I am so excited for the new Rainbow Six Game. Has anyone else watched the live gameplay on youtube
The game looks amazing and looks like it will have lots of strategy and needs a lot of communication. I seriously am dying for this game.
Thoughts?
Discuss the Rainbow 6 Franchise here
I am so excited for the new Rainbow Six Game. Has anyone else watched the live gameplay on youtube
The game looks amazing and looks like it will have lots of strategy and needs a lot of communication. I seriously am dying for this game.
Thoughts?
Last edited by CAG CheechDogg; January 3rd, 2015 at 03:35 AM.
BlameItOnGod13 (January 2nd, 2015),breaksk81 (January 2nd, 2015),IAFknight (February 23rd, 2015),K0NV1CTXx (July 7th, 2015),Nesty (January 3rd, 2015),StainShake (January 2nd, 2015)
I hope they really stick to what they are show us and go back to what Rainbow Six was in it's first few years ... I used to play the shit out of RS on the first Sony Playstation and Sega Dreamcast and that's what the game (campaign) was all about, straight up tactics and game planning before you even started the game ...
It used to have waypoints and you could give each individual team-member commands at all times ... you could have one (tm) flash a room, the 2nd move in and 3rd follow right in and clear a room like motherfucking pros while you watched it all unfold ...
I can't wait either because I seriously miss playing campaigns with these stupid ass games now a days ...
BlameItOnGod13 (January 2nd, 2015),DemikDaGawd (January 2nd, 2015),K0NV1CTXx (July 7th, 2015),Nesty (January 3rd, 2015),P33Tza (January 3rd, 2015)
CAG CheechDogg (January 2nd, 2015),IEatViagra4Life (March 7th, 2015)
I just made a new side banner for this game ... I think I squirted while making it lol ..
Here is a good article on Rainbow Six Siege from a couple months ago that talks about the "No Respawn" rule which I am really pumped up about ....
by Andrew Dyce
In this modern age, there is no video game franchise more well-known to the mainstream than Call of Duty, with even non-gamers aware of the endless churn of kills and deaths that the modern shooter makes possible. But not every video game studio is following suit, as Ubisoft made it clear when they revealed Rainbow Six Siege at E3 2014 that in their game, a slow and steady approach was best. And to make sure that the point is driven home, the game won’t simply return downed players back into the fight in the name of fun – once you’re down, you’re down for the count.
That thinking seems an exact opposite to what a publisher or shooter would aim for, as Titanfall used its emphasis on returning to a fight quickly as a selling point. It’s not hard to see why, since respawns have become every bit as expected as using the left trigger to aim, even if they first require players to count to ten and think about where they went wrong before jumping back into the fight. But in a blog post on their website, the Ubisoft team behind Rainbow Six Siege explained that the ‘No Respawn’ rule wasn’t in place from the start.
As we learned when speaking with the team and playing Siege for ourselves, the project began to pick up steam when three core pillars of the experience were identified: Teamwork, Tactics, and Tension. The first gameplay video showed all three of those at play – and the fact that every player’s life really was on the line (in the round, at least).
But when the team got to internally testing Siege, they did so without the ‘no respawn’ rule – which the team now refers to as One Life – and immediately found that the most seasoned ‘lone wolf’ shooters found their way to the top of the leaderboards time and again. But when creative director Xavier Marquis wondered what would happen if respawns were removed, they got a very clear answer. Suddenly, the lone wolves struggled, and the players who exercised patience instead of running and gunning started coming out on top.
Siege designer and former SOCOM dev Chris Lee offers more insight:
“It was a surprisingly good change and we didn’t think it was going to work. I thought that only the most hard-core players would like it. It turned out that it really opened up the game to many different types of players. The developers who were longtime FPS players initially found it difficult because they were only good at reaction time. They weren’t communicating, playing tactically, or thinking about the consequences.
“Developers who weren’t as good before played slower, thought carefully about the situation, and ended up doing better on the leaderboard. Because One Life rewards this kind of behavior, it puts well-rounded players at an advantage over pure run and gunners, which is what the Tom Clancy’s franchise is all about. They utilize a complete skill set and the rest of the development team really liked that, since going back to its roots is what we wanted to do and the rule stuck. It wasn’t something we predicted, and we were really happy with how it turned out.”
The lasting impression from our play session was just how slowly the match began, with the opposing team (either those attacking or defending) began weighing their options before attacking. Would that change if the players knew a respawn awaited them? It’s hard to say. But Ubisoft seems to think so, and there’s no denying the tension of knowing you’re one bad decision away from becoming a spectator.
The developers add that even if you’re removed from the action, you’re not technically out of the fight; assuming that you recall the ‘teamwork’ part of the game’s three pillars. Downed players may still gain access to security cameras or remote controlled drones, offering advice and warnings to their teammates still in the match.
Whether the remaining team will have time to react once bodies start dropping isn’t a guarantee, but any mechanics that give more patient, cautious players an edge – while increasing the challenge and stakes, as opposed to lowering them – is likely worth considering. And going by the accolades Siege has received thus far, that’s something most gaming outlets believe as well.
What are your thoughts on the change? Do you think Ubisoft knows the audience they’re targeting with a less forgiving approach to round-ending death, or are they underestimating how frustrated players might be if they’re forced to watch a three-minute round from the bleachers?
Rainbow Six Siegewill release on PC, PS4 and Xbox One but currently has no release date.
Source: http://gamerant.com/rainbow-six-sieg...espawn-rounds/
Only thing I don't like from what I have been reading so far is the "3 minute" round shit ... I remember playing Rainbow Six back in the days and games would last up to an hour with the no respawns because no body wanted to die and everyone communicated at all times ... .
Rainbow Six is all about communication, discipline and patience .... I really hope you can set the time of the rounds in the settings ...
Azrael (August 31st, 2015)
That gameplay trailer was awesome. If the rounds are anything like that then it looks like we are in for an interesting and exciting game.
To be honest, the last Rainbow Six game I have played was for N64. I still remember planning the routes through the levels. I got so good at it eventually that I could just set the friendly computer players to go do the whole level for me. I hope they have something to this effect in this game. I am tired of linear FPS campaigns that never challenge you to think, plan, or do anything other than shoot 500 stupid computer guys. I never even finished the BF4 or COD Ghosts or AW campaigns.
I am looking forward to getting my "tactical" on in this game with some CAG members. I feel this game will draw a "mature" crowd and that is something that has been dwindling in recent years with the nature of current FPS games.
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