Fact-checked by Grok 2 weeks ago

Red Steel 2

Red Steel 2 is a first-person developed by Ubisoft Paris and published by for the Nintendo console. Released on March 23, 2010, in , it serves as a standalone sequel to the 2006 game and emphasizes a fusion of katana-based and gunplay, enhanced by the accessory for 1:1 motion controls that replicate sword swings with precision and power. Set in the desert metropolis of —a high-tech world blending Eastern traditions with cowboy aesthetics—the game follows a nameless Ronin seeking after his clan's destruction by the villainous Shinjiro. The revolves around fluid third-person-inspired fighting in a first-person perspective, where players perform light and heavy slashes, blocks, and parries through intuitive motion gestures, alongside first-person shooting mechanics for ranged combat. Exploration occurs across interconnected hub worlds filled with side quests, collectibles, and upgrade opportunities for weapons and abilities, supporting three difficulty modes—Easy, Medium, and —to cater to different skill levels. Enemies vary from agile and brute enforcers to environmental hazards like jaguars, demanding adaptive strategies in diverse settings ranging from dusty streets to industrial complexes. Critically, Red Steel 2 received praise for its innovative controls and stylish art direction, earning an aggregate score of 80 on , though some noted its linear structure and lack of multiplayer as limitations.

Gameplay

Combat System

Red Steel 2 features a hybrid combat system that emphasizes melee swordplay over ranged attacks, utilizing the accessory for precise 1:1 motion controls that replicate player gestures in real-time. The core of the system revolves around wielding a , where players perform slashes by swinging the horizontally or vertically; light attacks (indicated by blue trails) result from quicker motions, while heavier swings (red trails) deliver more powerful strikes capable of breaking enemy guards. Blocking is achieved by holding the A button to raise the sword, and parrying involves timing a forward push of the Remote to deflect incoming attacks, often staggering foes for follow-up combos. Advanced techniques include vertical flicks to launch enemies airborne, downward thrusts for ground slams, and horizontal slashes combined with button presses for multi-enemy sweeps or one-hit finishers. Gun combat serves as a secondary option to complement , with players pointing the to aim and pressing B to fire from a or other sidearms, though is scarce to discourage reliance on shooting and promote close-quarters engagement. Seamless switching between and gun occurs mid-combo, allowing tactics like slashing armored enemies to expose weak points before firing. The Nunchuk's analog stick handles third-person-style movement, including and dashing, while the 's pointer adjusts the camera independently of sword swings to maintain focus on combat. A key feature is a slow-motion slash, activated by holding the Z button on the Nunchuk while performing a sword swing, which triggers slow-motion for precision strikes and extended combos against multiple targets. This mode enhances timing for parries and counters, such as the "Tiger" technique—a glowing parry that stuns attackers regardless of their strength—creating openings for devastating follow-ups. Environmental interactions integrate into fights, with players using the A button to climb ledges, vault over obstacles, or run along marked walls for elevated attacks and evasion. The system supports standard controls as primary. Overall, the prioritizes fluid, gesture-based action adapted to hardware, with skill upgrades briefly referenced to unlock new combos and enhance strike potency without altering core inputs.

Character Progression

In Red Steel 2, character progression revolves around a resource-driven upgrade system rather than traditional experience points, with players earning in-game —known as —primarily by defeating enemies in and destroying environmental objects such as crates and barrels throughout the game's levels. This is then spent at key locations like the run by the character , where players can invest in enhancements across distinct categories to improve effectiveness and survivability. The system emphasizes direct ties to player performance in fights and exploration, allowing for customization without reliance on quest-based rewards or leveling thresholds. The upgrade branches focus on sword mastery, firearms, and survival abilities, enabling players to tailor their playstyle as they advance through the story. For sword mastery, cash purchases increase damage output and unlock advanced combos, such as aerial slashes performed by jumping and swinging the Wii Remote downward or charged attacks built by holding the swing motion to build power before release. These are supplemented by purchasable scrolls that teach hidden strikes, like the technique for pushing back groups of foes or the , a charged shot that tags and auto-fires at multiple enemies in slow-motion. Firearms progression includes upgrades to specific weapons acquired during , such as or shotguns, which reduce reload times, boost accuracy, and enhance —exemplified by improvements to the dual-wield pistols for quicker follow-up shots after engagements. Survival enhancements cover personal attributes, with options to expand maximum via additional segments or reinforce armor to mitigate from attacks, ensuring prolonged in intense boss encounters. Weapon customization extends to the protagonist's , the Sora blade, which receives iterative damage boosts at the , evolving from a basic edge to a more formidable weapon capable of executing fluid combos that integrate motion-controlled swings for horizontal, vertical, or stabbing motions. Additionally, Kusagari powers—mystical abilities channeled through the —can be upgraded for greater potency and duration, including the , a ground slam shockwave that stuns and damages groups of enemies, or the , an that launches enemies airborne for follow-up attacks. These upgrades, combined with story-unlocked techniques like circling dodges and finishing moves on staggered enemies, create a sense of meaningful growth tied to exploration rewards and combat prowess, without formal quests driving the process. Motion controls facilitate the execution of these advanced skills, such as precise timings that lead to counterattacks.

