Red Steel Talk
There are some new Red Steel impressions and tidbits of info for you guys to read, thanks to reader Avery.
Mathieu Minel, head of Marketing for Nintendo France, listed some of the positives and negatives he saw when it came to his play time on Red Steel. This is a Google translation, but you can get the basic idea of what he is saying.
Positives
Use intelligent of effects of lights (in particular species of halation of back-light which surrounds all the characters), excel character-design between naturalism and caricatures (well far from the uncanny valley who often affects the Eastern plays realistic), amusing and faithful retranscription pop atmosphere which is often released from architectures in Japan
- Shot
Very good precision of the reticle in concentration mode, true feelings in the handling of the weapon (I did not have a problem of calibration of the movements sometimes with accompanying notes by some)
- Bayonet
To avoid is super pleasant with the nunchaku
- Function-mapping on the levers operates by remote control and nunchaku super pleasant: me which am null in FPS, the instinctive side of the Wii levers arises immediately
Negative:
- The katana answers less well that the weapons of shooting for the moment but the developers are in full work above!
Next up is a great interview with Damien Moret, I am Marketing Game Manager at Ubisoft. You can read some of the interview below, but make sure to click the link to see the rest. Lots of good info.
MaXoE: Hello, can you present yourselves by indicating your course in the field of the video games like your functions within Ubisoft?
Damien Moret: My name is Damien Moret, I am Marketing Game Manager at Ubisoft. It is a a little barbarian name, but my work is to work with a team of creation of play and to make research with them on the contents to be sure to have a play interesting for the players. I have worked at Ubisoft for 9 years and I notament worked on Rayman 3, Beyond Good and Evil, XIII and Heroes V.
M: We know that Nintendo did not announce all the functionalities of Wii yet; will these functions secrêtes play a part in Red Steel?
DM: We work with Nintendo to create a play which emphasizes all these functionalities. As soon as one receives information on behalf of Nintendo on new functionalities of the controller, one looks at how to integrate them.
M: How do you hope to use the functionality of WiiConnect24? Will you be able to add levels, or to allow the players to create theirs?
DM: One explores all the functionalities of the console and one will keep you informed as soon as one has to say more
M: Which will be the average size of the levels and the duration of play?
DM: We count for the moment on a 13 hours average of play. For us, it is still rather difficult to estimate the lifespan of the play because one realizes that the players behave in a very different way. Moreover, there is multiplayer and as long as one bursts oneself above, one continues
M: How do you manage the loading of the levels? Is it in streaming or is done it at specific times of the level? How that does it enable you to optimize visual play and the scriptage of the events?
DM: The levels are loadés during short kinematics engines what returns times of very short loadings. During the level, there are also streamées data. The point of view of visual, that makes it possible to have more diversity in particular on the level of textures.
M: Is Wii able in term of shaders programmable than GameCube? How do you exploit these capacities in Red Steel?
DM: Wii is not the console most adapted for the shaders in particular compared to its competitors. But final, it allows loader of the heavy sets of textures which enable us to detail the levels enormously. It is a different manner to use graphic power
M: In will reference to our impressions on the demonstration E3 2006, the sword follow the movements of rod in real time or it will be scriptée (while answering with a light time and by taking again the movement carried out partially) as it seemed to be it at the time of E3?
Gonintendo.com
Quelle