Tom Clancy's Rainbow Six 3 Review

Kristan fights terrorism in a dodgy German accent.

Version tested: Xbox

Being of silent and deadly persuasion (in more ways than one) counter terrorism games have always commanded a special place in our hearts. Sneaking around darkened warehouses/mansions/offices half crouched, disarming bombs and capping ne'er do wells between the eyes in the name of gaming justice is alright by us. Taking a realistic squad-based approach, the Rainbow Six series forces the player into a completely different mindset from the usual gung-ho look-at-me-I-can-take-500-bullets-and-heal-myself-with-this-handy-medipack approach.

Behind every door, around every corner and lurking on every stairwell is another cold blooded terrorist killer waiting to kill you or one of your boys. Such abject danger instils a fear and shit-yourself tension that few other games ever manage, and the negotiation of every level feels like a genuine achievement. The more action-oriented gamer may find all this creeping around and ease of death a tad frustrating, but patience has its own reward and it's not surprising the series has earned itself a special place in the hearts of the stealthier games player. If it wasn't for those anally elaborate set-up sequences that the PC versions insist on, it may have tapped into the mainstream audience sooner, but that's where this version comes in.

Begone foul mission planners!

'Tom Clancy's Rainbow Six 3' Screenshot 1

Nearly four years after buying Red Storm, Ubisoft has finally cottoned onto the fact that hardcore pre-planning route maps and the infinitesimally minor differences between 50 different types of firearms only matters to a tiny fraction of its audience, and the result is a stripped down Rainbow Six exclusively for the Xbox that removes the less accessible elements, apes the front end of Splinter Cell and drops you straight into the action without ever compromising the core gameplay that the PC has delivered so successfully for more than five years.

Wisely, Ubi has decided to avoid doing a straight port of Raven Shield, and instead has concocted a broadly similar experience with 14 new single-player levels and an overhauled interface redesigned to take advantage of the strengths/limitations of the Xbox. Anyone familiar with previous R6 titles will know the drill; kill the tangos, rescue the hostages, defuse the bombs, get out alive. A strong narrative is still as out of reach as it has ever been, with some uninspiring cut-scenes delivering a fairly humdrum tale of some Venezuelans intent on causing trouble. Neither the box, the manual or the press releases make any reference to the story, and probably for good reason - it's even more by-the-numbers than most, so be warned.

Each mission boils down to a familiar goal - stay alive and kill the bad guys - although this time you can command your squad with a degree of ease and accessibility that has been frustratingly out of reach in other console attempts. Ubi has done a marvellous job of simplifying the controls to allow players to carry out most commands with just one click thanks to the context sensitive cursor. Wherever you point, you'll be able to carry out a variety of useful commands. For example, pointing towards a door and clicking A instructs your team to 'Open and Clear', while going closer to the door dynamically changes the targeting reticule, assuming you want to perform that task.

How many times do I have to tell you? My name's not Roger.

'Tom Clancy's Rainbow Six 3' Screenshot 2

Meanwhile, if you point to a part of a room of your choice and click A, your team is sent scurrying over, each taking up intelligent cover and engaging any enemies they see. If you happen to buy the headset edition or have the Voice Communicator already via Xbox Live you can bark these orders simply by speaking the command rather than pressing the button, with the team confirming the order with a "Roger, open and clear!" or whatever.

More complex door opening orders give you the opportunity to adapt your level of violence, depending on whether you need to keep the occupants on the other side alive or not. Holding down the A button and hitting the appropriate D-pad direction or speaking the appropriate command allows you to, for example, Open, Flash and Clear, which will result in your team tentatively opening the door, lobbing in a flash grenade, shielding their eyes from the blast and then storming the room to take out the (hopefully) blinded occupants. A further layer of strategy also allows you to issue the commands on a Zulu code (white button), allowing you, for example, to storm a room from two different entrances at the same time. If all else fails, just shout 'Go! Go! Go!' and they'll just storm ahead, probably to their doom!