Setting and Plot

The Red West

The world of Red Steel 2 is set in a fictional known as the , where desolate landscapes fuse the rugged aesthetics of the American Old West with elements of feudal Japanese culture and scattered futuristic technology. Environments include dusty frontier towns like , traditional dojos amid industrial ruins, and barren deserts dotted with tumbleweeds and neon-lit structures, creating a stark, anachronistic backdrop for conflict. Central to the lore are rival factions, including the Kusagari clan—a katana-wielding bloodline of traditionally tasked with protecting the region—and marauding biker gangs that serve as opportunistic bandits terrorizing settlements. The Kusagari's heritage grants them unique abilities tied to their , emphasizing themes of honor and in this blended cultural tapestry. The game's level design revolves around a semi-open hub world centered in , which connects a series of linear missions accessed via bounty boards, allowing players to explore interconnected areas with optional side paths. Hidden sections within these hubs contain collectibles such as wanted posters and scattered boxes, which not only provide resources but also reveal expanded lore about the factions and the world's history through environmental . Visually, the setting employs cel-shaded graphics to evoke a vibrant comic-book style, with bold outlines, dramatic speed lines, and a color palette that heightens the stylized fusion of Western grit and Eastern elegance, contributing to the overall immersive, otherworldly atmosphere.

Narrative Summary

Red Steel 2 follows the journey of a nameless ronin, the last surviving member of the legendary Kusagari clan of sword-wielders, who returns to his exiled home in the desert city of after being banished years earlier. Upon arrival, he discovers that his clan has been nearly annihilated by rival forces, including marauding biker gangs known as the and a hidden mastermind orchestrating a takeover of the region. Motivated by and a sense of honor, the allies with key figures such as Judd, a local lawman working to restore order, and his mentor , a fellow Kusagari survivor, to combat the invaders and reclaim control of from these hostile factions. The core narrative progresses linearly across seven chapters, structured around major acts of territorial reclamation: beginning in the lawless where the ronin clears out strongholds, advancing to the industrial to confront the heavily armored Katakara clan—rival swordsmen hired to eliminate remaining Kusagari—and culminating in the neon-lit Upper City amid escalating clan conflicts. Throughout these events, the protagonist battles lieutenants of the antagonistic forces, honing his skills with both firearms and blade while uncovering family secrets linked to a legendary , the Sora Katana, which holds significance to the Kusagari's cursed legacy of guardianship and power. Non-linear side paths in open hub areas allow for optional missions that influence alliances with local survivors and provide deeper insight into Caldera's faction dynamics, though they do not alter the main storyline's sequential focus on and . The story weaves themes of honor, revenge, and cultural fusion, blending Eastern samurai traditions with Western frontier motifs in a stylized, cel-shaded world where ancient blades clash with modern machinery. This narrative framework emphasizes the ronin's personal growth from outcast to avenger, highlighting the clash between tradition and chaos in a society torn by clan warfare.

