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    Tom Clancy's Rainbow Six: Vegas 2

    Game » consists of 16 releases. Released Mar 18, 2008

    The sequel to Rainbow Six: Vegas returns with a brand new story of terrorist attacks and the Rainbow squad's attempt to stop them.

    gamer_jay813's Tom Clancy's Rainbow Six: Vegas 2 (Xbox 360) review

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    The terrorist return to Vegas again... for the first time.

     

    Rainbow Six Vegas 2 Review
    (The terrorists return to Vegas again…for the first time).

    By Justin Reed


    It’s been a long while coming, the game reviewer is up and
    is back in commission (sort of), writing reviews once more in hopes to educate
    the unwashed masses before they go out and buy their next game. Today we look
    at a title even I was biased about at first, and almost looked over this gem.



    The Rainbow Six series has existed since, well since I can
    remember Tom Clancy had titles with the Rainbow Six trademark plastered on the
    cover and they have always been known for the same heart pounding, tactical,
    squad based play that many people have enjoyed. I, for one, never really got
    into the past Rainbow Six games, which is why it’s such a surprise that I even liked
    Vegas 2. I suppose I didn’t do it in order, skipping Vegas 1 and from what I
    heard the story is part continuation part prequel, so my guess is some of the
    things in Vegas would help me a bit now looking at Vegas 2 and trying to
    understand the story. I know the main character has changed, now allowing you
    to customize everything about him or her, from facial features to equipment and
    armor. I always enjoy this feature in games these days because it allows
    players to feel like they are actually in there doing all these cool tricks,
    hanging upside down rappel lines doing your best Spiderman impression,
    instead of a pre-made character that is just a name you respond to. Though the
    customization options did have its limits very early on, only allowing certain
    face models, and facial hair options putting a damper on making it look
    somewhat close to your appearance. Not to mention the face models looked bad in
    general, in game characters looked better than most the pre-made faces. And to
    add to the let down, the number of weapons and gadgets seemed overdone when you
    compare it to the character options, understandable that a militaristic team is
    going to have an equipment stock of tons of weapons ranging from Sniper Rifles,
    to Assault Rifles, from Frag grenades to smoke bombs in the gadget area, it was
    great to have a variety to sneak into to or blast my way through a room, but if
    they could do so much with weapon customization and not as much on character
    creation seemed like they missed out on a great opportunity to immerse the
    player better into the word of Vegas 2.


    The game play is what anyone would expect from a Rainbow Six
    game, controlling a team that walks beside you or behind you, ordering them
    through doors, telling them to hide in cover, all this while trying to cover
    your own backside. The teammate commands were simplistic and easy to use,
    though most the time they got left behind and had to be ordered to come to me
    while they may have been still at the starting point. A reason for this is the
    interesting feature of co-op story mode, allowing a friend to customize their
    own character and act as a fourth member of the team, which sometimes,
    depending on the skills level of the two of you, makes the other team members
    obsolete. This makes for a great time with friends, taking out waves and waves
    of terrorists while taking cover in any location. Utilizing the cover system is
    an important part of this, and I’m sure, any other Rainbow Six game, or else
    you will pretty much get torn apart by bullet fire from all sides. Taking cover
    is simple, narrowing it down to one button and the joystick, you can move along
    walls, peak out and take out someone with precision or pull the trigger and
    blind fire in hopes of landing a shot. Most the time the cover system worked great,
    allowing you to avoid fire and also dish it, but other times it seems no matter
    where you hid bullets would fly through objects they weren’t supposed to fly
    through, or while moving along the wall, you’d get stuck on nothing what so
    ever, forcing you to get out of cover just to correct the mistake. Though even
    with good cover the enemies still had a high chance to catch you off guard and
    take you down. The enemy A.I. is very intelligent but at the same time just
    incredibly lucky, sometimes they’ll wait around the corner, listening to your
    shots and not moving forward just yet, catching you as you move around their
    hiding spot, other times you can see them clearly just standing there not
    paying attention and open to attack. Sometimes you could even wonder across
    their hiding spot and think you’ve got them, but right when you shoot they do
    the same and, depending on the difficulty, will kill you in a heartbeat. It
    came down to the simple idea that the A.I. was as unpredictable as you could
    be, and sometimes that means they stand out in the open waiting for a headshot.
    Though even with an intelligent A.I. the enemies apparently confuse genders,
    when a female character attacks them, they yell out things like “We’ll find
    him!”, and that made me laugh more than question their intelligence, but when
    they did yell out things like “I found him” or something else that revealed
    their location, I felt a bit disappointed because that gave away the challenge
    of finding them, dropping my opinion on them once again.  I felt challenged enough, though, by the sheer
    number and power of most of the enemies, giving me a challenge is exactly what
    I look for but at the same time it made me wonder if the game was worth trying
    when the enemy became too easy all of a sudden. All in all the game mechanics
    worked amazingly well together, advanced cover options, sometimes highly
    trained enemies, multiple ways to make your way through a room, un-seen or
    blasting through doors, it was impressive and I was able to over look the down
    side, for the most part.

