There seems to be no more relevant sentence to explain the attitude that gamers should take for every multiplayer game that goes on the market besides taking a sentence that seems familiar if you are a loyal customer of a special bus in the capital city - Transjakarta. Every time you stop at one terminal and provide time for passengers to go up and down, it is always followed by a small warning "Carefully Step, Thank You" to make you more aware of the gap between the bus and the existing stop. This warning can also be directed at gamers to welcome the trend of multiplayer games that seem to be finding momentum in this one industry. Why? Because you could be consumed by the hype and end up with a thinner bag with an experience that doesn't feel satisfying.
With the performance of two multiplayer-based games in 2015 yesterday - Evolve and Star Wars Battlefront which we think did not end as well as expected, there is extra vigilance to taste more multiplayer games in the future. There are fears that the money you spend actually ends up bitter, whether because of the minimal content, developer support that just stops, or because the community that turns out also ends up not as satisfied and leaves this game in such a short time. This fear and pessimism also started our step into the tactical shooter game from Ubisoft - Rainbow Six: Siege. Regardless of the impression of the beta period that deserves thumbs up, there is a fear that it will end the same.
But fortunately, the first impression he offered was so strong. The two best plus points that we tasted at the beginning of the game were how competitive the competition system he offered was with an atmosphere of tactical which turned out to be still deeply rooted. He managed to escape the taste of the FPS game playing class like Call of Duty, even Counter Strike even with its unique appeal and gamepaly approach. This first positive impression kept us coming back despite the fact that he didn't offer much game mode in it.
So, what is actually offered by Rainbow Six Siege? Why do we call it a game that is very appropriate to look at? This review will discuss it more deeply for you.
Tom Clancy's Rainbow Six Siege is a first-person shooter game, in which players utilize many different operators from the Rainbow team. Different operators have different nationalities, weapons, and gadgets. The game features an asymmetrical structure whereby the teams are not always balanced in their ability choices.[3] The base Counter-Terrorism Units (CTUs) available for play are the American Hostage Rescue Team (referred to in-game as the FBI SWAT), the British SAS, the German GSG-9, the Russian Spetsnaz and the French GIGN, each of which has four operators per unit split between attackers and defenders (other units were later added through downloadable content, see below). Players also have access to a "Recruit" operator who can choose from a more flexible assortment of equipment at the expense of having a unique gadget or the ability to customize their weapon. Players can pick any operator from any unit that is defending or attacking before a round starts, choosing spawn points as well attachments on their guns but are not allowed to change their choices once the round has started. An in-game shop allows players to purchase operators or cosmetics using the in-game currency, "Renown", which is earned at the end of matches from actions performed in-game. Different gameplay modes award renown at different rates, with ranked matches offering the largest renown multiplier potential per match. Renown gain rate can also be affected by the addition of "boosters" which give the player a 100% increase in all renown earned for 24 real-time hours. A premium currency known as "R6 credits" can also be purchased using real-world currency to get operators quicker in-game, or other cosmetic.
In online matches, when a round begins the attackers choose one of several spawn points from which to launch their attack while defenders do the same from which to defend from. A one-minute preparatory period will then commence wherein the attackers are then given control over mecanum-wheeled drones to scout the map in search of enemy operators, traps and defensive set-ups as well as the target(s), while the opposition establishes their defences. Defenders can also put up destructible barricades and reinforced walls to make them indestructible to most munitions unless an appropriate operator, such as Hibana, Thermite, and Maverik, destroys it. Maps in the game are designed to encourage close quarters combat, and players cannot respawn until the end of a round. Players who were killed by opponents can enter "Support Mode", which allows them to gain access to drone's cameras and security cameras so that they can continue to contribute to their team by informing them of opponent locations and activities. Matches last only four minutes for a casual and three minutes for a ranked. Teamwork and cooperation are encouraged in Siege, and players need to take advantage of their different abilities in order to complete the objective and defeat the enemy team. Communication between players is also heavily encouraged. The game also has a spectator mode, which allows players to observe a match from different angles.