Development

Concept and Design

An initial version of Red Steel 2, developed as a direct sequel with realistic graphics by a different team, was canceled in late 2007 due to quality concerns, prompting Ubisoft Paris to start development anew in the summer of 2008. Following the lukewarm reception to the original 's motion controls, which were widely criticized for their imprecision and unresponsiveness in swordplay and aiming, Ubisoft Paris pivoted the sequel toward a single-player-focused emphasizing stylized combat over the predecessor's realistic multiplayer elements. This shift allowed the team to prioritize immersive, gesture-based interactions without the constraints of online features, creating a standalone in a hybrid world blending feudal and Wild West motifs. The decision stemmed from lessons learned during the first game's rushed launch, where control issues contributed to its mixed reviews and sales underperformance. Creative director Jason Vandenberghe drove the core vision for Red Steel 2, aiming to deliver motion-controlled swordplay that prioritized the visceral "feel" of combat over realistic simulation, inspired by the dynamic action of sequences and Western films like those directed by and . This approach envisioned the player as a gunslinging ronin in a dusty, futuristic , where sword and mechanics intertwined to evoke a sense of heroic improvisation akin to . Early prototypes rigorously tested systems for executing complex , but challenges in interpreting varied player swings—due to differences in strength, speed, and technique—led to simplified directional inputs that mapped intuitive Wii Remote tilts to attacks, ensuring reliability without sacrificing expressiveness. To counter the original game's pacing problems, marked by repetitive linear progression and slow power-ups, the team designed a branching skill tree system that rewarded exploration and combat with unlockable abilities, such as enhanced strikes and supernatural "Kusagari" powers, fostering a sense of growth and replayability. The art direction embraced cel-shading to accommodate the Wii's hardware limitations, enabling fluid animations and particle effects at stable frame rates while achieving a bold, aesthetic that amplified the game's thematic fusion of East and West. This stylistic choice, reminiscent of cinema's dramatic visuals, allowed for vibrant landscapes and character designs that stood out against the console's graphical constraints, drawing loose parallels to the cel-shaded intensity of contemporaries like Borderlands. The final combat system, refined through these iterations, integrates seamless transitions between slashing and shooting, though its roots lie in the conceptual emphasis on empowering player agency through motion.

Production Process

Development of Red Steel 2 was led by Ubisoft Paris, in collaboration with for audio production and localization efforts, spanning from late 2008 to its release in March 2010. The team consisted of nearly 100 developers, including about half who had worked on the original and the other half new hires, allowing for a fresh approach while building on prior experience. The team collaborated closely with , seeking advice on movement, aiming, and design philosophy inspired by Metroid Prime 3: Corruption. This two-year timeline enabled a complete redesign of the game's core mechanics to leverage the newly announced accessory, focusing on precise sword combat that addressed the frustrations of the first game's imprecise motion controls. A major technical hurdle involved calibrating the sword controls to ensure responsive and intuitive 1:1 motion mapping, as the generated variable data influenced by players' physical differences in swing speed, angle, and force. Programmers at Ubisoft Paris invested significant effort in interpreting this sensor data to accurately detect attack directions and timings, reducing player frustration by minimizing misreads during intense melee sequences—such as parries and counters—through iterative testing and adjustments to sensitivity thresholds. This process contrasted with simpler timing-based implementations in other MotionPlus titles like , requiring custom algorithms to handle the game's fast-paced, directional combat demands. The team also tweaked the proprietary engine to optimize for the 's hardware limitations, achieving a consistent 60 frames per second at resolution while mitigating pointer latency issues inherent to the 's infrared tracking. To integrate RPG elements, developers implemented a skill progression system where players collected currency to unlock eight new moves, four firearms, and five Kusagari abilities, enhancing depth without overwhelming the core focus. Enemy variety was expanded to around 40 distinct types across three clans, each with unique behaviors and vulnerabilities exploitable via motion controls, adding replayability and strategic layers to fights that could involve up to 20 foes simultaneously. Audio design played a key role in immersing players during these encounters, with composer crafting a dynamic blending Western blues and Eastern instrumentation—like strings and Chinese percussion—to adapt to intensity, creating tension in exploration and escalating energy in battles. Voice recording sessions took place at Ubisoft's Ludifactory Sound Studio in Montreal, directed by professionals including sound engineer Emmanuel Pothier, ensuring high-quality dialogue for the game's sparse but impactful narrative. Post-production handled by the studio included effects integration to complement the cel-shaded visuals and motion-based action. Localization was managed by Ubisoft International, supporting multiple languages to broaden accessibility across global markets. In line with the project's initial design goals of delivering a motion-controlled action game unhindered by the original's constraints, the final polish emphasized smooth performance and control reliability over expansive scope.

