Rainbow Six: Lockdown Review
Unfinished sympathy?
Version tested: Xbox
Shooting terrorists, rescuing hostages, defusing bombs. It's a well-worn formula, and Red Storm's been peddling it with the Rainbow Six series for many years - with increasing success. Its transition to consoles, in particular, has managed to bring out the best in the series - particularly online, where it ranks as possibly the finest example of how to do team-based gaming. Even offline, it's always been resolutely satisfying; one of those atmospheric slow-burners that demands reserves of patience and no small amount of skill to outwit a foe.
But at the same time the campaign mode's always fallen short of true greatness, blighted by a slightly dog-eared approach to almost everything it does - thanks to dodgy AI path-finding, age-old game and graphics engines, and an inflexible command system. That said, they may be dim, dull to look at and hard to command, but it's always satisfying to point your men to the next corner, let them take out the hostiles, mop up after them, and have to worry about not getting yourself shot due to the lack of health packs (which they simply don't believe in). If you've played one level of Rainbow Six over recent years you've pretty much played them all, but it's a tenser and more credible experience than most even if it is stuck in its ways. We like it. It gets the pulse racing - and even though the formula has hardly moved on, it's one that for the most part just plain works.
A good enough formula then, so naturally it's one that Lockdown immediately goes and tinkers with for no obvious reason. And for everything good that's been added, there are an equal number of things that make it less appealing. It feels like change for the sake of change, and that's the worst kind.
You could just open it
A classic example of this is Red Storm's decision to let you bash open doors in several new ways. In addition to blowing the bloody doors off, you can now ram the door or order team-mates to shoot it off the hinges. Both are utterly superfluous additions that you'll literally never use, other than to try them out a few times.
Another debatable addition is the new motion sensor, effectively allowing you to semi-cheat your way through the game by sensing the heartbeats of anyone in the next room. It takes half of the tension out of the game, even if it does let you know whether you can ignore certain rooms.
A few other odds and ends have also made it in. The most notable is the odd trip-wire, but for much of the game you're warned to look out for them first, so for every new challenge you face the game tries to help out at the same time.
Save our soul

Where can we get night vision in real life?
One such contentious helping hand is the ability to save anywhere, as many times as you like. Long-term fans will recall that previous games in the series let you save anywhere too, but only three times per level. This made things more challenging (and frustrating at times if you misused a save too early on) and many will celebrate the facility to save at any point, but at the same time, much like Ubi's Splinter Cell: Chaos Theory, unlimited saves cut away some of the tension. If you can simply reload after taking big risks, you tend to be less vigilant, and it's evident that Red Storm has used its presence to spike the difficulty without worrying about it. That's lazy design if ever we've seen it.
Which brings us neatly onto another new addition - the Sniper missions. These were invented to be a festival of save-and-load. These Silent Scope-esque interludes pop up roughly every other mission, and they're rarely anything but downright irritating. The main problem isn't so much the idea - we like sniping, as it goes - but often enough the designers give you absolutely no hope of spotting deadly RPG-wielding terrorists whose actions result in Game Over if you don't nail them the instant you're warned about them. Unable to detect them until probably the fifth attempt, you're left diving to the menu, reloading and resaving to make sure you don't have to waste any more time than necessary.
And yet, for a game that relies so incessantly on quick saves and loads, the interface is about as unhelpful as it could possibly be. If you happen to die, the default option is 'restart', which takes you back to the very start of the level - not what most people require. To actually reload from a saved game involves moving the menu option down about four times to 'load', confirming, waiting a few seconds for the load menu to load (no, it's not funny), specifically selecting the load slot, confirming again, then actually loading. It's painful. Soon you resolve to load progress before the Game Over screen appears to ensure one of these processes is skipped. Even then, it's hardly intuitive, and bizarre in this era of slick menu design.
Prematurity

Nice architecture, but the locations aren't always so striking.