The game features a heavy emphasis on environmental destruction using a procedural destruction system. Players can break structures by planting explosives on them, or shoot walls to make bullet holes. Players may gain tactical advantages through environmental destruction, and the system aims at encouraging players to utilize creativity and strategy. A bullet-penetration system is featured, in which bullets that pass through structures deal less damage to enemies. In addition to destruction, players on the defending team can also set up a limited number of heavy-duty fortifications on walls and deployable shields around them for protection; these can be destroyed through breaching explosives or by utilizing operator specific gadgets like thermite.In order to stop attackers' advance, defenders can place traps like barbed-wire and explosive laser wire traps around the maps.Vertical space is a key gameplay element in the game's maps: players can destroy ceilings and floors using breach charges and can ambush enemies by rappelling through windows. Powerful weapons like grenades and breach charges are valuable, as only limited numbers can be used in a round.
Modes
At launch, the game featured 11 maps and 5 different gameplay modes spanning both PVE and PVP. With the downloadable content (DLC) released post-launch with an additional four maps from year one and three maps from year two – there are currently 19 playable maps with one more slated for release by December 2018. The gameplay modes featured include:
Hostage: a competitive multiplayer mode, in which the attackers must extract the hostage from the defenders, while the defenders must prevent that from happening either by eliminating all of the attacking team or successfully defending the hostage until the time expires. A secondary manner of winning can occur if the attacking or defending team accidentally damages the hostage, causing the hostage to "down"; if the opposing team can prevent the revival of the hostage, and the hostage bleeds-out and dies, they will win the round.
Bomb: a competitive multiplayer mode, in which the attackers are tasked with locating and defusing one of two bombs. The defenders must stop the attackers by killing all of them or destroying the defuser.If all attackers are killed after the defuser is planted, the defuser must still be destroyed for a defending victory.
Secure Area: a competitive multiplayer mode, in which the defenders must protect a room with a biohazard container, while the attackers must fight their way in and secure it. The match ends when all players from one team are killed or the biohazard container is secured by the attackers when there are no defenders in the room.
Tactical Realism: a variation of the standard competitive multiplayer modes, added with the release of the Operation Skull Rain DLC. The game mode features a heavier emphasis on realism and teamwork, removing most of the heads-up display (HUD) elements, the ability to mark opponents, and the ability to see teammates' contours through walls, while also featuring the addition of a realistic ammo management system. This mode is no longer in the game but some aspects are in the other multiplayer modes.
Terrorist Hunt: a solo or cooperative multiplayer mode for up to five players. Players take on the role of either attackers or defenders, and must fight against waves of enemies controlled by artificial intelligence across various modes like Bomb, Hostage or Elimination (Terrorist hunt classic).
Situations: the game's most significant single-player component, with 10 solo and 1 coop multiplayer missions that serve as introductory and interactive tutorials to the game's mechanics.
Outbreak: A limited time event exclusive to Operation Chimera, Outbreak pits a 3 player team in a co-op PVE environment against an alien biohazard threat, namely AI-controlled heavily mutated forms of humans infected with said alien parasite. Two difficulties exists for this mode, for which the chief difference was the inclusion of friendly fire on the harder one.
Setting
Angela Bassett performed voice works and motion capture for Six, the director of Team Rainbow.
Three years after the Rainbow Program's deactivation, there is a resurgence of terrorist activities, with the White Mask being the most prominent. The terrorists' goals are unknown, yet they are causing chaos across the world. To counter this rising threat, the program is reactivated by a new leader who is simply known as Six (voiced by Angela Bassett). Six assembles a group of special forces operatives from different countries to face and combat the White Masks. Recruits go through multiple exercises to prepare them for future encounters with the White Masks, training to perform hostage rescue and bomb disposal. Eventually, the White Masks launch a chemical attack on a university (called Bartlett University), and the recruits are sent to disarm the bombs and eliminate the enemy presence. The operation is a massive success, though there are casualties. The story ends with Six affirming that the reactivation of Team Rainbow is the best and only choice in a time filled with risks and uncertainties. Team Rainbow is ready for their next mission – to hunt down the leader of their enemy – and they stand prepared to protect and defend their nation from terrorists.
