赤色鋼鐵

《赤色鋼鐵》(日文名:レッドスティール,英文名:Red Steel)是由Ubisoft Paris 開發,作為Wii主機的首發遊戲之一,於2006年推出。當時少數結合第一人稱射擊與劍術戰鬥的Wii專屬作品,標榜以遙控器實現直覺化的體感操作,也代表Ubisoft首次在Wii平台上大規模嘗試融合動作、劇情與創新玩法的作品。
故事設定圍繞在美國與日本之間的黑幫世界,名叫史考特(Scott)的美國男子,原本只是個普通人,卻因為未婚妻美雪(Miyu)在訂婚宴上遭到神秘黑幫綁架,意外捲入日本黑道「幫會爭鬥」與父權交替的複雜鬥爭。為救回美雪,必須潛入東京,逐步挑戰不同幫派首領,並學習武士道精神與劍術技巧,從一名門外漢成長為能與頂尖劍士對決的戰士。融合現代黑幫動作片與傳統武士文化,具有濃厚的日系風格與復仇主題。
操作方面,以Wii遙控器與Nunchuk的雙手控制方式為基礎,主打的是第一人稱射擊與劍術切換式戰鬥系統。當使用槍械時,透過遙控器瞄準螢幕進行射擊,而Nunchuk則用來移動角色與閃避,具備一定自由度。當遭遇特殊敵人或進入近戰情境時,系統會自動轉換為劍術模式,這時需揮動Wii遙控器模擬拔刀與揮砍動作,包括直斬、橫斬、格擋與反擊,與敵人進行一對一的刀戰。每場劍鬥都帶有「決鬥式」的張力,需要觀察對手招式、抓準時機防反或擊破防禦。
儘管當時的Wii硬體與Motion感應技術尚未成熟,在操作上做出大膽嘗試。是Wii平台首批展現「體感遊戲潛力」的作品之一,讓許多玩家初次體驗到用身體揮動控制器來戰鬥的樂趣。不過,由於技術限制,當時劍術感應準確度不高,有時動作無法即時反映在畫面上,導致手感略顯生硬,這也成為後期較常被批評的部分。
在視覺風格方面,採寫實風格,建構出東京夜景、和風建築、幫派據點等多樣場景。雖然受限於Wii硬體,畫面解析度與細節不及其他平台,但整體氛圍塑造得頗具電影感,特別是在過場動畫與武士對決場景中,運用慢動作與鏡頭拉近等演出技巧,增強戲劇張力與角色氣場。音樂方面則以東洋元素為主,結合傳統樂器與電子音效,加強沉浸感。
市場評價上,在發售初期受到極大關注,因為它是少數同時展現Wii主機獨特操作機制與原創劇情的大作之一。許多玩家對它的「槍與刀」切換戰鬥模式感到新鮮,也肯定其日式黑幫題材與動作敘事的企圖。不過,隨著更多體感遊戲問世,其操作不夠流暢、感應不準確、敵人AI單調與關卡重複度偏高的問題逐漸浮現,導致整體評價趨於兩極。有評論認為它是「概念大於實踐」的代表作,一方面令人佩服其創意野心,一方面也反映當時技術尚無法支撐這種複合式操作的穩定性。
總結而言,這是融合槍戰、劍術與東洋復仇劇情,嘗試用全新的方式打造沉浸式體驗。雖然它在實際操作上仍有瑕疵,但從設計概念與風格營造來看,仍是具有實驗性與歷史意義的作品。對於喜歡第一人稱戰鬥與日本風背景的玩家來說,是在硝煙與刀光之中交織出的熱血冒險。
"Red Steel" (Japanese title: レッドスティール, English title: Red Steel) is an action game developed by Ubisoft Paris, released in 2006 as one of the launch titles for the Wii console. It was among the few Wii-exclusive titles at the time to combine first-person shooting with sword combat, showcasing intuitive motion-based controls via the Wii Remote. It also marked Ubisoft’s first large-scale attempt to merge action gameplay, storytelling, and innovative mechanics on the Wii platform.
The story centers on the underworld connections between America and Japan. The protagonist, Scott, is an ordinary American man whose life takes a drastic turn when his fiancée, Miyu, is kidnapped by a mysterious gang during their engagement party. Thrust into the complex world of Japanese yakuza power struggles and succession battles, Scott must infiltrate Tokyo’s underworld, challenge gang leaders, and learn the spirit of Bushido and swordsmanship to grow from a complete outsider into a warrior capable of facing master swordsmen. Blending modern gangster action with traditional samurai culture, the game carries a strong Japanese aesthetic and a heavy revenge-driven theme.
In terms of gameplay, Red Steel uses a dual-hand control scheme with the Wii Remote and Nunchuk. The combat system allows players to switch between first-person shooting and sword fighting seamlessly. When using firearms, players aim directly at the screen with the Wii Remote while using the Nunchuk to move and dodge, offering a decent level of freedom. Upon encountering special enemies or engaging in close quarters, the game automatically shifts to sword mode, requiring players to swing the Wii Remote to simulate drawing and striking with a blade. Movements such as vertical and horizontal slashes, blocking, and counterattacks are all necessary in these intense one-on-one duels. Each sword fight has a “duel-like” tension, demanding players to carefully observe enemy attacks, time their defenses, and break through guards.
Despite the Wii’s then-nascent hardware and motion-sensing capabilities, Red Steel made bold strides in gameplay experimentation. It was among the first titles to demonstrate the "potential of motion controls" on the Wii, giving players their first taste of physically swinging the controller to fight. However, due to technical limitations, the sword detection was often imprecise, with movements sometimes failing to register smoothly, resulting in somewhat stiff combat feedback—a common criticism that emerged over time.
Visually, the game adopted a realistic art style, recreating various environments like Tokyo’s nightscapes, traditional Japanese architecture, and gang hideouts. Though constrained by the Wii’s hardware limitations—leading to lower resolution and less detailed graphics compared to other platforms—the atmosphere was impressively cinematic. Cutscenes and samurai duels employed techniques like slow-motion and dramatic close-ups to enhance the tension and the characters' charisma. The soundtrack heavily featured Eastern musical elements, blending traditional instruments with electronic sounds to further immerse players in its hybrid cultural setting.
Upon release, Red Steel garnered significant attention for being one of the few major titles that showcased both the Wii’s unique control scheme and an original narrative. Many players praised the novel "gun and sword" switching combat system and appreciated the ambitious attempt to weave a Japanese gangster drama into an action game. However, as more motion-based games were released, Red Steel’s flaws—such as its occasionally clunky controls, imprecise motion detection, repetitive enemy AI, and level design—became more apparent, leading to a polarized reception. Some critics described it as a "concept over execution" title: admirable in ambition but hindered by the era’s technological constraints.
In summary, Red Steel is an experimental and historically significant game that sought to deliver an immersive experience blending gunfights, sword duels, and an Eastern revenge story. Although it had notable shortcomings in gameplay precision, its conceptual design and atmosphere remain memorable. For players who enjoy first-person combat and Japanese-themed settings, it offers a passionate adventure set amid gun smoke and flashing steel.
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