As if all these niggling little issues weren't enough, the overall feeling with Lockdown is that it's not finished. If it wasn't a boxed copy we were playing from, we'd probably phone up Ubisoft and complain. On at least two occasions during the 14-mission campaign it's obvious that the game hasn't been adequately road-tested for nigh on show-stopping bugs. About five missions in there's an absolute howler with a shutter door, which is open maybe three feet - high enough to crawl under, you might imagine, but just too high for lead character Ding Chavez to shuffle under. Hrm.
Okay, so there must be another way round this seemingly impassable obstacle, right? Wrong. At this point we wondered why there wasn't a 'Go Prone' command that would've overcome this ludicrous scenario at a stroke, but it turned out that the only way to progress is to simply walk through solid metal at a specific point halfway along the door. The comedy doesn't end there. One of our four-man counter-terrorist squad sussed the same trick and joined us, but the hapless duo on the other side were left in a state of perpetual confusion, endlessly running up against a door until we got bored and left them behind. But wait, there's more. About ten minutes later the guys obviously worked out how to walk through solid objects as well, caught up, and the party was reunited for the level conclusion. Phew. We're wondering how many other players are going crazy right now trying to figure this out. How the hell did that get past the submission process at Microsoft? [It walked through a wall. - Ed]
Meanwhile on the final sniper mission the game perpetually respawns enemies until you hit a specific target character. In this case it was a shadowy figure obscured in a tower opposite. For fully half an hour, the game spawned terrorists over and over, all taking up the same six positions, and each time every single one was taken down and replaced with another lemming. Any suspension of disbelief is rudely shattered by this shocking aberration, and then it happened again in the latter part of the same level. The fact we got off the level at all was more to do with bloody-minded determination than anything. We were glad when the whole farcical experience was over with, to be honest.
Firmly rooted

Pesky respawning goons. Meet my lead.
Even on a technical level Lockdown doesn't pull up any trees. Although the ragdoll physics are an admirable improvement, Red Storm still lacks an engine (or the ability to manipulate the engine) to do the game's basic premise justice. Rainbow Six has been crying out for years to feature the same sort of lighting dynamics as Splinter Cell, but yet again the game's lighting is a superfluous, decorative effect that has little bearing on how well an enemy can see you. Likewise, the environments lack believability, with superficial barriers (upturned tables, barrels) regularly acting as impenetrable obstacles that force large detours. What about dynamic levels with walls and floors that can be damaged?
It's true that there's better texturing and a more varied set of environments than in the past, but they make little difference to what's really going on in-game. It's baffling that Ghost Recon has to be the 'outdoor' version of Rainbow Six. Why can't these trained counter-terrorist units do a bit of both? Instead virtually the whole game is limited to tight, enclosed indoor environments, and it feels restricted and restrictive as a result. Claustrophobics beware.
Even the animations don't feel finished. The more time you spend with the game, the clunkier certain actions look, spoiling some generally excellent work in the convincing actions of your squad mates - and it's hard to accept this at this stage in the current generation's life cycle. The hideously jerky way your squad returns fire when leaning around a corner is an abomination. It really is. The AI, too, is inconsistent, both in terms of how your squad reacts to an enemy threat as well as how they react to you. If you play the game properly and creep around, the enemy AI regularly complains about hearing voices when you haven't said a word, will stand gormless when you've capped the man standing next to them, and seems more vulnerable the more aggressively you behave. Lean gently around corners and they'll probably write their name in bullets across your furrowed brow, but charge at them like Tony Montana on Crack and they're more likely to drop like flies.
At sixes and sevens

Multiplayer's where it's at with Lockdown.
