Rainbow Six Siege is a first-person tactical multiplayer shooter made by Ubisoft. In this game, you play as one of many different operators with different abilities,who is tasked with either defending a hostage or a bomb, or trying to save the hostage or diffuse the bomb. The other option is to kill all of the other team to win.Their are also situations, in which you play by yourself and the game throws into a situation similar to multiplayer. And finally, their is terrorist hunt,where you and/or others fight against ai.
I first played this game right around the time when this game released on PS4, and I did not like it that much. So I left it. But two years later, and Siege suddenly got super popular. I also heard that the game is different from when I first played it. So I decided to hop onto the free weekend Siege was happening back in February 2017 and see if the game has changed. After the free weekend, I did see that Siege changed...for the worse. After the free weekend, the game made me hate it more than when I played it back in 2015.
So why the hate? Where to begin. One of the biggest problems I had with the game is its free-to-play concept. For what is now 40 USD, you get a game that should be free.Even Ubisoft knows that their game is a free-to-play game by making a cheaper 15 USD version that cuts back on some of the content. But even the main game still is littered with microtransactions. A lot of aesthetic items that can be or have to be bought with real money is all over the game. Skins for your gun, headgear, charms for your weapons, uniforms, boost packs to double your currency rates for a certain amount of time, and enough bundles of different aesthetic items to make free-to-play mobile games look generous. And none of this stuff is cheap. I recently played a casual match and a terrorist hunt at normal difficulty to see how much renown, or the primary currency, would I get. With the Terrorist Hunt, I got a measly 97 renown. But this is on the low end, so I'm guessing the amount of renown a good player would get from a normal Terrorist Hunt would be around 200 renown. On the other hand, my multiplayer match was good. I got a good score and a 10% renown boost for that match because someone else had a booster pack. At the end of that match, which we won 3-0, I got 300 renown. Terrorist Hunt took me around 10 to 20 minutes to complete, and the multiplayer match took me around 30 minutes to complete. And both of those matches are considered fast for average match times that I have played. So how much are items compared to how much you earn? The price of the most expensive skin for one gun is 7500 renown. If I continued getting 300 renown every 30 minutes, it would take me twelve and a half hours to buy that skin. The most expensive charm is 2500 renown, the most expensive universal charm(which is for all guns) is at 25,000 renown, and so on. But it only gets worse. Some of those aesthetic items can be bought with real money, ans some of those items have to be bought with real money. And again, the real-money items are not cheap. The most expensive bundle that I could find which included gold weapons, clothing, and charms for four characters was 16 USD. That is more than the starter edition of the game for skins that are worthless.
For their season pass, Siege decided to sell new characters, unlike most other multiplayer games where they sell maps. This is an interesting approach because other games, like Overwatch, give out new characters for free. Granted, Siege releases their characters at a much faster rate, but I still do not agree with the concept. Unlike maps, dlc characters can give people an advantage over others who do not have the ability to play with those new characters with new abilities, weapons, or technology. Now the argument can be made that those dlc characters can be bought for renown. But each character is 25,000 renown. At my earlier rate of renown earning, it would take forty-one and two-third hours to make enough renown to buy one character. As of now, their are 10 characters to unlock at 25,000 renown each (or for real money, but of course.) So why does Ubisoft sell people and not maps?
That comes to another point; the maps. What's wrong with the maps? They are beautiful and diverse maps... aesthetically. But structurally, they are the same thing over and over. It doesn't matter if I am shooting people in a biker bar, training facility, or a house; in the end, it's just the same thing over and over. A large building with a bunch of breaching points and places to explode for me to breach from every angle. Now having the buildings be destructible made it fun, as for you have to look at all angles before entering a room made it stressful and difficult(but in a good way.) But doing that over and over got terribly repetitive.
Another problem was the style of gameplay. The main multiplayer mode works like this: Their is an objective(a bomb or a hostage) that the defending team is defending inside of a building. The offensive team is trying to either extract the hostage or diffuse the bomb. The other(and main way) to win is to kill the other team. When you die, you stay dead until the next round, and each rounds have the two teams switching from offense to defense. The game is set up to be a strategic game, but their is one problem with that. Their is only one objective. Only having one objective means you do not need any strategy. It ends up with the defending team putting traps and barriers in the same room as the objective and the offensive team blowing it all up. Unlike this game, a game like Counter Strike: Global Offensive shows that you need at least two objectives that are far apart to have strategy. Having two objectives at far distances splits the defending team to two different areas, where they have to strategize on where to go, while the offensive team has to decide what they think will be the lesser defended area. On top of that, if the offending team took over one of the objectives, then the defending team and the offending essentially switch sides, where the offending team has to defend what they just captured and the defending team has to take it back. It's this back-and-forth strategy that shows in CSGO and not in Siege. And yes, I know that some maps have two objectives. But the two objectives are so close to each other that it doesn't really matter which objective you're defending, because you can just go into the next room and see the other objective.
One final complaint that I will say are the intermission times. After each round, the game goes into a loadout screen that allows you to choose a new character and loadout. Those intermissions will last 30 seconds. That is a pretty good amount of time that cuts into a single match at least three times.
Their is one thing that I can say about this game that is great though, and that is the character cut scene. each character has their own cut scene that is very enjoyable to watch. they are stylish and describes what that character is like. But I find it rather sad that the best quality of this game that I can find for me personally is something that you don't even play.
Despite good cut scenes and destructible maps, I found this game to be a terrible strategy game with no map variability, big cuts from playing the game( intermissions and waiting to play the next round if you died,) and filled to the brim with microtransactions. I know that not everyone will agree with my stance on the game, but I did have all of these thoughts on my mind since I bought this game back when it first came out and I have been wanting to say these things about this game. But if you are looking for a strategic multiplayer shooter game to play, then Rainbow Six Siege is not the place to look.