Hands-on with Revolution in the next GameInformer - Ubisoft's Red Steel, aka "Katana"

Titanio said:
So to recap the controls:

Movement:
Analog Stick
Aim: Aim the controller
Fire: Trigger button
Push objects: Push controller forward at objects
Grenade Throw: Imitate under-hand or over-hand 'throw' movement to roll grenades along the ground or arc them
Sword swipe etc: Swipe the controller etc.
Gun rotate: Rotate the controller
Reload: Pull controller back
Jump: Flip controller up


Anything I missed? There's probably more subtlety to some of these, but that's the gist of it as far as I can make out :p

Assuming you are going to have Free Look, how do you differentiate between a quick glance up and a jump? How do you differentiate between a "Sword swipe" and glancing left and right quickly?

And what good does rotating the gun around a fixed point do, or did you mean gun rotation and aim are the same thing?

How do you differentiate between an underhanded grenade throw and a jump? Both end with flicking the controller up, don't they?

If pushing the controller forward pushes an object, and pulling the controller back reloads, does that mean if I push an object forward I have to leave my hand extended until I'm ready to reload, or do I simply have to deal with reloading everytime I return my hand to it's original position after pushing something?



Needless to say, I see some issues with this control scheme.
 
Maybe trigger+up = jump instead of quick up thingy? same for turning - trigger+sides = turning? Or maybe the 2nd hand controller would control turning (which would mean no strafe, unless there's another button to press for it on the 2nd hand controller)

rotating the gun, or rather, your hand which holds the gun in the fixed point would be there for immersion - surely it's more immersive that the hand+gun on your screen is in same position as your own hand + controller?
 
The graphics look nice enough, but seeing the insets of ppl actually gesturing to control their characters basically made me forget the graphics for the promise of the control system. I'm as big of a graphics fiend as anyone, but I'd be willing to forgive/forget a lot if their controller works as promised.

And if Nintendo executes as well as it seems it might (20 launch titles?!), people might be too distracted by the actual experience of gaming to comment on any technical shortcomings. In short, I'm deliriously optimistic at this point. :)

Maybe I'm only distracted by the concept behind the insets b/c the pics are so poor, and I'll start nitpicking with everyone else when Revo doesn't keep up with 360 and PS3, graphically.
 
Ooh-videogames said:
There still isn't any confirmed info on whether or not Hollywood has any shader capabilities.
It has, even if it's "just" an overclocked Flipper.
"Pixelshader" is just microsofts name for register combiner.
Flippers register combiner is called TEV and is very advanced for it's time, the only thing holding it back being the clockspeed.
So Rev will have the equvilant of a pretty modern pixelshader, at least.
 
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Powderkeg said:
Assuming you are going to have Free Look, how do you differentiate between a quick glance up and a jump? How do you differentiate between a "Sword swipe" and glancing left and right quickly?

And what good does rotating the gun around a fixed point do, or did you mean gun rotation and aim are the same thing?

How do you differentiate between an underhanded grenade throw and a jump? Both end with flicking the controller up, don't they?

If pushing the controller forward pushes an object, and pulling the controller back reloads, does that mean if I push an object forward I have to leave my hand extended until I'm ready to reload, or do I simply have to deal with reloading everytime I return my hand to it's original position after pushing something?



Needless to say, I see some issues with this control scheme.

You're complaining about the control scheme and you don't even know what it is? C'mon Powderkeg. All we've got right now is the graphics.

How about reserving judgement on the controls until we know for sure. I'm sure they've thought about all the things you're bitchin about now. :p
 
Squeak said:
It has, even if it's "just" an overclocked Flipper.
"Pixelshader" is just microsofts name for register combiner.
Flippers register combiner is called TEV and is very advanced for it's time, the only thing holding it back being the clockspeed.
So Rev will have the equvilant of a pretty modern pixelshader, at least.

What I mean't is the flexbility, sorry for not clarifying.
 
Qroach said:
I don't recall comparing to any first person shooter.

