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Posted Hide Post
Is the Nunchuk motion detection used for anything in Red Steel 2? Like throwing knives or magnetic taser mines.

This message has been edited. Last edited by: chema64,
 
Posts: 36 | Registered: Fri June 23 2006Reply With QuoteEdit or Delete MessageReport This Post
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quote:
And in the gameplay video you see a mini-boss with that large weapon that had unique/special attacks and had to killed by heavy hits so yeah mini-bosses = bosses Big Grin.


Yeah, but they did say there where more then 1 of this type so in the end it's just a tougher grunt.

What I mean are unique characters that serve as bosses, even if it's just a skin change as long as there's no doppelganger running around somewhere else in the game.
 
Posts: 17 | Registered: Wed June 03 2009Reply With QuoteEdit or Delete MessageReport This Post
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I have a few questions.

1. I've read in interviews that there are more guns to be found other than the revolver you begin with, and the shotgun was given as an example. My question is, can you give us some sort of idea in regards to the extent of this arsenal? How many guns, what kind, anything like that?

2. Can different swords be found, as well? If so, do they have different designs only or do they have different stats and abilities? I know that combos can be done, but can you upgrade your sword in any way other than those if there aren't others to find?

3. Are there plans for any type of gameplay mode outside of the story? Obviously, multiplayer has been decided against, but is there anything else we can expect to play, or is it a simple story-driven single-player kind of thing?

The rest of my comments are more like suggestions, which I really hope you can take into consideration.
- One thing many fans would like to see added is more visual effect for sword attacks, especially the finishers. Most of those who have seen the demo agree that the lack of blood isn't a bad thing and I'm not demanding you put in blood; however, in the finisher when you run your sword right through someone, there's barely any indication of damage other than the sword overlapping with their character model and the fact that they fall over. There should be some sort of effect that really emphasizes and conveys the power of those moves, to give it a little more weight to it.
- One problem I noticed in the demo is that the random voice clips spouted by the enemies mid-fight are sometimes repeated a few seconds after the same person said it the first time. That was a major complaint of the first game, that the one-liners during combat were somewhat lame and repetitive, and I'd hate to see that happen again to bring down this gem. I suggest you either record more voice clips or rig it in some way to prevent the enemies from repeating themselves.

Thank you so much for reading all of this, and I hope you can take my questions and suggestions seriously. Being an ENORMOUS fan of the original and one of the most ecstatic followers of its sequel, I simply want you guys to put your absolute all into making this. You've proven you can fix the controls, but there are other problems outside of that which should be addressed. Again, thank you.
 
Posts: 35 | Registered: Fri June 05 2009Reply With QuoteEdit or Delete MessageReport This Post
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I was watching the E3 Demo and read some of the previews from various sites and many say this game is not true 1:1 control. Considering that Wii Sports Resort has 1:1 control, why is there a delay in the attacks. Will you guys have time to fix this?
 
Posts: 1 | Registered: Fri June 05 2009Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by RealisticOJ32:
I was watching the E3 Demo and read some of the previews from various sites and many say this game is not true 1:1 control. Considering that Wii Sports Resort has 1:1 control, why is there a delay in the attacks. Will you guys have time to fix this?


I think the delay was actually do to the cameras used during the press confeence (on G4 they were playing the demo again un the G4 E3 set and it was 1:1)
 
Posts: 199 | Registered: Wed June 03 2009Reply With QuoteEdit or Delete MessageReport This Post
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Would Red Steel 2 have almost linear maps like most FPSs, or will you have the ability to move around and go wherever you please?
 
Posts: 1 | Registered: Mon May 18 2009Reply With QuoteEdit or Delete MessageReport This Post
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My question, the lock on ability while sword/gun fights, from the looks of it, it almost seems to work similar to the Z-targeting in the Zelda series. For example, while locked on, being able to strafe around them with ease, and zipping around behind them jumping, all part of the sword fighting in zelda. Was this done on purpose?
 
Posts: 3 | Registered: Sat June 06 2009Reply With QuoteEdit or Delete MessageReport This Post
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During the story are we going to find out the swordsman's name and are we going to see his face? Is the main website going to have wallpapers? If it is I would hope you would hopefully use the image that is the banner at the top of the forum and was also used at the red steel 2 booth with the swordsman facing us.
 
Posts: 1 | Registered: Wed May 14 2008Reply With QuoteEdit or Delete MessageReport This Post
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Hi, Developers! I would like to ask you to consider not to make enemies bodies disapear in flickering when you have defeated them. Maybe they could disapear in a light and fast cloud of smoke, for example, the same one you use to explode bottles and boxes.

In other way, I know this is not the place, but I'm really worried about the Rabbids Go Home's circle "over the stuff", in order to make it recognizable among the rest of the objects. I really like that game too, and those circles hit me in the face when I try to perceive the magnific art job in grafics.

Congratulations about Red Steel 2. I'm really excited about the results you're having. I like the way you're doing, and I would like to spur you on the need of doing a lot of diferent animations for the enemies. There's not much variety in their appearance (I understand) so, they need to act the variety. They have to make you feel the variety, in the way that there's so much different reactions, they feel almost unique when you fight them.

