Officieel: Red steel krijgt betere graphics, geen online bij launch, Wiispeaker mogelijkheid
quote:
Lifted from GAF, user ziran, who got it from a Nintendo Europe interview:
.So, what have Ubi's Parisian programmers been up to since E3? A lot, as we found out from Stephanie Langlois, Senior Project Coordinator for Red Steel.
Nintendo of Europe: You had just a month to prepare the Red Steel E3 demo, so what have you managed to do in the three months since E3?
Stephanie Langlois: "Since E3 we have developed all the maps in the game with the level designer and we have addressed all the graphical aspects that we wanted to implement, meaning that we have completely reworked the lighting system and the textures. Before E3 we wanted to have a dark, movie atmosphere and for this [Games Convention] demo we've recreated the E3 version with this look.
"We also polished the gun gameplay because of the sensitivity. For many people it was difficult to play because it was their first time [using the Wii controls]. Also we completely reworked the sword fighting system. We don't want people to have to practise katana [Japanese sword] for 15 years, so the balance between being realistic and being 'eye candy' has been tough to find.
"It's really about finding a good balance between the player making an intuitive move (the kind of move you can do in your living room without destroying everything!) and having great action on screen. It's important to be true to what a real katana fight is, so we used motion capture so that all the animation you see on screen is true to a real katana fight. This is all based on the feedback we got at E3."
NoE: When we played the new demo we had lots of fun with the destructible scenery. Is everything destructible in the game?
SL: "Almost, I would say. Lights, cars, most of the objects in the rooms. If you shoot at the trees they will lose leaves. Everything is there for the immediate pleasure of the player. You will have an impact on the game and on the environment. You can blow up a car and blow up the people around it but you have to pay attention to that too because if you get too close to the explosion you will die too!"
NoE: What can you tell us about Red Steel's multiplayer mode?
SL: "It's tough to discuss multiplayer in detail as it's still a secret but there will be four-player split screen, but no LAN. Online will maybe one day be announced by Nintendo but it won't be for the launch [of Red Steel]. In terms of gameplay I can't reveal anything really but what I can say is that internally we are making tons of tests."
NoE: Can you give us an overview of the game's storyline and structure?
"At the beginning of the game you lose your girl. To rescue her you will need to get information, so you go to Los Angeles. There you see her being taken to Japan. When you arrive in Japan you need to make contact with masters there - a Japanese master and an American master - and you need to learn. And then you need to defeat many Yakuza clans. And in the end you will have to face your big enemy, so yes the story is written already, and the plot is there. We are really concentrating on letting you experience something cool without you realising that you are playing a videogame."
NoE: How would you describe Red Steel's sound design, and are you using any famous voices in the game?
"In terms of character voices we didn't want to go for famous people. We wanted to go for local languages, meaning that Japanese characters will speak Japanese but they can't speak English. It was important to be true to this feeling of Japanese immersion. There won't be subtitles so your character, as an American, won't understand what the Japanese are saying.
"In terms of sound the same person as for Ghost Recon, Tom Salta, is developing the music for Red Steel. Again we are going for a Japanese feeling but if you put Japanese music everywhere you would go crazy. What they did is that they mixed a lot of inspirational sources. For instance, for the music that you can hear in the demo, we wanted to have a mix of Japanese and Western music, for instance a mix of Ghost in the Shell, which is a very famous manga, and Once Upon a Time in the West, in terms of a guitar sound."
NoE: Are you using the Wii Remote's built-in speaker for gun and sword sounds?
SL: "Yes it will be used in single player and multiplayer. When you hit with your sword the sound will come from you, as in reality, instead of the screen. So there is simple use like that or more complex use, as you will discover later."
NoE: What age group are you aiming Red Steel at, in terms of its content?
SL: "We are aiming at a 16+ PEGI rating simply because you are killing people in the game, but it's not a bloody game. That's really a choice that we at Ubisoft wanted to make, because there are already tons of bloody and gory games out there."
NoE: Unusually for a shooter, Red Steel lets you show mercy to your enemies. How does the game reward the player for not killing an opponent?
SL: "When you arrive in Japan, you are in the Yakuza world and you need to get the clans to trust you, otherwise you will have no help in trying to rescue your girl. In a gun fight, when you play properly and you've mastered your moves, you will have more opportunity to use the Focus system [which slows down time], so you have more opportunity to perform cool actions.
"With a sword you will fight for longer and in the end you can choose to kill or not to kill the opponent. If you defeat a boss instead of killing him you will be more powerful to rescue your girl in the end."
NoE: Have you already made plans for a follow-up story, for a possible sequel?
SL: "When we are creating a new brand at Ubisoft we consider that everything is possible and of course we will see how it works with the first one before we decide to go for a second one. Hopefully everything we want to do will be possible and it will be a very successful game!"
NoE: Thanks for your time and best of luck with Red Steel!