair to the Wii MotionPlus, it actually does go a bit further than that.

You can slash with the sword during navigation. By measuring the speed of your motion, the length of the movement, and a few other things, we can make a pretty reasonable guess about what you are trying to do. In this case, there’s sometimes a little hitch in the camera as the system changes its mind about what you mean, but then the slash takes over, and everything’s okay. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif But, with the lock running, it’s smooth sailing.



<span class="ev_code_RED">[Update December 18, 2009] MOVES part 7 </span>

Could you tell us more about the Nunchuk's motion function? [Penguyen]

From Jason Vandenberghe, Creative Director



We actually aren’t using the Nunchuk motion detection for very much. We wanted to keep the focus on the hand holding the Wii MotionPlus, and we’ve done that.

That said, one of the powers you unlock in the game is a kind of “super-block”, and that move is triggered by shaking the Wii Remote and the Nunchuk at the same time… just before an enemy strikes. (FYI, this move bounces bullets back at your enemies, if you do it right.)


How often will you be able to use the special moves (lift, shockwave, etc.)? Will you be able to use it as long as you charge your sword or will there be other drawbacks that we're not aware of? [Penguyen]

From Jason Vandenberghe, Creative Director



Use ‘em whenever you like. We don’t fear your smarmy sword powers! BRING IT!


(Following the Payne combat video) What exactly is the move "sideshot" and how do you do it? [SMBX2J, Sayajin4us, Penguyen, Fender0]

From Jason Vandenberghe, Creative Director



LOL Caught that, did ya?

That move is one of the combos you can purchase. It is triggered simply by dashing (remember: stick+[A]) and then immediately shooting. It boosts your accuracy and damage – and goes all slow-mo and FX-y, which makes me feel like a badass, personally (see above for team not caring details).

One of the things I love about that move is that it applies to all of your guns, not just the pistol. I believe it wouldn’t be assumptive of me to say that sideshot with a shotgun is quite satisfying. BOOM.



<span class="ev_code_RED">[Update December 10, 2009] MOVES part 6 </span>

Is the shockwave move aimed like the Wii Sports Resort frisbee? [XxLanexX]

From Jason Vandenberghe, Creative Director

It is, in fact.

We goofed around with a few different ways of aiming that move, but that one was the most interesting, fun, and gives a nice feeling of skill and satisfaction when you land a hit… so we went with it!


Are enemies reacting to hit zones? For instance, do headshots count or not? [Fender0, driveby012]

From Jason Vandenberghe, Creative Director

Oh, they count. In fact, you can buff up your combat score with headshots. Quite satisfying, that – I prefer to hold the Wiimote hip-shooter style, take careful aim, and BLAM!

[ASIDE: Usually, when I do this in meetings, I shout about how much of a badass I am. “Didja SEE THAT? Didja SEE THAT? Bad ***.” The team usually just nods and smiles… although I’m getting the impression that after several months of this they might be getting tired of my antics. Pity them.]

We also have leg shots – shooting an enemy in the leg is a great way to drive him to his knees… and thus set him up for a finish move…



<span class="ev_code_RED">[Update December 3, 2009] MOVES part 5 </span>

Can you twist, tilt and turn the gun just like the sword? [Fender0]

From Jason Vandenberghe, Creative Director

Yup. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

In practice, the motion is a little bit more limited because in general you want to keep the business end of a gun pointed at the bad guys, but the same technology that animates the sword in the hands of our hero animates the guns.


Can you hit with the sword handle? [Paradoja-Man]

From Jason Vandenberghe, Creative Director

Yup.

Well, actually, let me answer that as “sort of”. I think what you mean is “can I turn the Wii MotionPlus around and bash someone in the face with it?” The answer to that question at the moment is no – we haven’t found a good way to integrate that move into our current movement system that is satisfying. Sigh.

However! We do have a combo move that is a handle-bash to the face… which is the next best thing, IMHO.



<span class="ev_code_RED">[Update November 27, 2009] MOVES part 4 </span>

Personal note:

We’ve been a little intermittent with our responses to your questions recently! This is entirely due to me being a flake – no, wait. What I mean is, it’s due to the challenges of finalizing the game. We’ve been cranking around the clock here of late to make the game great, and we lose track of time. Thanks for being patient!

Since we’re back on task, I wanted to also take a minute and thank all you folks for the interest, feedback, and general support you’ve given the Red Steel 2 team. Making games isn’t always easy, and getting such a positive response makes it easy to believe that what you are doing matters. We really appreciate it.

You guys rule, is what I’m saying. Thanks for being cool fan peeps.

Was the "Jump Attack" designed for some specific purpose or is it simply a flashy technique with aesthetic appeal? [Penguyen]

From Jason Vandenberghe, Creative Director

Well, first off, I’m glad you like it. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Of course, it’s not simply there for aesthetics. Our combo system is based around the idea of driving enemies into different states (kneeling, prone, stunned), and a jump attack is an excellent way to drive an enemy to their knees. It also is a great way to trigger a finish move against a prone enemy…

…and that’s actually a lot of information about how our combo system works, right there. ? More on that later, I suppose!


Will different abilities be tied to different weapons? Each sword could have a signature move. [RumbleThunder]

From Jason Vandenberghe, Creative Director

While that is clearly an awesome idea, Red Steel 2 focuses around a single, very important katana. The most powerful moves that the player has are connected to this particular katana – it can do things other swords can’t do… um…

Ah, to hell with it, I’ll just tell you guys. There are, in fact, fourteen of these swords in our world – they’re called sora katanas, and they each have special and unique abilities. The story of Red Steel 2 focuses on one of these swords (the one belonging to clan Kusagari). This sword can (as you may have seen in the videos) generate and project a huge amount of kinetic force, and it is the primary sword that the hero uses in the game.

So, the real answer to your question is, technically, “yes, each sora katana has signature move(s)… but you use just one of these swords in Red Steel 2.”

…that said, there is at least one other sora katana that makes an appearance in the game.



<span class="ev_code_RED">[Update September 24, 2009] MOVES part 3 </span>

Can you run and jump then slash an enemy from the air like in the trailer? [Fender0]

From Jason Vandenberghe, Creative Director

But of course. Observe:

Run (hold forward on stick) and jump (double-tap the A button) then slash (slash with the WiiMote) from the air.

Bonus note: if you do this when they are knocked down, you can execute a finish move from the air!


The lock-on ability during sword/gun fights seems to work similar to the Z-targeting in the Zelda series. Was this done on purpose? [orravan85]

From Jason Vandenberghe, Creative Director

Well, of course we looked at everything in the known universe for inspiration (Metroid Prime, Zone of the Enders, etc, etc), but hell yeah, Zelda is a great example of how to make locking in melee work, and I’m very much of the “if it ain’t broke, don’t fix it” school of thought when it comes to interface. I prefer to take a hard look at what has already worked in the past, start there, and then evolve. Which is pretty much what we did.

Just so that you know, we have two selectable lock systems in the game – the default “auto-lock” system (that will do most of the work for you), and a “manual” system (that gives you full control over when and on whom you lock).

With auto-lock, the idea was that you can just jump into the fray and start swinging, without having to think too much about where you were looking. This is my favorite mode, FYI – my fighting style is berserker (for sure), and I love it when the game does its best to put targets in front of me.

Roman (my lead designer) feels differently – he’s much more a “style” player, and prefers to have exact control over his enemy selection. He’s always cautiously strafing around, getting behind people, dodging, looking for chances to take out more than one at a time… thus, he prefers the manual lock.

We’re continuing to make refinements to both systems even now. We will not rest until it’s frackin’ perfect!


Do any special moves hit multiple enemies at once? [SMBX2J]

From Jason Vandenberghe, Creative Director

That would be a “yes”. The 360° attack will hit anyone standing next to you… in fact, your normal slashes will hit multiple enemies if they are close enough together (three with one hit is quite fun). The shockwave ability explodes when it hits, and will knock back multiple enemies… there are a few other powers we haven’t shown you yet that target multiple enemies as well…

Yeah. Most of them, I think. If not “most”, then “many”.



<span class="ev_code_RED">[Update September 17, 2009] MOVES part 3 </span>

Is there a "run" button? Not like dash, just running? [Fender0]

From Jason Vandenberghe, Creative Director

Well, actually, our hero just always runs by default.

We spent a lot of time looking at the movement speed of the character, and decided that with this game, the number of times that the player wants to actually walk are few-and-far-between enough that it was much better to just set the movement speed nice and high (a-la Metroid).

I think that when you get your hands on the stick, you’ll find that you’re moving plenty fast. J


Will there be movements like running, strafing, crouching? [paxchen from wiiinsider]

From Jason Vandenberghe, Creative Director

Yes, yes, and no.

Running and strafing are part of our primary movement set. (See above for running.) Left and right will always strafe – circle-strafe when you are locked on, and normal strafe when you are in “aiming” mode.

Crouching didn’t make the cut this time – it being more a hiding / taking cover kind of move, we didn’t feel it was an essential part of the player’s move set in this game. Red Steel 2 is more of a first person brawler (FPB?), and it turns out you need moves like dashing forward and backward to evade attacks, jumping, and dodging more than you need cover or hiding.

