This is the Developer Interview Video of the Nintendo Wii game Red Steel 2
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GUITAR HERO’S® CATALOG TO
KEEP ON ROCKIN’ WITH NEW MUSIC FROM THE PIXIES, MOTÖRHEAD, SILVERSUN
PICKUPS, STEELY DAN AND NIRVANA
Two Brand-New Silversun Pickups
Tracks to Debut Exclusively in Guitar Hero® World Tour
Fifteen New Songs in April Add
to the Massive Guitar Hero World Tour Set List
Three new classic games go live at 9 a.m. Pacific time. Nintendo adds new games to the Wii Shop Channel every Monday. Wii™ owners with a high-speed Internet connection can redeem Wii Points™ to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week’s new games are:
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The Game Red Steel 2 for nintendo Wii has been confirmed by the Nintendo UK Magazine
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The company says its rush to deliver Wii launch titles resulted in quality issues; promises better games to come. (more…)
This is n excerpt from a GAME.co.uk article where Nintendo Wii won the Originality Award
Originality: Winner - Wii
Our initial reaction, as with everyone else, was shock. Surely it couldn’t work… could it? But the more we – and the rest of the gaming globe – thought about it, the more we liked the concept of motion sensitive control. Indeed, it soon seemed like the best idea ever.
And playing it was the real proof of more Nintendo genius. Sure, sports games have been done before – but never like Wii Sports, where you truly feel a part of the experience. Shooters have been immersive before – but never like Red Steel, which thrusts the weapon directly into your hand. Party games, too, are nothing new – but Monkey Ball, Rayman and Wario Ware make them more pick-up-and-play than ever. Adventure games, meanwhile, are ten a penny – but few offer the joys of Zelda’s sword slashing, arrow aiming control setup.
Fantastically fun and easily accessible, the originality of Wii speaks volumes for Nintendo’s continued commitment to innovating the way we play.
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This is an excerpt from the Review of the Nintendo Wii Game Far Cry Vengeance by Eurogamer
The Wii has one great FPS game to its name; unfortunately, that game is spread out over three distinctly disappointing titles. Combine the look and feel (and swordplay) of Red Steel, with the atmosphere, superb presentation and wonderful level design of Call of Duty 3, and pull it all together with the perfectly honed control system of Far Cry: Vengeance, and you’d have an amazing game. Right now, though, this is a mess. It’s terribly badly presented and utterly lacking in the areas which make the Far Cry franchise great - but through all of that shines a genuinely good, easy to learn and downright fun control scheme.
In deciding on a final mark for Far Cry, it would be easy to weigh up all the things which the game gets wrong and decide that they balance out harshly. However, it’s impossible to escape the fact that playing the game was actually quite compelling, in a sense; at no point was it an unpleasant game to play, it’s merely completely retrograde in several key areas and lacking any sense of presentation or style. It’s an ugly game, but one which, crucially, works as a game at its most basic level - which, to my mind, weighs heavily against the problems it has in most other areas. Be warned, though, that the just-about-average score is not even a particularly cautious recommendation - rather it is a tip of the hat to the key things that Far Cry does right, and a note of hope that better made games in future will learn from its successes rather than falling foul of its failures.
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This is an excerpt from the Review of the Nintendo Wii Game Red Steel by Aussie-Nintendo
Half of those who play Red Steel will definitely enjoy the experience, provided they can appreciate what it does well and put up with its issues; but at the same time, the other 50% will totally dislike it. The most hardcore of gamers will either shun it for some of its below-par graphics and presentation, or, they’ll relish the controls for bringing both freshness and a brand new challenge. More casual players will likely give up with frustration very early on though, so you definitely need to go into Red Steel knowing what to expect. If you’re hoping for something amazingly revolutionary, with flawless gameplay, mouth-watering graphics and deep, complex AI, you’re going to be smacked in the face. But, if you’re ready for something new and respect that it’s a launch title with its own share of problems, you won’t be too let down. Overall, it’s a game that must be played, even though it definitely doesn’t live up to the hype. It’s enjoyable, refreshing and still has us anticipating any future continuation of the series. If anything, at least a sequel will surpass the original. There’ll be one key factor involved: that always-craved longer development lifecycle.
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Samurai Slash Headed For The Nintendo Wii
Samurai Slash headed for US Wii
Koei confirms new name, region for Samurai Warriors spin-off Sengoku Musou Wave.
By Brendan Sinclair, GameSpot
Posted Jan 10, 2007 3:54 pm PTSwordfighting with the Wii Remote holds a natural appeal, if the sales of The Legend of Zelda: Twilight Princess and Red Steel on the system are any indication. Now US gamers done with those hits and yearning for additional slicing and dicing have more to look forward to than Cooking Mama. A Koei representative today confirmed for GameSpot that the latest installment in the company’s Samurai Warriors line of games will be released in the US.
Introduced at Nintendo’s 2006 Electronic Entertainment Expo kickoff conference as Sengoku Action and later dubbed Sengoku Musou Wave, the game will have a more Western moniker when it debuts in the US as Samurai Slash. Few details are known, but the game is played from a first-person perspective and lets players use the Wii Remote to take out rushing opponents with projectile and melee attacks.
Samurai Slash is scheduled for release later this year.
This is an excerpt from the Preview of the Nintendo Wii Game Metroid Prime 3: Corruption by CVG
With the tight aiming configuration putting both Red Steel and Call of Duty 3 to shame, this is seeking to rectify the not-a-proper-shooter label given to its GameCube incarnations. Gone is the emphasis on mysterious oooh-I’d-better-creep-around-a-bit, with quickly accessible blasting complemented by the weapon stacking scheme. Fights feel more intense thanks to exaggerated physics, with enemies recoiling from blasts and slumping against walls where they’d have entered a set death animation.
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