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[Wii] Red Steel
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Solis
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Old Apr 7, 2006, 07:04 PM Local time: Apr 7, 2006, 07:04 PM #1 of 154
Looks nice, about what I expected from a system that's 50%-100% more powerful than the Gamecube. Though there's not that you can really see, those about the lowest quality scans you can get, and at the angle/resolution it's at, it's kinda hard to make out anything except the basic look. For some reason the "light shaded edges" remind me of another game...but I just can't put my finger on what.

Originally Posted by Colonel Skills
In this day and age, its much too difficult to determine if it's prerendered or not from screens that tiny.
There isn't much doubt that it's realtime, but low res magazine scans aren't exactly the best way to see what it looks like. It usually gives screenshots the "thumbnail effect", where everything is so blurry and small you can't make out the details or flaws. It will be nice if we could get some direct feed images or videos of it...guess we'll have to wait until the 20th if noone can dig up anything else before then.

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Old Apr 7, 2006, 11:23 PM Local time: Apr 7, 2006, 11:23 PM #2 of 154
Originally Posted by Neogin
Unreal Engine 4? I thought uh..I forgot that one person's name, but, I thought the guy said he wasn't supporting Nintendo with the Unreal Engine? Either way, I'm sure Nintendo will do fine without it..
No, the person you're refering to (I know who you're talking about but I can't remember his name, Mark Reign maybe?) never said the Unreal engine wouldn't work on the Revolution, his earlier statements were about how he thought the controller would end up being used for many gimmicky games without any substance and that the jump in graphics technology between generations was always the most important aspect, and that Nintendo should've focused more on better processing technology. Later he clairified that he doesn't have anything against the Revolution and wouldn't mind putting a game on it that takes advantage of the controller while reaffirming that he still felt that there would be many games that use it in a gimmicky way.


Originally Posted by JazzFlight
Again, the most important thing to me is whether the controller can work with HDTVs or if it's like a light-gun. I mean, light-guns only work with standard tube televisions, from what I know.

I'm hoping the sensors you place around the screen and the gyroscope in the controller are all you'll need.
Yes, the controller doesn't use the TV for any kind of input. It's not like a lightgun (although some do work with HDTVs), it gets all of it's positional data from the sensors you place.

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Old Apr 8, 2006, 09:01 AM Local time: Apr 8, 2006, 09:01 AM #3 of 154
Oh, just for the hell of it I fixed up the scans slightly. They're still low resolution and blurry as hell...but at least the aspect and brightness is a bit more tolerable now (edit: how do you make it so that the attachments are shown as images instead of links? the img tags don't seem to be working):




Originally Posted by chaofan
All we need now are screens of Raid Over the Rainbow and Sadness to start silencing the skeptics.
Raid Over the Rainbow? Is that the one where you have to dogfight your way to a pot of Lucky Charms? Must be the sequel to Darkened Skye...


Originally Posted by Sexninja
"rotate his wrist to actually rotate the gun at an angle within the game, or bring the sword up at an angle to block an enemy's sword stroke. Grenades can be thrown by imitating a lobbing motion with the controller"

^^KICK ASS IDEA^^
You know, as cool as that sounds, I wonder how many Revolution remotes and TVs will be broken from people lobbing their controllers...

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Solis
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Old Apr 9, 2006, 12:46 AM Local time: Apr 9, 2006, 12:46 AM #4 of 154
Originally Posted by RABicle
Whatever, this is the future. Do you see kids playing their first ever video game holding the controller motionless and extremely relaxed? No you dont.

THis game will force us to become excited, we will enjoy playing it even if we don't want to. Revolution takes everything a step ahead of every other console. This game will require true skill based off practise and you're natural co-ordination. Getting headhsots based of minute thumb movements via dual analoge is for real retards.
Wow, and I thought Sony's PR was out there, but this takes the cake. For one, getting headshots with the Revolution remote will only require minute movements as well. It would be incredibly stupid if they expected you to be waving the controller in front of you for the duration of the game. And secondly, a controller alone hardly makes everything better than another console (this should be obvious from the fact that the Gamecube has the least functional controller of the 3 yet is still able to have good games on it).

Otherwise, the game seems to play like a refined Dino Stalker. But now you can use the controller's rotation to determine how you twist your arm (kinda useless when you get down to it, I think), and looking around is now based on the controller's aiming (no idea how they expect you to be able to look around when you're using the controller as a sword, unless they take the "lock on" route with it like Maken X did). It will be interesting to see how it actually works in the game. I'm a bit worried about length though, this seems like it could end up being a Max Payne 2 affair. It almost sounds like they built the game as a tech demo for the controller, so I'll wait and see if any of these cool sounding ideas the game contains actually works out for the game mechanics.

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Old Apr 9, 2006, 12:53 AM Local time: Apr 9, 2006, 12:53 AM #5 of 154
Originally Posted by sprouticus
Wow. I don't even know what to say. This game is going to be fucking incredible. Any naysayers out there anymore?
Cool sounding =/= good game

I think anyone that automatically assumes a game is great based on a preview in a magazine needs to have their head checked. Lets try, you know, PLAYING the game before we start calling it "fucking incredible".

