Red Steel Devs Shed Light on Multiplayer, Wii Functions
- July 12, 2006 14:30 PM PST
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Recently, GamePro editor Bro Buzz spoke with Nicolas Eypert, the creative director of Ubisoft's upcoming Wii shooter RED STEEL. This article is a condensed version of that discussion.
...On Red Steel's storyline
The story of the game is about an American who, meeting his fiancee's father for the first time, discovers that the man is a great yakuza leader. This happens during an attack launched against his "father in law" in a Los Angeles restaurant. The hero is forced to intervene and save the father. but his fiancee is kidnapped by reprisals.
Looking for her in LA, he fails to prevent the kidnappers from taking her to Japan but discovers what they really seek: The Katana-Giri, sword of her father and symbol of his power over his clan. About to die from his wounds, the father won't have any other choice that put the hero (the player) in charge of the katana, with the promise that he rescue his daughter.
But the katana as a weapon as well as a symbol will help him to gain allies by proving his valor and merit. He must accomplish several missions to prove his good faith and help to get back the influence of his father-in-law's clan.
Red Steel's storyline takes hints from Kill Bill and traditional Japanese gangster flicks
...On storyline inspirations
Kill Bill was also a good source of inspiration. This movie is a homage to many Asiatic and particularly Japanese movies, so it is very rich in terms of references. The story is pretty simple, the characters are strong. There are little winks but no cliche. This is the reason why it is obvious to be inspired by this movie.
Also, the dramatic structure of Red Steel is based on the traditional three acts of the Yakuza's movie structure. This is the same structure that you find in some American movies: failure/mortification, training/gathering, counter-attack/pay-back. The movies also imply honor code and fatality.
...On the longevity of a Wii game experience
I don't see why Wii games should be any shorter then all other games! That's the kind of questions we all asked ourselves when we first tried mouse and keyboard settings: "will I be able to play for more then 10 minutes dragging that mouse?" Also, frankly, after using the Wii's remote and nunchunk to go through the Red Steel levels for nearly a year, I can tell you that I now have a hard time playing FPS on a console with standard controllers. It feels uncomfortable.
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