That said, there’s some neat stuff possible with a crouch move in melee, I think. Maybe next time. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif


Is Red Steel 2 going to allow you to mark and kill to take out multiple enemies like in Red Steel 1? [disBjeFFixD]

From Jason Vandenberghe, Creative Director

Wouldn’t that be cool..? http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif



<span class="ev_code_RED">[Update September 13, 2009] MOVES </span>

If two enemies are in front of you and slash at the same time, can you block both at once? [SMBX2J]

From Jason Vandenberghe, Creative Director

Hell yes. You’ll need to be careful, though, if one of them is coming in with a directional attack – if one of them breaks your guard open, the second guy can land his hit! So make sure to hold the WiiMote in the correct orientation if you see a big red glow!!


How exactly does the blocking / deflecting bullets move work? [SMBX2J, Fender0]

From Jason Vandenberghe, Creative Director

We believe that the ability to block bullets with your sword is the sacred, God-given, inherent right of every katana-wielding cowboy samurai badass.

To that end, you simply hold the (A) button to block – swords or bullets, same/same.

Now, this won’t grant you 100% protection against (say) a machine gun or burst-fire – but it does help, for sure.

Further, there’s a feature in our counter system that lets you send bullets back at the shooter – if you manage an “active” block (we’ll probably talk about this later) with the right timing, you can kill ‘em with their own bullets.

Which, you know, saves ammo and stuff. Oh, and it kills them, too.


How many special moves will there be in the final game? [Faith-Warrior]

From Jason Vandenberghe, Creative Director

Well, the final number is still a guess – we intend to keep adding moves as long as we can, and our polish window recently got a little bit longer. Lots! Lots and lots! I dunno – ask me again in a few months. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif



<span class="ev_code_RED">[Update September 3, 2009] MOVES </span>

How do you actually unlock moves? Are they given to you automatically at certain points, do you have to go out of your way to find them, maybe buy them with the gold you find? [SMBX2J]

From Jason Vandenberghe, Creative Director

Yes, you buy them. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Throughout the game there are these “safehouses” – places where your allies have set up shop to set about the business of taking their home back from the villains who have turned it into a warzone. There are four types, each one related to a specific character and a specific kind of player ability.

One of these safehouses is controlled by your old teacher. However, he’s not 100% sure that you can be counted on – and you and he didn’t exactly get along before you left the last time, so he’s a tad reluctant to just hand over his entire stash of ancient Kusagari wisdom. That said, for a fee (using the gold you ‘recover’ from your enemies http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif), he’ll teach you new moves and unlock new abilities.


Does RS2 have a sort of style/reward system to encourage mixing up your move set? [Brandonbwii from Nintendolife]

From Jason Vandenberghe, Creative Director

The answer is yes, of course. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

What? You want to know how it works or something? Should have asked that instead! http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif


Is there a special move acquired at some point that allows you to spin around and swing your sword in a complete circle like in the trailer? [SMBX2J]

From Jason Vandenberghe, Creative Director

We call it the 360° attack. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

To execute it, you tap the Z button and then immediately slash in the direction you want to turn. You can see the attack being used in the latest walkthrough video! My personal record is five hits in one spin. I tell this to everyone I meet. Which is sort of sad, I suppose, but it was an awesome moment.



<span class="ev_code_RED">[Update August 12, 2009] WII MOTIONPLUS & CONTROLS </span>

Will the controls be the same than Red Steel 1? [supermarioM from Nintendo Master]

From Jason Vandenberghe, Creative Director

Well… as the core gameplay has changed pretty dramatically from a shooting-focus to a sword-focus, this has of course had a big effect on the control scheme. So, no, not even close. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Our controls are built around movement and melee combat. For navigation, you use the left stick for motion and point the Wii MotionPlus at the screen for turning, and during combat, you slash with your katana by swinging the Wii MotionPlus (not waggling! Swing! http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif ), pressing the B button (the trigger) to shoot, and pressing A to block. Really, that’s the core – there are more controls available, but that’s the stuff you’ll need to master to play.

A key detail: there is no “weapon switching” between the sword and the gun. At any time, you can swing the Wii Remote, or press B to shoot, and the result is instantaneous. In Red Steel 2, you fight with your sword and your gun at the same time.

We’ve also spent a huge amount of time working on refining our pointing, turning, strafing, and aiming mechanics – those were a common complaint from the first game. We feel that there isn’t any room for compromise this time – the FPS controls for Red Steel 2 have to be great, period, and we think we’ve done that. You’ll have to tell us if you agree when you play it.


Is the Wii MotionPlus fully exploited in Red Steel 2? [Faloux from Nintendo Master, Dr.Coxy from Aussie-Nintendo]

From Jason Vandenberghe, Creative Director

I’m not 100% sure what this question means… but I think I get the general idea. I’m going to assume for my answer that you are asking whether or not there are features of the Wii Motion Plus that we aren’t using, and how much effort we have made to take advantage of the new hardware… if that isn’t it, go ahead and re-send a more specific question and we’ll answer that one in the next Q&A.

Under the hood, the Wii MotionPlus is basically a gyroscope. It tells us (to a pretty remarkable amount of accuracy) precisely what angle the Wii Remote is pointing in space at all times. We’ve constructed our entire gameplay combat input system around having this information. The basic “first-person slash” mechanic doesn’t function without the Wii MotionPlus. The Wii MotionPlus is so core to our experience that we made the (controversial!) decision to require it for play.

So, I’m comfortable saying that from a design and gameplay standpoint, we’ve absolutely fully exploited the Wii Motion Plus. Hell yes, in fact.

So, then what about development effort?

We knew from the moment we got our hands on the hardware that this would be a key feature for us. So, from the start we’ve had a core group of programmers, designers, animators (and, at need, anyone that team needs), dedicated purely to adding, iterating, and polishing Wii MotionPlus input and replication features. This group of super-wizards is adding and refining MotionPlus attack, defense, and basic interaction features pretty much every day of their working lives, and have been for well over a year now. So, again, hell yes.

Let’s say it this way: there are likely very few teams on the planet who have had a greater opportunity than the Red Steel team to learn, use, and exploit the features of the Wii MotionPlus hardware. In many ways, it’s what we do. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif


What major difficulties have you met integrating the Wii MotionPlus to the project? [supermarioM from Nintendo master]

From Jason Vandenberghe, Creative Director

Let’s see.

Well, to start with, we had to redesign the entire gameplay system. Since there were very few examples of this kind of first-person fighting out there (and nothing that used motion controls… except for Red Steel 1), we had to invent it, pretty much from scratch.

When we realized that we had something cool, we realized we needed to redesign the gameplay setting, all the enemies, the hero himself, the story, and make the (again) controversial decision to not use the same characters and setting as the first game.

Integrating the Wii Motion Plus meant that we had to redesign the entire game, basically. ? But, I don’t think that’s quite what you mean: maybe you are asking about more technical integration issues?

It turns out that, really, the hardest part about using the Wii Motion Plus is deciding what to do
with all the data. Getting the data is straightforward (in programming terms, anyway), but then what?

The short version is that we do an extensive amount of analysis and filtering of that data to try and predict what you (the player) are trying to do with your sword (the Wii Remote). Everyone moves the weapon a little bit differently, and we have to have a system that works for everyone. That’s complicated. As an example , when you « swing » your weapon, do you « whip » it ? Meaning, do you pull it backwards in the opposite direction briefly before you swing ? Like, a little wind-up ? Turns out that about half of players do… and half don’t . So, we have to handle that sort of thing in the code… and that’s not simple.

But, making games isn’t simple. That’s why we love it.


It seems that Wii MotionPlus requires regular recalibration? How did you overcome this issue with Red Steel 2? [Teox from Nintendo Master, rom_maniac from Aussie-Nintendo]

From Jason Vandenberghe, Creative Director

The short answer: we have awesome programmers.

The long answer: a lot of fuss has been made of the recalibration requirements for the Wii Motion Plus – it turns out that the issues sound much worse than they turn out to be. The libraries that Nintendo provides us do a pretty damn good job of keeping the data stable, and with a few (very clever) programmer tricks on our end, we have eliminated most of the problems that can arise around desynchronization.

Just so we’re all clear on exactly what we’re talking about, the problems generally center around the fact that “wild” motions with the Wii MotionPlus gyroscope add a little bit of error to the data… which accumulates over time. “Recalibration” in this case means getting the Wii MotionPlus to “correct” this error by telling it what direction it is currently pointing, instead of asking it. The easiest way to do this is to wait until the player points at the screen, and then use the sensor bar as an “anchor”… but this isn’t the only way to correct the accumulated “error”. And, fortunately for us, we have super-nerds on our team who’s favorite hobby is finding clever ways to correct for error.


Is there any way to alter the Wii MotionPlus sensitivity manually in the game? [pigu9874, Bhaskar24 from Aussie-Nintendo]

From Jason Vandenberghe, Creative Director

See next answer


Will the player be able to configure the controls for his individual needs? [Lorol from Wiiinsider, Meet7heSniper]

From Jason Vandenberghe, Creative Director

Yep. Our controls are fully customizable. We’ve got a complete controller customization system that gives you total control over your sensitivity settings. The game will come with three levels of presets, but if you want to tweak all the settings, you can.

