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caleb_bell's Red Steel (Wii)
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[August 24, 2009 01:22:36 AM]
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Game Log 2
Game Play:
I am very thrilled by the introduction of grenades into the game play, and have been using my new weapons a lot! For the most part things have remained the same and unlike the first session, where I was taught various moves and lessons with my sword and guns, I have only come across a few brief tutorials.
The farther I progress I am starting to realize that completing a mission without dying is becoming quite a challenge, and that I cannot be as careless as I was in the beginning of the game. I am very impressed because in so many games, it is too easy to become repetitive in tactics and still progress.
Design:
When I first heard read the description of Red Steel, I was very interested in the sword aspect of the game, due to the Wii's innovative control system. With most games, the Wii controller feels very natural and I expected Red Steel to be among one of those games, however I was somewhat dissapointed; Red Steel's controls take some time to get used to and still the Wii's detection of sword swings, can be unresponsive, which can hurt game play in fierce battles. Where the sword lacks precision, the use of guns is precise-- a little too precise! While playing the game, I found it quite a challenge to aim efficiently because the “aiming point” was so small and left room for little error, which made the game very frustrating at first. Overall, the controls for Red Steel can be awkward, but with dedication it is an issue that can be overlooked.
Another interesting part about Red Steel is the Japanese culture that is involved throughout the game play. All of the menus are in katakana (a Japanese writing system), and the translation is very accurate – entertaining for those who know Japanese. Along with the Japanese culture comes the idea of honor in the game, where the tactics that the player uses to defeat enemies and complete levels effects the outcome of the game. When you come across a major boss in a sword fight, if successful you have the option of sparing their life or delivering a coup de grâce. If you spare a life, perhaps you will gain a new friend or informant that will help you along the way. I find this a very nice feature because it changes my mindset of kill everything that moves across the screen.
AI is an aspect that is very important in a game, and in Red Steel the enemies are not geniuses, but they are also not the typical drones found in other games. In the previous first-person shooters that I have played, the enemies were very slow to finding me when I hid and were awkward in movement when it came to pursuit. In Red Steel, the enemies are able to gracefully climb over tables and run smoothly making them more of a challenge. There were many times when I thought I was safe until I saw that the enemy I had in my scope, had snuck over the table that I was hiding behind to kill me; this feature was very interesting to me.
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[August 24, 2009 01:22:13 AM]
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Caleb Bell Game Log 1
Game: Red Steel
Summary: Red Steel is a first person shooter made for the Nintendo Wii. In the game Red Steel, the player takes the role of Scott Monroe, who must infiltrate the Yakuza and dispose of them with various weapons, to rescue his fiancé who was kidnapped by the Yakuza.
GamePlay:
While first playing the game Red Steel, I found the storyline very intriguing, even though it followed the damsel-in-distress cliché. I was very entertained with the incorporation of having a sword and also various firearms available to use, however I did favor the blade because it was more interactive than point and shoot.
I have already progressed through many areas of the game such as a car warehouse where the Yakuza hide stolen cars, and a massage parlor but I have only completed 8% of the game,which means I have a lot more to look forward to! My favorite games are those that unfold over a long period of time rather than just a few hours.
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caleb_bell's Red Steel (Wii)
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Current Status: Playing
GameLog started on: Saturday 22 August, 2009
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