Development
See also: Tom Clancy's Rainbow 6: Patriots
This entire project was born and has grown out of an in-depth study that looked to distill what the Rainbow series is at its core in terms of both fantasy and gameplay. At the end of the day, the Rainbow Six fantasy about being part of the greatest counter-terrorist organization and impersonating the best of the best operators, working as a team, and carrying out dangerous operations (hostage rescue) anywhere on the globe
— Andrew J. Witts, game designer of Rainbow Six: Siege
The game's predecessor was Tom Clancy's Rainbow 6: Patriots, a tactical shooter announced in 2011. It had a focus on narrative, and the story campaign features many cut-scenes and scripted events. However, the game fell into a development hell shortly after its announcement. The game's outdated engine and frequent change of leadership hindered development progress, and game quality was not up to par. In addition, it was planned to be released on seventh-generation video-game consoles which were not capable of processing certain game mechanics. Seeing the arrival of a new generation of consoles, the team wanted to make use of this opportunity to create a more technologically advanced game. As a result, Ubisoft decided to cancel Patriots and assembled a new team of 25 people to come up with ideas to reboot the series.
To make the new game feel refreshing, only certain multiplayer elements were retained as the small team took the game in a different direction. They evaluated the core of the Rainbow Six series, which they thought was about being a member of a counter-terrorist team travelling around the globe to deal with dangerous terrorist attacks – operations which are usually intense confrontations between attackers and defenders. However, the team wanted to fit these ideas into a multiplayer format which would increase the game's sustainability. These became the basic concept ideas for the game. As the development team hoped that the game can be replayed frequently, the team decided to devote all the resources into developing the game's multiplayer and abandoned the single-player campaign.
Development of the game officially began in January 2013. Ubisoft Montreal, the developer of Patriots, handled the game's development, with Ubisoft's offices in Barcelona, Toronto, Kiev, Shanghai and Chengdu providing assistance. The game was originally called Rainbow Six Unbreakable, a title that reflected not only the game's destruction mechanic but also the mindset of the development team, who had to deliver a game that was once stuck in development hell. According to Alexandre Remy, the brand director, the team was confident in their new vision for the game but very nervous when they revealed it, realizing the change of direction would likely disappoint some fans.
Design
The 150-person team consisted mainly of first-person shooter veterans or longtime Rainbow Six players. Despite having prior knowledge on how these types of games work, the team decided to study historic examples of counter-terrorist operations, including 1980's London Iranian Embassy siege, 1977's Lufthansa Flight 181 hijacking, and 2002's Moscow theatre hostage crisis to ensure that the portrayal of these operations was accurate and appropriate. The team also consulted counter-terrorism units, such as the National Gendarmerie Intervention Group (GIGN), for their opinions on how they would react during a hostage rescue situation. According to Xavier Marquis, the game's creative director, having a hostage rescue mission in the game helped create an immersive story. By allowing players to assume control of an operator tasked with saving innocents, it gives them an objective and a priority. They must be careful in dealing with the situation and try their best not to hurt the hostage. This further promotes teamwork between players and prompts them to plan before attacking, and further makes the game more realistic, tense and immersive. To make the game feel more realistic, the team introduced a mechanic called "living hostage" to govern the hostage character's behaviour – e.g., coughing if there is dust in the air or shielding him or herself if there is nearby gunfire.
The environmental destruction mechanic was one of the game's most important elements. When the game's development was begun, the developer's in-house team completed their work on RealBlast Destruction, an engine that "procedurally breaks everything down" and remodels the environment.The development team thought that this technology fitted the game's style and gameplay, and decided to use it. This aspect of the game became increasingly important during development, and the team spent an extended period of time making sure that these destructions were authentic. As a result, the team implemented a materials-based tearing system, in which environmental objects of different materials show different reactions to players' attacks. To render the game's texture, the team used physically based rendering, even though it was ineffective during the game's early stage of production due to issues with the game's engine. A material bank and substance painter were utilized to create textures for environmental objects when they were damaged or destroyed. The team also implemented subtle visual cues to help players identify whether a structure was destructible or not, as opposed to "distracting" players with more-obvious hints. The destruction mechanic prompted Ubisoft to change their level-design approach, as they had to ensure that the level was still logical and realistic when parts of the environment were destroyed.
