It's a chilly December day here in New York City. Ubisoft has stopped by with a copy of Red Steel 2, forcing me to adhere to a strict embargo, one that ends in a brand new decade: February 22, 2010. I hope with the new decade comes flying cars, robot servants and -- perhaps more reasonably -- a better version of Red Steel 2.
You see, here in 2009, Red Steel 2 continues to control poorly. Once again, Red Steel fails to capitalize on the dream of "1:1" sword controls, as Wiimote swings still translate into predetermined animations. Although Red Steel 2 requires the MotionPlus accessory, the game doesn't demand precision or finesse; all enemies are seemingly killed the same way: by stabbing them in the back. Battles are largely reduced to waiting for an enemy to attack, dodging and then swinging wildly at the enemy's weak point. Any other method seems ineffective, with gun play serving a largely decorative purpose. (Enemies seem to block every shot you fire.)