Currently, you can tweak the following:
o Pointer sensitivity
o Pointer acceleration
o Inner bounding box (dead zone)
o Outer bounding box
o Rotation acceleration curves
o Rotation speed
o WM+ off screen rotation on / off
o WM+ off screen rotation speed
o WM+ sensitivity

We may add more as we focus test and polish.


Is the Nunchuk motion detection used for anything in RS2? [chema64, supermarioM from Nintendo Master]

From Jason Vandenberghe, Creative Director

Maybe… http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif


Is RS2 going to be playable with both handsets for left-handed players? [blackbeltbap]

From Jason Vandenberghe, Creative Director

We’ve been looking very closely at this issue, and focus-testing around it. The core issue for us centers around the visual representation of the weapon matching the player’s hand position – the inputs are actually identical regardless of which hand you use. That said, it is very strange for some players to hold the Wii Remote in their left hand and see the sword being held on-screen in their right…

So, we’re currently looking at the best ways of tackling the problem from a technical standpoint. Stay tuned on this.


Is it possible to swing the sword in any angle? And does this have different impact on the target? [Fender0, Penguyen, BlackMage from wiiinsider]

From Jason Vandenberghe, Creative Director

Yes, of course. This is core to the experience – we measure the angle of your slice, and represent that exactly on-screen. The angle of your impact determines the enemies’ hit reaction and direction of movement – they will move in the direction you hit them. We’ve invested a lot of time and energy (and memory and CPU) into making this work well – since it’s sort of the whole point.

Also, your enemies will take defensive stances (in the same way the player can) that guard against horizontal or vertical attacks. To penetrate such a defense, you’ll need to attack in the appropriate direction.

As a side note, it’s surprising how effective a simple mechanic like this can be in practice. We’ve experimented with giving the player a higher bar to meet for their attacks (such as high or low attacks, or attacks requiring a more exact angle), and we’ve found that at the end, while this is more “accurate”, it’s much less fun. At least, as we’ve defined ‘fun’ for this game.


When you control the sword, does it recognize the depth of the moves in order to, for example, thrust the sword forward? [PARADOJA-MAN, chema64]

From Jason Vandenberghe, Creative Director

Oh yes. Yes indeed. Look for more info on this kind of attack soon.


How do I turn in the game? Do I have to turn my back to the TV? [by Stickman1978]

From Jason Vandenberghe, Creative Director

You turn by simply pointing the Wii Remote towards the edge of the screen, like in most Wii first-person games.

I think I understand your confusion, though: it may not be clear how I can attack with the Wii Remote by swinging it if I also have to use it to turn! The trick is that when I am in combat, I am locked onto my enemy. When I’m locked, I can use my sword to attack, and the left stick gives me all the movement I need. When I’m not locked, I can then use my Wii Remote to navigate normally.

This might sound tricky, but in practice we’ve found that it feels pretty natural to players.


What will happen if the sword runs against some resistance like the sword of an opponent - the player will of course not stop his movement? How will this be synchronized? [Zauberzunge from Wiiinsider]

From Jason Vandenberghe, Creative Director

Yeah, this is a tricky issue. Wouldn’t it be cool if the Wii Remote had force-feedback so that we could stop you in mid-air? Sigh. I suppose we’ll have to wait until anti-gravity is invented or something before we get that experience. When it happens, believe me: the Red Steel team will be there. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

So, the answer to your question is this: we build those kinds of “rebound” interactions with strong on-screen feedback for the player, so that even though the physical sensation of being stopped isn’t there, the gameplay sensation is (FX, audio, animation, actions, etc). Gamers have been getting by on that kind of feedback for a long time now – turns out it still works. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif


With the previous game, when swinging the sword or doing melee, the action of swinging the Wii Remote past the sensor bar moved the camera unintentionally, has this issue been addressed? [liamrudel]

From Jason Vandenberghe, Creative Director

Yes! The lock system (discussed briefly above) resolves this issue nicely. If you are locked to an enemy, you will automatically face him, so you don’t have to worry about keeping the camera pointed at him… and the need to turn is eliminated. You are then free to use the Wii Remote to slash without confusing the system. (Players will also have the choice between using our auto lock system and using a more precise manual lock system, but more on that later!)

As a side note, when the player is not locked to an enemy or an object, we have found that (through clever programmer intervention) we can also, with a great deal of precision, detect the difference between the player slashing and trying to turn. So far, in playtest we are finding that players generally don’t unintentionally move the camera while navigating.



<span class="ev_code_RED">[Update July 2, 2009] POST-E3 QUESTIONS </span>

Why did you not continue the game where the Red Steel ended? [from Yamiyannik1993]

From Jason Vandenberghe, Creative Director

Well, it was certainly a tough call. The fans and the team had a lot of affection for the setting and characters of the first Red Steel, and it was certainly tempting to pick up where the first game left off.

However, as we developed our gameplay and art style for Red Steel 2, it became clear that what we were doing would work much better in a new setting: a setting that was built around this new type of combat we had built, and a setting that better fit what we wanted to do with the game visually.

So, we took a good hard look at what was really cool about the first Red Steel (guided by a mix of our own gaming tastes and our quite passionate feedback from the fanbase). From this, it became clear that the strong Asian-style setting and the mix of modern action gun combat plus katana-based sword fighting is something that resonates with a lot of people, us included, but that there was room to take the franchise in a new direction while still keeping that “Red Steel” core.

So, we started there. Then, we began to build what would become an entirely new world, story, characters, and visual style around those core concepts. What you see is the result.


Why keeping the name Red Steel, since the game seems totally different from the first? [from Nintendo Master]

From Jason Vandenberghe, Creative Director

The answer to the first question (above) deals with some of the reasons for this, but let me add a little bit more detail here.

We want this game to be great. Towards that end, we spent a lot of time, effort, blood, sweat, and tears, really digging down into what worked and what didn’t in the first game. This is often a difficult process for game developers: examining your own work is challenging, but it’s really necessary to make the best possible title.

So, we felt that, at its heart, “Red Steel” was all about two main ideas: physically-immersive first-person combat with a sword and a gun, and a modern “East crashes into West” style of setting. We figured that if the new setting and characters were cool enough, while still retaining the core ideas, players would embrace them.


Is Red Steel exclusively a Wii brand, or do you consider releasing it on other platform in case of big commercial success? [from Nintendo Master]

From Jason Vandenberghe, Creative Director

Red Steel 2 is Wii exclusive, and Wii MotionPlus exclusive. The core gameplay of intense, 1st-person swordplay simply doesn’t function the way we want it to without the Wii Remote.


Are you intenting to make the Red Steel franchise as big as Rayman, Splinter Cell or Assassin’s Creed? [from Nintendo Master]

From Jason Vandenberghe, Creative Director

We intend to make the Red Steel franchise bigger than Pokémon.

Just kidding.



But not really.

Honestly, I would love nothing more than if everyone with a Wii bought and played our game, and then went out and convinced all their friends who didn’t have Wiis yet to buy one and do the same thing.

The team and the company, of course, are determined to give players something great. At the end of the day, though, the fact is that how big the Red Steel franchise becomes really depends on how much you guys like the game when you finally get your hands on it. We’re going to do everything we can to make that be “a lot”.


Does RS2 use the quantum3 engine for graphics? [from Bigburito]

From Jason Vandenberghe, Creative Director

Red Steel 2 uses an in-house engine called Lyn. It suits our gameplay and our development style very well, and lets us take advantage of the efforts made (and being made) by other teams inside Ubisoft that are using the same tech. Quantum3 does look like a pretty cool engine, though.


What is more important to the dev team: smoother controls or better graphics/art style? [from Bigburito]

From Jason Vandenberghe, Creative Director

This is less a question of what is more important to the team than it is a question of what is important to the game. A first-person game with quick, exciting melee-attacks and precise shooting gameplay simply must run at 60fps, and that’s what we have. Thus, every decision we make is colored by the requirement to keep the gameplay smooth and responsive.

But, of course, we all also want the game to look spectacular. Paradoxically, by having agreement about the 60fps principle from the beginning has liberated the art team: it has allowed them to focus 100% of their effort on getting the absolute most they can out of that 1/60th of a second, instead of looking for other compromises. As a result, Stephane Bachelet and his team have developed a look that is exciting, suits our gameplay, runs very well on the Wii.

So, to the team, both are important. But we all know that for a first-person action title, gameplay comes first.


Where did you get the inspiration for the art style from? [from Bigburito]

From Stephane Bachelet, Artistic Director

Our look is what we think of as a “game look” – it looks like a game. We’re not trying to make a movie game, or a simulation, or anything like that. We want every piece of what we give the player to be focused on having fun fighting with a sword and a gun. Of course, the limited resources on the Wii were a factor for us, but our main focus was finding a look that fit our game feel and setting, that really excites us (and then, hopefully, our players).

Additionally, we wanted our look to give our designers the best tools to make the game really fun – and for melee combat that means strong feedback, big effects... we didn’t want the look and the gameplay to fight with each other. We wanted a look that made the game design better, and a design that made the look better.