According to Ubisoft, "teamwork, tactics, and tension" were the game's three most important pillars. The team initially worked on a respawn feature, allowing players to rejoin after they are killed in the game. However, following several internal tournaments, the team realized that some of their employees would always win a match. They concluded that the respawn system worked to the benefit of strong players and placed individual skill above teamwork, which did not fit the developer's focus on game tactics. Removing the respawn feature meant greater consequences for taking risks, and players had to rely on their teammates in order to survive and achieve objectives. According to Chris Lee, the game's designer, the team initially worried that the system would only appeal to hardcore players. However, after several testings, they found that the removal of the respawn system provided new challenges to strong players and forced them to cooperate with their teammates – while it rewarded weaker players who were willing to take their time, plan their actions, and be strategic.
The gameplay system was designed to allow players to have a lot of freedom. As a result, the team implemented the "Golden 3C Rules", which represents Character, Control, and Camera. Players are always controlling their own actions and movements, and the team intentionally avoided any animation that would disrupt the players. As a result, actions such as setting explosives, or placing a breach charge, can be cancelled immediately so that players can react and shoot. The game's camera only moves when the player moves, as the team feared that the changes of camera angle may lead to players' in-game deaths. A free-lean system was introduced to the game so that players can have more control over their line of sight. According to Ubisoft, this input-driven control mechanism makes the game feel more "natural" and "fluid". This is because it allows players to concentrate on planning and coordinating, rather than thinking if the camera or environment will interfere with their actions.
Several gameplay elements were scrapped or removed from the final game. One of the features of its predecessors, artificial intelligence-controlled squadmates, were removed from single-player missions. This decision was made because the team wanted players to play with a squad controlled by actual players rather than computers. The team once considered adding a map editor so that players could design their own maps, but this plan never came to fruition. Hit markers, which would indicate an injury inflicted on an opponent, were removed because the team feared that players would abuse the system by "peppering the walls with gunfire" and use hit markers to locate enemies. Players cannot jump in the game, as real-life counter-terrorist unit operators do not jump while carrying out their missions.
According to Louis Philippe, the game's audio director, the team originally used intense music and sounds to create tension. However, the team decided to scrap this idea, realizing that the best way to create a tense atmosphere is to create the sounds of other players, which are often unexpected. The team created Navigation Sounds, in which the sound a player made is determined by their operators' weight, armour, and speed. Gadget deployment such as fortifying and breach-charging create louder sounds that may reveal the player's presence. The team thought that this would be enjoyable for players and influence their gameplay experience. The game's music was composed by Paul Haslinger, who had worked on the score of the previous Rainbow Six games and the Far Cry series. His co-composer was Ben Frost, who debuted his first video game soundtrack with Siege. Leon Purviance assisted Frost and Haslinger in composing the music.
Release
Ubisoft announced the game at their press conference during Electronic Entertainment Expo 2014. In August 2015, Ubisoft announced that they had delayed the game's release from October 10 to December 1, 2015, in order to give additional time for the team to balance the game for cooperative multiplayer play. A closed alpha-testing was held by Ubisoft on April 7–13, 2015, in which players could play an early version of the game in order to help the development team test their servers and core gameplay loops, and to provide feedback. Ubisoft held a closed beta, starting on September 24, 2015, for further testing. The company originally wanted to hold another round of testing with the release of the game's open beta on November 25, 2015, but they delayed its release to November 26 due to matchmaking issues. Players who purchased Siege for the Xbox One could download Tom Clancy's Rainbow Six: Vegas and its sequel, Tom Clancy's Rainbow Six: Vegas 2 for free. To launch the game in Asian markets, Ubisoft announced plans to remove graphic imagery from all versions of the game via a patch. The plan was later withdrawn by the developer due to review bombing and negative fans feedback.