Release and Reception

Launch Details

Red Steel 2 was released exclusively for the Wii console. In , the game launched on March 23, 2010. It became available in on March 25, 2010, and in on March 26, 2010. The release followed later on May 27, 2010. The game's suggested retail price was set at $49.99 USD for the standard edition without additional accessories. offered a bundled version including the peripheral for enhanced motion controls, priced higher to appeal to players without the accessory. Marketing efforts centered on showcasing the game's innovative use of for precise swordplay and shooting mechanics. At , provided playable demos and trailers that emphasized these controls, positioning 2 as a significant improvement over the original in terms of motion responsiveness and combat fluidity. Promotional tie-ins included bundles with the announced during the event, alongside features at showcases to highlight the sequel's refined gameplay. No ports to other platforms were made available at launch, maintaining its exclusivity.

Critical and Commercial Response

Red Steel 2 received generally positive reviews upon release, earning a Metacritic score of 80/100 based on 73 critics. Critics widely praised its innovative combat system, which effectively utilized the Wii MotionPlus accessory for precise one-to-one swordplay and shooting mechanics, transforming the game into a standout action title on the platform. The game's distinctive cel-shaded art style, blending futuristic Wild West aesthetics with Japanese influences, was also highlighted for its visual sharpness and atmospheric appeal, making it one of the most stylish Wii exclusives. However, some reviewers criticized the levels for feeling repetitive, with limited variety in environments and objectives that could lead to pacing issues over the campaign's shorter length. Control imprecision was another common point of contention, as the motion sensing occasionally felt inconsistent or "wishy-washy," particularly in fast-paced encounters despite the overall improvements. Commercially, Red Steel 2 underperformed relative to Ubisoft's expectations, selling approximately 50,000 units in the United States during its first week of release in March 2010. By August 2010, global sales had reached about 270,000 copies, falling short of the publisher's initial projection of 1 million units, which had already been revised downward to 500,000 earlier in the year. This result was seen as disappointing for a well-reviewed exclusive, especially given the original Red Steel's stronger launch performance, and contributed to uncertainty about the franchise's future. The game earned recognition in end-of-year awards. User reception mirrored critical acclaim, with an average score of 8.0/10 from 27 reviews, where players expressed strong appreciation for the focused single-player experience and its emphasis on skillful motion-based action over multiplayer features.

Legacy

Cultural Influence

Red Steel 2 advanced the integration of precise motion-based melee combat into first-person shooters, leveraging the accessory to deliver 1:1 swordplay that tracked the angle, speed, and direction of swings in . This approach transformed traditional gunplay with immersive hand-to-hand elements, requiring players to physically mimic strikes, blocks, and stabs without relying on vague "waggle" inputs, thereby fulfilling the Wii's promise of intuitive motion gaming. Jason Vandenberghe described it as breaking the barrier of first-person brawling, creating a revolutionary standard for detailed, responsive controls in action titles. The game's control innovations contributed to the evolution of motion-enabled titles, with its precise sword-fighting drawing comparisons in retrospectives to melee mechanics in later games like and . Retrospectives credit it with elevating motion controls from gimmick to core gameplay pillar, inspiring developers to prioritize physicality and feedback in hybrid combat systems. Among Wii enthusiasts, Red Steel 2 has earned cult status for its bold stylistic fusion of cel-shaded Western showdowns and lore, transforming a middling into a beloved underdog that exemplifies third-party innovation on hardware. Featured in retrospectives like Nintendo Life's ranking of the 50 best games, it is lauded for delivering "sword combat [that] absolutely, positively delivers" through fluid, genre-blending action that remains a highlight of the console's library. The title's enduring appeal extends to pop culture through active communities on platforms like and , where tackle its tight levels and combo-heavy boss fights, often highlighting the sequel's "glow-up" from the original Red Steel's clunky controls to polished, addictive . Dedicated leaderboards on speedrun.com track world records, fostering a niche but passionate following that celebrates its replayability and motion precision years after release. Discussions in game analyses on hybrid cultural themes in Western games position Innorate's world in Red Steel 2 as an example of blending Eastern honor codes with myths, using the setting to explore identity in . Analyses of Western developers' portrayals of note the game's fusion as a creative experiment that influenced later titles in merging disparate tropes for narrative depth.