Barking the orders over the headset in an offline game is a truly superb experience when it works, but as with SOCOM on the PS2, the voice recognition seems to be mutton jeff half the time, resulting in much frustration as you repeat the command slowly and clearly yet again. Often repeating it in a fake German accent seems to work better than my neutral English tones, bizarrely, making you wonder what regional accents the Canadian testers had. After a few hours of it, and a sore head, going back to using the pad shortcuts was actually a far more efficient system, and certainly a whole lot more reliable, sadly.

The amazing reincarnated team-mates

'Tom Clancy's Rainbow Six 3' Screenshot 3

Most of the 14 single-player missions are fairly short-lived quarter of an hour affairs once you learn the layouts and the enemy placements. The real skill is learning where best to use your two save games, as the chances are that a poor decision on this front will cost you dear, either resulting in repeat failure, or worse requiring a complete restart/rethink as just a few hits are enough to kill you, and if you're dead, it's Game Over. Curiously, your team mates merely become 'incapacitated' when they run out of energy/life and you're allowed to carry on towards your goal without them - albeit at almost impossible odds. Strangely, they always make a miraculous recovery for the next mission - should you succeed. However, for some astonishingly lame reason, your save games will be wiped should you switch your Xbox off, so any mission attempt should always be approached on the basis that you'll need to get through it in one sitting.

Unlike most FPSs, you won't find any medi-packs in RS3, and as a result things do get a tad frustrating, forcing you to be almost insanely careful. What doesn't help is the rather sluggish controls that rarely allow you to target anything with any degree of precision, while most weapons shake your reticule wildly, making the seemingly simple quite a task sometimes. Choosing your weapon type does make a difference here, but it's still a less than perfect feel. More often than not it's a case of creeping around a corner, zooming in by clicking the left stick and picking off any exposed enemy pixels by carefully inching your cursor over them. It's hardly the most natural or satisfying way to engage in combat, but it's the more effective we could come up with.

Although the single-player campaign does get a bit samey after a while (and extremely tough at times), it's by far the best approximation of squad-based combat on a console, shading the like of Conflict: Desert Storm by a margin. But as with CDS, it suffers from a less than cutting edge graphics engine which will do little to satisfy the graphics whores among you. Allegedly using the same Unreal-based tech that powered Splinter Cell to such glorious effect last year, you'd be hard pressed to believe that claim, with some ugly blurry texturing and uninspired environments that would have embarrassed a PC five years ago. Obviously the bigger your telly, the more this becomes an issue. The character models fare slightly better, with some decent ragdoll deaths and convincing positioning animations, and a decent degree of blood splattered detail. From a distance, though, the enemies are indistinct, featureless blobs, while the incredible lighting effects used in SC are almost entirely absent, save for some nice whiteout effects when you're in a sun lit room.

One step forwards, two steps back

'Tom Clancy's Rainbow Six 3' Screenshot 4

Some excellent effects do make it into the game, such as the incredibly convincing smoke that billows out from grenades, the door explosions and the temporary blindness/deafness that occurs when you catch the glare of a flash grenade, but overall it's a major disappointment after the heady heights demonstrated by Ubi's greatest achievements. The lack of visual/technical flair has also curtailed the gameplay ambitions to a large extent. While Ubi's Splinter Cell was littered with excellent innovations, such as the use of darkness and sound as core gameplay features, all these stealthy essentials are conspicuously absent from RS3. Add to that a rudimentary level of destruction, a lack of anything approaching decent physics and the numerous other standard features missing from the mix and you can't help but feel like it's a step backwards in many respects. Added together this lacklustre approach counts as a disappointment after all the hype and pre-release awards hysterically handed out with gay abandon.

The AI also remains as frustratingly inconsistent as it's ever been in the series to date. On the one hand, the CPU AI (whether your team or enemy) displays some terrifically convincing responses, ducking and diving behind whatever cover it can find, lobbing grenades and generally doing everything you'd expect a real human player to do. But then the illusion is shattered by the sight of your team blundering into each other through a door, or an enemy bizarrely bobbing around like a freaked out jack in the box or merely remaining exactly in their spawn point, no matter what's been going on just a few feet away. And why exactly does the AI refuse to move to certain points when you command them to? It's plain annoying.

