Red Steel (2006)

Video Game  -  Action  -  15 November 2006 (USA)
5.4
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Title: Red Steel (Video Game 2006)

Red Steel (Video Game 2006) on IMDb 5.4/10

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Cast

Cast overview, first billed only:
...
(voice)
...
(voice) (as Steven Jay Blum)
Tetsuya Fujita ...
(voice)
Kim Mai Guest ...
(voice)
Fumiko Hamada ...
(voice)
...
(voice)
Sachiko Kobayashi ...
(voice)
Masa Kanome ...
(voice)
Yoshi Tomo Kaneda ...
(voice)
...
(voice)
...
(voice)
...
(voice)
...
(voice)
Mitziyuko Oishi ...
(voice)
Kirk Thornton ...
(voice)
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15 November 2006 (USA)  »

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No, it's not about Soviet tanks
23 July 2010 | by (Denmark) – See all my reviews

This was one of the launch titles for the console(apparently about the second most popular of them). Thing is, that sort of thing can lead to an unfortunate result. Think about it; it's easy enough to use a hammer, and yet the first time you've got one in your hand, you won't do it as well as later on. Oh, you'll hit the nails, and get the job done, you simply won't have the technique that you get later. Now, try to apply that metaphor on the complex world of game designing. This uses the possibilities the machine offers, and at times well, only it isn't as smooth or as excellent as later ones. The Conduit and Splinter Cell: Double Agent are examples of later, and thus refined, entries. Yes, this lets you do things by waving your arms and the like. Since it was so early on, they didn't use the full range of how subtle these could be, so whether you are reloading, knocking over a table for cover(is it just me or are there really few of those in this?), replacing your held weapon with one on the ground(can someone make it illegal to have this poorly thought out of a system for that, by the way? When the heat you're packing is empty, it switches away, though you can only restock it by picking up the same kind of thing again, there is no ammo to be located. It should ditch the one that is out of bullets instead, because you can only carry two at a time, a great thing that forces you to strategize, and you'll either drop the other one, or waste time going back to the one that is out so you can get a new one fresh off a corpse, and this may happen while you're under a crossfire), opening a door or throwing a grenade, you'll do the same wild movement. All but the last(that one requires you to press something else first… and I will say, it's nifty that you can either toss or roll) of those literally get mixed up on occasion, when you try to do one or the other, it may do a different one. You also get physically spent by this sooner than other of these titles. This ought not to be the first thing you play, you should know how to use the controllers before trying it. With that said, I do have to talk about the main draw of this(and the reason I got it, as I love stuff like that, and something like this *had* to get made sooner or later). I am of course referring to the fencing. The Wii-Mote is your sword, the Nunchuk a broken blade that can be used to deflect(other than the powerful strikes), and this mimics your motions, as long as it's from one side to the other or from up to down(or vice versa). It somewhat keeps up with your pace(as far as amount, the blows you deliver are at a fixed rate individually), and it is one of the most fun things in this. What you should know prior to purchasing this, and I didn't, is that this does not let you fight whenever you want. There are duels, like boss enemies, and they take a leap upwards in toughness(note that this has only one difficulty setting, and no real replay value other than upping your Respect(the only RPG element in this, the bare minimum; it goes up by you sparing lives) and mission stats… you can redo any of the linear levels) near the end. Samurai Warriors: Katana is better than this if what you want is to use a martial arts mêlée arsenal(note that that provides you with four all with unique attacks each, this does not give you anything other than the aforementioned two), as it allows you to do so nearly *all of the time*, with a handful of exceptions that tend to be great as well. A problem here is that while you can choose to either defend or dodge, the former is good for regular hits, and the latter for the strong ones… do one at the wrong time, and you'll waste what may be one of precious few proper chances to wound the foe(at best; at worst, you'll get hurt yourself), and if you are readied to do one, you probably can't do the other in time. You have to learn their routine, and late in this, they start getting random with it. Too often, either you can win by constantly whaling on them, or it's decided by you figuring out their pattern. No contest, little skill, and less reflexes than it should be. Other than what I've said so far, this is your standard(cinematic) FPS. Run, walk, duck, jump, avoid getting killed and shoot. There are several pistols(that you can hold gangsta style) with varying degrees of stopping ability(everything has impeccable aim in this), same for the couple of SMGs, shotguns and assault rifles, and you get a sniper, as well. All of them exist outside of this, and this is fairly realistic. The Bullet-Time is well-handled… time is paused for a short period, and you can "tag" others(or what they've got to take you out, thus disarming them, and if you do so with a group's leader, they'll all surrender). Zooming is awkward. The plot is cliché and its tired twists hold no surprises. Voice acting is decent. This has split-screen four-player MP. The music contains what seems like the electric guitar riff theme from Once Upon a Time in The West and the theme from Scarface(with girl moans), and fits reasonably. Graphics/animation? Fine. Lighting is the low point, as with other ones for the Nintendo. You go to L.A. and Tokyo in this. The "cut-scenes" are images(almost still) with the main illumination being the crude neon-signs, setting the tone of the seedy Japan underworld. I recommend this to fans of this sort of thing. 7/10


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