Remaster Discussions

Since its release in as a Wii exclusive, Red Steel 2 has garnered sustained fan interest in potential remasters or ports to modern platforms, particularly the , due to its innovative motion controls that align well with features. Discussions on gaming forums and communities have highlighted the game's compatibility with contemporary hardware, such as HD Rumble for enhanced swordplay feedback and gyro aiming for precise shooting mechanics. For instance, in a 2017 thread, users expressed enthusiasm for a Red Steel 3 or port, emphasizing how the Switch's motion capabilities could revive the title's cel-shaded action-adventure style. Fan demand has persisted into the 2020s, with threads on sites like GameFAQs and Nintendo Life calling for a remastered collection of the Red Steel series. A 2023 GameFAQs discussion reflected community interest in a Switch port of Red Steel 2. Similarly, a September 2024 Nintendo Life forum post questioned Ubisoft's lack of action on porting the Wii titles to Switch, praising the games' quality and potential for updated visuals and controls. These conversations often cite the game's cult status for its blend of first-person shooting and one-on-one sword duels, arguing it deserves broader availability. In the absence of official remasters, the community has turned to emulation for preservation and enhancement. The Dolphin emulator enables PC play of Red Steel 2 at 60 FPS—double the original's framerate—improving fluidity in combat sequences, as demonstrated in 2018 tests shared on Reddit and DSOGaming. Modders have further expanded this with UHD texture packs, upscaling visuals to 4K resolution for chapters up to four, allowing fans to experience the steampunk Wild West setting in higher fidelity via YouTube showcases. These efforts underscore the technical feasibility of revival, with Dolphin forums noting stable performance even on mid-range hardware, though they require original game dumps for legality. As of November 2025, has made no official announcements regarding sequels, reboots, or remasters for Red Steel 2, despite ongoing partnerships with on titles like Mario + . Community speculation ties future prospects to these collaborations, but no concrete developments have emerged, leaving and fan forums as the primary avenues for engaging with the game today.

