Tom Clancy's Rainbow Six: Vegas
Tastier than pig's spleen. What are the odds of that?
When deciding where to show off Tom Clancy's Rainbow Six: Vegas to a band of journalists, Ubisoft opted against the obvious step of choosing a casino. They were probably mindful of the likely effects of exposing impressionable videogame journalists to too much temptation. Or maybe of the fact that any British casino is likely to feel very dowdy compared to the kaleidoscopic array of one-armed bandits and exotic architecture in the game (feel free to add your own political joke about Tony B. Liar, Tessa Jowell and supercasinos here).
Either way, the game was instead showcased at The Energy Clinic, where they offer 'Energetic Swedish Massage'; just a few doors down from omnivorous chef Fergus Henderson's St. John restaurant, where they eat pig's spleen and bacon. Obviously it's difficult to turn Energetic Swedish Massage into a witty and clever analogy to introduce Rainbow Six - there's no massage or masseuses in the game. But, at a push, pig's spleen is potentially useful.
See, you don't eat any pig's spleen in Rainbow Six: Vegas, but you do shoot people till they bleed, and although the game doesn't really focus on the entrails, it is very much aiming for the same sense of realism that has become a hallmark of the Tom Clancy games. Which is why your correspondent spent most of the day respawning: as with previous Rainbow Six games, just one or two shots and it's curtains for your counter-terrorist (or terrorist) op.

The results of the game's facial mapping feature are frighteningly authentic.
The day began with a presentation highlighting all of the multiplayer features that will feature in the finished game when Rainbow Six: Vegas is released later this month before continuing with a hands-on session to check them all out first hand.
One of the most intriguing elements that was on display was the Persistent Elite Creation 2.0 - Ubisoft's fancy name for its character customisation suite, which now comes complete with Xbox 360 Live Vision Camera compatibility. Thanks to Digimask's new plug-in for the Unreal engine, players can now map their own faces on to their multiplayer avatars with scarily realistic results (at least in my case). It's simply a question of taking two pictures using the Live Vision Camera - one portrait, one profile - and then waiting two or three minutes for them to be applied to your character's head.
That's not all there is to customisation though. The game allows players to create a persistent online character with a huge range of possible permutations and combinations. Facial hair, scars and face paint can be added, and various items of clothing (including the slightly dubious sounding Assault Pants) can be given even more various camouflage schemes (including co-ordinated team colours, if you're so inclined). Players can also choose from a modular body-armour system that has consequences in game, trading off mobility against defence.

The essence of a successful multiplayer game of Rainbow Six: Vegas is teamwork. So don't try not playing by the rules.
And because your character is persistent, you can unlock new equipment by advancing in rank (which you do by playing the game). The game's lead designer Jean Pascal Cambiotti was, however, keen to stress that while you can unlock a greater range of tactical possibilities at higher ranks, you can't acquire an unfair advantage. "Regardless of your rank, your character always remains as good as it was before," he says. "So if you have someone of the highest rank playing someone of the lowest rank, the playing field will always remain equal. You don't unlock a gun that does more damage or grenades that are more powerful. You're unlocking different weapons, different styles of weapons which have different rates of fire, different clip capacities, but everything balances itself out."
But everyone knows that customisation isn't as interesting as actual honest-to-goodness combat, right? So the real substance of the presentation was getting thrown in to some of the many multiplayer modes: Attack and Defend, Retrieval (capture the flag), Survival and Team Survival (deathmatch with no respawns), Sharpshooter and Team Sharpshooter (deathmatch with respawns), Co-operative Story, and Co-operative Terrorist Hunt.

The neon-lit Vegas locations make a change from the murky browns and greys of most shooters.
"What's really cool about Attack and Defend is that your mission objective changes depending on the map you're playing," explained Cambiotti before we started. "So we have three different types of extraction objectives - we have hostage rescue, we have bomb defusal, and we have item extraction." And then it was over to checking them all out, with the first couple of games spent trying to prevent other journalists from stealing a briefcase from the basement of the Calypso Casino; the next game trying to stop them from defusing a bomb in Dante's Hotel; and then just trying to kill as many of them as possible in the Nevada Dam Research Labs and the Casino Vault.
Cambiotti also said this before we started: "Just like in single-player there's a strong emphasis on team play. Most of the game modes that you see in adversarial multiplayer are team-based game modes, modes where you have to communicate, you have to play as a team in order to win."
I probably should have paid more attention to him. Rainbow Six: Vegas is not a game, as I can personally testify, that's well-suited to mavericks who don't play by the rules. So no matter how much I tried camping in one spot, or running away from my team-mates, it consistently proved less effective than the opposing team's tactics of talking to each other and devising group strategies and assaults.

