Wednesday 3 February 2010

Tom Clancey's Rainbow Six

Developed and published in 2000 by Red Storm Entertainment, Rainbow Six was a tactical shooter, putting the player in charge of a squad of Special Forces troops tasked to rescuing hostages and deep-sixing the terrorists. But it isn't all charging through embassy windows dressed in black kit and having a kefuddle around the brew kit. There is planning to be done - lots of planning. (What? Did you think 'them in black' just turned up and hosed everything that moved? Not on your armoured nelly. They enjoy a good plan these guys).
At the beginning of every mission you are briefed on events, and then follows the planning stage where the player must also choose their fellow operatives who each have unique skills (bomb disposal, sniper, comms, etc). And this isn't just a fancy intro to missions which can be skipped, these planning stages are essential if you and your sneaky collegues are to pull off successful rescue missions.
Nobody will get it right first time around, this game requires dozens of repeated attempts and planning alterations before any hostage is saved or baddie killed. And perhaps this is where it lost me, and I suspect many other impatient gamers. I don't want to sit around plotting ideal routes and sniper locations, afterall im a gamer not a battle tactician, I just want to shoot stuff damn it!
I am not completely knocking Rainbow Six, in fact the depth is quite impressive but it certainly won't suit the run & gun fans out there. The budding armchair colonel however will love it.
Visually its average, and some areas are so dark its hard to see even with night-vision goggles on. It frustrated me often and mix this up with those boring planning phases and this title fails my personal Selection. Shame too because some of the ideas in this game are pretty nifty but alas the execution of them is bodged.

No comments:

Post a Comment

Note: only a member of this blog may post a comment.