| Intro
The
game that really started the tactical first-person shooter is now going strong
in 2003 with its third release; after several add-ons and expansions for the original
two, but this time something is a little different. Stripped down for the Xbox,
this lean and mean Rainbow Six eschews its own traditions of planning and
coordination, and embraces a more action-oriented style - which ends up being
just the right direction to take the series on console. Gameplay:
9/10 My street name is Ryan Newman, but my real life name is Ding Chavez.
Yeah, I may look mild mannered and as delicate as a flower, but underneath this
calm exterior lies the soul of a trained enforcement officer - and an elite one
at that. Part of the Rainbow team, the premier counter-terrorism unit the U.S.
has, it's up to me and my squad to do the unsavory business that requires discretion
and a steady hand.
As Ding, the player
heads up a small squad to take down terrorists who would attempt to cause a rift
between Venezuela and the U.S., along with the other plot twists and turns that
come from people trying to create international discord. This time, the player
controls only a single squad, and even it can go down to a single man at times.
The greater intimacy is just one of many changes. Noticeably
different in this release is the absence of the planning phase and control over
selecting the squad's gear. Before screaming sacrilege, let me just say that,
while the changes do have their downside, they also help the game to conform to
the console's style so much so that it ends up being beneficial. While there have
been other console incarnations of past titles, not all have been that great -
yes, I'm looking at you Rogue Spear for Dreamcast; but recently Ubi Soft
proved they could pull off a good translation with the Xbox port of Ghost Recon.
However, Rainbow Six 3 just isn't a port; it feels like the change was
done, not to just make it more accessible to the console, but to work the game
in a way that its positives were accentuated in regards to the market it was being
released for. Still, there are moments
when it would be of great help to assign a member a sniper rifle and tell them
to perch on a hill to provide cover. It's fortunate, then, that the player is
given so many other commands that they can compensate for whatever troubles they
run into. With an intuitive command option, the player can order teammates to
breach a room and either use a flashbank, grenade, smoke grenade, or to simply
clear it. There is also the option to give them the same orders under Zulu command,
which means they will hold until being told to proceed; this, like the basic orders,
is equally easy to order. The missions
called upon for the team to complete range from clearing areas, rescuing hostages,
defusing bombs, and seeking out particular enemies. While the objectives are pretty
standard fare, certain scripted events, like ambushes, keep things lively. Despite
several of the levels being large, they tend to be broken up into smaller chunks,
making it easier and quicker for a team to proceed with care. The layouts are
also particularly good, with opportunities to double back behind enemies and simultaneously
charge a room from different entrances. Always
at the ready are your primary and secondary firearms, with plenty of ammo, along
with a variety of grenades. Although the player can change their equipment before
insertion, I found the recommended items to work out just fine. Fortunately, the
other members are proficient with their weapons and handle themselves well. They
need to be too, because the terrorists that populate the levels are, on the whole,
pretty good opponents; they will seek shelter, utilize the ability to peak around
corners (which players also have) to take potshots, and run away to get assistance
from nearby friendlies. There were a few instances when an enemy wouldn't respond
to gunfire, similar to past R6 titles. However,
unlike the past titles, the player and the other members aren't necessarily in
mortal danger if clipped by a bullet; now - depending on difficulty - damage appropriation
has been tweaked so that the player doesn't have to move at a snail's pace, and
I would also say this is because the player doesn't have another team to work
with. The 'Superman Syndrome', where enemies could take an unreal amount of damage,
has also been noticeable improved. Also different is that the player now sees
the weapon. That may seem trivial, but I found that seeing recoil, clips being
changed, and muzzle flashes made the experience more immersive. From
snowy mountaintop villages to villas in South America, there are plenty of spots
for the Rainbow team to deal out justice. The variety of locals, scripted sequences,
and weapons really keeps the game enjoyable. The pace, significantly increased,
hasn't been changed so much so that the methodic search-and-destroy pace is absent.
The Live support is fantastic, much like that of Ghost Recon - as an aside,
someone over at Microsoft needs to thank Ubi Soft for utilizing Live the way games
should be, considering their handful of titles are the among the best Live titles
on the market. Although, at times, I really missed the entire pre-planning process
and the availability of other teams, I worked my way around those, and nearly
forgot them entirely as the changes proved beneficial. However, one change I never
really liked was the saving system. The game only allows 3 saves per level, but
leaving a mission deletes all the saved spots for it; I don't mind limited saves,
but I do mind having to start a mission over because I had to quickly save and
leave. I would say something about the lack of a heartbeat sensor, but I would
like to preserve some vestige of manhood. Aside from those minor complaints, the
game really is a fantastic title. The adrenaline rush that results from storming
a room filled with terrorists is as good as ever and, in many cases, even better.
Graphics: 8/10 Rainbow Six 3 may not be the best looking game
on the Xbox, but it still has some impressive qualities. Objects might have hard
edges and some textures may be bland, but neither are much of a bother since the
locals change so much; even within a level, there different settings, all of which
have plenty of detail. Weapon effects are nicely done, and player animations,
while still stiff at times, have improved. There is also some phenomenal lighting;
I vividly recall sneaking in a mansion, with the sun peaking through the shades,
and getting the feeling that the house I was in was real. Something that may slip
by unnoticed is how slick the menu system is, which, aside from looking nice,
is extremely functional in that it allows players to quickly issue commands without
getting bogged down by distractions or other options. Sound:
8.5/10 Ah, spoken intros. Correction: spoken intros with a good narrator.
Mission backgrounds and objectives are presented clearly, but cutscene sounds
are of lower volume and vocals more so, causing speech to get drowned out some.
The in-game chatter isn't bad, and there is even a little chit-chatting from the
other members of the squad. The music itself was very befitting of the game, with
dramatic, military tracks for intros and more ambient tracks for the missions
themselves. Much of it is drowned out by the sounds of gunfire, doors opening,
and feet running across steel and wood, which works out well since those should
be more prominent. Control: 9/10
Intelligently utilized, the controller's buttons will offer various commands
by the distance the player is from an object. If the best course is to open the
door and let the team return fire from behind, it just takes being close to the
door to open; if, however, it's best to let them toss in a flashbank and clear
it or have them wait on Zulu command, just stand (or crouch) a few feet away from
the door and hold down the action key to bring up a menu that has the various
commands. These are selected via the directional pad, while switching back and
forth between regular and Zulu commands takes a tap of the shoulder buttons. Icons
at the bottom of the screen indicate the course of action that will be taken when
the action button is pressed. There is also the feature to give vocal commands
via the headset, which makes the radio chatter between the other team members
pretty cool. There are some problems with the distance factor when giving commands,
and vocal commands can't be said too rapidly, but both of those complaints are
relatively minor when compared to just how good both really are. Overall:
9/10 If you're a purist who absolutely loved the planning and the feeling
of having different squads under your command, you may want to stick to Ghost
Recon. Even if that describes you, I still can't see how Rainbow Six 3
couldn't offer you something. A seamless blend of tactical and traditional action,
with a slight hint towards the slower pace to be true to the series, along with
a great single player campaign and Live support that continues to put Ubi Soft
ahead of the pack, all make for one hell of a game. [
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