Yeah I know, that's why I asked. I was just trying to get an idea of what you meant when you said that you thought the models geometry looked low. Brothers in Arms and Medal of Honour on 360? Unfortunately I haven't seen those games so I can't comment on them. But I have seen Call of Duty 2 on XBox 360 and its character models look considerably worse then the ones I can see in those Red Steel pics. Same goes for Elder Scrolls: Oblivion on 360 as well from what I've seen.
 
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Natoma said:
You're complaining about the control scheme and you don't even know what it is? C'mon Powderkeg. All we've got right now is the graphics.

How about reserving judgement on the controls until we know for sure. I'm sure they've thought about all the things you're bitchin about now. :p

He has nothing better to do, he has made it his sole purpose to put a negative spin on anything related to Nintendo.
 
Apparently they are "tentative screenshots", not real...

Since GI took the liberty of publishing the story already (ahead of the arranged embargo, as far as I know), allow me to point out that what you see in those scans are ´tentative screenshots´ if you will. I can´t go into detail, but it´s not certain that we´ll end up with those graphics precisely. Then again, ´Red Steel´ will shine by gameplay merit alone. Trust me.

http://www.blogger.com/comment.g?blogID=13336739&postID=114382473760353345

(post by falalfelkid)
 
That meshes with what Che said:

Looks great. Am Hyped. Ubi art touch-up in effect. Real game looks less good. Still excited. No damage control here. Just in talking to friends in the press who have seen actual screens of the game, they confirm as much. Again, I am still excited to see what Ubi does with this game. As an fps nut, I see lots of potential here.

He worked for 1UP (the 1UP Show) and was recently hired by MS (to develop a 360 game), IIRC.
 
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Game Informer's hands on:

-The two triggers on the front of the analog unit activate ducking and jumping. The analog stick controls movement, and the revmote controls aiming. No rails.
-Level consisted of shooting ranges that popped out from behind cover
"Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire
-"Unlike other FPS games, which tie the camera and aiming together, Red Steel's camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill
-"Thanks to the improved reaction that the controller offers, the team can create gunfight scenerios that would be extraordinarily diffilcult with a standard controller"
-Most console FPS games limit their enemies to horizontal planes to prevent player frustration, but targets on a verticle plane are just as easy to hit with the Revolution controller
-You can aim at a target as quickly as you can move your hand
-In the demo targets popped up on rooftops and in second story windows, as well as behind cover points on the ground, and all were equally easy to hit
-While you can quickly shoot enemies anywhere on screen, Red Steel never feels in a light-gun game - this is a true FPS, one that feels like it has drawn from the best of both the PC and console shooter worlds

-According to lead game designer Oriola, it takes roughly three seconds to turn completely around around in most console shooters, while it takes about one-quarter second in a PC game. In Red Stel, it takes one second

-AI characters will care for themselves. They will go for cover, attack you while you're reloading. They focus on risk management
-"They won't walk around a table to get to you. They will simply jump over the table"
-"The benchmark for their intelligence and aggressiveness, says Oriola, is the PC title F.E.A.R., which has widely been praised for it's AI"

-Destructable environments. There's a pic of a giant explosion on a carm with gang members being thrown left and right by the blast. Nice effects. The lighting on the explosion and the store signs is pretty good
-GI: we found Red Steel most enjoyable to play while standing up
-Straffing is extremely easy and effortless
-"Aiming felt similar to using a PC mouse, and it's possible to quickly explore every direction in a three-dimensional space with quick gestures"
-"In the finished game, you will be able to push forward with the controller to knock over an object to use for cover, pull it backwards to reload, and twist it to lead behind walls"
-Lob grenades with the controller, or roll them on the ground like a bowling ball
-"gangsta style" shooting is cool
-Total immersion. Feels like you are living the game

More on the controls, etc. From what it seems, GI actually played the game, so these are likely no "tentative" screenshots.
 
Hardknock said:
These screens were not taken by GI. They were supplied by Ubisoft.

I know that, but no good journalist would publish pictures that don't fit their story / experience.
 
hupfinsgack said:
I know that, but no good journalist would publish pictures that don't fit their story / experience.