We think we’ve found what we were looking for with what we’re currently calling a “graphic novel” approach. Our references are very diverse (Frank Miller, Bill Sienkiewicz for Elektra Assassin, Akira, Gunm...). We’ve pulled out some of the details from the world, but left it a grungy, dirty place: a look with strong contrasts but with a good dose of reality underneath. We don’t want to over-spend on details that don’t make the game better, but we still want the world to seem real.

It’s a difficult balance to strike, and we will no doubt be working on it until the day we ship, but we’re pretty excited about it.


What is a hard decision to change the artistic direction for RS2? [from supermarioM, from Nintendo master]

From Stephane Bachelet, Artistic Director

We started with our gameplay: the sword and the gun. Everything comes from that, really. We asked ourselves, with these weapons, where do we want to be?

The katana itself made the first part of our answer simple: Asia will always be one pillar of any Red Steel experience. So, we asked ourselves: if the “natural home” of our sword is the Far East, what is the “natural home” of our gun?

We could have gotten into a chicken-and-egg problem here - because, of course, we can choose what gun the player uses. But, for us, the classic .45 caliber revolver is such a great weapon that this part was easy, too. What’s the “natural home” of the revolver? The Far West – specifically places like what you find in the films of Sergio Leone (A Fistful of Dollars, The Good, The Bad and The Ugly, etc…). So, our setting: Far East meets Far West, in a modern time. The more we worked with these ideas, the cooler we felt it was… and here we are.


How does RS2 handle loading? (The first one had lengthy loadings) [from Objection_Blaster, from Nintendolife]

From Jason Vandenberghe, Creative Director
[QUOTE]One of the advantages of using the Lyn engine is that there is support in there for a certain amount of data streaming. We are using this to our advantage to create much larger spaces than the Wii could normally support. We still load from time to time for specific transitions (and these load times are quite manageable), but we intend for the majority of the experience to be largely load-free.

Of course, this means a certain amount of ‘portaling’ of the environment, but we think that’s a pretty fair t

Bigburito
07-05-2009, 06:11 PM
thanks for the answers! http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif I can't wait for the next one!

Ubi_Wuzzi
07-06-2009, 03:21 AM
Originally posted by disBjeFFixD:
Red Steel 2 looks great and i am planning on getting the game, but i still have a few questions to ask.
Is Red Steel 2 going to allow you to set up a plan to take out multiple enemies like in red steel 1?

About how many guns/swords/upgrades are there going to be in the game?

Best chance to get your question answered is by posting them in the dedicated topic Developer Q&A (http://forums.ubi.com/eve/forums/a/tpc/f/6421073957/m/7691015067) http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif
Thanks guys!

Wuzzi

asli1991
07-22-2009, 03:39 AM
hi, i'm playing red steel.I'm in front of a geisha house but I can't get in. I open the windows and I try to jump in but I can't. what am I going to do?
thank you

Bigburito
07-22-2009, 07:48 AM
Originally posted by asli1991:
hi, i'm playing red steel.I'm in front of a geisha house but I can't get in. I open the windows and I try to jump in but I can't. what am I going to do?
thank you

this is for Red Steel 2 (not Red Steel 1) but anyways here's a guide the answers you seek should be in here. (http://www.gamefaqs.com/console/wii/file/932528/47025)

MikeCrazy1995
07-23-2009, 06:16 PM
hi i wanna know why you didnt put a multiplayer mode on RS2? and congratulations for this game i love the first im very anxious to realised RS2

massk2
07-28-2009, 01:54 PM
Originally posted by Ubi_Wuzzi:
So, now the actual answer: building our game with realistic violence in it would, for many players, interfere with just having a good time with a sword and gun. And, that’s sort of the whole point of all the work we’ve been doing. Blood and gore just isn’t what this game is about, and we want to be true to the game we are making. That won’t necessarily make everyone happy, but we believe that at the end of the day, if you like the idea of swordfighting, we’ll have a game that is worth your time.

Sorry to say that, I think this is BS! Where the heck did the developer found this theory? I think the developer is just trying to sell it as <span class="ev_code_GREEN">Grand Slam Tennis</span> and <span class="ev_code_BLUE">Tiger Woods</span> for <span class="ev_code_PINK">Teen</span> rating. This is because Red Steel 2 a MotionPlus-only game, they assumed this will make it through the mass audience for some "Finacial Consideration". This is the true story behind that PR statement.

Do they know they were two pure artistic violence games that called No More Heroes and MadWorld which included blood, decapitation, dismemberment, etc on Wii? I've bet they had forgotten it!

I wonder which would sell more at the end, maybe they should do some survey or poll for the public. Or maybe they could even do something more innovative and had never done it before because of the 1st third party Motionplus-only game, releasing two version on the market, "<span class="ev_code_PINK">Family Oriented</span>" and "<span class="ev_code_GREY">Core game</span>" version.

SMBX2J
07-28-2009, 03:59 PM
Originally posted by massk2:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Ubi_Wuzzi:
So, now the actual answer: building our game with realistic violence in it would, for many players, interfere with just having a good time with a sword and gun. And, that’s sort of the whole point of all the work we’ve been doing. Blood and gore just isn’t what this game is about, and we want to be true to the game we are making. That won’t necessarily make everyone happy, but we believe that at the end of the day, if you like the idea of swordfighting, we’ll have a game that is worth your time.

Sorry to say that, I think this is BS! Where the heck did the developer found this theory? I think the developer is just trying to sell it as <span class="ev_code_GREEN">Grand Slam Tennis</span> and <span class="ev_code_BLUE">Tiger Woods</span> for <span class="ev_code_PINK">Teen</span> rating. This is because Red Steel 2 a MotionPlus-only game, they assumed this will make it through the mass audience for some "Finacial Consideration". This is the true story behind that PR statement.

Do they know they were two pure artistic violence games that called No More Heroes and MadWorld which included blood, decapitation, dismemberment, etc on Wii? I've bet they had forgotten it!

I wonder which would sell more at the end, maybe they should do some survey or poll for the public. Or maybe they could even do something more innovative and had never done it before because of the 1st third party Motionplus-only game, releasing two version on the market, "<span class="ev_code_PINK">Family Oriented</span>" and "<span class="ev_code_GREY">Core game</span>" version. </div></BLOCKQUOTE>

And let's take a look at No More Heroes and MadWorld. When you start talking about the game or read a review, what's one of the first things you'll hear? It's ultra-violent! It's exactly what he was talking about, that when games are very violent, they become about the violence. That might not completely be the case for No More Heroes, but it definitely is for MadWorld.

Even if you're right, and they have only excluded blood and gore for more mass-market appeal, what's the harm in that? Taking out those things doesn't seriously make the game any worse, any less enjoyable. If you're someone who absolutely needs to have blood, then you probably have some mental issues. Besides, No More Heroes and MadWorld more or less failed sales-wise, so why would you purposely make a game that follows their route? Maybe Ubisoft just doesn't like money?

Iron_Warrior
07-28-2009, 09:32 PM
Not sure if we're supposed to post responses in here, but other people seem to be doing it, and if everyone jumped off a bridge...


Even if you're right, and they have only excluded blood and gore for more mass-market appeal, what's the harm in that? Taking out those things doesn't seriously make the game any worse, any less enjoyable. If you're someone who absolutely needs to have blood, then you probably have some mental issues. Besides, No More Heroes and MadWorld more or less failed sales-wise, so why would you purposely make a game that follows their route? Maybe Ubisoft just doesn't like money?

I couldn't agree more. There's lots of games that greatly benefit from blood-like Resident Evil 4, but Red Steel 2 doesn't look like it really needs it...

The problem is there's no reaction to the finishers...there's no satisfying sound or effect. It doesn't have to be blood, just some sort of exciting-looking thing. Smash Bros has no blood in it, but when you hit something you get a terrifically satisfying sound and smacking effect.

Bigburito
07-29-2009, 01:41 AM
Originally posted by SMBX2J:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by massk2:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Ubi_Wuzzi:
So, now the actual answer: building our game with realistic violence in it would, for many players, interfere with just having a good time with a sword and gun. And, that’s sort of the whole point of all the work we’ve been doing. Blood and gore just isn’t what this game is about, and we want to be true to the game we are making. That won’t necessarily make everyone happy, but we believe that at the end of the day, if you like the idea of swordfighting, we’ll have a game that is worth your time.

Sorry to say that, I think this is BS! Where the heck did the developer found this theory? I think the developer is just trying to sell it as <span class="ev_code_GREEN">Grand Slam Tennis</span> and <span class="ev_code_BLUE">Tiger Woods</span> for <span class="ev_code_PINK">Teen</span> rating. This is because Red Steel 2 a MotionPlus-only game, they assumed this will make it through the mass audience for some "Finacial Consideration". This is the true story behind that PR statement.

Do they know they were two pure artistic violence games that called No More Heroes and MadWorld which included blood, decapitation, dismemberment, etc on Wii? I've bet they had forgotten it!

