E309 | Interview | Ubisoft Developers Talk Red Steel 2

By Karn Spydar Lee Bianco 03.06.2009 6

Cubed3 recently had the chance to go hands-on with Ubisoft's E3 demo of Red Steel 2 for the Wii - if you haven't already checked out our full impressions you can do so by clicking here. With that out of the way, perhaps you're still left with questions about the game? When did development start? How has it been progressing? What more can you expect from the final game? Karn Bianco quizzed Creative Director Jason Vandenberghe and Lead Game Designer Roman Campos-Oriola for answers to those questions and many more besides. The results lay ahead.

Perhaps the most striking difference between the original Red Steel and Red Steel 2 is the dramatic change in setting. Unlike the original, Red Steel 2 takes place in a fictional version of the Nevada dessert, specifically in and around Caldera - a blending of Eastern and Western culture, a modern Wild West. But why the radical change? Creative Director Jason Vandenberghe explains that it all "came from the gameplay." The hero's .45 caliber revolver is clearly at home in the Far West, while his katana is from the Far East. Combining the two wouldn't have made nearly as much sense in just one of these locations, so the two were blended together and updated for a modern (not futuristic) era.

Accompanying this unique setting is an all-new, cell-shaded visual style that differs dramatically from the original game's more realistic look. This change to a "graphic novel approach" was chosen, says Vandenberghe, because, it's "more fun this way." Without the need to focus on creating and maintaining an entirely realistic setting, the development team has been able to focus on refining the game's most important aspects: the sword and gunplay. The new look also clearly separates the game from its predecessor, and while Ubisoft hasn't gone out on a limb to deny a plot connection with the original, RS2 does feature a "new hero and a new world". Ultimately, the new style "fits the gameplay better" than the alternatives.


Shooting in Red Steel 2 will feel familiar to anyone who has played Metroid Prime 3: Corruption. That's not particularly surprising when you consider that the development team has been in close contact with Retro Studios for some time. In addition to employing advice about movement and aiming, Ubisoft has taken onboard a larger design philosophy in the hopes of familiarizing players with new mechanics: repetition. Just as many key Nintendo franchises (Metroid, Zelda) follow a new item or power with a series of relevant obstacles, Red Steel 2 fosters constant use of its core mechanics, even in the face of mundane tasks like opening doors - something that is achieved with shots at weak points or powerful sword blows.

That's not to say that Red Steel 2 simply rips Corruption off, though, au contraire! As Lead Game Designer Roman Campos-Oriola explains, Metroid isn't confined by a semi-realistic setting, nor does it have to worry about a great deal of close quarters combat. The RS2 team has simply taken Retro's advice so that it can focus on new concepts rather than reinventing the wheel. As far as comparisons to other titles go, console-sellers such as Halo and Killzone for example, Campos-Oriola doesn't see RS2 competing with them directly, because - although he hopes the game's quality will be comparable - he and his team are not trying to create a first-person shooter, but something more akin to a "first-person brawler".


Which leads neatly to what Vandenberghe describes as "the coolest part, the main part" of Red Steel 2: the sword. Vandenberghe has been pitching sword-based games to publishers like Electronic Arts and Activision for years, but it took the Red Steel franchise and the newfound potential of the Wii MotionPlus to finally bring his dream to life. While he notes that the standard Wii Remote could have achieved "something close" to what the game is now, the difference would have been a few seconds of lag here, an incorrect input there, and ultimately a less enjoyable experience overall. Choosing to require the WiiMotion Plus was not a lightly-made decision, but he feels it was absolutely the right one.

With greater freedom of control, however, comes the risk of overwhelming the player. Balancing the game to keep it widely accessible has been a strong focus for Roman and his team. In order to appeal to the game's core target audience - gamers - RS2 will feature a number of difficulty settings as well as fully customizable controls. That includes the option to adjust the level of strength needed to unleash sword attacks, as well as tweak sensitivity for first-person aiming. The harder difficulty settings - particularly Ninja mode, which "only a few will beat" - won't simply elevate difficulty artificially by granting enemies more health, etc., but rather force the player to be more accurate, attack with better timing, and so on.