References

  1. [1]
    Red Steel 2
    ### Red Steel 2 Summary
  2. [2]
    Red Steel 2 Reviews - Metacritic
    Rating 80% (73) Red Steel 2 is a nice Japanese western with great controls. The Wii Motion Plus feels like a real sword, who needs a story?
  3. [3]
    Red Steel 2 for Wii - GameFAQs
    Rating 80% (73) Game Detail ; Platform: Wii ; Developer: Ubisoft Paris ; Publisher: Ubisoft ; Release: March 23, 2010 ; Franchises: Red Steel.
  4. [4]
    Red Steel 2
    ### Summary of Combat System in Red Steel 2
  5. [5]
    Review: Stand, Shoot and Slash in Red Steel 2 Wii - WIRED
    Mar 23, 2010 · Red Steel 2, which lets you use swords and guns simultaneously, switching back and forth between wild swinging and precise aiming.Missing: combat | Show results with:combat
  6. [6]
    Red Steel 2 review | GamesRadar+
    Rating 4.5 · Review by Brett ElstonMar 23, 2010 · As an FPS, most of the game is spent shooting and slicing enemies, but instead of taking cover or simply holding the trigger down until the bad ...Missing: mechanics | Show results with:mechanics
  7. [7]
    Red Steel 2 Impressions: What 2006 Promised - Kotaku
    Red Steel 2 Impressions: What 2006 Promised ... Holding Z with my left hand while doing a big remote swing caused a more dramatic slow-motion slash.
  8. [8]
    Red Steel 2 Review - Nintendo World Report
    Mar 24, 2010 · The game does a fantastic job of allowing you to keep your focus on the foe in front of you, displaying a warning whenever an off-screen enemy ...
  9. [9]
    Red Steel 2 - Guide and Walkthrough - Wii - By Iheartpancreas
    Rating 80% (73) Apr 7, 2010 · For Red Steel 2 on the Wii, Guide and Walkthrough by Iheartpancreas.
  10. [10]
    Red Steel 2 Review - GameSpot
    Rating 7.5/10 · Review by Carolyn PetitMar 23, 2010 · Red Steel 2's stylish blend of shooting with swordfighting is frequently exciting and makes good use of motion controls.Missing: system | Show results with:system
  11. [11]
    Walkthrough part 5 - Red Steel 2 Bundle Guide - IGN
    Mar 29, 2012 · Return to the dojo and you'll be able to purchase Katana Upgrades and two more Hidden Strikes. We recommend upgrading the Katana as much as ...
  12. [12]
    Red Steel 2 - Combo Guide - Wii - By MetrodPrme - GameFAQs
    Rating 80% (73) Apr 2, 2010 · You activate a powerful glowing parry that will counter any move and momentarily stun enemies that try to hit you. Can also be used to ...Missing: mechanics | Show results with:mechanics
  13. [13]
    Red Steel 2 Review (Wii) | Nintendo Life
    Rating 8/10 · Review by Jon WahlgrenMar 25, 2010 · Its alot of fun, combat feels great and I LOVE the graphical style. This type of game would be SOOOOOO much fun if it had an online battle ...
  14. [14]
    Red Steel 2 Review for Wii - GameFAQs - GameSpot
    Rating 80% (73) Apr 16, 2024 · Red Steel 2 is a combination first person shooter and hack-and-slash game. The game takes place across four large hub worlds, where the player ...
  15. [15]
    Red Steel 2 Review - IGN
    Rating 8.6/10 · Review by Craig HarrisMar 23, 2010 · As accurate as the Wii remote control is in Red Steel 2, it's still not immune to the unfortunate Wii motion sensing side effects: reel back for ...Missing: combat | Show results with:combat
  16. [16]
    Red Steel 2 Review - Wii - Cubed3
    Rating 9/10 · Review by Calum PeakMar 27, 2010 · Players take control of a nameless Kusagari, a legendary clan of sword slingers, who has returned to his home town of Caldera to find it overrun ...Missing: summary | Show results with:summary
  17. [17]
    Red Steel 2 (Wii) Review - SuperPhillip Central
    Mar 31, 2010 · There's seven chapters in Red Steel 2, and each has you completing missions around several unique and individual areas.
  18. [18]
    Review: Red Steel 2 - Escapist Magazine
    Feb 28, 2022 · Red Steel 2 ditches the shoddy realism of its predecessor in favor of a more stylized setting. Instead of taking place in modern-day Tokyo, Red ...
  19. [19]
    Red Steel Review (Wii) | Nintendo Life
    Rating 5/10 · Review by Sammy BarkerFeb 13, 2007 · On one hand the controls in Red Steel are perfect offering precision targeting, yet on the other hand the sword fighting feels poor and unresponsive.
  20. [20]
  21. [21]
    Red Steel 2 Interview with Jason Vandenberghe