I wonder which would sell more at the end, maybe they should do some survey or poll for the public. Or maybe they could even do something more innovative and had never done it before because of the 1st third party Motionplus-only game, releasing two version on the market, "<span class="ev_code_PINK">Family Oriented</span>" and "<span class="ev_code_GREY">Core game</span>" version. </div></BLOCKQUOTE>

And let's take a look at No More Heroes and MadWorld. When you start talking about the game or read a review, what's one of the first things you'll hear? It's ultra-violent! It's exactly what he was talking about, that when games are very violent, they become about the violence. That might not completely be the case for No More Heroes, but it definitely is for MadWorld.

Even if you're right, and they have only excluded blood and gore for more mass-market appeal, what's the harm in that? Taking out those things doesn't seriously make the game any worse, any less enjoyable. If you're someone who absolutely needs to have blood, then you probably have some mental issues. Besides, No More Heroes and MadWorld more or less failed sales-wise, so why would you purposely make a game that follows their route? Maybe Ubisoft just doesn't like money? </div></BLOCKQUOTE>

though an ultra-violent Red Steel 2 would be nice (a great stress reliever as well)I wouldn't expect it. but I still believe there should be some blood, if your going to make a game where you shoot, stab, and kill people then there has to be at least SOME blood. if they can't even a few drops of blood in the game because they don't want to push the rating then they aren't doing right by the fans.

SMBX2J
07-29-2009, 02:07 PM
Originally posted by Iron_Warrior:
Not sure if we're supposed to post responses in here, but other people seem to be doing it, and if everyone jumped off a bridge...

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> Even if you're right, and they have only excluded blood and gore for more mass-market appeal, what's the harm in that? Taking out those things doesn't seriously make the game any worse, any less enjoyable. If you're someone who absolutely needs to have blood, then you probably have some mental issues. Besides, No More Heroes and MadWorld more or less failed sales-wise, so why would you purposely make a game that follows their route? Maybe Ubisoft just doesn't like money?

I couldn't agree more. There's lots of games that greatly benefit from blood-like Resident Evil 4, but Red Steel 2 doesn't look like it really needs it...

The problem is there's no reaction to the finishers...there's no satisfying sound or effect. It doesn't have to be blood, just some sort of exciting-looking thing. Smash Bros has no blood in it, but when you hit something you get a terrifically satisfying sound and smacking effect. </div></BLOCKQUOTE>

That much I can understand and agree with, those attacks are certainly missing something. I'm only saying that blood isn't it.

Coolgerb
08-04-2009, 03:18 PM
<font color="#ECB827">How come there is no blood in the game? [from Bigburito and halimaw96] </font>

From Jason Vandenberghe, Creative Director
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">We get asked this a lot. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif In fact, we asked ourselves this question at least a thousand times before we made the final call. I’m going to hit a few major semi-philosophical points (very briefly, I swear) to give you some background, and then give you the direct skinny.

First of all, let’s be clear: blood, decapitation, dismemberment, etc, is clearly a big part of the swordfighting fantasy. Plenty of games have done it, many quite well. However, it’s not the entire fantasy. It’s not even really most of it. Swordfighting for me is all about power, skill, and movement – not necessarily gore.

Second: a lot of people out there have very strong opinions about this topic. We knew that blood (or the lack thereof) would be a make-or-break issue for many players – the debates around violence in games (pro- and con-) can get pretty extreme. Even so, our team isn’t focused on those kinds of issues, really. Instead, we’re trying to make something entertaining, something truly fun to play, a game where you play a real hero, a badass with a sword and a gun.
Third: it’s a lot harder for me to believe that the guy that I’m playing is a true hero when he slices his enemies up for fun before killing them.

So, now the actual answer: building our game with realistic violence in it would, for many players, interfere with just having a good time with a sword and gun. And, that’s sort of the whole point of all the work we’ve been doing. Blood and gore just isn’t what this game is about, and we want to be true to the game we are making. That won’t necessarily make everyone happy, but we believe that at the end of the day, if you like the idea of swordfighting, we’ll have a game that is worth your time. </div></BLOCKQUOTE>

So, what you're basically trying to hide, in lots of words; the Wii can't handle the blood.

Because honestly, who in his right mind thinks that adding blood distracts from the experience? Hell, the game is even called RED Steel.
And indeed it is not the 'entire' fantasy, but it IS part of it. You're saying here that you're aware of not giving the full 'fantasy'.

Oh and... You give your 'true hero' a sword (and a gun), and your only argument is that if you see blood, it means he slices his enemies up for fun? What? Sword = Cuts = Blood.

No More Heroes is a perfect example. The developers were so stupid as to censor the game in Europe and Japan. So most of the people imported it from North America, where it wasn't censored.


You shouldn't lie about things like this. You should just admit you're unable to create blood or something, and not create some kind of story that you actually don't want blood in a violent game which revolves around swords.

Here's a prediction for you, and if I'm right, you can hire me as your new designer:

The game won't sell great, and a lot of reviews will state that the game feels incomplete. Not just because of the blood, but if you make decisions like this for blood, I am sure you have made several other strange decisions for other subjects too. I have seen this way too often in games.

How come I - who is not a games developer - DO learn from other developers' mistakes, but you, part of Ubisoft, a renowned games developer, don't?

Now, I'm not talking about the entire Ubisoft company, for example the Assassin's Creed 2 team is doing a fine job so far, having improved every point of criticism of their last game.

Bigburito
08-04-2009, 06:55 PM
Originally posted by disBjeFFixD:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Coolgerb:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"><font color="#ECB827">How come there is no blood in the game? [from Bigburito and halimaw96] </font>

From Jason Vandenberghe, Creative Director
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">We get asked this a lot. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif In fact, we asked ourselves this question at least a thousand times before we made the final call. I’m going to hit a few major semi-philosophical points (very briefly, I swear) to give you some background, and then give you the direct skinny.

First of all, let’s be clear: blood, decapitation, dismemberment, etc, is clearly a big part of the swordfighting fantasy. Plenty of games have done it, many quite well. However, it’s not the entire fantasy. It’s not even really most of it. Swordfighting for me is all about power, skill, and movement – not necessarily gore.

Second: a lot of people out there have very strong opinions about this topic. We knew that blood (or the lack thereof) would be a make-or-break issue for many players – the debates around violence in games (pro- and con-) can get pretty extreme. Even so, our team isn’t focused on those kinds of issues, really. Instead, we’re trying to make something entertaining, something truly fun to play, a game where you play a real hero, a badass with a sword and a gun.
Third: it’s a lot harder for me to believe that the guy that I’m playing is a true hero when he slices his enemies up for fun before killing them.

So, now the actual answer: building our game with realistic violence in it would, for many players, interfere with just having a good time with a sword and gun. And, that’s sort of the whole point of all the work we’ve been doing. Blood and gore just isn’t what this game is about, and we want to be true to the game we are making. That won’t necessarily make everyone happy, but we believe that at the end of the day, if you like the idea of swordfighting, we’ll have a game that is worth your time. </div></BLOCKQUOTE>

So, what you're basically trying to hide, in lots of words; the Wii can't handle the blood.

Because honestly, who in his right mind thinks that adding blood distracts from the experience? Hell, the game is even called RED Steel.
And indeed it is not the 'entire' fantasy, but it IS part of it. You're saying here that you're aware of not giving the full 'fantasy'.

Oh and... You give your 'true hero' a sword (and a gun), and your only argument is that if you see blood, it means he slices his enemies up for fun? What? Sword = Cuts = Blood.

No More Heroes is a perfect example. The developers were so stupid as to censor the game in Europe and Japan. So most of the people imported it from North America, where it wasn't censored.


You shouldn't lie about things like this. You should just admit you're unable to create blood or something, and not create some kind of story that you actually don't want blood in a violent game which revolves around swords.

Here's a prediction for you, and if I'm right, you can hire me as your new designer:

The game won't sell great, and a lot of reviews will state that the game feels incomplete. Not just because of the blood, but if you make decisions like this for blood, I am sure you have made several other strange decisions for other subjects too. I have seen this way too often in games.

How come I - who is not a games developer - DO learn from other developers' mistakes, but you, part of Ubisoft, a renowned games developer, don't?

Now, I'm not talking about the entire Ubisoft company, for example the Assassin's Creed 2 team is doing a fine job so far, having improved every point of criticism of their last game. </div></BLOCKQUOTE>

WOAH WOAH WOAH... that's a little too much there dude. First off, I am pretty sure The whole Red Steel 2 Dev Team makes the decisions, not just the creative director so don't blame him completely.
Secondly, The Wii can definitely handle blood, but it would never look as realistic or cool as the PS3 or Xbox 360, <span class="ev_code_RED">so why waste time on putting blood in this game when the theme is based around sword and gun gameplay.</span>
Third of all, adding blood to a gam doesn't make always make it better, but it does take up a lot of time from the team especially since they are probably almost done with the game and just adding some small touches and features.
Fourth, if you don't like this game, don't post ridiculous remarks criticizing The Red Steel Dev Team.