The scripted nature of the game also makes it all rather predictable. There's simply no sense of the tangos living in the game level. It's merely a case of them being woken up when you're in range, rather than being part of a last stand fighting to the death. This is undoubtedly part of the game's way of always keeping things largely manageable. For example there are no more than three or four enemies to fight off at any one time, and in the light of other more ambitious game recently, RS3's single player does feel like it's been designed around an old school template in need of an overhaul.

Online is where it's at

'Tom Clancy's Rainbow Six 3' Screenshot 5

Despite this long list of niggles (and some of them are admittedly minor), fire it up online or via System Link and it's a different story. Of the five main modes, the ability to play the single-player missions co-operatively (in Terrorist Hunt or Mission mode) ranks alongside the best online gaming experiences we've had.

Providing your three squaddies have any clue what they're doing, the missions take on a far more cohesive and compelling nature than merely ordering a bunch of slightly unpredictable and inconsistent bots around, which is essentially what the single-player game boils down to. Actually being able to chat to fellow players and order them around in real time is a blast, and it really helps being able to warn them of approaching evil. This is clearly the future, although the ostensibly linear nature of the game closes off certain sections of the level until you've performed certain tasks in the order it wants you to, which is a little irritating.

No such issues blight the other Deathmatch-style modes; the basic all Vs all Sharp Shooter has you simply fighting it out for the most kills, while Survival and Team Survival are great if you don't mind having to wait for the next round, Counter-Strike style. Out of these, Team Survival was arguably the best of the bunch, with the environments full of excellent sniping points and crossfire locations that are already proving immensely popular if the busy servers are any indication.

Speed bumps

'Tom Clancy's Rainbow Six 3' Screenshot 6

As with all Xbox Live games, set up is an absolute doddle, with the ubiquitous modes to let you jump straight in or create your own matches in a matter of seconds. Nine maps of varying sizes make it into the package out of the box (only two support sixteen players, though), with an extra 'Garage' map available for download if you fancy. Lag issues were noticeable on some servers, but as ever you're warned of any speed issues in advance (rated on a one to three star basis) - and only on one occasion was it ever so bad as to ruin the experience.

It's a shame there's no objective-based sixteen-player modes, Enemy Territory/Wolfenstein style, but the co-operative modes for four players certainly help make up for this. Whether RS3's online modes are good enough to trump Counter-Strike is highly unlikely, but as Xbox Live gaming goes, this is one of the best around.

As an all-round package, RS3 offers just about enough to warrant its price tag. The single-player is compelling and disappointing in equal measures in a seen-it-all-before-but-I'm-enjoying-it-anyway kind of fashion, but it's the multiplayer action that saves the day, offering as good a reason for signing up to Xbox Live as we've seen (especially with its two month trial voucher inside). Go and shoot some terrorists in the face and scream at your mates online. You know you want to.

8 / 10

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Comments (43) Latest comment 8 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Tiitiz #1 8 years ago

    So nice to come into work and find a new review up at this time :)

    oh yes this game does truly rock online nearly as much as PGR 2 :p
  • pjmaybe #2 8 years ago

    Durned cheap in Virgin at the moment (32.99)

    Peej
  • Harry  #3 8 years ago

    Good review. Mistake at the end though - the game isn't Widescreen.
  • krudster #4 8 years ago

  • Blerk #5 8 years ago

    Can Ubi do no wrong these days?
  • Tiger_Walts #6 8 years ago

    A strong narrative is still as out of reach as it has ever been, with some uninspiring cut-scenes delivering a fairly humdrum tale of some Venezuelans intent on causing trouble.

    I wouldn't mind getting into a tight spot with Miss Venezuela...
  • Blerk #7 8 years ago

    noted. fixed.

    No it isn't! :-)
  • krudster #8 8 years ago

    It is fixed...it just takes a few mins to output.
  • Blerk #9 8 years ago

  • thesnowman #10 8 years ago

    I found the voice recognition to work really well, only a few times have I had to repeat orders and I have a thick scottish accent. Works so much better than socom.
  • Spin_Dr_Wolf #11 8 years ago

    Neither the box, the manual or the press releases make any reference to the story, and probably for good reason - it's even more by-the-numbers than most, so be warned.

