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Wii impressions: Red Steel

In gaining access to Nintendo's VIP booth, the first thing on my mind was engaging in some action of the crimsoned metal variety. Upon startup and gripping the Wii's remote, with nunchuck attachment, firmly in hand, a feeling of elation washed over me for what was surely to be the highlight of the show, the culmination of everything I could hope for from this year's Electronic Entertainment Expo. Sadly, this was not to be.

In jumping into the game, the first thing that surfaces is that the positioning of the Wii remote to the TV is paramount to success. Standing was no good. Sitting was better, albeit the aiming was lacking sensitivity. Moving back from the television display did no good and moving closer only made it worse. So the conclusion quickly turned my dream for the console into one hellish nightmare.

The game's sensitivity was just off.

Your character could not turn fast enough, making everything outside the direct point of view almost impossible to engage, and even firing effectively at visible targets was too difficult. Turning was slow and cumbersome, although it should be said that it was a ways more improved in Metroid Prime 3 Corruption, so it's safe to assume this was a freak incident in this game alone.

The game's graphics also seemed washed and there were several of the dreaded 'jaggies' appearing about the edges of every enemy and the protagonist's forearm, along with his firearms and sword. I could easily dismiss this, however, as the game was being displayed in 480i on a 50+ inch plasma display.

So while this blogger is still anxious to see the final product, the E3 demo build of Ubisoft's Red Steel failed to validate previous excitement for the game on the console.

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