Tom Clancy’s Rainbow Six: Siege Review

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Developer:
Publisher:
Age Restriction:
Platform: , ,
Director:
Modes: Multiplayer

Storyline: N/A

Gameplay: 8 / 10

Graphics: 7 / 10

Replay Value: 8 / 10

Sound and Music: 7 / 10


In the current dominant COD-era of the wartime deathmatch shooter, one can easily forget that several years ago there were more varied FPS multiplayer forms on the market, with various little subgenres and intricacies that allowed each player to target exactly what they wanted from an FPS.

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One of the ones that seemingly fell by the wayside was the tactical-FPS, but the new Rainbow Six title, Siege, tries its hardest to scratch that itch.

Although sadly not even as complicated (it is still a modern game, let’s face it), Siege reminded me a lot of SWAT 4, one of my favourite tactical shooters of yester-year. Essentially, whatever game mode you are playing, you generally have the same standards. You have a set of objectives to complete, and players are divided into two teams: one defending, and one attacking. The use of buildings is highly emphasized on each map. At the beginning of each round, the defending team has time to run around and position themselves or construct defences by barricading certain walls, ceilings and doorways. These objects are destructible in various ways. At the same time, the attacking team has time to scout the area using drones or robots. Both teams also chat at the same time to generate strategies.

Siege

The actual gameplay phase highly favours verticality. Players can grapple up and down the outside of buildings, as well as break through certain walls and floors to ascend or descend levels. Gameplay is fairly frantic and well-paced. Each player controls an “operator” who comes with a specific load out, rather than simply having each player choose their own custom ultimate weapons each time. Rather, playing as a specific “character” with their own pros and cons helps encourage experimentation.

At the moment, Siege is a great deal of fun, but it’s hard to judge multiplayer focused games for longevity or value until they’ve been out for a while. There isn’t really an offline mode, rather just a set of training maps, so you’re not going to have anything else to do unless you play online. For what it’s worth, I had fun with it, and it’s nice to see a change from the current-COD focused multiplayer communities.

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