    You don't need a story, just your orders. Now Zulu GO, GO, GO
  • Harry  #12 8 years ago

    /realises he's going to sat in front of the TV tonight sounding like Herr Flick of the Gestapo.
  • onyxbox #13 8 years ago

    I take it you can only have 4 players in Co-Op Mode on Xbox Live then ?

    This seems limiting, there are 5 of us who play online every tuesday and it would be no good if only 4 could play.

    Does anyone know what the deal is with this.
  • phAge #14 8 years ago

    ...What doesn't help is the rather sluggish controls that rarely allow you to target anything with any degree of precision, while most weapons shake your reticule wildly, making the seemingly simple quite a task sometimes....

    Hurrah! Trust Eurogamer to be the ONLY (on Gamerankings, anyway) site to address this problem! If it weren´t for the headset and the 2 months of LIVE!, my RS6 3 would be right back on the "preowned" shelf down at EB...

    The only good thing about the completely arse controls is the amount of fun that can be had from watching two half-decent gamers, standing 10 feet from each other in multiplayer, waving their guns all over the place, before someone finally manages to aim in the roughly correct direction. I

    Really a MAJOR balls-up from Ubisoft, and one which has ruined the experience for this poor gamer...

    phAge
  • Harry  #15 8 years ago

    I suffered this problem when I started the game. Five minutes later I found the control sensitivity options. Had a fiddle with them, problem solved.
  • krudster #16 8 years ago

    Fiddling with the sensitivity just made it worse for me in all honesty
  • binky #17 8 years ago

    fook it. time to get LIVE me thinks
  • phAge #18 8 years ago

    ... Right behind you Krudster - only difference is that upping the sensitivity makes you aiming faster - and WAY more inaccurate. Anybody know WHY Ubi decided to implement these Controls-of-Doom, instead of the excellent GR ones?

    phAge
  • krudster #19 8 years ago

    Glad it's not just me...and you're right about multiplayer...loads of idiots aiming wildly. This is one game where camping out from a window really works!
  • phAge #20 8 years ago

    ... Yeah - not exactly whay you´d expect from a bunch of harder-than-nails commando-types. A horrible flaw in an otherwise nicely executed shooter, methinks.

    Although - judging by the comments on this and other forums, only a handful of players are troubled by it.
    A genetic predisposition towards hating crap controls, perhaps?

    phAge

    EDIT: "Creative spelling"...
    Edited by 1 at 13/11/03 @ 11:45
  • krudster #21 8 years ago

    Or maybe a predisposition to seeing sloppy programming. All the time I was wishing for the slickness of TimeSplitters' controls. See..it can be done.
  • binky #22 8 years ago

    i got to admit i wasnt a fan of timesplitters controls! not sure why, but that game gave me major motion sickness!
  • mcmonkeyplc #23 8 years ago

    "RS3 offers just about enough to warrant its price tag"

    That does it, OPEN, FRAG and CLEAR on ZULU, pfft just about its one of the best shooters on the good old batty box.

    ZULU!
  • phAge #24 8 years ago

    Of course it can - I honestly can´t think of another Xbox FPS with such weak controls. Last time I threw down my joypad in desperation like this was with Gunvalkyrie..

    /ducks inevitable barrage of "not hardcore enough" comments...

    phAge

  • Tiitiz #25 8 years ago

    Controls seem perfect to me

    Inverted or verted? I play Inverted
  • krudster #26 8 years ago

    just because it's good, doesn't make it immune from criticism. Face it, some of its flaws are really quite annoying.
  • mcmonkeyplc #27 8 years ago

    controls seem fine to moi also but the movement seemed a bit slugish when i first started dieing, you soon get used to it. Suppose its more realistic that a SWAT team member wouldnt run around like a mad man shooting anything just cause he liked the sound of the gun going off...Ive said to much again!
  • Abscido #28 8 years ago

    I agree with Kruds on the sensitivity issue. I HATE it when a FPS does this (Mace Griffen is another recent example). However, for some bizarre reason, when I went back to the game last night the controls seemed fine - even though the first time (despite messing with the sensitivity options) I was disgusted with them.
    If the game was more action-orientated, rather than squad-strategy based, the controls would have ruined the game. But I think they get away with it in R6 - just about.
  • Tiitiz #29 8 years ago

    major flaw for me is it doesn't understand me when I tell the AI to MOVE or REGROUP. Other commands work well but these 2... ARGH!
  • spyda #30 8 years ago

    "The lack of visual/technical flare"

    Flair, surely? :)
  • krudster #31 8 years ago

  • Aretak #32 8 years ago

    " i got to admit i wasnt a fan of timesplitters controls! not sure why, but that game gave me major motion sickness!"