Oh and although adding blood does take away some experience from the game, I and many other people probably agree that there should be a little bit of blood maybe when you shoot someone or get shot, but no gore in this game. </div></BLOCKQUOTE>

first off I agree with Coolgerb,
second, no offense but the part I highlighted in Red is just dumb. if your ganna have REAL swords and REAL guns then you need REAL violence and real violence has blood if they don't want to have gore that's fine we can believe his sword is just a decorative sword so it can't cut like a real one but not having the blood makes the game look unpolished. also as I have said before simple blood effects counting the creation of the blood effect sprite/3D model and the coding required to make enemies bleed would take less than an hour, heck they could probably go to a random coding forum and someone would probably do it for free!
and a final note, the whole point of this forum is to criticize and question things about the game when it's in development so that when it goes to retail it will be the best it can be.

Coolgerb
08-04-2009, 06:57 PM
I'm not talking about the Wii, which can handle blood no problem.

I'm talking about their engine. They're probably just scared of getting criticism from American Christian conservatives.

And stop saying blood takes away some of the experience, as it doesn't. It only adds to it. Otherwise, they could've just given us a stick instead of a sword, it'll basically have the exact same effect now.

EDIT: I wrote this without having read Bigburito's post, this was in answer to Fender0 and disBjeFFixd.

disBjeFFixD
08-05-2009, 02:33 AM
I see, That's your own opinion I guess I will not interfere with that. But i highly doubt your remarks will about blood will make red steel 2 have blood in it.

Bigburito
08-05-2009, 09:33 AM
Originally posted by disBjeFFixD:
I see, That's your own opinion I guess I will not interfere with that. But i highly doubt your remarks will about blood will make red steel 2 have blood in it.

if it doesn't have blood then the game is going to be a disappointment, now I'm not saying this because I have a bloodlust or anything, I'm saying this because the whole point of the Wii and WM+ was to make games more realistic and not having blood isn't realistic. it's like taking two steps forward and then taking a step back because it's a tad dark and your afraid of tripping.

disBjeFFixD
08-05-2009, 08:16 PM
Originally posted by Bigburito:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by disBjeFFixD:
I see, That's your own opinion I guess I will not interfere with that. But i highly doubt your remarks will about blood will make red steel 2 have blood in it.

if it doesn't have blood then the game is going to be a disappointment, now I'm not saying this because I have a bloodlust or anything, I'm saying this because the whole point of the Wii and WM+ was to make games more realistic and not having blood isn't realistic. it's like taking two steps forward and then taking a step back because it's a tad dark and your afraid of tripping. </div></BLOCKQUOTE>

i get what your saying, but wii sports resort has no blood whatsoever and it's still meant to be fun and realistic, right?

Bigburito
08-06-2009, 12:32 AM
Originally posted by disBjeFFixD:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Bigburito:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by disBjeFFixD:
I see, That's your own opinion I guess I will not interfere with that. But i highly doubt your remarks will about blood will make red steel 2 have blood in it.

if it doesn't have blood then the game is going to be a disappointment, now I'm not saying this because I have a bloodlust or anything, I'm saying this because the whole point of the Wii and WM+ was to make games more realistic and not having blood isn't realistic. it's like taking two steps forward and then taking a step back because it's a tad dark and your afraid of tripping. </div></BLOCKQUOTE>

i get what your saying, but wii sports resort has no blood whatsoever and it's still meant to be fun and realistic, right? </div></BLOCKQUOTE>

realistic in the fact that you wear safety gear and use plastic swords when you aren't cutting up random objects. it's realistic of play fighting. but in Red Steel 2 your fighting with real swords and real guns with real bullets the enemys don't just get knocked out they die, you also die, not having the bloods takes away the realism from the game. it also makes it a bit unpolished (the execution moves looks laughably pathetic without the blood there to prove you didn't accidentally glitch you sword through your enemy) though the dev team doesn't want to believe it, it really does take away from the game. if they don't have blood in the game I'll bet $200 that one of the reviewers man complaint will be no blood.

Iron_Warrior
08-06-2009, 12:37 PM
I'm not talking about the Wii, which can handle blood no problem.

I'm talking about their engine. They're probably just scared of getting criticism from American Christian conservatives.


Their engine can handle blood effects, because it can do fire effects, which are probably just a partical systems. Making blood usually consists of a billboarded sprite (faces 1 direction only) that is duplicated and shot out in a random direction.

I really doubt it's the Conservatives holding the blood back, it's more likely Ubisoft thinking a Teen game sells much better than a mature game on the Wii. And they're probably right.


but in Red Steel 2 your fighting with real swords and real guns with real bullets the enemys don't just get knocked out they die, you also die, not having the bloods takes away the realism from the game.

In Zelda you're fighting with a real sword and shooting real arrows into real monsters, and yet, there's no blood, just a glowy red effect.

Agreed on the unpolished look. To restate my earlier opinion, there needs to be some sort of effect on the finishers! It doesn't need to be blood, but a comic-booky effect would be terrific. Most games that don't have blood still have an exciting effect to highlight enemy deaths.

Bigburito
08-06-2009, 02:26 PM
Originally posted by Iron_Warrior:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">I'm not talking about the Wii, which can handle blood no problem.

I'm talking about their engine. They're probably just scared of getting criticism from American Christian conservatives.


Their engine can handle blood effects, because it can do fire effects, which are probably just a partical systems. Making blood usually consists of a billboarded sprite (faces 1 direction only) that is duplicated and shot out in a random direction.

I really doubt it's the Conservatives holding the blood back, it's more likely Ubisoft thinking a Teen game sells much better than a mature game on the Wii. And they're probably right.


but in Red Steel 2 your fighting with real swords and real guns with real bullets the enemys don't just get knocked out they die, you also die, not having the bloods takes away the realism from the game.

In Zelda you're fighting with a real sword and shooting real arrows into real monsters, and yet, there's no blood, just a glowy red effect.

Agreed on the unpolished look. To restate my earlier opinion, there needs to be some sort of effect on the finishers! It doesn't need to be blood, but a comic-booky effect would be terrific. Most games that don't have blood still have an exciting effect to highlight enemy deaths. </div></BLOCKQUOTE>

TEEN games can have blood (The Conduit is rated TEEN and it has blood from both humans and aliens and if you get a headshot on an alien it's head explodes into a shower of orange blood!)

I really don't want comic book effects (if they make it do BAM! and POW! effects bubbles appear when you hit someone I'll just wait for another sword game to come around.) I still think blood would be the best for it (and again the game is called RED Steel 2 it doesn't make sense without blood)

Iron_Warrior
08-06-2009, 03:57 PM
TEEN games can have blood (The Conduit is rated TEEN and it has blood from both humans and aliens and if you get a headshot on an alien it's head explodes into a shower of orange blood!)

I really don't want comic book effects (if they make it do BAM! and POW! effects bubbles appear when you hit someone I'll just wait for another sword game to come around.) I still think blood would be the best for it (and again the game is called RED Steel 2 it doesn't make sense without blood)

Teen games can have blood, yes, but only to a certain extent, and you don't want to push it. In this kind of game, with swords going everywhere, and what with stabbing and gutting people, the blood might have made it M. Red Steel 2 will probably get Teen anyways for the finishing moves.

I didn't mean comic-book like BAM! and POW! (god forbid) but sort of over-emphasized effects, like in Smash Bros Brawl.

Bigburito
08-06-2009, 11:21 PM
Originally posted by Iron_Warrior:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">TEEN games can have blood (The Conduit is rated TEEN and it has blood from both humans and aliens and if you get a headshot on an alien it's head explodes into a shower of orange blood!)

I really don't want comic book effects (if they make it do BAM! and POW! effects bubbles appear when you hit someone I'll just wait for another sword game to come around.) I still think blood would be the best for it (and again the game is called RED Steel 2 it doesn't make sense without blood)

Teen games can have blood, yes, but only to a certain extent, and you don't want to push it. In this kind of game, with swords going everywhere, and what with stabbing and gutting people, the blood might have made it M. Red Steel 2 will probably get Teen anyways for the finishing moves.

I didn't mean comic-book like BAM! and POW! (god forbid) but sort of over-emphasized effects, like in Smash Bros Brawl. </div></BLOCKQUOTE>

if The Conduit can have exploding headshots (the heads explode and a shower of blood flies out of the neck until the body disappears) then simple blood effects should be fine! if the ESRB objects they just have to point to the Conduit and ask why they get so much why Red Steel 2 gets so little!

Bigburito
08-07-2009, 07:33 AM
Originally posted by Fender0:
Let's continue this discussion on another forum thread, this is developers answers only (although they never answer questions) so let's remove all our comments here! (I'll delete this message when all know, I've already deleted my other posts here)

or we could wait for a moderator to move them to a separate forum...

sayajin4us
08-07-2009, 05:39 PM
Now, now gang. Lets play nice.

Bigburito
08-07-2009, 09:09 PM
Originally posted by sayajin4us:
Now, now gang. Lets play nice.

I thought we were...(asking a moderator to move posts to a separate thread so that discussions can get back on track is civil)

yonama
08-09-2009, 08:47 PM
<span class="ev_code_BLUE">What is the release date for redsteel two in Canada,and if there isn't a set date available,around what time will it be available in Canada?Thanks.</span>

Coolgerb
08-09-2009, 11:18 PM
Posting emails in public forums (...fora) is one of the worst things you can do.

