Red Steel 2: 3 community questions answered

Our team has yet again taken time to answer the three fan questions (From the official forum)

Are finishers randomized? I read that you use them by dashing towards an enemy with low health and it automatically starts, so does the game select a random finisher when you do this? [SMBX2J]

No no no, no random finishers. Yeah, I think I know what you’re talking about - there was an early demo version we made where the finishing system could trigger more than one animation from the same action, but…

…well, it was a placeholder, it sucked, and so we took it out. It felt like you just triggered a random movie to kill a guy, which was strange. The whole point of the game is to be a badass with a sword, not to watch a badass with a sword, yeah? At least, it is for me.

So, yeah. No random finishers. :)

Will there be any latency between the movement of the player’s hand and the movement with the sword in the game? [ottelo from Wiiinsider]

Nope.

I suppose we should dig down into that question a little bit. This is a really complex problem, as it turns out. Which is, of course, why we have an army of programmers, animators, designers, FX artists, audio designers (and maybe even a producer here and there) who have been working closely on this very problem since the day the Wii MotionPlus arrived.

In fact, we have a special desk where we keep a programmer chained, day and night, and all he does is eat, sleep, and work on more clever ways to reduce the input lag. Sometimes I can hear his piteous cries over the hum of production. I ignore them – I know that you, the player, would not thank me if I were to set him free.

Look, we’re Wii MotionPlus exclusive. Red Steel 2 is, in many ways, all about 1:1 sword replication. That’s always been our key concept for attacking, and everything we’ve done has that experience at its heart. It’s at the top of the priority list for every feature in the game, and it’s something we’ve largely hung our hat on.

Now, if you look at the more spectacular moves, you’ll see that they are more dramatically animated – and you don’t get that kind of coolness with 1:1 replication. We’ve found that fumbling around with your Wii Remote in space to try and line the sword up in a prescribed animation position is slow and difficult – sort of the opposite of fun, in my opinion. There’s often a trade-off to be made between replication and stylishness, and we go with what works best for a particular move or action.

We try to do the cool thing. I might have said that before. I forget.

We could say it this way: at this point, any detectible latency between movement of the Wii MotionPlus and replication on-screen is a limitation of the specific input and animation problem we’ve chosen to tackle. The Wii MotionPlus gives us everything we need in plenty of time to use it – and we’ve made 1:1 our goal in every feature… and I think we succeeded!

Are there any specific special moves linked to the sword which will have pre-determined motions, or will it be complete 1:1 execution so that the player can choose their own sword moves? [Chaos_Shadow15 from Aussie-Nintendo]

See above for a bunch of information on this, but I think I know what you’re driving at.

I am, in fact, often asked questions like this that boils down to one simple core idea: some folk are hoping for a 100% 1:1 sword fighting game. I call this the “I want a sword fighting sim!” question. :)

Let’s be clear on this point: Red Steel 2 is not a sword fighting sim. Nossiree. This here is an action game about swords and guns in first-person and offering 1:1 replication.

If you digging for more information regarding that question, you might be tempted to watch our last Insider video at www.redsteel2.com. :)

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