Both sets of AI, too, are completely inconsistent shots. For the most part they're absolutely useless, and far from being trained killers, both would have trouble shooting fish in a barrel with an RPG. Time and again you can position your men on appropriate corners and watch them fire haplessly at everything but terrorist flesh. Eventually you're forced to take matters into your own hands and do it yourself, yet it takes just one well placed shot to take them down. Elsewhere, though, you're witness to improbable heroics on both sides, where enemies appear to have been instructed to be ludicrously accurate almost for the sake of it. More save/load antics persist, and eventually you mop up, but not before you've cursed the game for being insanely unfair with both its reaction times and levels of accuracy. Can we not have a middle ground between this dumb nonsense and unerring accuracy? Oh, we forgot, that would require a bit more development time. Never mind eh? It's number one in the charts. That's alright then.
But it's not alright. As long-term fans of the series, we feel short-changed and immensely disappointed that Ubisoft is prepared to let its remarkably high standard slip so devastatingly.
So we hate the single-player campaign then? Weeell, not completely. Long-term fans will still find plenty of things to enjoy. The solid foundation that the game's built on may be shaken, but it's still in place. The addition of a few other throwaway bonus modes helps out too, including Lone Rush (a one-man all-action score-based against-the-clock version), Terrorist Hunt (a basic clean-up exercise with your full squad played on the mission levels - minus the mission objectives), while the Sniper Game lets you replay these irritating interludes at your leisure.
No remarks here

Nice buns.
All round, for the offline player, Lockdown is a solid but unremarkable package that doesn't live up to expectations of improvement. We expected a proper fourth generation Rainbow Six, but instead we got a game that introduces more problems than it fixes, and ends up neither appeasing the hardcore fans or dragging in new ones. Dismay all round, really.
There's always the multiplayer mode, though, right? Yes, and thank heavens for that, otherwise Ubisoft might have been counting the cost of an unprecedented slaughtering. If anything, Lockdown's slip-ridden development cycle has likely been focused on building the popularity of its Live modes, and much of the game's appeal will come from this aspect of the game.
Obviously, co-op-based antics take care of the problematic squad AI, and therefore it's the best way to play the mission (and Terrorist Hunt) side of the game, so that's one plus point. You're still left to cope with the enemy AI, so it's not perfect, but it's still thoroughly enjoyable when you play it with some mates who know what they're doing (playing it with rank amateurs in your team is pretty stressful, so try and give that a miss).
P3r51573n7 1337

Four player split screen action; always handy for you offline gamers.
The key new feature, though, is the inclusion of a Persistent Elite Creation mode, which ought to give players a good idea of how good their opponents are. Essentially it allows you to customise your character, build up experience, buy upgrades and store your achievements.
First off you have to choose one of four character classes: Commando (heavy weapons/armour), Spec-Op (knife wielding, hard to detect), Engineer (computer/electronic specialist) and Medic (erm). Each one has numerous strengths and weaknesses. By using them in adversarial games (Team Survival = last man standing wins, Total Conquest = control all satellite points, Retrieval = CTF with biohazards, Team Sharpshooter = Team Deathmatch) you can earn points from each match whether you win or lose and spend them in the game's Locker Room in order to buy/sell/repair equipment, upgrade skills, as well as vary your appearance.
It's a fantastic idea on paper. The thing we haven't quite sussed out is what the long-term effect will be. As a level one newbie, it's pretty obvious that you're going to get your arse kicked repeatedly. Our forays (just after release) saw us up against level 20 brutes who clearly had far better equipment and skills. You can guess the rest. Sure, you get rewards no matter the result, but we imagine many will want to stick to what they know and not have to suffer being splattered by brutes that spend their whole lives playing the same game non-stop. For the real hardcore, though, there's no question that the addition of a persistent mode will go down a storm, and it's a feature we can imagine becoming a standard across all shooters in time. In the right circumstances, it's a great addition, but just approach the game forewarned.
(Side note: Naturally, the PS2 version's online offerings suffer slightly by comparison, swapping out the PEC mode for the Rivalry mode; a team-based, objective-focused affair that we've not seen, but is reportedly solid.)
