• Publisher: Ubisoft
  • Release Date: Nov 19, 2006

Mixed or average reviews - based on 54 Critics

Critic score distribution:
  1. Positive: 14 out of 54
  2. Negative: 5 out of 54
  1. Clearly designed with the hardcore gamer in mind. It's slick, addictive and as close to "cool" as a game can get. [Christmas 2006, p.68]
  2. It's liquid movement... A massive improvement on previous console FPS control... Not only making excellent use of the Wii's controllers, this is huge fun in its own right. For a launch title to get so much right is an indicator of great things to come. [Dec 2006, p.70]
  3. What makes Red Steel shine is a mixture of slick graphic novel-style cut-scenes, deft use of the hardware(reflection maps abound)and its wonderfully orchestrated gun and sword play. [Jan. 2007, p.48]
  4. Not only is there a lot of game to enjoy in Red Steel; it's a great jumping-off point for Wii development. [Jan. 2007, p.106]
  5. It's a superb shooter with a great plot, innovative gameplay and some really brilliant moments that will surprise even the most seasoned of gamer. It's a decent length too, with a good 15 hours of play in the main mode. But some control issues and patchy inconsistencies (mainly in the physics and level design) pull it short of earning that juicy [90] score.
  6. 80
    Red Steel is an achievement both in its own extremely playable right, but also as a benchmark that other developers must meet - and hopefully exceed.
  7. Those who do not wish to hold up their controllers and have the patience to learn a new control style will not be enthused. Give the game the time it deserves, however, and you’ll find that, in spite of its repetition, this is one very cool and exciting shooter.
  8. It is a fun and skilled gamer experience that requires some learning and patience. You will enjoy Red Steel the first time around, but I don’t see any space for replayability value.
  9. Some clever ideas and enjoyable moments, inside an average (but solid enough) shooter. [Christmas 2006, p.78]
  10. There are still some minor control issues, and the game is still incredibly inconsistent in terms of visual acuity, but in spite of this Red Steel is still an unquestionably fun game to play.
  11. It’s a game like no other, but it takes a great deal of patience before you’re able to truly enjoy it.
  12. You won't confuse a Red Steel with "Gears of War" or "Resistance: Fall of Man," but it’s clear that the Wii has some power in its corner.
  13. Most of Red Steel’s faults lie with the game’s presentation. Enemies shout annoying obscenities in your direction during every firefight, the cheesy score is bad enough to incite chuckles, and the jaggy graphics look worse than many Xbox and PlayStation 2 games.
  14. 75
    Red Steel simply screams that it's a rushed launch game, which is a shame. The game has a stylish presentation and a unique premise that, with another months of development time and polish, could of worked well.
  15. I'm rather disgusted with all those other media establishments and their unfair razing of what's a truly decent game. Again, it's not perfect, and will likely frustrate the hell out of you at some points. But try to work through that and give Red Steel a chance, you may find a hidden layer of entertainment that those guys apparently didn't.
  16. The level design is a little boring and the sword fighting should have been much more intuitive. The game seems to have been rushed for the Wii launch. [Jan 2007]
  17. Red Steel is a good first try for Ubisoft in the arena of Wii shooting games, and the new, unique experience of actually being physically involved with the in-game action may be all that is needed to overcome some of the weaker aspects of the title for some gamers.
  18. Once the final credits roll and only the memories of your experiences remain, underneath the oddly coloured skin of different environments, controls, and concepts, Red Steel is very much a first person shooter like all those other 'normal' first person shooters.
  19. It's not the best use of the motion controls, as it's really just an extension of the previously standard dual-analog controller. It's among the prettiest games on the Wii, and has a fun, if tacked on, multiplayer component.
  20. If you demand your A.I. to be spot-on and choose cover that isn't made up of boxes of grenades, or if you get annoyed easily by not quite having the timing right to trigger pre-recorded sword combos, then maybe you should sit out this rather imperfect – but fun – FPS for the Wii after all.
  21. The final big problem for Red Steel is its learning curve. You have to use the Wiimote + Nunchuk together in motion and in button pressing. This can lead most seasoned gamers to be thrown off for a good hour before picking things up. And with a short length of only 9ish hours, it’s a learning curve I’m not sure many will be willing to go for.
  22. Playing with the controller is so much fun that it takes a while to realize that the game is pretty unexceptional. You basically run into a room, shoot a bunch of guys and do that again and again. There are some nice ideas, like a shootout in a car wash, but for the most part this is a conventional, predictable shooter.
  23. Yeah, the game feels unfinished, but it gives a good impression of what the future of First Person Shooters is capable of on the Wii.
  24. The main selling feature of this game, the control, has some really great ideas, however this time around they were not fully realized and the promises of great wii-mote control just never fully panned out.
  25. Red Steel is one of the most interesting and ambitious launch titles for the Wii, and even though it doesn't provide a flawless experience, it's still fun.
  26. This one simply has almost no replay value and its action isn't as refined as I expected it to be.
  27. 65
    It's buggy and unevenly presented, which spoils what fun there is to be had. However, it did give me a taste of how FPS games can and will change on the Wii, and I'm looking forward to seeing how the genre will play out in the future.
  28. It blazes a lot of new trails but doesn’t make much headway, and the traditional shooter elements aren’t done very well. The multiplayer really needs more depth, but hopefully the inevitable sequel will do it better, because I can’t imagine playing deathmatch very long with the controls as they are.
  29. It has inspired moments and a substantial single-player venture, but the whole thing is undermined by the terrible presentation and the all-permeating impression that Red Steel isn't quite finished, from the story-board-sketch cut-scenes to the jerky animation and weird, basic, placeholder textures.
  30. The visual swagger of Red Steel is that of a been there, done that affair.
User Score