    Mar 4, 2010 · We chatted with Red Steel 2's creative director about how sword-fighting is bad-ass and the challenges of representing it in first-person, ...Missing: lore | Show results with:lore
  22. [22]
    Chilling Tales from Red Steel 2: How Motion Control Will/Won't ...
    Core games and motion controls can mix, who knew? But sales were sluggish, and the team was confronted with extensive challenges in making real gameplay work ...Missing: interview concept
  23. [23]
    E3 09: Hands-on with Red Steel 2 - Destructoid
    Jun 2, 2009 · Nope. The issue with the swordplay in the first Red Steel was that all the attacks were really just button inputs mapped to specific Wiimote ...<|control11|><|separator|>
  24. [24]
    'Red Steel 2' works as first-person slicer
    Apr 2, 2010 · An East-meets-West, samurai-inspired yet futuristic first-person slicer presented in a visual style similar to Borderlands.
  25. [25]
    Interview: E309 | Ubisoft Developers Talk Red Steel 2 | Cubed3
    Creative Director Jason Vandenberghe explains that it all “came from the gameplay.” The hero's .45 caliber revolver is clearly at home in the Far West ...
  26. [26]
    Red Steel 2 Interview with Jason Vandenberghe - Interview
    ### Summary of Red Steel 2 Interview with Jason Vandenberghe
  27. [27]
    Red Steel 2 to fix recalibration problem of MotionPlus - N4G
    Aug 13, 2009 · "Wii MotionPlus is supposed to be 1:1 accurate, but with problems with recalibration, accurate soemtimes takes a backseat. The Wii MotionPlus ...Missing: challenges frustration
  28. [28]
    Here's Some New Red Steel 2 Info... From Famitsu - Siliconera
    Jan 3, 2010 · – There are about 40 different types of enemies in the game in total, including bosses, spanning across three different clans. – When the ...
  29. [29]
    Red Steel 2 Features Wild West Meets Asia Fusion Original Music ...
    Mar 17, 2010 · Renowned composer Tom Salta has written and produced an original musical score for Red Steel 2, Ubisoft's new first-person action title.
  30. [30]
    Red Steel 2 credits (Wii, 2010) - MobyGames
    Voice Talents, Paul Bandey, Corson Bremer, Robert Burns, Jerome Di Giacomo, Steve Gadler, David Gasman, Dominic Gould (credited as Dominique Gould), Liam C. O' ...
  31. [31]
    Ludifactory SARL - MobyGames
    Cutscenes by Ludifactory SARL · Music by Ludifactory SARL · Sound by Ludifactory SARL · Additional Sound by Ludifactory SARL · Voice Recording by Ludifactory ...
  32. [32]
    Red Steel 2 (2010) | Wii Game - Nintendo Life
    Rating 7.9/10 (158) Red Steel 2 (Wii Game) first released 23rd Mar 2010, developed by Ubisoft and published by Ubisoft.
  33. [33]
  34. [34]
    Weekly video game releases: 'Just Cause 2', 'Red Steel 2', 'Sakura
    Mar 17, 2010 · Release date: North America, March 30 (PS2 & Wii). Europe, April 2 (Wii only). This is a single-player Japanese strategic role-playing game, so ...
  35. [35]
    Red Steel 2 has gone gold - VideoGamer
    Red Steel 2 has gone gold ... The game, designed for Nintendo's Wii MotionPlus accessory, will be sold at £39.99 for the game only or £49.99 bundled with a Wii ...
  36. [36]
    E3 2009: Red Steel 2 Hands-on - IGN
    Jun 1, 2009 · Indeed, at one point, you can shoot a can into the air and the control works so well that you can easily keep the combo going into a four, five ...
  37. [37]
    Red Steel 2 To Be Bundled With Wii MotionPlus - Nintendo Life
    Jun 2, 2009 · E3 2009 · Red Steel 2 To Be Bundled With Wii MotionPlus. Yet another non-Nintendo release gets the WMP pack-in treatment, plus more story ...
  38. [38]
  39. [39]
    Red Steel 2 Sells Only 50k - The UpStream - PLUGHITZ Live
    Apr 18, 2010 · According to analysts, the Wii title Red Steel 2 sold only 50,000 copies its first week. In comparison, the original Red Steel sold over a ...
  40. [40]
    GDC Europe: What Went Wrong with Red Steel 2? - IGN
    Aug 16, 2010 · Here are the pros and cons of Red Steel 2, according to its Creative Director. Pros: - Enthusiastic Red Steel fanbase - Great pre-release buzz ...Missing: Innorate | Show results with:Innorate
  41. [41]
    Red Steel 2 U.S. Sales At 50,000, Expert Says [UPDATE] - Kotaku
    The Wii-only and well-reviewed samurai Western Red Steel 2 sold about 50,000 copies in the U.S. in March, its first month of release, according to financial ...
  42. [42]
    Most Innovative Gameplay - Wii - Best of 2010 Guide - IGN