For better or worse
So then, with two fairly distinct audiences to please, Ubi's seemingly kept the online gamers happy, but it's clearly taking its eye off the offline ball, and with that in mind a score for two distinctly differing offerings is fairly meaningless. We'd happily slap a glowing score on the online bit, but the single-player offering is burdened by so many problems that you'd be generous to claim it's slightly above average. If you're not much of an online gamer then pick up the older, cheaper, better Rainbow Six III or Black Arrow, but otherwise, online gamers can't really go wrong with Lockdown. Next time though, Red Storm, we won't tolerate such a lopsided offering; we know you can do so much better than this.
(add extra marks if you're playing online)
6 / 10
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Comments (56) Latest comment 7 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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At least Project Zero did okay !
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I really need to unlock it lol
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Still no way to filter games by level/skill (of opponents)?
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LOL, what do you mean?? it's just the best!! As for Nanook and his PKM...
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LOL, yeah,I wonder if it's a coincidence.
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That's bad, but the opposite is worse: crippling saving ability purely to get "X hours of gameplay!!" which has happened more than once. Trust me.
Bottom line, save anywhere gets used by people who want to use it and ignored by those who don't, UNLESS the save games are, as you say, crutches for retarded difficulty spikes.
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Took it back Sunday, having played it for ~ 1 minute 30 seconds. I used to think writing about videogames would be the dream job, but then I play infuriating cack like this and realise, maybe it isn't.
Although I came to the same conclusions, oddly, as Eurogamer did, in 90 seconds
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I've had this discussion a few times myself. Hindering the player from doing what comes naturally does not increase tension, its just annoying
Maybe this is an oversight in this case and I am being cynical, 'cos part of me smells a "if we let the player easily reload they will just do it all the time and thats bad" type rat.
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"I hired this over the weekend, loaded it up, walked around a corner and got wasted with one shot. Switched the Xbox off in disgust, and went back to Hulk."
I'm not sure you are quite viewing the game in the right context, which is odd if you are a games journo. Walking round a corner without looking and getting shot as a result is kind of par for the course when it comes to RB6, GR, SWAT and other games of the genre. If you are more in the mood to play Hulk then thats cool, but I think you are being a little harsh on RB6 in this particular case.
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I ended up shooting them at the begining of a level just to get them out of the way cos they are only any use as human shields and to open a door and charge in first.
No strategy just a poor straight ahead shooter.
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I did motoring journalism for a while (a long time ago!) and the same problems happen there, for every 300hp monster you get to review, there's 10 Daewoo's to try to write objectively for, remembering the target audience that'll be interested in reading about the new Lantra.
And I'm being too harsh on the game anyway, it wasn't a very good weekend for playing games, and RB6L caught the brunt of that.
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... which means I was too dumb to see the option in my first 30 minutes of Lockdown.
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Just asking as I value your opinion....here's an apple....
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Strange how these 2 games are in such competition, from the same publisher. Not very good business but then when they are such good sellers you can't really fault Ubi.
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Its very good business actually, and a tactic that is used all the time in other industries. If you own 80% of the market for a particular product (be it washing powder or squad based shooter games) then the buying public is more likely to end up giving you their money. Competing with yourself is much more rpofitable than competing with a rival company
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Im not saying they should, but as these 2 franchises started off very different they have matured into similar games.
I see your point tho, and if its not broken, dont fix it.
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True, and this is a risk. Gaining share of one market at the cost of moving yourself out of another is a tricky thing to balance. Getting a bigger share of a small pie isn't necessarily as good as bottom feeding from a huge market (as any of Pokemon's rivals will agree I'm sure).
EDIT: Christ, I really write this stuff like I'm the only one who gets it sometimes don't I. Sorry to be so patronising. I'm multitasking, and so not really giving anything my full attention
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How long did you play it for? I'm gobsmacked that you didn't mention any of them!
