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    Tom Clancy's Rainbow Six Siege

    Game » consists of 4 releases. Released Dec 01, 2015

    Rainbow Six Siege is a competitive multiplayer first-person shooter developed by Ubisoft Montreal. Players chose from a large roster of Operators with their own weapons and abilities to win round-based attack and defend matches.

    snazzle's Tom Clancy's Rainbow Six: Siege (PlayStation 4) review

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    Rainbow Six: Siege

    Rainbow Six: Siege (Playstation 4)

    XBox One; Playstation 4; PC

    Score: 3.5/5

    RECOMMENDATION: None (If you're on the fence, you should give it a try)

    PROS

    - Slower and more tactical game play

    - Heavily teamwork centered

    - Wide range of skills among "operators"

    - Multiple approaches to a single objective

    - Team sizes per match

    CONS

    - Retitive nature

    - No single player

    - In game transactions

    REVIEW

    First things first, and I'm getting this out of the way because it's nothing more than my opinion and shouldn't weigh too heavily on the review itself. I think Ubisoft Montreal has done an exceptional job with their work on this game. It's a relatively welcomed breath of fresh air when it comes to shooters and the standard run and gun style that I've personally grown burned out on. That being said, the majority of what I write hereafter will explain why I feel this way.

    Having to space out, watch out for one another, and check corners, adds a very enjoyable level of reality.
    Having to space out, watch out for one another, and check corners, adds a very enjoyable level of reality.

    Currently, there's much focus on this "black and tactical" type of stuff in the world today. It's easy to see why. It looks cool, people have fun partaking in it, and even if you don't know what you're doing while playing with the idea, you feel pretty badass. With Siege, Ubisoft Montreal has done an exceptional job capturing that feeling of being a well trained, well equipped, well rounded member of a tactical team, even when you have no clue what you're doing.

    Your approach to buildings, the set up necessary, and the planning that goes into executing a well timed entry, flawless assault through the building, and heroic exit leaves you feeling accomplished and ready to take on anything the enemy can throw at you.

    Here's the box art, in case you haven't seen it yet.
    Here's the box art, in case you haven't seen it yet.

    From the beginning you're provided an opportunity to see the basics of the game through optional tutorials. They focus on basics, but primarily breaching, how to pie doors, the use of drones, and how to properly utilize different pieces of equipment. However the beauty here is the game's learning curve isn't so steep it causes you to feel inadequately prepared to tackle these tasks when the rounds are flying, even if you do skip the tutorials.

    No Caption Provided

    The game is clearly divided between two styles of operators; attackers and defenders. Within those two there are a number of unlock-able operators with varying degrees of expertise, whether it be electronics jamming, the ability to breach reinforced walls and doors, a sniper who can provide over watch, and so on. A well rounded balance exists between each type ensuring matches are fun, exciting, and often times down to the wire as only a few players are left going at each other.

    Immediately after death you're thrust into camera views and given the option to switch between the view of those still engaged in the fight, or fixed camera views provided throughout the level, while still being able to communicate with every member of the team. This leaves every player engaged in the match somehow, even if it is in a rather dismissed capacity.

    Some would argue this provides an anti-climactic angle since players can simply update each other regarding enemy movements after being removed from the fight. However camera angles are such that you don't become this "all seeing eye in the sky" who can simply warn your friends of incoming enemies, leaving them with some god like ability to repel their attacks. You can update them on movements within certain areas or possible enemy plans, but it's still up to them to use decent planning and solid tactics to come out on top, even if they know the enemy is around the next corner.

    I'll tell you right now, teamwork is absolutely essential, but oh so much fun.
    I'll tell you right now, teamwork is absolutely essential, but oh so much fun.

    Variation in game type isn't exactly extensive, broken among hostage extraction/protection, bomb disposal/protection, and a basic death match style mode. Each of these exists within three options of online play. There's terrorist hunt in which you and a team of four others take on surprisingly intelligent enemy bots with the option of a normal, hard, and realistic setting. The other two are team versus team, divided between either casual or ranked matches, of which a minimum of level twenty is required to participate in ranked matches.

    A limited range of maps means players can become quickly familiar with entry points, angles within, and possible enemy plans. However the randomization of starting points for defenders means this will be a guessing game each time, meaning the same extensive planning will have to go into each match. As for the attackers, they can vote on a different starting point each match, usually about four different points or select a "no vote" choice. With increased time in the game, players becomes intimately familiar with the maps, meaning matches can become far more challenging in an exciting and fun way as each team fights for the advantage. A planning stage in most matches, lasting usually about forty-five seconds but sometimes shorter or longer depending on match parameters, gives each side the opportunity to set up an initial plan and any contingency plans. This stage is handle on the attacker side via remotely controlled drones which roll on the ground allowing them to see within and locate hostages, bombs, and defenders. Defenders spend this time setting up traps, reinforcing walls, doors, and windows, placing shields, setting electronics jammers, a gun placement, or deploying their own drones. And a 5v5 match style feels like the perfect size to handle all this, especially when a team decides to split or leave one behind as sniper over watch.

    Throw these things together, and the game becomes heavily reliant on team work, communication, planning, and the use of solid tactics in a very enjoyable manner. It's a far slower pace (as opposed to a lot of shooters right now) that requires you to help each other, utilize each operators abilities, and seek out any way to get an advantage. There's just something very appealing about breaching a well, getting a grenade in, getting the team in, and clearing the place within seconds that lends itself to a sense of accomplishment not normally found in most of our recent shooters these days.

    Visually the game has a decent amount of variety, smoke and flash grenades provide visually appealing distractions to conceal your movements, and the frame rate is relatively solid, often only hindered by one's own internet connection.

    All this being said however, more often than not you can get stuck with a team who plays this no differently than any other run and gun shooter, much like Call of Duty. The issue with that? This game simply does not work like that and can actually fall apart when you rely on the the solo run and gun style. Teamwork is vital here. Relying on teammates to watch different angles or utilize their skills/equipment is absolutely necessary to success here. But when you find the team who does that, boy does this game shine.

    The biggest downside here for me is the fact the game does have a minor form of in game purchases via "R6" credits which provide advantages such as XP boosters, currency packs, bundles, and so forth. The booster however affects everyone. For example, a 50% booster pack gives you that 50%, but also every friendly team member you play with a 10% boost. That doesn't exactly make it all okay though.

    The number of playable operators and their varying skills makes each match a test of the team's ability to really plan ahead and utilize specific skill sets.
    The number of playable operators and their varying skills makes each match a test of the team's ability to really plan ahead and utilize specific skill sets.

    For all its good however, the game does become a little too repetitive. So far I've put about twenty-five hours into the game since release, not counting my time with the open beta. At this point I feel I'm reaching my fill of the game and many other players may reach that same exhaustion about this far in. However, there is a small group of people I've teamed up with who've got real world experience with this stuff, and that has led to some great fun which I'll likely keep coming back for. I can certainly see myself putting more time into the game with them and others. I'm sure newer maps, operators, and so forth may increase the return value. But even with that I feel I've reached a point where I've had the fun I'm going to have. Personally, I'll probably put more time into Siege, but it's easy to see where others will gravitate away from it as time from the release date adds up.

    All in all though, the game has turned out beautiful. Teamwork, planning, reliance on tactics and each operators ability, and the overall joy which comes when you succeed have leant themselves well to what is, in my opinion, and game worthy of some time on your platform of choice. But walk into the experience a little guarded as well, knowing full well the initial joy of their success with this release may not last as long as you'd like. That being said, if you're on the fence, I'd lean towards making the purchase.

    - snazzy

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