Mixed or average reviews- based on 111 Ratings

User score distribution:
  1. Positive: 42 out of 63
  2. Negative: 14 out of 63
  1. Sep 18, 2011
    I didn't enjoy this game at all. The controls are totally not intuitive and don't feel natural for how a samurai would move. The gun is nearly impossible to aim. When get the game and hate it so much that I can't even bare to play it again after the first time, that can't even be considered a game, rather an expensive demo. Full Review »
  2. Aug 15, 2010
    Red steel is a hard game for me to review because I liked the game overall, but many of the game's glitches/problems could have been easily fixed. The hook of the game is that it is part shooter part sword fighter, but sadly the sword slinging is clunky and most of the time not much fun. The gun motion controls are also a bit of a problem, while most of the time they work fine some of the time they will freak out and you will start spiraling in a circle for about a second, but keep in mind this is very rare problem (it will happen once or twice the entire game.)The graphics of red steel are not award worthy or great because they are bland, gray, and overall terrible even for a wii game, but there are some decent explosions. Too add to this seemingly never-ending list of problems the story seems to be taken out of a d movie, and while some will laugh at this story other will just skip it altogether. Possibly the largest problem with this game is that it is only 5 hours long with no on line, but since the game now is the price of a wiiware game I guess that isn't a huge problem. Even though all these problems are true and in the game I am giving it a 6 because even though the game has its faults is also has many fun mini games, a variety of weapons, good local multi-player, an original idea, and most of the time fun fast paced shooting action. Now to recap I do not recommend this game to everyone, but to those who can accept its faults should definitely buy the game used or rent it. Full Review »
  3. DavidPerkins
    Dec 29, 2006
    The lower scores given out by reviewers smacks of nothing more than a review they were forced to rush to cover the Wii launch.

    The control
    system is different, but it's nothing like broken, and those who claim otherwise are simply wrong. The game is very on-rails, but that doesn't damage the otherwise satisfying gun and sword play offered here.

    It's not going to drop any jaws, but this is about as solid a launch FPS title the Wii could have hoped for. There's enough original ideas to call it well above average, and the control system is a real breath of fresh air.

    Complaints against the games technical side also seem unfair. Red Steel would be considered an extremely competent and visually impressive Cube title, and given that Ubisoft were working on GC development kits for most of Red Steel's development, they have done a cracking job.

    Most notable for me though, is the variety of locations and set pieces, within the games - admittedly straight forward - story, which makes the whole thing feel like an expansive adventure.

    Red Steel may not be a system seller, but if you've got a Wii and are looking for some solid FPS action, this is absolutely indispensable.
    Full Review »