RAIN­BOW SIX: SIEGE

EDGE - - MULTIFORMAT AND PC -

Pub­lisher/de­vel­oper Ubisoft For­mat PC, PS4, Xbox One Re­lease 2015

The now-shelved Rain­bow

Six: Pa­tri­ots teased an ex­plo­ration of ethics and moral­ity, but that has been re­placed with some­thing even more in­trigu­ing: choice and con­se­quence in ac­tion. In Siege, Ubisoft has built the foun­da­tion for a brand-new gen­er­a­tion of Rain­bow Six games while stay­ing true to the se­ries’ roots.

“We wanted to get back to what Rain­bow Six was,” AI di­rec­tor Jerome Lasserre says. “I think that’s what people want. On the one side you have the de­fend­ers, and their role is to for­tify the area and build a strong­hold; on the other side you have the at­tack­ers who are ba­si­cally ex­perts in de­mo­li­tion, and their role is to get in­side by any means nec­es­sary.”

Both sides have gad­gets to suit those roles. In the minute be­fore each round starts, Rogue Spear’s ter­ror­ists will bar­ri­cade win­dows, fill cor­ri­dors with barbed wire, bar­ri­cade walls with steel pan­els and lay down por­ta­ble cover, all in the name of se­cur­ing their hostage. On the other side, Raven Shield’s play­er­con­trolled drones will en­ter the build­ing and scout the area, search­ing for the hostage and prob­ing for weak spots.

When the round be­gins, the makeshift fortress be­comes a shoot­ing gallery where no solid ob­ject is safe. Raven Shield play­ers can use breach­ing charges on any un­for­ti­fied wall or floor to make their own routes. Rogue Spear de­fends, the team’s care­fully placed traps and sur­veil­lance de­vices giv­ing them the jump on the in­vad­ing forces.

Ubisoft Mon­treal’s team has de­con­structed As­sas­sin’s Creed’s Anvil en­gine to al­low a level of de­struc­tion not seen since Red

Fac­tion: Ar­maged­don. Pow­er­ful weapons can punch holes in any wall or tear a door from its hinges, and ex­plo­sives can bring down walls or col­lapse ceil­ings.

“It was an awe­some amount of work,” Lasserre says. “We had, on one side, the whole de­struc­tion en­gine team work­ing on the tech­nol­ogy; and then on the other side we had the pro­duc­tion pipe­line build­ing su­per-sim­ple maps where walls were ei­ther ‘on’ or ‘off’ – and that let them tweak map de­sign to make sure it played well. No fuss; only game­play. Then we brought the two to­gether, and that’s what you played to­day.”

For now, only the mul­ti­player half of Siege has been shown, but the cam­paign will come later. Even so, Ubisoft’s wall-breach­ing as­sault on the com­pet­i­tive FPS mar­ket that it left be­hind af­ter

Rain­bow Six: Ve­gas 2 was a show stealer. It’s an ex­cit­ing re­turn to one spawn, friendly fire, and a fo­cus on tac­tics rather than a quick trig­ger fin­ger.

The shield-bear­ing class is pow­er­ful in the tight cor­ri­dors of a small sub­ur­ban home, but in a house that can be shred­ded by gun­fire it only takes a smart flanker to put a shot in his back through a wall

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