Red Steel 2 was reviewed favorably, but that doesn't mean it was a success. Its disappointing sales performance, says the game's creative director, can be chalked up to gamers unwillingness "to get up and move and exert themselves for fun."
The Wii-only and well-reviewed samurai Western Red Steel 2 sold about 50,000 copies in the U.S. in March, its first month of release, according to financial analyst Michael Pachter. [UPDATE: Ubisoft comments.]
The man behind the most advanced video game swordplay available today says the time is now right — and the technology is now good enough — for a motion-controlled Star Wars lightsaber video game.
Would you like to hear a developer speak freely about making a sequel to a game that was panned? Red Steel 2's Jason VandenBerghe did that today, from Paris. You can download one of our best hours of audio now.
Kotaku Talk Radio is coming to you live RIGHT NOW with special guest Ubisoft's Jason VandenBerghe, the creative director of Red Steel 2.
Just in time for the release of Red Steel 2 comes this week's episode of Kotaku Talk Radio with special guest Ubisoft's Jason VandenBerghe, the creative director of the Motionplus Wii title.
A skeptical world might not see video games as essential. But we can point to many games that feel worthy of this planet. Games about eating mushrooms, arranging falling blocks, saving the world. However: A first-person shooter with motion-based swordplay?
Ubisoft's Red Steel 2 hits stores this week, so you'd best get familiar with the weapons you'll be using to get the job done.
While checking out Red Steel 2 earlier this month I couldn't help but notice that the game, like Mad Dog McCree, has its own form of live action.
Whether Ubisoft likes it or not, for many Red Steel 2 will define the potential of Nintendo's Wii MotionPlus.
Everything changed in 2001, the year Nintendo decided that the future of gaming didn't lay in faster processors and photorealistic images, but in interaction.
Welcome to Caldera, a peaceful little town in the Nevada Territories, at least until a powerful secret hidden in the town's mines attracted the plot for Red Steel 2.
While I like the art style and the more accurate motion-sensing, thanks to its predecessor Red Steel 2 still has to prove itself in my house, in my hands before I make any final decision on whether I like the game.
I've told you, Totilo's told you and McWhertor's told you: you can't get through Red Steel 2's swordfighting combat by just flicking your wrist once or twice.
My second hands-on with Red Steel 2, this time in Tokyo, confirmed to me that Ubisoft's first-person Wii sequel is the kind of Wii game that, back in 2006, I thought we would be playing more of.
Ubisoft had a newly playable copy of Red Steel 2 at Gamescom, its cowboy-samurai western now full of ninja and 360-degree Wii MotionPlus-powered sword swingin'. And I nearly had my delicate wrist snapped off playing the thing.
I am excited that I'm finally going to get a chance to go hands on with the Wii MotionPlus title. I was so excited about Red Steel and so, so, so very let down when it finally hit.
There comes a time in the week to reflect on what got into my reporter's notebook but didn't turn into Kotaku blog posts. Shall we?
I recently asked the creative director of Red Steel 2 what the required MotionPlus attachment adds to his Wii game. He asked me if I wanted the marketing answer or the technological answer.