The hope is that by creating such a dynamic difficulty system, Red Steel 2 will be able to satisfy both casual gamers - those looking to simply smash things and have fun - as well as hardcore gamers - those who want to master the game's more advanced features and have a reason to use them - in one game. Vandenberghe explains that he wants Red Steel 2 to be "the flagship title for the MotionPlus [and] the reason to buy a Wii for core gamers." He suggests that while the original was not without its flaws, fans still have an appreciation for the franchise and its potential. But where has the franchise been during the three years since the original game's launch? Was there ever a Red Steel 1.5 that didn't use the MotionPlus?

Not exactly, no. But the development team had been busy prototyping new ideas, researching mechanics, and trying to improve on mistakes made in the original. However, certain aspects of the original game simply couldn't be improved upon sufficiently to warrant the release of a sequel. When asked why there haven't been more Red Steel clones, Vandenberghe explains that "it's not because there aren't talented developers working on the Wii, because there are," but rather because of the limitations of the Wii Remote. The MotionPlus changes everything, but that's not to say that previous ideas have been scrapped entirely. Many of the more interesting prototypes are now being turned into mini-games and other smaller features.


The final version of the game will feature two distinct level types: those with wide-paths, side quests, and the potential for exploration; and "linear skill tests" that focus on increasingly difficult combat scenarios. The former is expected to outweigh the latter, with around 70% of the game featuring larger environments. Campos-Oriola explains that each new level will feature a change in setting, but compared to the variety of backdrops in the original game, Red Steel 2 will instead focus on a more consistent, fleshed-out theme - so "don't expect snow." A new loading system will also allow upcoming sections to be streamed whilst playing and watching cut-scenes, eliminating lengthy load times altogether.

For everything it does include, Red Steel 2 does not feature multiplayer. The reason, explains Vandenberghe, is quite simple: there aren't a great deal of games to compare RS2 to, which means no cookie cutter format to borrow from. Even with a team of nearly 100 people (half RS1 developers, half new), it simply wasn't possible to include everything and still successfully craft the game's most important features. "It's a damn shame," says Vandenberghe, but if the game is a success and Red Steel 3 ever becomes a reality, you can rest assured that multiplayer will be something he pushes to include. As for adding new content (multiplayer or otherwise) via digital download, the short answer is "no, but it would be cool."

Thanks to Jason Vandenberghe and Roma Campos-Oriola for taking the time to answer our questions, and a big thank you to Ubisoft for organizing the pre-E3 Red Steel 2 event.

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Comments

Excellent write-up Karn, very nice!

As I've said before, I'm starting to really get excited about this one. I like just about everything they're trying to do with the game, and I think its great that they sought out Retro's advice to fine tune the controls. Hopefully the final game lives up to the potential we all saw in the series back when it was first announced.

I really like the approach to appeal to casul and veteran players. Difficulty setting! Its so simple but still seems to be an approach that shigs does not like. I think zelda should start to use difficulty settings.

Good write up Im even more excited for it. The only thing that bugs me is the refusal to even consider DLC co op play would be fun.

Dunno.
All difficulty settings do is change hitpoints or damage really.

The thing that needs to be harder in Zelda is the puzzles. And, in some case's, making enemy's more intelligent/diverse in their attacks.

Its a lot harder to scale that sort of difficulty.

I think if Nintendo finnishs their tutorial-playback system they were working on,however, the next Zelda could be harder in terms of puzzles.

-

Anyways...great write up indeed.
Cant wait for this game.

http://www.fanficmaker.com <-- Tells some truly terrible tales.
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Agreed with the puzzles, Tried playing ocarina again and got stuck,forgot how I solved one area.

Ultimately there could be two settings: casual and gamer. Casual keeps the baddies as they currently are. Gamer means the baddies are more organic in attack. Remove patterns from their actions and use a random system AI.


I was somewhat interested in Red Steel until the reviews started coming out. I have to say that I'm much more interested in this, and I'll be watching the news and gameplay videos closes. This looks like it could be a 3rd party game that other consoles would be jealous of.

meeto_0 said:
Agreed with the puzzles, Tried playing ocarina again and got stuck,forgot how I solved one area.

Water temple? Smilie

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Last update; Mice,Plumbers,Animatronics and Airbenders. We also have the socials; Facebook & G+

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