Red Steel 2 borrows Zelda lock-on system

Ubisoft Paris didnt want to invent a new system when they could use the "great example" from the Zelda series In a Q&A thread on the official forum of Red Steel 2, the games Creative Director, Jason Vandenberghe, answered a question about whether ...

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Ubisoft Paris didnt want to invent a new system when they could use the “great example” from the Zelda series

In a Q&A thread on the official forum of Red Steel 2, the games Creative Director, Jason Vandenberghe, answered a question about whether the similarity of the games lock-on system to the 3D Zeldas was on purpose.

"Well, of course we looked at everything in the known universe for inspiration (Metroid Prime, Zone of the Enders, etc, etc)," said Vandenberghe," but hell yeah, Zelda is a great example of how to make locking in melee work, and Im very much of the if it aint broke, don’t fix it school of thought when it comes to interface. I prefer to take a hard look at what has already worked in the past, start there, and then evolve. Which is pretty much what we did."

He also detailed the games two locking options—the "auto-lock" and "manual" systems.

"With auto-lock, the idea was that you can just jump into the fray and start swinging," he said, "without having to think too much about where you were looking. This is my favorite mode, FYI – my fighting style is berserker (for sure), and I love it when the game does its best to put targets in front of me. Roman (my lead designer) feels differently – he’s much more a "style" player, and prefers to have exact control over his enemy selection. Hes always cautiously strafing around, getting behind people, dodging, looking for chances to take out more than one at a time… thus, he prefers the manual lock."

While both systems are still being refined, they promise that they "will not rest until its frackin perfect!" Red Steel 2 will be arriving for the Wii in Q1 2010.

Source: Developer Q&A Thread

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