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[Wii] Red Steel
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Tama8-chan
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Member 952

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Mar 2006


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Old Apr 9, 2006, 03:57 AM Local time: Apr 9, 2006, 07:57 PM #1 of 154
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.

The revmote is therefore an extension of your hand.

The whole gun-tilting thing isn't necessary, obviously, but it makes more sense, because you CAN, and it looks more natural as well on screen if you're making the actions too.

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.

Jam it back in, in the dark.
Tama8-chan
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Mar 2006


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Old Apr 9, 2006, 06:31 AM Local time: Apr 9, 2006, 10:31 PM #2 of 154
note how i said mouse.
not keyboard.

if you walked into something and kept on going forward, then yes, you would be pushing something, according the the mouse/keyboard configuration.

Quote:
-"Unlike other FPS games, which tie the camera and aiming together, Red Steel's camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill
i'll explain it again:
the thing with the mouse/keyboard configuration for FPSs is that the aiming AND CAMERA are the same mechanism.
Whereas with the revmote, the aiming is independant of the camera, ie, your gun is not aimed directly at the center of the screen so that you are not moving the screen around to aim.

Originally Posted by Solis
Yes, but I'm talking about the gameplay ITSELF, not the way you play it.
As far as the Revolution and the revmote are concerned, the gameplay IS dependant on the way you play it.
Everything here is related to the gameplay anyway.
Any little animations add to to make a believeable experience in-game.

There's nowhere I can't reach.
Tama8-chan
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Mar 2006


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Old Apr 11, 2006, 09:46 AM Local time: Apr 12, 2006, 01:46 AM #3 of 154
Thanks to Chairman Kaga there, pah.

In terms of the graphics, these look MUCH BETTER than I thought they would.
For something that is only 2/3 times the power of GC, it's definitely proving it's worth as far as I'm concerned.

Granted, there would be some small issues in terms of say, noticable blocky bits due to lower poly count...but from those scans, Red Steel already looks just as good as Perfect Dark Zero to me.
Like, the lighting effects in the screens look spectacular!
And unlike PDZ, not EVERYTHING has a shine to it!

Still need some video footage though.

This thing is sticky, and I don't like it. I don't appreciate it.
Tama8-chan
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Mar 2006


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Old Apr 15, 2006, 11:10 PM Local time: Apr 16, 2006, 03:10 PM #4 of 154
I showed my friend the scans last night, and he was convinced that the screens were 'concept art'.

when i first saw them myself last week, i thought they were concept art too.

i dont know if what he said was a compliment to the graphical power (that it looks better than he thought, or whatever), or if he just refused to believe that they were screens because of the art style of the game.

I am a dolphin, do you want me on your body?
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Exploding Garrmondo Weiner Interactive Swiss Army Penis > Garrmondo Entertainment > Video Gaming > [Wii] Red Steel

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