The game had multiple versions for players to purchase. A season pass was announced on November 12, 2015. Players who bought this version of the game could gain early access to operators offered in the DLCs and receive several weapon skins. The game was also released alongside its Collector's Edition, which included the game's season pass, a hat, a compass and bottle opener, a backpack, and a 120-page guide. A Starter Edition was released on PC in June 2016, featuring all content offered in the Standard Edition, and included two operators at start for use plus enough Rainbow 6 Credits to purchase up to two more of the player's choice while the rest has to be purchased through either Renown at an increased cost or additional Rainbow 6 Credits. The Starter Edition was cheaper than the Standard Edition and was initially available for a limited time.In February 2017, the Starter Edition became permanently available via Uplay.
According to Ubisoft, the game adopted a "game as a service" approach, as they would provide long-term support for the game and offer post-release content to keep players engaged. The management team initially doubted the idea but eventually decided to approve it. The title was supported with many updates upon launch, with the company introducing fixes to bugs and improvements on both matchmaking and general gameplay mechanics. They also introduced an auto-kick system, which automatically removes players from a match when they kill friendly player and launched the BattleEye system in August 2016 to punish cheaters. All downloadable content maps were released to all players for free. The team avoided adding more modes to the game because most would not fit well with the game's close-quarter combat. Downloadable content for the game was divided into several seasons, with a Mid-Season Reinforcement patch which added new weapons and modified some of the operators' core abilities. This post-release content was developed by the Montreal studio in conjunction with Blue Byte in Germany.Ubisoft announced that they would keep supporting the game and adding new playable characters for 10 more years. As a result, no sequel was planned.To counter toxicity within the game's community, in mid 2018 Ubisoft began issuing bans to any player who has used racist and homophobic slurs.
In January 2018, Ubisoft announced the introduction of 'Outbreak Packs', which are loot boxes that can be unlocked with R6 credits (which can be purchased with microtransactions) to gain character items. The company also announced that the base version of the game will be replaced by a bundle named The Advanced Edition, which includes the base game and a small number of outbreak packs and R6 credits. The changes resulted in players' backlash, as existing players have to pay for new content while new players do not. Ubisoft compensated players by giving players a free premium skin for free and announced plans to change the Standard Edition so that players can unlock new operators at a faster pace. In July 2018, Ubisoft announced the introduction of a limited time pack named 'Sunsplash Packs', which are available to purchase with R6 credits and contain cosmetics that have an association with the season of Summer. In October 2018, Ubisoft unveiled the Crimsonveil packs, which added a Halloween themed weapon skin, charm, headgear, and uniform for 4 operators, plus a seasonal weapon skin and a charm that was themed with the skin.
Ubisoft also envisioned the game as an esports game. The company had their first meeting with David Hiltscher, vice president of ESL, in late 2013. ESL offered feedback on the game's balancing and helped the developer to ensure that the game was suitable for competitive play. The team focused on introducing new operators to provide variety for esports viewers after the game's release, a decision inspired by modern multiplayer online battle arena games such as Dota 2, as this type of game often has 80–100 playable characters. ESL and Ubisoft officially announced Tom Clancy's Rainbow Six Pro League, a global tournament for Windows and Xbox One players. The competition was held at Intel Extreme Masters eSports tournament on March 4, 2016. A European team, PENTA Sports, became the champion of the first season of Rainbow Six Pro League after defeating another team, GiFu, at the final of the tournament held in May 2016. In 2017, it was revealed that Pro League Year Two would return, but Xbox One tournaments would not be featured. Ubisoft also held the Six Invitational tournaments in 2017 and 2018, in which top teams competed for the top prize. The 2018 tournament attracted 321,000 viewers on Twitch. Both Nathan Lawrence from Red Bull and Richie Shoemaker from Eurogamer compared the game favourably with Counter-Strike: Global Offensive, with both being hopeful that Siege can dethrone Global Offensive's status as the most successful competitive esports first-person shooter in the future. Rainbow Six Siege Year 3 Season 4 was announced on November 18 at the Pro League Finals in Rio de Janeiro and is set in Morocco.