Say hi to a ****load of spam if you're unlucky.

yonama
08-10-2009, 08:46 PM
Originally posted by Coolgerb:
Posting emails in public forums (...fora) is one of the worst things you can do.

Say hi to a ****load of spam if you're unlucky.

Thanks,forgot about that,I didn't get any yet,hope someone didn't copy my E-mail adress and sent it to all his or her friends.Thanks again.See ya.

Ubi_Wuzzi
08-12-2009, 10:39 AM
This topic has just been updated with plenty of new information on CONTROLS & WII MOTIONPLUS in RED STEEL 2.

We hope you'll enjoy it and that it well worth your wait! http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Wuzzi

sxy_asian_ninja
08-12-2009, 03:26 PM
excuse me, but WHERE THE HELL ARE THE ANSWERS?

sayajin4us
08-12-2009, 04:26 PM
Ubi_wuzzi, Thank you for answering. we appreciate your response, but I am w/ Sxy_Asian_Ninja on this one. I checked Developers Q&A, and answers to th eCommunity and I only saw the update for 7/2/09. You respondes w/ new info on controls/WM+. Not to sound like an in-great but where in th etopic is th einfo located? http://forums.ubi.com/images/smilies/blink.gif

sayajin4us
08-12-2009, 04:54 PM
Originally posted by sayajin4us:
Ubi_wuzzi, Thank you for answering. we appreciate your response, but I am w/ Sxy_Asian_Ninja on this one. I checked Developers Q&A, and answers to th eCommunity and I only saw the update for 7/2/09. You respondes w/ new info on controls/WM+. Not to sound like an in-great but where in th etopic is th einfo located? http://forums.ubi.com/images/smilies/blink.gif

Update: just saw it. sorry. Thanx again for the update. Keep it up http://forums.ubi.com/images/smilies/11.gif

sxy_asian_ninja
08-12-2009, 07:30 PM
where are the answers, cuz i can't find em

sxy_asian_ninja
08-12-2009, 07:37 PM
nvm i found em sry...

thethorn42
08-18-2009, 10:25 AM
When is the reales Date?????

sayajin4us
08-18-2009, 10:54 AM
Originally posted by thethorn42:
When is the reales Date?????

heard it march 10 2010

opionesaved
08-18-2009, 11:31 AM
I'm kinda glad they delayed it. I mean, I REALLY want to play it, but I want it to be the best experience it can when I finally do.

sayajin4us
08-18-2009, 06:41 PM
Originally posted by opionesaved:
I'm kinda glad they delayed it. I mean, I REALLY want to play it, but I want it to be the best experience it can when I finally do.

you said the magic words. welcome ot the club my friend http://forums.ubi.com/images/smilies/11.gif

Ubi_Wuzzi
09-03-2009, 04:05 AM
Hey everyone!

This topic has been updated with new questions answered about the MOVES in RED STEEL 2.

Also, following the requests made on the forum, I am glad to announce that we will aim at providing you with new answers every week, starting now. http://forums.ubi.com/images/smilies/25.gif

Please go to the first post of this topic to check out the new answers and keep your questions coming!

Thanks.

Wuzzi

sayajin4us
09-03-2009, 05:16 PM
AWESOME!! Thanx again Wuzzi http://forums.ubi.com/images/smilies/88.gif

Mollutje
09-12-2009, 04:13 AM
how many hours of gameplay will this game provide, are there a lot of levels, or just a few and are the levels relatively short or long?

SMBX2J
09-13-2009, 02:14 PM
Well, so much for weekly updates... http://forums.ubi.com/images/smilies/shady.gif

Edit: I think you guys were just waiting for me to say that before you posted them. http://forums.ubi.com/images/smilies/88.gif

Ubi_Wuzzi
09-14-2009, 02:27 AM
Hey guys,

New answers from Creative Director are now availabe at the usual place. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Wuzzi

sayajin4us
09-14-2009, 12:05 PM
Originally posted by Ubi_Wuzzi:
Hey guys,

New answers from Creative Director are now availabe at the usual place. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Wuzzi

Bullet-bounce-back w/ blocks!!!!!!!!! http://forums.ubi.com/images/smilies/88.gif. This just keeps getting better and better http://forums.ubi.com/images/smilies/metal.gif

Ubi_Wuzzi
09-17-2009, 04:12 AM
This topic has been updated with 3 new answers http://forums.ubi.com/images/smilies/25.gif

Enjoy!

crackerface
09-23-2009, 11:45 PM
The game need blood to connivence. Red steel 2 should be a game where blood and gore splatter.Without it, it just dumb...

driveby012
09-24-2009, 03:46 AM
Hey guys. I've just seen the latest TGS gameplay, and boy i almost got a heartattack when I saw the new death animations of the enemies.

Sandclouds that gets blown away. It's exactly like I hoped it would look. Great.

Nice that you read the posts here and take advise^^

Oh and you answered the last questions right on my Birthday^^ nice.

Ubi_Wuzzi
09-24-2009, 10:54 AM
Thank you for your message and Happy Birthday (a bit late) driveby012 !

By the way, new answers are available at the usual place http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

crackerface
09-24-2009, 06:10 PM
I might be crazy but Why can't the developer just give the game blood and be able to turn it off in the settings. This way everyone can be happy? Also can we cut through the doors and locks that would be fun

driveby012
09-25-2009, 07:38 AM
Originally posted by Ubi_Wuzzi:
Thank you for your message and Happy Birthday (a bit late) driveby012 !

By the way, new answers are available at the usual place http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Thank you^^

Penguyen
09-26-2009, 04:41 AM
Tell us how the sideshot works!

bimbo11991
10-19-2009, 09:16 PM
I know that Ubi put up a video for us, but when are they going to update the answers? They better not stray from their weekly basis when they aren't doing videos.

Naregman
10-20-2009, 05:26 PM
Are there going to be any downloadable content for this game, also is this game going to be free-world?

rs2fan_893
10-20-2009, 08:28 PM
Originally posted by Naregman:
Are there going to be any downloadable content for this game, also is this game going to be free-world?

They said its a possibility, but nothing official(would be great though). And did you mean "open world"?

bimbo11991
10-20-2009, 09:05 PM
DLC could draw in huge crowds on the wii, but it doesn't look like they are planning on it. Ubi could be keeping it secret(this would be mean, but nice) from us at this time.
I don't think that the world will truly be "open" but it doesn't look to follow a strictly linear guideline.

rs2fan_893
10-21-2009, 09:23 PM
We really could use an answer for this one, with details.

bimbo11991
10-23-2009, 06:58 PM
Ubi, could you reward your most devout fans on this blog with some kind of, dare I say, demo? I already know the answer, but it doesn't hurt to ask.

sayajin4us
10-23-2009, 07:22 PM
DEMO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Fender0
10-24-2009, 02:13 AM
Nananananananana Demo disc! Nanananananananana to all major bloggers! That means nananana....ok,
it means me, sajayin and bimbo!

bimbo11991
10-24-2009, 07:40 AM
I think that we have earned the right to play a demo after all our time on this forum, not that I haven't enjoyed it. Because I have.

sayajin4us
10-25-2009, 08:03 AM
I'd love to play, could I just borrow a WM+ http://forums.ubi.com/images/smilies/blink.gif. Damn this economy http://forums.ubi.com/images/smilies/51.gif

bimbo11991
10-25-2009, 04:25 PM
I wish that the wii motion plus by itself would also be $10, but some places charge $25 for them. Atleast RS2 will only be $60 with the add on.

sayajin4us
10-25-2009, 05:50 PM
Originally posted by bimbo11991:
I wish that the wii motion plus by itself would also be $10, but some places charge $25 for them. Atleast RS2 will only be $60 with the add on.

Tell me about it. That is the unfortunate thing about Nintendo. They Nickel-and-Dime you on the shovelware. In this case, the shovelware is required

bimbo11991
10-25-2009, 06:42 PM
Atleast they don't charge you to play online or for wifi. Any company's goal is to make as much money as possible, but I think that Nintendo does a decent job in providing for its customers.

Ubi_Wuzzi
11-27-2009, 07:57 AM
Topic updated http://forums.ubi.com/images/smilies/25.gif

Head to the first post to get new answers from Jason.

Thank you!

sayajin4us
11-27-2009, 01:31 PM
Jason and Wuzzi for th ewin today. This is one of those things that I am thankful for this holiday http://forums.ubi.com/images/smilies/11.gif. Thanks you guys, keep it up!!!!!!!

bimbo11991
11-27-2009, 09:03 PM
A gift for Thanksgiving? I'm thinking Christmas will bode well too.

sayajin4us
11-28-2009, 07:13 AM
Dare I say a demo http://forums.ubi.com/images/smilies/halo.gif

Fender0
11-28-2009, 12:58 PM
Dare I say an earlier release AND a demo? I think not....but I sure do hope so

Fender0
11-30-2009, 12:40 PM
Ubi_wuzzi must be new or only hanging in a really few Ubi forums, just look at his post-rate...

