Red Steel producer reveals control challenges

James Orry Updated on by

Video Gamer is reader-supported. When you buy through links on our site, we may earn an affiliate commission. Prices subject to change. Learn more

In part one of a Red Steel developer blog over on IGN, the game’s producer has been outlining how development is going in regards to the Wii’s controller.

When we first received the controller our imaginations were limitless but then we spoke to our programmers and determined that there were guidelines and rules of which we’d need to adhere to in regard to both functionality as well as game play,” said Beaudry.

She goes on to highlight how shooting is straightforward, but the sword fighting provides a much greater challenge.

We quickly learned that wielding a sword and manipulating the controller was a lot of fun, but we didn’t want to force people to become actual professional swordsmen – just have fun,” writes Beaudry. “Also, we have to consider the animations of the sword and matching it up with what you see on screen. We didn’t want any delay whatsoever in response to what was happening with the controller and what you saw on the screen.

The good news is that the team are now working “to tweak the controls to optimize the game and ensure it’s a great experience on all levels.” This includes working to ensure precision and accuracy of the aiming, and making more diversity in the attacks possible when using the sword.

More information should be on its way in a few weeks when the blog gets its second update.