I was speaking idiomatically.
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Old Apr 9, 2006, 02:35 AM Local time: Apr 9, 2006, 02:35 AM #6 of 154
Originally Posted by Deguello
Good Gravy, hasn't the "tech demo" schtick worn off by now? Every goddamn videogame is a tech demo.
But tech demos refer to games that use a piece of technology for the sole purpose of seeing what it can do. The way GI describes this, some things about it would fall into this catagory. I mean really, is it necessary to be able to hold your gun sideways to shoot? No, but it's cool, and it's a way to show off the controller.

Lets face it, most major launch games for new hardware try to use the capabilities of the system however they can just for the heck of it, everything from digitized voice in Altered Beast to the minigames in Mario 64 DS. And there's nothing wrong with that, as long as they remember to put a good effort into the game itself while they're adding these cool features. I'm just hoping the controller compliments the game instead of the other way around. The options in the game do sound cool, but it's their execution and integration that will really count.

What kind of toxic man-thing is happening now?
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Old Apr 9, 2006, 05:26 AM Local time: Apr 9, 2006, 05:26 AM #7 of 154
Originally Posted by Tama8-chan
Solis, the entire POINT of the revmote is to change the way games are played.

If you read the summary of the article there, the minute controls you can make with the revmote compared with the dual-stick controls that console FPSs usually use has allowed UbiSoft to make extreme changes in the AI of the enemeies to make things more challenging, as well as the way the player interacts with the environment.

Because the Rev senses movement in 3D space, compared with a mouse, which is just on a 2D plane, you can make more realistic movements with your weapons and the environment.
You can't make a throwing movement with your mouse, nor can you emulate the action of knocking over a table for cover.
Yes, but I'm talking about the gameplay ITSELF, not the way you play it. No, you can't make the same movements with a mouse as you can with the Revolution controller, but that doesn't mean you can't push over objects with mouse/keyboard controls, and it certainly doesn't mean you can use grenades with them. It changes the way you do these things, but it doesn't mean the game is automatically made better or different by them. That's why I'd like to play the game for myself (or at least see it being played) instead of going by the description from a preview in a magazine. Especially Game Informer...


Originally Posted by Tama8-chan
And I think it's a bit early to talk about the length of the game right now - especially if you're trying to make it out to be a negative aspect of the game.
It's a potential negative aspect, just like everything listed is a potential positive aspect. A game's ideas are only as good as their execution. You don't see anyone talking about how Trespasser set the standard for how interaction should be handled in FPS games, after all.


Originally Posted by RABicle
Actually it is. If you've played any of the recent Ghost Recon games, developed by the same team behind this game, they incorperate a peak around corners button that allows you to take pot shots from behind a wall for instance. Half the game is built around this aspect. It willbe incorperated in a similar way for Red Steel.
Yes, but that's kinda the point: you don't NEED the controller to be able to do that. In fact I can't think of many recent FPS games that DIDN'T allow you to do that in some fashion. I'm sure it might make it a bit easier to do (or maybe just more immersive, since I can't see it becoming easier when every other game allows you to do it by pressing a button), but it doesn't offer something new and never before seen because of it. But how would tilting the controller to lean against walls work if you're using it to tilt your gun?

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Old Apr 10, 2006, 07:41 PM Local time: Apr 10, 2006, 07:41 PM #8 of 154
I haven't seen any new pictures of the controller+analog attachment, from the look of it the cord between the two was pretty short, but they said they were lengthening it for the final version. I'm a bit concerned about it's length too, or even then it will still cause drag on the remote which will feel a bit odd when wielding it like a sword. I think pulling off Kill Bill style moves with it might be a bit difficult (lets face it, 90% of the people that hear the phrase "use it to swing a sword" are thinking of the crazy maneuvers from that movie). So at worst, you'll just have to restrict your movements a little to keep from having it interfere with using the analog attachment.

I'm kinda wondering why they didn't make both units wireless, or maybe even offer a wired analog attachment (as in one that hooks up to the console instead of the remote). It would give the remote a better sense of freedom for things like this. Oh well, I'm sure some 3rd party will eventually do that somehow.

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Old Apr 11, 2006, 05:58 PM Local time: Apr 11, 2006, 05:58 PM #9 of 154
New/better scans from the GI article:








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Old Apr 12, 2006, 02:01 AM Local time: Apr 12, 2006, 02:01 AM #10 of 154
Originally Posted by sprouticus
Yeah I don't remember xbox ever looking that good. That's a definite step up from current gen systems.
I think Splinter Cell: Chaos Theory looked about as good as those screens indicate. Maybe a bit better in textures and effects, and a bit worse in lighting, but roughly the same level. Actually, it almost remind me of Tomb Raider Legends in some ways.