    The graphics were sub par, the main missions and in game
    cinematic looked up to speed with other amazing looking titles for the next-gen
    consoles, but just playing in a regular room, or building didn’t look like it
    made by the same group. The enemies looked realistic enough but when you
    watched an enemy fire at you, you weren’t struck with awe at any outstanding
    details. Admittedly the rooms did have some minor graphics tweaks done but the
    only really outstanding thing was the lighting and the in game explosions or
    water effects and even those weren’t pushed to the highest point you know the
    game could reach, just watch the opening video and compare the rest of the
    game, you know they could push it further. Explosions only look like dirt is
    shot up from the ground and a tiny flash is held within the blast radius. When
    doors were blown apart or shot to pieces, only fell in a dull way crumbling
    into giant chunks that looks like you chopped at it with an axe and it didn’t
    convey any realism, as if you really blew down a door with C4. The environment
    and guns were detailed, very detailed, but it wasn’t impressive without great
    graphics. They dropped the ball in this area, and it made me wonder what
    happened, they did such a great job in other areas and just seemed to become
    lax in graphics. The sound was fairly impressive, realistic gun fire, larger
    than life explosive sounds, and convincing voice acting made the story
    progress, even though sometimes you couldn’t hear the voices properly without
    turning down the sound effect volume, even when it was on 100%.

    The game housed a interesting point system and experience
    mechanic, in which you basically leveled up, but instead of numbered levels it
    was to the next rank (i.e. recruit, sergeant etc.) The more you go through the
    game, the better rank you get, and it helps when it adds on a point system that
    can give you tons of experience at times. A.C.E.S., at this point I’m not
    entirely sure what it stands for but basically it holds up the point system
    into three different categories, Marksman, Assault, and C.Q.B., close quarters
    battle, in which you do certain things for each category to level them up. For
    instance kill someone from far away for Marksman, blow up people with grenades
    for Assault, and kill someone up close and personal for C.Q.B. As you level
    each point up and rank up, you unlock weapons, equipment and even camo color,
    to customize your character even further. I found this was an interesting way
    to add in some bonuses, while at the same time showing how well someone is
    doing with the rank system.  

    And finally the best section of the review, the multiplayer
    side of things. I really enjoyed the multiplayer Terrorist Hunt option,
    especially when it gives you the option of how many enemies you want, and how
    tough they are. It’s just an enjoyable experience to team up with a partner or
    3 and try to see who gets the most kills and how creative you can take someone
    out. The same issues did exist from the campaign into the multiplayer, the sometimes
    dim witted enemies, the lack luster graphics, the great cover option and gun
    selection, just minus the extra members of the team if you’re only playing with
    a partner. You can even pull the same weapon selection you had in the campaign
    over into the section, in case you liked the set you had you can keep it and
    never worry about having to pick the weapons over again. I spent more time
    playing the multiplayer aspects of this game than the story, though I did play
    through it. The maps were identical to the campaign locations, just edited in
    different ways to cater to the multiplayer gamers, different area of the same
    map essentially, which added variety to the scenery and added even more of a
    challenge, being new to the map and all.  

    All in all, for this being my first willing venture into the
    world that is Rainbow Six, it wasn’t that bad of a journey. I’m sure there is a
    lot more that people who love the series would get out of it than I did, but I
    sure do have a new favorite multiplayer game for a while now. With it’s
    customization option, loads of guns, inventive game play, and intelligent enemy
    A.I. it was enough to keep me going, but not over looking the sub par graphics
    use, the sometimes clunky controls or actions, a real lack of balancing out customization
    options as far as guns to character, and the normally intelligent A.I. doing
    the occasional cheap or dumb thing, this game didn’t do all that bad for what
    it was and what it has been. I have to give this game a 7.5 out of 10, coming
    out to an above average game in some areas but really lacking in others. This
    game will probably get the Torched Perceptions stamp of multiplayer game of
    moment, if we had an awards show that is. Highly recommended even if all you do
    is play multiplayer with friends, this is one of the best bets out there for
    you.
     
    And now with the review finished and the sunsetting, (wellactually it’s morning but who’s getting technical?) it’s time to retire to thenext gaming session, which could be anything really from new DS release PokemonPlatinum or not so new Fable 2. If you read this and want to throw yoursuggestion for a review you want to see, then shot me an email at gamerguy18@gmail.com and I’ll respond asquick as possible with an appropriate response. No Barbie Horse adventurerequests please. We mean it, we’ll track anyone down who asks for that one. ....

    Other reviews for Tom Clancy's Rainbow Six: Vegas 2 (Xbox 360)

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