The only thing I did was calibrate it and it worked just as well as any other Wii title. As it was one of the first games I think reviewers were expecting 1:1 controls.

The only thing I did was calibrate it and it worked just as well as any other Wii title. As it was one of the first games I think reviewers were expecting 1:1 controls.

| ferret1603 said: The only thing I did was calibrate it and it worked just as well as any other Wii title. As it was one of the first games I think reviewers were expecting 1:1 controls. |
http://www.gamefaqs.com/console/wii/review/R109341.html
The user review here summed up his feelings of the controls as follows...
"Back when Dual Analogues were first introduced, an extremely underrated PS1 game named Alien Resurrection used them both simultaneously to move and look around (which is the norm for any FPS now). It got terrible reviews because the controls were "unwieldy" as it had never been done before. However, nearly every FPS released after used the same control scheme, and the public gradually got used to it. Had the game been released at a later date, it would have recieved a much higher score. It's the exact same thing here. The control scheme is completely new, and at first you may find it a little daunting but after about 20 minutes you'll be aiming and firing like a pro. This is the staple control system for Wii FPS's in the future."
Is this pretty accurate for you?
Keep this in mind when reading what I type...
I've been gaming longer than many of you have been alive.
dougsdad0629 said:
http://www.gamefaqs.com/console/wii/review/R109341.html The user review here summed up his feelings of the controls as follows...
"Back when Dual Analogues were first introduced, an extremely underrated PS1 game named Alien Resurrection used them both simultaneously to move and look around (which is the norm for any FPS now). It got terrible reviews because the controls were "unwieldy" as it had never been done before. However, nearly every FPS released after used the same control scheme, and the public gradually got used to it. Had the game been released at a later date, it would have recieved a much higher score. It's the exact same thing here. The control scheme is completely new, and at first you may find it a little daunting but after about 20 minutes you'll be aiming and firing like a pro. This is the staple control system for Wii FPS's in the future."
Is this pretty accurate for you? |
Yeah, that sounds about right. I don't think Red Steel is amazing but the controls are nowhere near as bad as the reviewers made out and I found it playable and enjoyable. I'd put it in the low 70s rather than the low 60s which is where it ended up on metacritic. Obviously there isn't much competition on the Wii so if you're after a first-person shooter it's a must, especially at the discounted price.

I would say it's a tie between Super Buster Brothers and Alien Hominid.
dougsdad0629 said:
That's very interesting. I had pretty much ruled this game out despite its current cheap price because of the reviewers' control complaints. Could you please elaborate as to what you "tweaked" to improve the game beyond what was talked about in the reviews? |
Ok, here it goes.
First, set the swordfighting gestures to small - the default setting requires you to do huge exagerated gestures or it won't recognize most of the movements. By changing this you can use smaller, preciser movements which makes using advanced moves easier.
Second, you do this: you set the cursor speed as fast as possible, then toggle-off auto aim. Let me explain: as it is, the game has a huge bounding box that triggers camera rotation so you can only use a tiny bit of the screen as the aiming area. If you keep pressed the A button the game turns into shooting mode: the bounding box is way smaller so you can use most of the screen for aiming and the cursor movement is slowed down to make precise aiming easier. On its default settings, the cursor is slow and autoaim is on: which means with A button activated you can't aim as fast as you need and on top of that the game autocenters your view on randomly chosen enemies, sometimes it even locks on enemies that you still haven't seen.
By setting the cursor to fastest and disabling the autoaim, you can pretty effectively play red steel in a modal way: whenever you need to aim and kill, keep pressed A - still fast but precise aiming, lotsa area for aiming, small bounding box. For maneuvering unpress A - uber quick cursors speed and big bounding box means you can maneuver pretty quickly. It still will kind of require that you sometimes use the old trick of aiming with movement (that is, keep the aim somewhere in the center of the screen and move sideways instead of modyfing your aim) but as a whole the game will be playable. The only thing still sucking will be the zooming gesture, there's no way to fix that - I didn't care because I like to play FPS face-to-face with short range weaponry and grenades but if you enjoy long ranged combat it'll be a pain.
custom robo
excite truck
for me custom robo > smash
red steel. game was amazing but had horrible graphics