I've been touting the excellence of this game to everyone who
has read my interviews with Redstorm, as well as my E3
coverage. Anyone within earshot is bound to get an earful of
how great this game looks to be. Well, finally last week
after much anticipation I got my hands on a 3 level demo and
I've torn myself away from the keyboard long enough to write
my findings for you here.
The demo I received had 3 scenarios on it: a congo mission,
an embassy takedown and an amusement park takedown. I
started at the top with the embassy takedown and let me
tell you something, this game is lethal! You get shot at,
you die. This ain't Quake, so this one may take gamers a
bit of getting used to. Once you make that adjustment it's
very immersive. It's rare a game has my hands sweating at
the keyboard from adrenaline, but this one did it.
Before each mission you're walked through some audio
briefings as well as given access to background information
on any pertinent people and places involved in the upcoming
mission. From there you pick and choose your 8 men OR women
from a pool of available operatives, a basic equipment kit
is set for you or you can customize to fit your tactics.
From different degrees of body armor to MP5's to shotguns
and flashbangs and frag grenades, whatever you need is in
the weapons inventory so you won't come up shy.
You then assign members to different elements : Blue, Red,
Gold and Green. You can assign people as you see fit. You
can create 4 two man teams or 2 four man teams or any other
combination you desire.
Once you've set up your elements you then go to the
planning phase where you set up waypoints on a mission
"blueprint" screen. You have complete flexibility here in
this screen and can decide not only where your people go
but how they get there and their actions at each point.
Movement is done in Safety mode, Normal or Blitz. In safety
mode your men walk in an almost shuffle step manner, being
very stealthy and cautious. In normal mode they continue to
move, weapons at low ready scanning for targets but
movement is faster. In blitz mode... well your guys Blitz!
You use this when speed is essential and security is not
your major concern, this is great when dashing from one
point to another over open ground. You can also order your
men to Clear, Engage or Escort through each waypoint.
Escort is for when you need to escort a hostage out, issue
this order and the element will take the hostage to the
waypoint you have chosen.
You also have actions you can specify at each waypoint. For
example when entering a room you can tell a team to wait
for a "Go Code" and once that's given they flashbang the
room and clear it. The Go Codes are a really nice way to
control what otherwise can be better called the controlled
anarchy of a hostage rescue. Let's take a walk through the
congo mission to give you an example of how a mission
works.
I've chosen my men and used the basic inventory for my
loadout, set up my waypoints and go codes and we're all set
to rock-n-roll. The mission starts out in a dimly lit
jungle, somewhere deep in the congo where we've been sent
to rescue some high ranking WHO official. Seems some Hutu
rebels have taken her hostage and we've gotta go get her
back.
We hit the ground running. I have my 8 man team broken into
two elements, Blue and Red, as there are two hostages to
get back and we need to do this quickly and quietly so as
not to alert anyone to our presence. I'm in the lead of the
Red element and Ding Chavez is in charge of Blue.
I rush my guys through the dense foliage of the jungle
switching on my night vision as I go, scanning for targets.
Blue is moving behind me and will hit the first building to
our front and from there move stealthily forward. I come
around the first building and notice 2 walking sentries, so
I drop into a crouch and switch to my silenced pistol and
hit 'S' for Sniper mode.
I'm now getting a nice close up view of the bad guys. I
wait til they're far enough apart and then with a quick
succession of shots I double tap them both, dropping them
silently. I then move further along the building and spy
another contact, but so does Blue and I hear the radio call
confirming this. "Contact…." followed by a quick
silenced burst of H&K fire, "Got him!" Blue then rushes
forward to the cellar opening awaiting my signal.
While they await my signal I rush Red team forward to the
far end of the building. En route I notice movement off to
my left. I quickly spin, drop into a crouch and let loose
two 3 round bursts into 2 new terrorists who've dropped in
to check on the sound of gunfire they've heard. I continue
my move up to the outer door of the house. I get a radio
call "in position" from Ding, letting me know they're set.
With both teams set I do a quick once over on my map and
check to see where the terrorists are moving. Satisfied, I
start opening the door and give go code "Alpha, GO!"
From there Blue team tosses a flashbang into the cellar and
waits for it to go off before descending and unleashing a
hail of 3 round bursts into the tangos down below.
Meanwhile I move into the hallway and toss a flashbang down
towards a couple of tangos. I immediately duck into a room
to my left as I toss the grenade. I quickly notice and
engage a tango in the same room before moving to the far
end and back into the hallway. Once there my team engages 3
more tangos milling about in the hallway, who a moment
before were smoking and joking, but are now reeling from
the effects of my flashbang.
All the while this is going on I am constantly being fed
sitreps over my headset from Blue; "contact, got
him…. Tango down." "Tango down" this and the
staccato bursts of silenced small arms fire play a steady
background soundtrack as the mission unfolds. Once I hear a
chorus of stage whispered "Clear" signals it's time for "Go
Code Bravo." I move my team up the stairs to follow on Blue
as they sweep the second floor ahead of us.
I call "Bravo, Go!" and watch as Blue moves into motion up
the stairs and into the rooms, only dealing with one tango
as I lead Red up and to the right toward the last known
position of our hostage. I see the hostage on her knees,
hands on top of her head in standard prisoner fashion. I
enter the room and see a tango standing guard over her. I
fire on him but my shots miss; his are true and he drops me
without a second thought. The rest of my team takes him
down as I see the world go spinning out of control as I
fall to the ground. From here I am treated to a view of a
pool of my virtual blood as it spills on the floor, I can
almost feel the pain of the hits.
I switch over to the next man of the Red element and switch
them to Escort mode, the hostage complies and gets to her
feet. In my new identity I call "Go Code Charlie and watch
as Blue heads back into the basement to get the other
hostage, and they head out in a Blitz toward the extraction
point. I in turn lead the remaining members of Red out and
into the jungle to the extraction point with our "precious
cargo" in tow.
Sounds almost like a movie or a book the way these missions
play out, doesn't it? It should, coming from the master of
the military techno-thrillers Tom Clancy and his software
team ad Redstorm Entertainment. The book is out on shelves
today, August 3, and the game should be out by months end.
The game plays very well even in its demo form, though
there are still some areas that need improving in the game
in the way of AI and pathfinding. I'm confident Redstorm
will have these done by release time.
Rainbow Six is a real groundbreaker for first person sims
and I think it will finally give first person shooters some
respect. Unlike the Unreal's and Quake's which are quite
fun but are simply arcade games, this game is an
unprecedented true to life sim. The graphics are top notch
and the movement animations are both fluid and eerily
lifelike, making you feel like you are right in the thick
of things.