Unfortunately publications publish doctored screenshots all the time. :mad:

Not that I'm doubting the screens, but if someone states they weren't 100% representative of the game I wouldn't have a problem believing it.
 
Somebody posted some info from the mag on another forum. Mind if I repost most of it it here?

Details:

-Game development started shortly after E3 2005. Ubisoft saw and demoed the controller before E3 2005.
-Ubisoft Paris took their idea directly to Iwata and Miyamoto, and were given the go ahead. After that meeting they were given prototype controllers. The article states that Ubisoft worked "closely" with Nintendo's engineers in Japan on the title
-Game Informer mentions that while conducting the interviews with Ubisoft, they were handed the "latest version" of the controller

-During the beginning of the game, you are encouraged to use your weapons ruthlessly, but as the game progresses you become more proficient and strategic. This gameplay idea led Ubisoft to decide to give the game a martial arts setting. "Enter the Yakuza"
-The first third of the game will be all about being "brutal by necessity"
-You will be less precise and favor more devastating weapons (machine guns)
-As you progress and become more precise, smaller guns will be used
-"The goal...is to use five bullets to kill five enemies"
-"When fighting with this level of skill, the music and sound effects will reflect it, remaining calm and peaceful"
-"When you fight brutally, the sounds around you grow increasingly more intense"
-"Audio feedback"

-Freeze shot: by fighting effciently you fill the Freeze Shot gauge...fighting chaotically causes to decreases
-When the gauge is filled you can hit a button to momentarily stop time, and then target specific locations on enemy bodies
-Headshots thus are tempting, but non lethal shots, such as shooting guns out of enemy hand, can be more beneficial
-By defeating high ranking leaders who command others and sparing their lives, you will be rewarded. He will offer you respect and help (guns, help, new weapons, alternate paths, etc)
-Respect plays a MAJOR part in the game

-Flailing your sword isn't a smart idea
-Specific motions with the controller will trigger combos (in the final game)
-Tracing an X in the air, for instance, will unleash a devastating attack
-You can stop these combos at any time by simply pausing your own movement. So if you do something that leaves you open to attack, you won't be screwed
-New moves will be taught to you by two mentors in the game
-One will teach you gun tactics, and another will teach sword tactics
-If you don't show the proper respect to them, they won't help you
-Friendly/respectful interaction is tied to the controller
-You signal "yes/no" answers by nodding the controller up or down or shaking it from side to side
-You show extra respect by bowing to the masters
-Ubisoft is still coming up with other interactions
-"You can act disrespectively as well: there are no cut scenes in the game - all conversations take place in game, as in Half Life 2. However unlike that game, characters wont keep prattling on if you walk away from them. They will react angrily to your imputent behavior"
-Staying in the master's good graces is key: they give you missions that can be tackled in any order
-You track down the gang leaders and try to turn them to your side. If you don't, they will join Tokai's (the main villian) gang
-You have to prove you are worthy to them by battling them and sparing their lives.
-You will need as many of them with you as possible to face Tokai. Without their help, you'll have a rough time when you finally face him
-You turn gang leaders to your side by besting them in battle and stopping a deadly blow miliseconds before it strikes
-Training sessions are offered by the two masters so you can hone your skills


Multiplayer:

-Split screen multiplayer with traditional deathmatches
-Totally original multiplayer modes Ubisoft is not revealing yet. Wait until E3
-They didn't talk about Nintendo Wi Fi (NDAs). Full details haven't been revealed yet
-Revolution works by placing a small sensor bar either above or below any TV
-You can stand at any angle and not lose any accuracy. You can even take your controller to a friend's house and instantly start playing without syncing up the controller
-"Perhaps most impressive is the fact that although splitscreen reduces the amount of onscreen space you are playing in, you don't have to make smaller movements - you can gesture as wildly as you want, and it won't interfere with the other player's onscreen quadrants

Game Informer's hands on:

