It can not be that some here aspiring to have to make this game so badly, because they seem to have very large motor problems. To reduce everything to the allegedly poor graphics, over allegedly "scripted" battle scenes (which please, does that mean no man can understand this terminology what even a script-kiddy not -?) And an inaccurate control to invoke, without any justification, without any foundation.
To evaluate the game times in all areas:
Graphics:
If you have seen Goldeneye on the Nintendo 64, so you know how the graphics look. In some areas the game is of course a lot better, but they naturally affects not so overwhelming and gigantic as with other next-gen consoles. No wonder, the Wii was not designed for this purpose. The game concept is paramount. One gets the impression that the game was originally developed for the GameCube last still on the Wii have been ported. In the near future I graphically demanding games can be expected
Gameplay:
The game builds up linearly, can you go wrong thus nothing. The story is very well synchronized in Germany, set to music and designed entertaining. One should now no outstanding storyline expect, but for a video game with shooter character, it is more than you have expected.
Service:
Naturally, the game uses both controllers, the remote and the Nunchuck of Wii. What else would you do not expect. Targeted is the remote, gone with the Nunchuck.
Who remembers Goldeneye, knows the "target mode". Is this triggered, created in the middle of a reticle and the movement of the player character is a little slower and therefore more precise targeting. Many speakers made the mistake at this point have to want to rotate during this mode. This is of course possible, but snails lame. Excluding release the button for the target mode (on Nunchuck), and uses the analog stick in * of opposite * direction and the remote in the direction in which you want to rotate, then the rotation is very fast and can after a few minutes and very be well matched.
The developers have thought along here, because the Nunchuck is with the analog stick and / right actually responsible for the sideways turn left - but the remote is held on the screen, the function for spinning changes as described above.
Even the targets on the screen is if you look at about 1 to 1.5 meters from the TV, or the sensor bar of the Wii, is, absolutely no problem. The movements are transmitted without problems, after some time you can shoot very precisely)
The sword fights are entertaining and also not always easy. Especially in the course of the game you have to have learned to resist the blows of the enemy, this time to block or dodge lightning - it is a game depth results than ever before.
Multiplayer:
Not outstanding and unfortunately only in 4-player mode with individual orders from the remote for each participant, the multiplayer mode is still playable and fun. The remote does not act as an analog stick, must be "targeted" at the screen here. It plays almost as, like Goldeneye with the analog stick of the N64. It's all a matter of practice, anyway.
Conclusion:
Red Steel shows well where the potential of the Wii is. We can look forward to another title this genre. - Especially an attachment for the Wii remote is already announced, which acts like a shotgun extension)
Those who want to treat themselves to a nice shooter for the first few days with the Wii, here is the place to be. Gameplay is actually guaranteed if you do not directly thinking "that must flutschen immediately now as if it were not a new game concept but my PC with keyboard and mouse" - remarkable how many people here represent this setting. Practice makes perfect stop that is always and everywhere, and also forms no exception.