    And there was me thinking I was the only one! For some reason I feel awful after playing TimeSplitters 2. Dizzyness, headaches and a sick feeling. Never happened with any other game I've played, just TimeSplitters 2. That's why I've never finished the damn thing after paying £44.99 (!) for it...
    Edited by 1 at 13/11/03 @ 13:07
  • krudster #33 8 years ago

    I think the clue for you all is in the online assessment. If this was a single player only game, then it'd be 7/10 all day long.
  • Feanor #34 8 years ago

    "So only -1 mark if you forget the excellent online play? Bear in mind that 7/10 (OK, 7.5/10) at most univerisities will get you a first class degree. If you take away the online play, you're left with a linear, predictable game with OK graphics and somewhat awkward controls. Does that deliver a "first class" gaming experience?

    Reviewers and people in general are afraid of giving low marks, hence the resort to 7.5, 8.2, 9.6 style marks. Why not make it a percentage in that case? Furthermore, can anyone really tell the difference between a 9.7 and a 9.5 game? Surely just give them both 9/10 and put it down to personal preference."

    Yawn.
  • SteveB #35 8 years ago

    Not sure if it's my imagination, but things seem smoother (easier to aim) in 50hz mode.

    "I'm Andy McNab, I'm Andy Mcnab, I'm Andi McDowell..."
  • beep #36 8 years ago

    Played the demo of this and witnessed the most painfully slow loading times in a Xbox game EVER. Did Red Storm address this in the final build?
  • krudster #37 8 years ago

    The single player's still good....but anyone familiar with my reviewing style will always know I tend to rip them apart even if I like them. It's always good to cover your arse by getting the negative points out there before the comment posters do.
  • TheRealBadabing #38 8 years ago

    Ummm...

    What happened to the advanced voice comms thing we were promised? You know the one where, no matter whether you were in a team or not, the enemy could hear you talking if you were nearby?

    According to the hype, you could be vewwwy quiet and sneak up on people, just using the team channel (like Ghost Recon with the white button) then say "HELLO" and shoot them in the back of the head.

    Retail release = only the solo "sharpshooter" mode allows this.

    Not impressed at all with RS3; UBI seem happy to encourage twitch gameplay yet the enclosed areas only emphasise the shortcomings of their control scheme.

    Don't even get me started on the M82 shotgun in multiplayer...
  • Brutebasher #39 8 years ago

    I don't know what accent Kristan has but it recognises my voice alright. Saying 'Move' every 10 seconds can become annoying though. I wish there was a toggle follow command or something. What I do like though is the way that you can have the incoming comms through the headset so it feels like you're actually part of the game. Having them speak through your ear is pretty realistic. Online is alright. I've only played two matches for testing purposes and the speed is alright if you have the right no. of players on a good speed server.
  • Harry  #40 8 years ago

    There is a toggle follow command. It's the black button.
  • Brutebasher #41 8 years ago

    Thanks Harry. I'll try that.
  • surgeon_general #42 8 years ago

    You could always just say 'regroup' as well.
  • Spiltrice #43 8 years ago

    Is it me and just my Xbox but TMR6 3 keep crashing on the "Meat Packing Plant" in the campaign mode, i keep passing though one of those wierd doors that are really just lengths of plasic suspended accross the door way to stop insects and things traveling from one room to another, anway, when i pass though them (it's not always the same one) the game just resets, i either get the screen going blank and a white square with the loading animation at the bottom or someone turns on all the lights in the room i was entering, then it just blanks out and i'm back at the games main menu. This is really annoying me, i don't pay out £30 for a game for this to happen. Besides this, a pretty damn good effort from Ubi Soft me thinks. Wish i could get Xbox LIVE to make more use out of it.