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Old 02-26-2010, 06:55 PM   #1
The Bee's Knees
 
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Red Steel 2

Red Steel 2 Preview for the Wii from 1UP.com

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When I think of a video game featuring motion controls, sword movements always come to mind. And in my experience, Wii Sports Resort is the last game to utilize it well. Sadly, the sword-play only exists in mini-game form, and didn't provide me with enough swinging satisfaction. But from what I experienced so far, Red Steel 2 fulfills that desire by making sword combat its primary focus. And mixing the gameplay with a first-person shooter seems to go hand-in-hand for this "Japanese Western."

First and foremost, Red Steel 2 is a sequel only in name. It's deprived from sharing any other relation to its predecessor -- and for the better. As an exiled (and nameless) member of the Kusagari group, you return to town and find that nearly every original occupant is gone. All that's left are your enemies, who call themselves "jackals." As the story progresses, the protagonist is constantly acquiring new skills or enhancements. Specifically, I discovered new katana moves, and upgraded (or purchased) guns in order to match the opposition. Thanks to this, the action feels pretty fresh and demanding. And given the array of enemies (so far, I've seen rivals with pistols, katanas, armor, and large mallets), specific new moves are necessary to provide a fighting chance. It's definitely harder to win if you spam the same moves -- you can't always fight these ever-evolving foes in the same way.

For instance, a jackal with duel-wielding pistols can be easily taken down with two slashes to his body, or a couple gun shots. But those with armor are unharmed by bullets altogether, and require heavy katana attacks. And, of course, you can expect to fight an assortment of jackals at once -- each with specific vulnerabilities. Also, you start each fight with a full health bar (a step I like). So seeking to replenish health isn't necessary; then again, the game always surrounds you with temporary barriers during combat, so fleeing from battle is never an option anyways.

As you'd expect, training for battle is done within the dojo; new abilities and upgrades for your katana and your guns are purchased at the dojo store with the money you earn during missions. After purchasing a new move, practice immediately follows-- proper execution is required at least three times in a row (you have to make sure the Wii MotionPlus is working after all). This helps with memorization -- especially since there's no option to practice them again later. Sometimes, I found myself slightly overwhelmed with the variety of moves in my arsenal, and wanted to practice them again. And quite frankly, I'm not going to remember every combo after putting the game down for a day or two. Thankfully, a moves list is accessible at any time.

In addition to the training facility, the dojo also provides a "wanted board," which is where you accept new missions and receive intel. Initially, you're only given one task at a time (side-missions are readily available later). For instance, you're asked to just save some allies, or restore power to communication towers. The pace in which you carry out these tasks appear to fluctuate over time from what I've played, and hopefully remains this way through the entirety of the game.

For anyone wondering about how much you have to physically exert yourself while playing, then like me, you'll appreciate the ability to customize the motion sensitivity. The katana moves are determined by how wide and quickly your arm movements are. If you ever exhaust yourself (or refuse to violently flail your limbs in front of polite company), that can be altered at any time. And from what I played so far, I'm hoping Red Steel 2 turns out to be a must-buy when it releases on March 23.
Looks cool. I never played the original, and I don't know if I'll be able to get this one though (no cash). Check the link for pics/vids. This game comes out March 23rd in North America, March 25th in Australia and March 26th in Europe.
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