IGN no lo tacha como mierda, a parte de que ubisoft pondrá controles ajustables.
IGN escribió:Ubi has developed a fleshed out control scheme for the game that makes full use of the Wii-mote and nunchuck attachment. You control the main character - this nameless hero who seeks to fight off the Japanese Yakuza - with the nunchuck unit's analog stick and you aim with the Wii-mote. Compared to Metroid Prime 3's new expert mode, which offers very high sensitivity, Red Steel feels both looser and slower, but also smoother. Ubisoft reps on hand noted that in the final version we'll be able to modify the control sensitivity to our liking.
Yakuza enemies who meet their maker may leave behind useful weapons. In the two new levels, we found such firepower as a standard handgun, an Uzi, a shotgun and an assault rifle. To pick them up off the ground, we simply walked over them and shook the nunchuck attachment. The nunchuck is used in context-sensitive situations so that if we happened upon a door, we could shake it to open it or, in a later stage, it could be shaken to execute a secondary sword melee attack. (Your character can hold two blades and actually fight with both of them, not just one, in some situations.)
The D-Pad is used to cycle between weapons. Press left and the Uzi appears. Press right and it's the handgun. And, of course, shooting is done with the B-trigger on the Wii-mote, which feels very natural. Ubi has implemented an intuitive zoom feature in which you can hold the A button and gesture forward with the Wii-mote in order to gain a zoomed view of enemies. This makes precision aiming easier, but when zoomed the reticule moves across the screen much slower and hence the character is more open to attack, which is the trade off. When our special meter was full, we could quickly gesture forward to go into a bullet-time-like slow-motion mode, whereupon we could target and disarm foes in a cinematic sequence.
The second level, which serves up a traditional Japan atmosphere complete with old Geisha houses and fewer neon lights, was noticeably more difficult as enemies came at our character with guns blazing. In order to get the jump, we stealthily made our way through a second-level passageway that looked down on a courtyard below, zoomed forward with the A button and Wii-mote, and sniped a Yakuza member in the head with our gun, disposing of him with a single shot. Then, of course, we ran full force at any nearby enemy and let our guns do the talking. We nearly got ourselves killed before we made it through a sliding door and into sword battle with one of the more powerful Yakuza threats.
Swordplay feels more refined than ever. We found ourselves parrying attacks simply by motioning left with the nunchuck and with our enemy open we could make a swiping motion with the Wii-mote to deliver damaging cuts. The game does not show blood, which is strange considering that swords do, in fact, cut people. Even so, these blade matches are improved and we can fully grasp their potential.
The latest levels in Red Steel were more impressive than ever and we're hopeful that the control accuracy will ultimately remain consistent so that it may match the title's ambitious gameplay fundamentals, creative level designs and moody atmosphere. We highly recommend that readers check out the new gameplay trailer of Red Steel in motion.