    Jan 24, 2013 · With its excellent usage of the Wii Remote-enhancing MotionPlus peripheral, Red Steel 2 gave gamers the 1:1 sword-swinging experience we'd been ...
  43. [43]
    Red Steel 2 user reviews
    - **User Score**: 8.0
  44. [44]
    Red Steel 2 Wii MotionPlus Review | Family Gamer
    Apr 15, 2010 · Red Steel 2 Wii MotionPlus shooting review. Red Steel 2 is a hardcore Wii game -- a rarity. It joins Madworld, Dead Space Extraction, ...
  45. [45]
    What Wii MotionPlus Really Does For Red Steel 2 - Kotaku
    Aug 6, 2009 · There's no weapons toggle. The change is activated by the rapidity of arm movement. The gun is the game's default, but swing your arm sharply ...Missing: focus | Show results with:focus
  46. [46]
    Red Steel 2 | Eurogamer.net
    Rating 3.0 · Review by Dan PearsonOct 30, 2009 · Red Steel 2 is a different prospect to its predecessor. It's dropped the original's pretense of seriousness, embracing a stylised take on a steampunk Wild West.
  47. [47]
    ZombiU Review - Giant Bomb
    Nov 20, 2012 · ... Red Steel, a game that promised one-to-one sword fighting with then-new motion controls (ironically, Red Steel 2 was actually pretty good).
  48. [48]
    50 Best Wii Games Of All Time - Nintendo Life
    There's really only one thing you need to know about Red Steel 2, and that is that the sword combat absolutely, positively delivers in the way you want it to.
  49. [49]
    Red Steel 2 - Speedrun.com
    View Red Steel 2 speedruns, leaderboards, forums and more on Speedrun.com.
  50. [50]
    When the Sequel Fixes Everything | Red Steel 2 - YouTube
    Sep 5, 2025 · Camobot plays Ubisoft's Red Steel 2 for the Wii, the single biggest glow up in gaming history (probably). More Red Steel: ...Missing: Innorate setting factions
  51. [51]
    Eastern Shades: A Look at the West's Obsession With the Samurai
    Dec 5, 2021 · The idea of the samurai in the western mind contributes largely to this relationship. It clearly has its problems, no one argues that.
  52. [52]
    I would love to see a new Red Steel on the Switch! : r/NintendoSwitch
    Feb 10, 2017 · With the return of motion controlls and now with the really exciting HD Rumble, is anyone else really hoping for a Red Steel 3 on the Switch?Redsteel 2 is fun but not as great as reviews claim : r/wii - RedditAs much as I love my switch, I would like to see more third-party ...More results from www.reddit.comMissing: demand | Show results with:demand
  53. [53]
    Would you buy a Switch port of Red Steel 2? - GameFAQs
    May 13, 2023 · For Nintendo Switch on the Nintendo Switch, a GameFAQs message board topic titled "Would you buy a Switch port of Red Steel 2?".I want a Red Steel 1&2 Remaster - Nintendo Switch - GameFAQsShould I play Red Steel 1 or jump to Red Steel 2 immediately?More results from gamefaqs.gamespot.comMissing: fan demand
  54. [54]
    Red Steel Remastered? - Nintendo Switch Forum - Page 1
    Rating 6.6/10 (122) Sep 30, 2024 · Why has Ubisoft not made the decision to port their Wii titles Red Steel, and Red Steel 2 as a collection to Switch? Amazing games!
  55. [55]
    Red Steel 2 running with 60fps on the PC thanks to the Dolphin Wii ...
    May 15, 2018 · Red Steel 2 running with 60fps on the PC thanks to the Dolphin Wii emulator ... Works decently on a mouse though, as far as I've tested in Metroid ...Red Steel 2 and its VR potential : r/truegaming - RedditHow playable its Red Steel 2 here planning on using my Wiimote ...More results from www.reddit.com
  56. [56]
    Here is Red Steel 2 running with 60fps on the PC thanks to the ...
    May 15, 2018 · Here is Red Steel 2 running with 60fps on the PC thanks to the Dolphin Wii emulator ... He is a PC gaming fan and highly supports the modding ...
  57. [57]
    Red Steel 2 4K 60FPS UHD Texture Pack | Wii Emulator PC Gameplay
    Feb 10, 2022 · 4K 2160p Gameplay of Red Steel 2 with HD Texture on Dolphin RTX 3080 Ti i9-12900K The texture pack only upscales up to chapter 4 and can be ...
  58. [58]
    What do you think of Ubisoft and Nintendo's Switch partnership so far?
    Oct 19, 2018 · Ubisoft's best moments lately have been working with Nintendo IPs and surprisingly I think they're pretty good with it.Ubisoft isn't a stranger when it comes to releasing good ports on the ...Nintendo plans to strengthen relationships with third party ... - RedditMore results from www.reddit.com