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http://forums.ubi.com/groupee/forums/a/t pc/f/5861008442/m/6511090553/p/1
Lots of upset people here, some pretty serious bugs got through to release.
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The one thing Red Storm just can't get right is the interface screens. Ghost Recon and R6 have horrible, illogical menus, and the Live server search is mega slow. Comparing the interface to the one PGR2 is like night and day.
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Sadly not.
Still, King Kong looks good.
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I would especially like to give a big "Thank You!" for mentioning the unintuitive menues (and the way "Load" isn't placed where it should be).
To me these things matter. I don't need more crappy interfaces, I need fewer.
I hate paying for games that have nice gameplay obstructed by awfull menues/interfaces/loading/etc.
Is there no way to skip the sniping missions? (I don't buy Rainbow Six games for the sniping.)
[EDIT]
Re: "Hulk, the game"
I've only heard good things about this game, so don't be so quick to dismiss it.
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"P
/sprays down the masses
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What's that supposed to mean? Have you played it?
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No, I didn't spot the exploding barrels, and frankly I think it's farcical that the level design is set up that way. I've played all the R6 games and nowhere else in the entire series does this sort of puzzle arise, and certainly nowhere else in Lockdown. So it's acceptable that you and your team can't crawl under a low door, and walk through solid metal.
As for the menu thing, you're *hilariously* wrong. If you die you have to move the menu options down *FIVE* times, not four as I stated. I've just checked, because rarely do I tolerate people coming on here basically calling me an idiot, never mind regulars. Check your facts next time.
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Thats rather harsh. Seems to me that Kristan misidentified an awful piece of misleading level design as a bug. This is hardly a schoolboy error and I doubt he is alone in thinking this sort of thing is a bug.
It sounds (without having actually played the game) like the old "why can I climb on every single crate except that one" problem, due to the fact that it is only used once in the whole game and is contrary to what the player has been taught previously about making progress. That doesn't make it OK, just bad in a different way.
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I don't think anyone would claim you didn't have issues
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As in "almost", "nearby", "nearly" etc.
Can we now please stop splitting hairs over semantics and agree that some bits of Lockdown are below the sort of quality we should expect from a long running series from an experienced developer.
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OK, we've all get het up and defensive. Lets just chill and express wonder at the excellently effective white phosperous grenade
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Thats all.
BTW, played this Coop at the weekend and the AI *is* pathetic. I'm a keyboard and mouse man, but I was able to take out bad guys even though it usually takes me 3-4 seconds to bring the crosshair anywhere near the target. Had some nice ideas, but offline I can imagine it being just a prettier version of Blackhawk Down.
How is it putting the boot in?? Its pointing out examples of issues the game has. Maybe just have a score and a couple of bullet points so the dev doesnt get upset?
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Oh.
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Gordon Bennett! Talk about out of place gaming cliche! How do you defeat the harder baddies, do you have to jump on their head twice?
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/awaits Mario Prime FPS/Adventure
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Or, alternatively, press up once
"You *have* to move it down five times, that's your only choice. "
Personally, I can't stand games that don't let you press up on a menu to move from the top option to the one at the very bottom. Wipeout Pure is a total pain in the menus because you can't do that.
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What is Summit Strike like compared to the basic GR2 XB version?
I wasn't mad keen on GR2, being firmly in the GR1 loving "awwww, you've broken it" camp.
Does SS have much to offer over GR2 to expand the experience? Or it essentially a GR2 level pack with the same AI and level design style?
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What broony said.
Though I find some of the missions to be ... impossible.
(Thinking of the "Night-time, Lone Wolf, defend the bunkers" mission.)
I loved GR(1) and GR:IT. Single-player was fun, but the split-screen co-op mode is what got the most milage.
Absolutely hated GR2. (Mainly because the lack of good (i.e. Mission) co-op split-screen.)
GR2:SS fixed most of what was wrong with GR2, IMO.
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