Blue_panda_123
11-30-2009, 05:31 PM
Originally posted by Fender0:
Dare I say an earlier release AND a demo? I think not....but I sure do hope so

I would ***z in my pants if red steel 2 got an earlier release date

btw I looked for an appropriate graemlin to end that sentence... there was none.

driveby012
12-01-2009, 06:05 AM
Originally posted by Blue_panda_123:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Fender0:
Dare I say an earlier release AND a demo? I think not....but I sure do hope so

I would ***z in my pants if red steel 2 got an earlier release date

btw I looked for an appropriate graemlin to end that sentence... there was none. </div></BLOCKQUOTE>

Actually no, I really don't want RS2 to be released earlier. I have some very critical exams in January and any distraction would be devastating.

If I pass them I can get RS2 as a reward, if not, I'm going to get solace by slicing up in game enemies^^

sayajin4us
12-01-2009, 08:14 PM
Originally posted by driveby012:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Blue_panda_123:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Fender0:
Dare I say an earlier release AND a demo? I think not....but I sure do hope so

I would ***z in my pants if red steel 2 got an earlier release date

btw I looked for an appropriate graemlin to end that sentence... there was none. </div></BLOCKQUOTE>

Actually no, I really don't want RS2 to be released earlier. I have some very critical exams in January and any distraction would be devastating.

If I pass them I can get RS2 as a reward, if not, I'm going to get solace by slicing up in game enemies^^ </div></BLOCKQUOTE>

Excellent http://forums.ubi.com/images/smilies/59.gif

Ubi_Wuzzi
12-03-2009, 09:32 AM
Topic updated with new answers http://forums.ubi.com/images/smilies/25.gif

Fender0
12-03-2009, 10:42 AM
Good answers, could you ask the devs. if they're still trying to fix the handle-thing or if they've given up?

Blue_panda_123
12-03-2009, 11:03 AM
I believe that the handle thing was just for the demo to show that the WM+ could read how hard you swung, they could change it for the final game or they might not.

sayajin4us
12-03-2009, 08:54 PM
The hilt smash and gunplay physics were somethings i wondered about from the beginning. Kinda glad you may not be able to do a "gangsta lean" with the gun. It just would not look right. the hilt smash as a combo finisher only has meade me happy enough http://forums.ubi.com/images/smilies/metal.gif.

Ubi_Wuzzi
12-10-2009, 02:15 AM
New answers posted. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
Do you like them?

Penguyen
12-10-2009, 06:13 AM
We do! Thanks again Wuzzi http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Ubi_Wuzzi
12-10-2009, 07:18 AM
Glad you enjoy Penguyen http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Iron_Warrior
12-10-2009, 12:25 PM
You guys are really on the ball here, good to see.

sayajin4us
12-17-2009, 07:47 PM
Wuzzi, did you answer in my PM?

Fender0
12-17-2009, 11:30 PM
What did it say Sajayin?

sayajin4us
12-18-2009, 03:21 PM
http://forums.ubi.com/images/smilies/53.gif http://forums.ubi.com/images/smilies/88.gif http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif http://forums.ubi.com/images/smilies/metal.gif http://forums.ubi.com/images/smilies/11.gif. WOW! Wuzzi and th eteam, you guys never disappoint. This is an X-mas gift and a half for us! Thank you for the update and the cool fan kit for us. on behalf of th efans, happy holiday! you guys and gals deserve some time off http://forums.ubi.com/images/smilies/25.gif

sayajin4us
12-18-2009, 04:03 PM
Originally posted by Fender0:
What did it say Sajayin?

Nothing really. just something small about thewii camera everyone hates.

Ubi_Wuzzi
01-06-2010, 08:36 AM
First 2010's answers to community wil be posted this Friday. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Stay tuned guys !

bimbo11991
01-06-2010, 08:54 AM
Thanks for giving us a date to look forward to. I can't wait.

Fender0
01-06-2010, 10:05 AM
Originally posted by bimbo11991:
Thanks for giving us a date to look forward to. I can't wait.
That's the problem with Rs2, when you know when new info is going to be released; you mad waiting...

sayajin4us
01-06-2010, 05:57 PM
just a few more days http://forums.ubi.com/images/smilies/typing.gif

Ubi_Wuzzi
01-08-2010, 10:03 AM
There are the new answers from Jason, and they end the theme MOVES!

It's now time to talk about the Red Steel 2 unique setting and I'm sure you have lot of questions about this surprising universe.

Keep them coming there (http://forums.ubi.com/eve/forums/a/tpc/f/6421073957/m/7691015067) and check this forum next Friday for first answers.

Thank you!

Wuzzi


Is the player supposed to rely on his own reactions and instinct during the fighting? [dragonlord777]

From Jason Vandenberghe, Creative Director

That’s sort of the whole point, yep. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Honestly, this topic has come up again and again as we have been developing the game. Many times, we asked ourselves (and were asked by others) if the game wouldn’t be stronger if we went a lot more lock-and-key in the combat… a lot more “pattern-response”.

You see the kind of mechanic I’m talking about with the Heavy – that big Jackal with the hammer. He, clearly, wants you to attack him from behind… and not for very long, because he gets mad and SMASH!

That’s cool, and it works pretty well… but (to me, anyway) that’s not really the heart of melee combat. Melee fights are dirty, fast, unpredictable, and often are decided by who attacks first, instead of who picks the perfect attack.

Also, everyone has a different way of fighting. Some people (me) prefer to run in and smash everything. Other people (Roman) like to play super-stylish, unleashing the best moves for each moment. Other people like to play defensively, keeping their guard up and moving until they see a moment to attack, and then leaping in.

Our guiding philosophy has been that all of these should work against basic enemies. More advanced enemies may require you to adjust your tactics, but even then there should still be choices.

So the answer to your question is yes. I believe that choices make combat interesting. And when you have only a split second to choose, your instincts will probably be running the show. And that’s how Red Steel 2 is played.


Does Wii MotionPlus know the difference between you trying to turn with the pointer and you trying to slash/strike a enemy, box, etc.? And how? [disBjeFFixD]

From Jason Vandenberghe, Creative Director

It does, but it’s actually not so much the Wii MotionPlus that does this. We designed our way out of this problem through the use of the lock system.

Out of combat, you are free to turn, explore, and navigate. In this mode, moving the Wii MotionPlus means turning.

In-combat, you are locked on to your current enemy. Thus, you no longer need to turn, and we are free to use the Wii MotionPlus exclusively for swinging the sword. You can still strafe around the enemy, dash, advance, retreat, whatever you like… in fact, you can unlock if you want (by holding [Z]) and go into navigation mode even in combat.

But, to be fair to the Wii MotionPlus, it actually does go a bit further than that.

You can slash with the sword during navigation. By measuring the speed of your motion, the length of the movement, and a few other things, we can make a pretty reasonable guess about what you are trying to do. In this case, there’s sometimes a little hitch in the camera as the system changes its mind about what you mean, but then the slash takes over, and everything’s okay. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif But, with the lock running, it’s smooth sailing.

Fender0
01-08-2010, 11:08 AM
Thank you, but sadly no interesting questions...and now since "MOVES"-topic is over I won't get to know about the dual-wielding thing...:'(, well next week will be good http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif!

sayajin4us
01-08-2010, 02:39 PM
Awesome new year's resolution: Updates every Friday! Great info on the controls and such. cannot wait till next week. Hope you guys @ Ubi had a good holiday break and I bet you are excited about finishing this game. you guys are working so hard and again we appreciate all your efforts. #/23 is just around the corner http://forums.ubi.com/images/smilies/clap.gif

Fender0
01-08-2010, 02:58 PM
Haha, you were holding 'shift' when you pressed the "3"-button :P

HeroOfTime007
01-08-2010, 03:49 PM
I think Ubisoft Montreal or Paris (I forget which one is making this game), told GoNintendo or something that Dual Weilding would be a learnable skill in the game that you buy.

Fender0
01-09-2010, 12:45 PM
No, I posted a bunch of questions about dual-wielding in the Q.A-thread.

h5e5l5l5o5
01-09-2010, 05:40 PM
No reason to get made at him for saying it...or make him look stupid...

HeroOfTime007
01-10-2010, 09:05 AM
Here.

http://www.siliconera.com/2010...2-info-from-famitsu/ (http://www.siliconera.com/2010/01/03/heres-some-new-red-steel-2-info-from-famitsu/)



- You’ll be able to dual-wield guns in the game at some point. This seems to be part of the additional moves you can acquire (using money) as you progress through the game.

Fender0
01-10-2010, 12:31 PM
Yeah, thats what I said that we already knew, there was a whole thread about that siliconera-article and after that I posted several questions about how the dual-wielding worked in detail http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

HeroOfTime007
01-10-2010, 04:53 PM
It sounded like you were saying you didnt know anything if there would be dual weilding in the game or not.

jermz305
03-13-2010, 05:18 PM
hmm how is the story dont be the conduit awesome gameplay but overall generic im byng launch either way i got da 1st at lunccch at 2

SHADOWBEAST666
03-25-2010, 11:14 PM
the codes that we get from gamestop, is it for the swords only? im waiting for gamestop to tell me i can pick code. also im tempted to use codes that are in gamefaqs.com including for the barracuda.