Oh, one thing I noticed in the screenshots: why is the targetting reticle so large? That thing is huge...most shooters just have a small dot or laserpoint for that purpose. Just a bit strange that the only HUD in the game is a large set of arrows hovering around where you're pointing when a small circle would do. Maybe that's how wide your shots would fire and better guns would decrease that area? The only non-pistol picture from those shots is a bit hard to make out.

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Old Apr 13, 2006, 04:06 AM Local time: Apr 13, 2006, 04:06 AM #11 of 154
Originally Posted by speculative
If those are launch title graphics, then by mid-life the Revo's games will look very sweet and I don't see how people would be able to complain about it graphics-wise, unless they're playing on $10,000 60-inch HDTV's. Then, let them complain all they want - they are .0000001% of the market.
I doubt the Revolution will see much upgrade in graphics throughout it's lifetime. It's based mainly on Gamecube hardware, so developers have already been tweaking and optimising the core technology for over 5 years now. It's not like most new systems where developers have to start from scratch. This is probably why Red Steel has managed to look so good: UBIsoft is no stranger to the Gamecube's hardware, and upgraded Prince of Persia or Beyond Good and Evil engine could probably produce the visuals of the game. Actually, I'm curious to find out what Red Steel is running on, it almost wouldn't surprise me to find out they used an engine from one of their Gamecube games for it.

Although I'm actually a bit surprised that Red Steel doesn't look better than it does. Some of the textures and models are a bit blocky (particularly on the clothes of that samurai guy, and the main character's arm in the lower casino screenshot). The sun glare in that one screenshot looks nice though.

This thing is sticky, and I don't like it. I don't appreciate it.
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Old Apr 13, 2006, 06:55 AM Local time: Apr 13, 2006, 06:55 AM #12 of 154
Originally Posted by surasshu
Anyway, Rock--"These two guys look the same"? Do you even play videogames? As far back as I can remember, videogames have used the same model over and over in games. I'd hardly consider that a sign that the screenshots aren't real. I agree with you on the gratuitous use of glow effects, though. That stuff is really annoying and looks dumb.
I'm pretty sure he's more concerned with the fact that it's two identical enemies, in identical poses, at the exact same time, in different screenshots. Now what are the chances that while playing an FPS, you'd find two different enemies in an exact same position at the same time? Let alone from a selection of only a dozen screenshots. The shooting gallery theory would make sense, although that would mean there was no AI in those scenes. I wonder if other screens from that article were from a shooting gallery?

Edit: hmm, always beaten to it...

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Old May 12, 2006, 12:38 AM Local time: May 12, 2006, 12:38 AM #13 of 154
A bit of a thread revive, but I thought this would be better suited here than in one of the generic E3 threads when it's specific to this game.

Anyway, after looking at IGN's E3 impressions, I'm a bit stunned. One of the first things they mention is that the graphics aren't up to par with what was previously shown, which was a bit odd since I thought all the previous stuff was all in-game. I blew it off at first, but then someone on another forum put up this comparison picture between the trailer/demo and how the game looks on the actual demo units. Is that for real? It seems like the graphics took a HUGE nosedive: the textures aren't as detailed, simple effects like lens flares look like they were removed, and the lighting seems non-existant now. Why in the world does what's supposed to be the newest build of the game show such a huge decline in graphics? It even goes as far as effecting gameplay, as many previously destructable items don't seem to be anymore (I honestly hope hiding behind bottles doesn't become an effective means of cover). Kinda makes all those "if that's how the Wii looks then it's fine by me" comments null and void if the game ends up shipping like that. Did they just have it running on lower spec dev kits for the demos or something?

Onto the gameplay, I hate to say that my fears from watching the demo given during the Nintendo presentation are confirmed by IGN. The controls seem, as they say, "clunky". Hearing that it's harder to control than both a mouse AND a dual-analog controller is just ridiculous...shouldn't the controller work well for FPS games? Now it's more difficult than even a dual analog controller? That seems like a huge step backwards, why didn't they just make the game for another controller WITH dual analog if it ended up being worse on the Wii controller? Even Gamespot mentioned difficulty in this area, although they were far more forgiving and chalked it up to being used to playing FPS games with a dual analog controller for so long (although even they mention that many things about it are counter-intuitive, which also somewhat defeats the purpose)

The sword combat simply sounds stupid. One of the main things I was hoping to see from the Wii controller was realistic sword fights, with clashing blades and defecting blows. Instead, it sounds like a repackaged Warrior of Middle Earth with the blocking system of Oblivion. Why even have pre-set attack animations that are assigned to slashing a different direction with the remote? It's like they designed the game for a dual-analog controller and then converted pressing a different direction with an analog stick to making a motion with the controller.

Anyway, I guess I'm just REALLY hoping they give the game an overhaul before it's release. The game has so much potential, and it sounded so great from Game Informer's preview, so why all the negative feedback now? If the game bombs when it contains the two things that the Wii controller was supposed to do best, it might discourage other developers from trying what this game did, namely the FPS and sword combat aspects. This was probably my most-looked-forward-to Wii game up to this point, but if what they say is true, then they have a lot of work to do on it before it becomes the definitive FPS of the "new" generation.

I was speaking idiomatically.
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