you like comic books, Old Westerns and "gunslinging ninja cowboys."
You won't like this if...
you don't like swordfights, mediocre gunplay and weak plots.
Red Steel 2 Review2010-03-24 10:45:00915
Credit: Ubisoft
As a Wii launch game, Red Steel bore
a lot of expectations, if not responsibility, in delivering a
first-person action game that would properly use the Wii Remote as an
accurate gun and sword for use in combat. Needless to say, it didn't
work out. Red
Steel 2, however, has nothing to do with the first game other than
the name: It's a rough-and-tumble adventure in an alternate-universe
Wild West where a cloaked ronin from the Kusagari clan is called to save
a town from a power-mad rival ninja. Not quite the bog standard yakuza
clan war from the last installment.
But let's get right to the big question mark that hovers over Red
Steel 2: Does requiring Wii MotionPlus support deliver on old promises?
There's clear intent from Ubisoft to improve on the first Red
Steel's sword fights, which weren't perfect, as mentioned, but they
offered a nice break from the rest of the game's iffy gunplay. And while
the MotionPlus noticeably improves the sword mechanics in Red Steel 2,
they're still not perfect; despite what the back of the box says,
playing with a MotionPlus simply doesn't feel significantly more "real"
than the last game. To its credit, the accessory does offer greater
recognition of movement -- particularly with diagonal slashes -- than in
similar games, but it's not like our nameless hero's katana waves in
front of his face in real time as you move the remote. In other words,
this isn't Wii Sports Resort. You still need to
adjust to an inherent delay between your motion and the onscreen action.