-The two triggers on the front of the analog unit activate ducking and jumping. The analog stick controls movement, and the revmote controls aiming. No rails.
-Level consisted of shooting ranges that popped out from behind cover
"Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire
-"Unlike other FPS games, which tie the camera and aiming together, Red Steel's camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill (*hint hint Powerkeg* - sfried)
-"Thanks to the improved reaction that the controller offers, the team can create gunfight scenerios that would be extraordinarily diffilcult with a standard controller"
-Most console FPS games limit their enemies to horizontal planes to prevent player frustration, but targets on a verticle plane are just as easy to hit with the Revolution controller
-You can aim at a target as quickly as you can move your hand
-In the demo targets popped up on rooftops and in second story windows, as well as behind cover points on the ground, and all were equally easy to hit
-While you can quickly shoot enemies anywhere on screen, Red Steel never feels in a light-gun game - this is a true FPS, one that feels like it has drawn from the best of both the PC and console shooter worlds

-According to lead game designer Oriola, it takes roughly three seconds to turn completely around around in most console shooters, while it takes about one-quarter second in a PC game. In Red Stel, it takes one second

-AI characters will care for themselves. They will go for cover, attack you while you're reloading. They focus on risk management
-"They won't walk around a table to get to you. They will simply jump over the table"
-"The benchmark for their intelligence and aggressiveness, says Oriola, is the PC title F.E.A.R., which has widely been praised for it's AI"

-Destructable environments. There's a pic of a giant explosion on a carm with gang members being thrown left and right by the blast. Nice effects. The lighting on the explosion and the store signs is pretty good
-GI: we found Red Steel most enjoyable to play while standing up
-Straffing is extremely easy and effortless
-"Aiming felt similar to using a PC mouse, and it's possible to quickly explore every direction in a three-dimensional space with quick gestures"
-"In the finished game, you will be able to push forward with the controller to knock over an object to use for cover, pull it backwards to reload, and twist it to lead behind walls"
-Lob grenades with the controller, or roll them on the ground like a bowling ball
-"gangsta style" shooting is cool
-Total immersion. Feels like you are living the game
 
Corwin_B said:
Super Smash Bros Revolution was rumored to be a launch title, IIRC... I suppose we can count Zelda TP as a Rev launch title too...

I've always thought they were delaying it to add Rev features. Sword fighting with Z-lock should be awesome. :cool:
 
Teasy said:
Yeah I know, that's why I asked. I was just trying to get an idea of what you meant when you said that you thought the models geometry looked low. Brothers in Arms and Medal of Honour on 360? Unfortunately I haven't seen those games so I can't comment on them. But I have seen Call of Duty 2 on XBox 360 and its character models look considerably worse then the ones I can see in those Red Steel pics. Same goes for Elder Scrolls: Oblivion on 360 as well from what I've seen.
The ES models look great.The difference is that in CoD2 you can see vast open areas with many models on sight both rivals and friendly(and in high def).In ES,well what is there to add about this game's open-endness??

Here we see tiny rooms and 1-2 characters on screen and at SD.It seems to me that will be a problem with revolution games,smaller-scaled games.
 
20 launch game, 7 of them coming from Nintendo.....

I dont think so. "Launch window", maybe. And we know how silly this term is.

Also, Nintendo should modify the Nunchaku part. Make one of the triggers analog and verticaly oriented, like the N64, plus add the extra click like the GC triggers. The other trigger leave it as it is.

Also they should add a click to the thumb stick. By now is proven that is really useful.

As for the game wait and see for better shots or a video. And come on, better than PDZ?

Maybe better character/enviroment design or art. But better looking....... humf......
 
This game looks better and better each time I read a bit more from it, it really seems a gret game till know, I need to see real gameplay, cant wait.


Ooh-videogames said:
Maybe its because your fixated on normal mapping and parallax mapping, also remember this game has 6 months of dev time left before launch. Alot of FX could be added during this time. There still isn't any confirmed info on whether or not Hollywood has any shader capabilities.

If you ask me which games looks better (GR2 or GR3), I cant say that one looks better than the other, yes one look much more realistic than the other but not better just diferent, it is a taste/art/mood/whatever thing.

I dont mind with normal/... maps, they can be unnecessarie for gameplay, and if not well used it can make a game look very bad IMO, but some games used it very well.
 
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