Playing Red Steel 2, the sequel to the Ubisoft Wii launch title, the first thought that comes to mind is not “Wow, this is so much better than the first game” instead it is “Wow, why aren’t more developers using Wii motion plus”. While its fresh new visual style certainly helps, it is the fantastic controls that make this first person shooter/slasher an experience unlike any other.
The first Red Steel was an average shooter that was notably for being one of the first first person shooters on Wii. Unfortunately, the pointer controls were fidgety and the sword fighting, the game’s other main hook, could only recognize slashes in the eight cardinal directions. It was not nearly as revolutionary as the trailers made it out to be. Add in rather bland visuals and storylines about an American bodyguard saving his Japanese mob princess girlfriend and you had one of Wii’s first major disappoints.
It took four years and a new piece of hardware but Ubisoft has addressed nearly all with the sequel. Actually, reboot is probably a more accurate term. The only things Red Steel 2 retains from the original are the sword and gun mechanics and a plot about Western and Eastern cultures colliding. One of these aspects is stronger than the other but together they create one of the most improved sequels seen in quite some time.
Red Steel 2 takes place in Caldera, a strange town resembling a cross between some cowboy-filled desert and a Japanese village. The culture of the local population reflects this mishmash as well. You play as the nameless final member of the Kusagari clan, a group of gunslinger samurais, out for revenge while protecting the town from vicious gangs and powerful warlords. The plot is thin and is the weakest part of the package but the multi-ethnic fusion has led to one of the game’s strengths, the new art style. Instead of the first game’s boring realism, the world of Red Steel 2 is a bold, cel-shaded wasteland that is a joy to look in way not unlike Borderlands. The character designs are not great but you will be seeing so little of them it will hardly matter.
Red Steel 2’s structure has also been slightly revamped. The game is broken up into chapters but instead of being completely linear, each chapter gives you a new hub, like a saloon or a train station, and presents you with new missions to complete. It is like a stripped down open-world game. Unfortunately these missions can be quite repetitive at times. You will either be fighting guys, destroying stuff or learning some new sword technique. Plus the game hides its somewhat lengthy load times with the same doors, adding to the feeling of déjà vu. The game recognizes that the combat is it is main attraction. Everything surrounding it feels like an excuse to get back into the action. But that action is so sublime, you can hardly blame them.
With the power of motion plus, Ubisoft has created a sword simulator on Wii so good, the upcoming Zelda may have something to worry about. Every slice and block is detected. The strength of your blow matters, there is a boatload of special moves (like slicing a guy into the air and leaping after him) and an addictive combo system will have you trying to make every encounter as stylish as possible. Red Steel 2 just feels good to play and if you upgrade your character all the way, soon you will feel as badass as he is once you starts cutting dudes down. Even with the fantastic new sword controls, Ubisoft did not forget about the gunplay. While guns do feel underpowered once armored enemies start showing up, the aiming now works which is a huge improvement. But the sword is more fun and the game smartly expects you to supplement your offense with the gun instead of relying on it. Using both weapons in tandem adds a strategy to the combat but I still suspect that a player could never fire a bullet and still get through 90% of the game.
Unlike the first game, multiplayer is unfortunately nowhere to be seen. But at least the campaign is a decent length and every level can be replayed. Again, the game is clearly about the swordplay and the visuals. Everything else was an afterthought. Without the swordplay controls Red Steel 2 would be a competent shooter with a unique visual presentation. With it, it is one of the most satisfying and tactile video games on the market. It is a Wii game that truly shines because of how well it takes advantage of the platform. It is a justification of motion-controlled core games.
And do not worry, your arm won’t get tired!
4 out of 5
- Jordan Minor