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Yep, it's a lazy backstory on a similar par to that of most other games. But does the gameplay make up for it? Not really. Set as a first person shooter with a sharp twist, you travel from area to area in a western-meets-Japan world, tackling repetative foes and smashing crates. Unlike most first person shooters, Red Steel 2's most powerful weaponry is the katana. With motion-plus we are promised precise motion control as we slice and dice our foes. This sounds really good fun!
However, the enemies are predictable, carry out the same patterns of attack and don't have a great deal of intelligence. Whilst the sword-fighting is initially entertaining, it soon becomes a chore as you carry out the same three or four moves over and over again to defeat your foes. This wouldn't be so bad if Red Steel 2's world wasn't designed so poorly.
The puzzles are rather easy, especially when the map in the bottom corner tells you exactly where to go throughout the game. Every area seems to be filled with obvious 'secrets' that give you cash bonuses. Destroy some bin bags and you get rich with the currency that falls from them! Destroy explosive barrels that smash the dozens of coin-filled crates in each area, walk though a door, return, and someone has very kindly replaced the barrels, crates and bin-bags. To the avid-unlocker who wants to enjoy the use of better guns, more health-points and armour, this would be fantastic, as the money you collect is used to trade for such bonuses, as well as stronger attacks. However, trying to go through doors will throw you back to the early noughties Resident Evil where you would wait to go through a door so that the game could load further content. That would be fine if the areas weren't so small and basic.
As you complete certain missions, you're faced with cut-scenes that are rather well animated, progressing the game's main story. Unfortunately, they're so boring you just wont care. Selecting missions is a case of going to various hideouts (Dojos, sheriff office, etc) and selecting an item from a notice board. Red Faction Guerilla-influenced radio messages tell you what to do next or warn you of impending danger as you progress. These messages come from the various in-game characters who somehow find their way to destinations before you get to them - certainly leaving me a little confused.
I really enjoyed the original Red Steel, and despite its motion control not being so advanced, I felt it was a solid game. However, Red Steel 2 feels like it should have been a Wii launch game, or even a GameCube release. Although it looks pretty with its cel-shading comic-like effect (as used very well in the brilliant FPS Xiii) it feels lazy, repetative and a chore to play.
I usually sing Ubi's praises...but if this is the best a large third-party developer can do with motion plus, I am really disappointed. Red Steel 2 is fun for a bit, but quickly becomes a let down. There are much better games out there.
Yep, it's a lazy backstory on a similar par to that of most other games. But does the gameplay make up for it? Not really. Set as a first person shooter with a sharp twist, you travel from area to area in a western-meets-Japan world, tackling repetative foes and smashing crates. Unlike most first person shooters, Red Steel 2's most powerful weaponry is the katana. With motion-plus we are promised precise motion control as we slice and dice our foes. This sounds really good fun!
However, the enemies are predictable, carry out the same patterns of attack and don't have a great deal of intelligence. Whilst the sword-fighting is initially entertaining, it soon becomes a chore as you carry out the same three or four moves over and over again to defeat your foes. This wouldn't be so bad if Red Steel 2's world wasn't designed so poorly.
The puzzles are rather easy, especially when the map in the bottom corner tells you exactly where to go throughout the game. Every area seems to be filled with obvious 'secrets' that give you cash bonuses. Destroy some bin bags and you get rich with the currency that falls from them! Destroy explosive barrels that smash the dozens of coin-filled crates in each area, walk though a door, return, and someone has very kindly replaced the barrels, crates and bin-bags. To the avid-unlocker who wants to enjoy the use of better guns, more health-points and armour, this would be fantastic, as the money you collect is used to trade for such bonuses, as well as stronger attacks. However, trying to go through doors will throw you back to the early noughties Resident Evil where you would wait to go through a door so that the game could load further content. That would be fine if the areas weren't so small and basic.
As you complete certain missions, you're faced with cut-scenes that are rather well animated, progressing the game's main story. Unfortunately, they're so boring you just wont care. Selecting missions is a case of going to various hideouts (Dojos, sheriff office, etc) and selecting an item from a notice board. Red Faction Guerilla-influenced radio messages tell you what to do next or warn you of impending danger as you progress. These messages come from the various in-game characters who somehow find their way to destinations before you get to them - certainly leaving me a little confused.
I really enjoyed the original Red Steel, and despite its motion control not being so advanced, I felt it was a solid game. However, Red Steel 2 feels like it should have been a Wii launch game, or even a GameCube release. Although it looks pretty with its cel-shading comic-like effect (as used very well in the brilliant FPS Xiii) it feels lazy, repetative and a chore to play.
I usually sing Ubi's praises...but if this is the best a large third-party developer can do with motion plus, I am really disappointed. Red Steel 2 is fun for a bit, but quickly becomes a let down. There are much better games out there.