The original Red Steel was a promising concept, especially as a launch title for the Wii. However, it had its shortcomings and its controls were a critical issue. With Red Steel 2, they wanted to rectify their mistakes and make sure they could offer precise and accurate motions through the help of the Wii MotionPlus attachment. Kotaku attended a preview of the game and saw the controls first-hand. Read on to hear what they thought of the Wii MotionPlus' addition to the game.

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.

I wanted the technical answer, of course.

But first Jason VandenBerghe, a man who was soon to impress me with the fact that he lead the team that developed my favorite post-GoldenEye James Bond game, Everything or Nothing, gave me the marketing answer.

He adopted his marketing voice, which was higher than his normal tone, and accompanied by waving of arms and the wobbly body language of a dishonest man. The marketing answer was that it would make the game more amazing, more terrific, more awesome.

He straightened himself out and took the Wii Remote from my hand. I was about to get the technological answer.

This was all happening in the basement floor of a downtown hotel in New York, last week during a rainstorm that stabbed the sky with lightning and flipped my umbrella inside out. In from the storm and amid the Ubisoft holiday line-up, I was playing the early portion of Red Steel 2. It's a cartoon-shaded first-person-shooter/sword-fighter. The opening bit had my character being dragged on his belly by a guy on a motorcycle. I shot free and was in a gunfight, pointing the MotionPlus at the TV running the game, feeling my hand movements match the arm and gun movements of the character in the first-person game.
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