I rented this out of sheer lack of anything else that looked remotely interesting, and wow: if there’s ever a game to make you feel like the Wiimote is a useless toy, it’s this.
Never has a human being controlled more like the tank in Battlezone than in this game. And don’t even get me started on the sword fightining. Ugh.
The sword fighting does blow. The turning also blows. So does zooming in. The game needed time and work. But I think the sequel will be a big improvement.
According to Bob, Daikatana is a better FPS than HL2, because Bob is an Unreal fanboy and I guess in order to be an Unreal fanboy you have to hate Valve or something.
It’s a pity you encounter the best level in Red Steel somewhere near the middle of the game. I just loved the “Most Dangerous Game” level. Pretty much everything before and after that is ‘meh’.
You get used to the control, but I agree that they really needed to do a lot of tweaking because it never quite feels right.
I haven’t, but I have seen videos of the gameplay. Whew. That’s bad. It has the same “my gun looks where I’m about to go!” which makes no sense in an FPS. I can’t even remember if Red Steel had straffing, or if the straffing was just broken due to the magical sideways weapons.
The sad thing is that you could do such an awesome FPS on the Wii with its controllers.
You really think the AI in HL2 was worse than the AI in HL? And Half-Life had lot’s of freedom, did it? No, not linear at all. Despite the fact that it defined the linear FPS genre for years.
Half Life 1 was mostly quite linear, except for “On A Rail” which could be approached in a few ways. There were a couple other areas where you had some options (Blast Pit, Interloper), but overall it was not (compared to, say, Thief) a game in which the level design gave the player loads of discretion.
I guess if you want to declare HL2’s physics meaningless, you can go ahead, but I had a hoot with them. That’s meaning enough to me.