Thank You!
 
Posts: 4 | Registered: Mon June 08 2009Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by PARADOJA-MAN:
Hi, Developers! I would like to ask you to consider not to make enemies bodies disapear in flickering when you have defeated them. Maybe they could disapear in a light and fast cloud of smoke, for example, the same one you use to explode bottles and boxes.

In other way, I know this is not the place, but I'm really worried about the Rabbids Go Home's circle "over the stuff", in order to make it recognizable among the rest of the objects. I really like that game too, and those circles hit me in the face when I try to perceive the magnific art job in grafics.

Congratulations about Red Steel 2. I'm really excited about the results you're having. I like the way you're doing, and I would like to spur you on the need of doing a lot of diferent animations for the enemies. There's not much variety in their appearance (I understand) so, they need to act the variety. They have to make you feel the variety, in the way that there's so much different reactions, they feel almost unique when you fight them.

Thank You!


I just have to agree 100% with PARADOJA-MAN here. I'd forgotten to mention the flickering manner of an enemy disappearing when I made my post, but it really bothered me, as well. It just seems... I don't know, unpolished. It's not right. His suggestion about animations is certainly something to take into consideration as well.
 
Posts: 35 | Registered: Fri June 05 2009Reply With QuoteEdit or Delete MessageReport This Post
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I got excited when I read you were agree with me, SMBX2J, I have to match with your suggestions too, they also come from a videogame lover.

I will post every new idea that come to my head.

And I have to ask to developers if, when you control the sword, it recognize the depth of the moves in order to, for example, thrust the sword forward.

Thank you!
 
Posts: 4 | Registered: Mon June 08 2009Reply With QuoteEdit or Delete MessageReport This Post
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My requests are mostly suggestions and criticisms but I hope you can take them into account. Blinkng deaths are ugly... Like someone suggested before perhaps a puff of smoke or subtle dissolve? Also as mentioned by someone else, add some effects to the finishers. I don't care much for blood but I barely noticed that 'the heavy' was stabbed during the finishing move. Maybe a forceful gust effect could work?

Because I didn't actually attend E3, I browsed around for impressions regarding red steel 2. There seemed to be quite a few who were a tad skeptical or let down by the promise of the game particularly Anthony Burch of destructoid. In contrast, wii sport resort swordplay was more positively received. Having not played the game, I don't fully understand the issues that they presented although I recommend that the development team take time to look at what nintendo is doing right and use that to polish the game. I'm well aware that they are two completely different games but this is merely for the purpose of having a well refined and more than satisfactory product by it's release.

Other than that, I just hope there's enough in this game to ensure that it doesn't suffer from repetitiveness (I found the lift combos pretty darn exciting and hope there's more similar combos) and that the gameplay prioritises every other aspect of the game.

That's all I have to say for now and good luck!

This message has been edited. Last edited by: Penguyen,
 
Posts: 70 | Registered: Tue June 09 2009Reply With QuoteEdit or Delete MessageReport This Post
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Hi, Ive been waiting for this game to release info. Finally at e3 I wasnt dissapointed!

Ive read that there isnt any multiplayer, which doesnt really bother me, but would like it to be there.

1: Can we change the bounding box, so we can turn quicker etc.

2: Im not really bothered about no blood, but an option to turn it on would be cool. It could still be a T rated game, but the default option would be blood turned off.

3: Ive heard that ther isnt no multiplayer, but in a interview they mention, having multiplayer as downloadable content, if so it would be a change since Nintendo doesnt allow it, hopefully they change it for this game.

4: From what Ive seen from vids, could you fine tune the wii motion plus , so it copies your motion at the same time, looks to me it has about 1/2 - 1 second delay time. It prob got to do with the distance between the wiimote an sensor.

Anyways defo buying this game, without a doubt. Ill be truefull with ya, i was deciding whether to buy this game or not, because of this game being only usable with moion+, but as soon as you said that it was goin to be bundled with the game, I was sold. Smile
 
Posts: 4 | Registered: Wed June 10 2009Reply With QuoteEdit or Delete MessageReport This Post
Community Developer
Picture of Ubi_Wuzzi
Posted Hide Post
Hi everyone,

First we would like to thank you all for your interest in Red Steel 2 and all your comments!
We are delighted to see that you already came up with some questions and are planning to give you some first answers soon.

Until that, make sure to watch the Red Steel 2 Web TV Show from E3 to get exclusive information on the game at http://events.ubi.com.

You will find there a WM+ demo from the Red Steel 2 booth at E3 and also an interview of the Creative Director and Lead Game Designer.

Last but not least, this show includes an exclusive video about the birth of the Hero.

We hope you'll like it. Smile

Thanks for reading and stay tuned for more!

Wuzzi
 
Posts: 152 | Registered: Thu March 20 2008Reply With QuoteEdit or Delete MessageReport This Post
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that video just gave me another question, in the video when he talks about the difficulty settings he says that beating the game on Ninja difficulty is going to be an achievement, does that mean that there's going to be an achievement system like on the Xbox or is it just unlocking something in-game?
 
Posts: 199 | Registered: Wed June 03 2009Reply With QuoteEdit or Delete MessageReport This Post
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