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Rainbow Six: Vegas 2 review
Tom Clancy, author of many a military-themed pulp novel, has, of late, started to lend his rather narrow literary talents to videogames. Originally starting life on the PC, the Rainbow Six series of games found a considerable audience on Microsoft’s console, and, hot on the heels of 2006's Rainbow Six Vegas, comes the sequel, the imaginatively titled Rainbow Six Vegas 2 (R6V2).

Here, the lead from the first 360 game, Logan Keller, has been replaced with a generic character called Bishop, who now fronts the elite three-man squad who are called upon whenever terrorists decide to rise up and threaten the American heart-land. Rather worryingly, the past few Ubisoft titles have cast Mexicans as the threat. Although seen rightly as a sweeping generalisation, they do seem to encompass the current “bogeymen” perceived by the intelligence services in Washington. While the story does little to ingratiate those who are fresh to the series, it’s simple enough to follow; there’s a terrorist, and the Rainbow Six team must stop him at all costs.

What R6V2 does well, as with all the previous games, is to provide close-quarters combat within a tense, objective-based scenario. The unfortunate consequence is that this is pretty much all it has to offer. Each mission (or Act, as they are called) comprises of: follow the waypoint, clear the area of enemies, another waypoint appears, rinse and repeat. While tactics occasionally break out - where the team can be placed at different locations, while the player clears the other side - it’s not something that will test the mettle of anyone bar the most recent of converts to the series.

Weapons are solid, striking a nice balance between form and function, whilst delivering the powerful punch expected. A perfect example of the breadth of options on offer is the combo of the riot shield and the raging-bull handgun. While this can be an exercise in glee, a well placed shot from an opponent can soon knockdown an over-confident player. This illustrates the obvious care that has gone into crafting such an extensive list for the player to choose from.

While not a new addition for the sequel, experience points (XP) have been promoted beyond multi-player and are now incorporated into single-player as well. Going under the abbreviation ACES (Advanced Combat Enhancement and Specialization), every action in R6V2 is now rewarded, and are broken down into three main categories: Assault, Close Quarter Combat and Marksman.

Within these three categories, XP is gathered from different actions, such as killing an enemy at close-range, shooting an enemy from behind, etc. Once a set amount is obtained, the player’s rank is boosted, which in turn unlocks different items of clothing and armour. While a tactical balaclava is hardly the thing a budding warrior will require in battle, the armour and weapons unlocked are a much more valuable addition. As the player proceeds to the higher levels, the amount of XP required for the next rank rises from the beginning level of 2,500, to 5,000, to 10,000 and so on and so forth. While this might seem a punitive hike, a mixture of multi-player and single-player games will soon see the required points accumulate.

Another new feature of R6V2 is the 'sprint' button. Accessed by pressing the Left Bumper, it provides a short burst of speed, but doesn’t really add anything, feeling like little more than a case of keeping up appearances with other titles out there such as Call of Duty 4.

The game, rather curiously, suffers from very ordinary graphics throughout. Verging on second-generation Xbox, it’s strange to see such poor character models and textures in an Xbox 360 title. The original Rainbow Six Vegas was a visual spectacle, depicting Sin City in all its neon-bathed glory. This time around it’s mostly centred within drab conference halls, office spaces and - of all things - a gymnasium. Games have always been a gateway for the imagination, to take the stress and strain of the mundane trudge through life. To situate a game in such humdrum surroundings rather defeats the purpose and it ends up feeling like less of a game due to the choice of locales.

Although it’s not a new phenomenon, the level of in-game advertising borders on the crass. At times it can feel as if the entire game has been built as an advert for the numerous products featured within. From the in-game map that is sponsored by a network-infrastructure specialist, or gaining cover behind an advert for the latest digital camera, to the player's gaze being distracted by a pseudo-billboard detailing the latest DVD release of the week; practically every surface is plastered gaudy promotions. With game production costs continuing to rise and developers look for new ways to generate revenue, this isn’t something that should be encouraged. It’s a direction that reflects badly on Ubisoft who seem more interested in corporate sponsorship than offering an experience unsullied by the needs of partners and investors.

While the single-player aspect of R6V2 leaves a sour taste in the mouth, multi-player offers up a substantial selection of modes. Standard fare is present in the form of 'Deathmatch' (with both free-for-all and team variants on offer) and 'Attack' and 'Defend', which sees one team setting a bomb which the apposing team must try and defuse, leading to some superb online battles. This helps to flesh out the different modes on offer, but leaves the player wondering if it’s enough to distinguish RSV2 from the myriad of online titles already in gamers' collections.

The undoubted highlight of multiplayer is the sublime'Terrorist Hunt'. As the title suggests, players are charged with clearing a map packed with insurgents who possess staggering reflexes and a sadistic streak that would have Ilich Ramirez Sanchez purring with delight.

In teams of up to four players, trying to clear areas as diverse as a palatial villa or a dilapidated oil refinery, while dealing with limited respawns and a time limit, the tension is palpable, and proves a real test of any players’ mettle. While the mode itself is a treat, some of the maps fail to accommodate it properly. For every sublime 'Vegas Backyard', there is the large and sprawling 'Murdertown', which is far too big to be effective and leaves players wandering aimlessly as they scour the area for the one or two terrorists remaining.

Rainbow Six Vegas 2 is a let-down in as much as it caters for its target audience, but does little to refresh or invigorate the series as a whole. The relatively short development time, coupled with the limp single-player campaign, will do nothing to counter the claims of those who often accuse Ubisoft of having a lazy attitude when it comes to the development and testing of their titles. It really does feel like a missed opportunity - as if Ubisoft rested on its laurels and merely offered up what amounts to a mission pack, when something more substantial could’ve provided a more memorable experience.

Feedback via Forum ntsc-uk score 5/10
RainbowSixVegas2 Box Art
System: Microsoft Xbox 360
Genre: Action
Developer: Ubisoft Montreal
Publisher: Ubisoft
Players: 1-16
Version: United States
Reviewed: Jun 2008
Writer: Keith Murray
Pros:
- Unrivalled Cover System
- Comprehensive Online Options
Cons:
- Repetitive Game play
- Short single player mode
- Poor Story and Dialogue
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