But if you want murky browns and greys, the game's got those covered too.
Still, it was good practice for the co-op modes, which, like all the other Tom Clancy games, proved to be the proper highlight. While the Story mode offers a wide mix of objectives, the real fun is in Terrorist Hunt, where you and your team-mates have to fight your way across the map, clearing out unfeasibly large numbers of well-positioned terrorists from lavishly depicted, luxuriantly neon-lit, convincingly authentic Vegas nitespots.
With highly customisable avatars and co-operative and adversarial multiplayer modes over split-screen, system link or Xbox Live, with up to 16 players across ten maps that are inspired by, but not the same as, areas in the single-player game, Rainbow Six: Vegas has a lot to get your teeth into. And it's probably tastier than pig's spleen and bacon.
Tom Clancy's Rainbow Six: Vegas is due out on Xbox 360 on 24th November, PC on 1st December, PSP on 8th December, and PS3 whenever the hell that actually happens.
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Comments (31) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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/changes outfit to tank armour
/can't move
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More than GoW actually. :/
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Its a shame the multiplayer maps dont take the game to new areas. Would have been nice to have some more variety...
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Movie showed a running gun battle in the streets outside a casino.
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I read this article twice, and again I seen them making the exact same mistakes they made with Lockdown.
Fuck you Ubi, R6 was one of my online gaming staples for 7 years.
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A demo is worth a thousand game videos epic.
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I'll rant & rave about it when I get the full game and can set up my own server for it, until then I can only go on the videos, articles and forum impressions i read none of which are concrete.
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Its not much improvment at all past the graphics but whats important to me is on day of release i'll have 3 local mates to play online with
Just to see tho it uses the same engine as the singleplayer was a boost after GRAW dissapointing with the MP component it had, it was good and i still play it but it would be better if they did the MP engine the same as the single
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http://xb oxmovies.teamxbox.com/xbox-360/...
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And all comments about it still being fair to players who haven't unlocked everything are contradictory anyway:
"The game's lead designer Jean Pascal Cambiotti was, however, keen to stress that while you can unlock a greater range of tactical possibilities at higher ranks, you can't acquire an unfair advantage."
and
"You're unlocking different weapons, different styles of weapons which have different rates of fire, different clip capacities, but everything balances itself out."
I'm sorry, but having more tactical possibilities and weapons that have different (more than likely better) rates of fire and clip capacities constitutes in my eyes an advantage to people who have these unlocked. So if you come up across someone who has more "tactical options" and has a gun which has a higher rate of fire and a higher clip capacity, surely you are going to be at an unfair disadvantage because you haven't unlocked them?
This is the main reason I really can't be arsed with SC
I dunno, maybe I'm just jumping to conclusions and that there are not going to be any weapons that have a higher rate of fire or bigger clip capacity, and that it really isn't that big a deal when you come to play it, but something really doesn't sit right. Namely if everything is still fair, then why even bother locking the stuff in the first place. Shouldn't EVERYONE who payed for the game be equally entitled to everything on the disc in the online part?
Hopefully ALL the maps will already be unlocked in this game or have to be unlocked through playing the Campaign mode though, because the other things will not be enough to stop me playing it online, but if you have to unlock the maps only by being an elite online player or having the time to dedicate your entire life to the MP side of the game then Ubi can fuck off.
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They badly need to fix the frame rate, it chugs horribly as soon as the action starts - allegedly this was being worked on, but I'll not be buying until I've talked to someone who has played the final build. It seemed like it would be a good game, but the slowdown was bad enough that I just couldn't keep looking at it anymore.
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Think EA have alot to answer for, as they "seem" to be trying to make it acceptable, for crappy frame rates, Need for speed Carbon seems even worse than The first Need for Speed on 360; like they are trying to make it look better for stills than to actually play. Love 60 FPS an dont mind 30fps with decent motion blur i.e.PGR3 anything less, reminds me of playing on an under powered PC, but without the option of upgrading!
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this 3rd person view im not liking - since playing the first Rainbow Six on xbox every subsequent Rainbow has been diluted to cater for the mass market (no skilled console gamers)
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As another poster said they seam to be targeting screenshots over real gameplay value.
And for the love of god fix vsync. Microsoft should make it mandatory theat Vsync is on.
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And yeah vegas chugs quite frequently, too frequently actually, but still from the demo i get nothing but high hopes for this title.
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The fact that it's Pig's Spleen?
The only real framerate problems I had were the ones in the helicopter and the 10fps I got when I entered a room when a grenade exploded and all 3 terrorists started shooting at me. I can live with the first one, as I'm not actually in any danger when that happens, but when I'm in a room full of enemies where my character actually runs the risk of dying, I'd like some control over what happens on-screen.
I'm pretty sure it will be fixed by release, so I'm buying this one.
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.....
Ah yes, you are absolutely right.
/wanders off