Red Steel swordfighting fixed!

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According to the latest Game Informer's hands on impression of the latest build of Red Steel:

Game Informer said:
"Not only did the remote replicate our actual sword-slashes, but the recenty unveiled motion sensor in the nunchuck could be thrust foreward for parry attacks"

"As promised, timing and observation was key to winning the sword-fights and felt just like the mock-saber duels nearly everyone had as kids, so anyone who has dreamed of being a samuri will pick it right up"
 
The source of the story was a post on IGN forums. He later clarified that it was not a description of a newer build of Red Steel, but their impressions of E3.

This is supposedly the actual comment from the magazine:
After being unveiled in our pages a few short months ago, Red Steel was shared with a wider audience at E3 in playable form, and was easily the most talked-about third-party game for the Wii. Unlike the version we saw in Paris, the E3 build of Red Steel had both the shooting and swordplay sections of the game playable, as well as some of the other motion-based features, such as reloading and opening doors. The Freeshot feature, which allows you to pause time and pick your targets, was in place, as was the ability to command surrendered foes with gestures. But getting to finally try the swordplay was easily the biggest thrill, as we faced off against a boss character at the end of the demo level.

Not only did the remote accurately replicate our actual sword slashes, but the recently unveiled motion sensor in the nunchuck attachment could be used to parry attacks. Just as the Red Stel team promised, timing and observation was key to winning the saber duels nearly everyone had as kids, so anyone who ever dreamed of being a samurai will pick it right up.

Both the sword and gun sections of the game will be polished even further before release, but Red Steel was already playing remarkably well, and we’re confident it will be one of the hottest games of the Wii launch.â€￾
Clearly GI attended a bizarro E3.
 
Mmmkay said:
The source of the story was a post on IGN forums. He later clarified that it was not a description of a newer build of Red Steel, but their impressions of E3.

This is supposedly the actual comment from the magazine:

Clearly GI attended a bizarro E3.


Does anyone even have the skill to accurately match up their movements to the action going on screen? Like those frustrating baseball games or other gimmicky motion sensor arcade/tv games, it is an exercise in frustration to try and match up with a virtual object, and it probably works better to have the game work where you jerk the controller in a direction and the guy does an appropriately aimed slash on the screen.
 
If there are a sufficient number of animations, one could get the impression that the game is pretty much replicating your slashes, especially if they've gotten the system down to where it's more replicating what you're probably imagining you're doing than the exact motion of your hand.
 
Fox5 said:
Does anyone even have the skill to accurately match up their movements to the action going on screen?
Not really. It would be comparable to fencing, where most of the time the beginner is slow and awkward and gets hit a lot. Or Badminton/Tennis, where you need hand-eye coordination and reactions that are sorely lacking without practice. The only way this would work IMO is to slow down the action to within the levels of the user's reactions. It'd make the game look slow and dull for watchers, but provide a very intense experience for the gamer, and the game could adapt with the user over time so they actually improve in their own skill, maybe even being a fairly compentant virtual swashbuckler by the end of the game.
 
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