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Rainbow 6 Vegas


Labeled With  rainbow 6 vegas xbox360 ubisoft
Written by DM on Friday, January 05 2007

This brings me to one of the greatest improvements in the game since the last R6 title. The friendly A.I. has been completely redone, and it is extremely useful. No longer will your own team trap you behind them until you are all dead, now they will actually shoot back and run for cover. They will also clear any room you command them to, and they only fail if the force on the other side of the door is very formidable, to the point where it is overwhelming. If worse comes to worse and both teammates fall, you can always run over and heal them with a syringe of medicine. You have a ton of time to do this as well, enough to clean out the tangos before you fix your teammates up. Keep in mind though that they can still get taken down with one head shot, and that will mean you must reload from a checkpoint. This happens very rarely though, thankfully. Overall, even though you are now down to three members, the two A.I. friendlies play so well that you will likely never notice the missing man.

The new control and cover system is also another fantastic improvement that makes this Rainbow 6 almost an entirely new franchise. It is made to work with an Xbox360 pad extremely well, and you can even plug one into your PC if you are playing on a home computer. The default control button setup can be a bit awkward at first, but there are options to change most of the key buttons around, and of course, legacy and southpaw stick options. I digress though, the cover system is made so that you can shoot around or above just about any object you can fit behind. Once you are perched behind cover, you can stick out your weapon and fire blindly to provide cover for your team, or you can lineup your crosshairs before you lean out and then lean out and fire a few well placed shots at the selected tango. When in cover mode keep in mind that the camera switches to full third person mode, which means you can see the entire splay of enemies arrayed against you, certainly something that would never happen in real life. If you really analyze it though, there was not much of a choice when it came to methods to shoot from cover in a video game. It works, and it works well. The first-person lean view that was the standard in previous R6 games has been removed, which is fine because the maps are setup to utilize the newer system of cover.




Not only has the team member A.I. been improved, but the enemy A.I. has been totally revamped as well. In previous titles in most of the Clancy franchises, the enemies were more or less bullet sponges, and it took no real skill to kill. This time around, you can enter a room five times and each time the enemies will react differently, and not one enemy moves one step to the right differently, I mean completely new plan of attack differently. It makes for spectacular firefights. On top of that the A.I. will actively try to flank you in many situations. You will find yourself reloading the last checkpoint many times because you suddenly got a bullet in the back of the head. The enemies even use the new cover system, and in the later stages, you will certainly have trouble getting that last one or two off your tail. That is not to say that the enemies do not still walk into bullets from time to time, but it is not something that they do regularly.

The weapon selection in Rainbow 6 is diverse, but frankly I would have preferred to see a few more weapons in each class. You can select from submachine guns, light machine guns, assault rifles, handguns, and two throwing weapons (grenades, etc). You can carry two big guns and one handgun, and each weapon can be equipped with one accessory such as a rifle scope, a laser sight, or an expanded magazine. All the weapons are also equipppable with a suppressor, so those stealth takedowns won’t alert every tango in the area that Rainbow is there to kill them. You can also pick up any enemy weapon you see on the ground in R6V, and some of them will be brand new to you until you pick them up, then they will be selectable in the loadout screen. Unfortunately, most maps have either none or only one chance to re-equip during the level, and this makes the enemy weapon pickup that much more important. One of the things that upset me was that in the weapon select screen you only see a bar-meter with the damage, accuracy, and range. It does not give any verbal description of the guns, such as ‘high rate of fire,’ or ‘good for close combat.’ It would have been of real help to have information such as this, I had to try almost every weapon until I found the one I liked. While the weapons aren’t that much different from one another, they are different enough to make selection based on map type important.

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Rainbow Six: Vegas


 
 
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8.8
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Player Support (1-16)

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