The basic gameplay mechanics of the game are the same as they were in RS3.
Players will still command up to a handful of soldiers by way of a nice control
scheme of holding down an action button to bring up a radial menu of commands,
and using a shoulder button in conjunction to bring up Zulu options (the others
won't act until told). The compact menu system works well in all regards, the
other being holding the reload button down to use a radial menu to select what
weapon to arm, as well as a shoulder button switching between the primary and
secondary. This quick approach isn't always perfect, space is also an important
factor and some objects may seem too far or too close for a certain action to
be done (the player may inadvertently open a door instead of having the menu pop
up), but, for the most part, it works great. Using this slick method, squad mates
can be commanded to clear rooms (by either going in shooting, tossing in a flashbank
or grenade first, or blowing the door with an explosive) or to go to locations
on-screen and clear enemies along the way. While I don't prefer it, though it
is functional and pretty nifty, the game can also be played with the headset by
issuing vocal commands. Those gamers taking the plunge for the first time with
the new system will find both systems a bit confining at first, but they exemplify
the trimmed down style perfectly.
The weapons that will be making with
the virtual death aren't very notable, as they are what one would expect. A primary
weapon will be a sniper rifle, shotgun, machine gun, or a sub machine gun; secondary
weapons can be pistols, grenade launchers (in incendiary, high concussion, or
gas kind), or small machine guns (think Uzis); there are two other slots that
can be outfitted with flashbanks, grenades, or even new gear like gas masks. For
those who go into a mission unprepared, don't worry, the game is so scripted that
the next go-around will be all that much easier. Get killed by a grenade by that
corner near a staircase? It'll happen again… and again… and again. The box touts
the enemy AI as being enhanced, but I certainly can't tell. They tend to win by
sheer numbers and being placed in random locations - while Crazy Guy A finds hiding
in a small corner by a turn in a staircase the best vantage spot, Crazy Guy B
thinks standing two feet from a door is the best. Considering the enemies have
to know where the player is-how would they know when to throw their grenades otherwise?-some
of the fun is leeched out from the overall feeling of unfairness. I was actually
shocked when one out of twenty or so play-throughs an enemy actually wasn't in
the same spot as he was before; maybe this was the developer's way of helping
out the poor souls going solo, at least it helps if I think that way. So, to the
advertisement of advanced enemy AI, I say: Bah.
There were also some
problems with the level-based scripts as well. One part in particular stands out:
on a new floor, I'm told to wait for someone's signal and to not move; so, I wait
and wait and wait, until I move and then the event happens. After dying, I try
it again. Same result. So, while the game is telling me not to move, I have to
move to make the script progress. There were also multiple times when squad mates
would report an enemy spotted after said enemy had already been gunned down. If
only it was the single player that wasn't polished.
Ubisoft normally
kills when it comes to Xbox Live. I can't think of any other company coming nearly
as close to embracing the online system. Every Xbox game I own from them since
Live went online is enabled for downloadable content or is playable online, and
the Tom Clancy franchise is renowned for its online play. The problem is
that it's kind of broken. With two cooperative modes (Practice Missions - co-op,
basically and Terrorist Hunt) and five versus modes (Survival, Team Survival,
Total Conquest, Retrieval, and Sharpshooter) and cooperative modes supporting
up to four players and versus up to sixteen, there is a ton here to love. I soon
found myself experiencing lag that I experienced only two or three times before
over any Live game, and, more troubling, disconnects when trying to start a game
after joining up and even in the middle of a play session (particularly in Terrorist
Hunt). I got my kicks playing split screen, and pretty much gave up after the
10th or so disconnect. There are more problems being reported, but I didn't experience
them myself. With modes to build strong squads that can promote members and compete
in competitions, there's tons of potential left - and I intend on going back in
a few months. Until then, a few of the modes can be played solo via the custom
mission option, which adds a good bit to the replay value.
While not
fantastic looking, Rainbow Six 3 was a decent looking title, but for some
reason Black Arrow seems to look worse. Maybe it's been all the pretty
first-person shooters coming out on the PC that's messing with my perspective
so much, but the angular models and bland textures just don't seem good. But,
again, they're serviceable. A few effects do help bring the aesthetics up a notch:
the blinding, trail-inducing flashbank effect and the blurry reaction from gas
still look great and serve perfectly to convey the results of using said weapons.
The audio is standard, which isn't a bad thing since I don't think radio chatter
and overly dramatic bass-driven orchestra tracks can go out of style.
What makes Black Arrow enjoyable is the fact that, despite the problems
that have cropped up, the game still feels right. It is still fun to pop off a
round in a terrorist's head in an abandoned subway station, it is still fun to
blow open a door and clear out a room with a grenade launcher, and, by George,
as aggravating as the difficulty may be, surviving those solo missions is cause
enough to give yourself a cheer and a pat on the back. I have no doubt that the
online component will be fixed in due time, but split screen does a decent job
for those with friends nearby getting in on some world-saving action. The streamlined
approach was ahead of its time and the fact that the game, essentially a map pack
for Rainbow Six 3, is still enjoyable after playing 3 for so long is a
testament to its solid design.
Overall:
7/10 With painfully scripted AI and some off-sequence story elements, Rainbow
Six 3: Black Arrow's single player campaign is a bit tarnished. A wonky multiplayer
doesn't make much of a good backup, either. However, the undeniable appeal of
rocking an abandoned nuclear facility with five comrades decked out with machine
guns and grenades proves to still be enjoyable. If you don't have either, pick
up Tom Clancy's Rainbow Six 3 first. If you already have the first, then
Black Arrow will offer up some solid hours of split-screen and single-player
enjoyment, with the hint of a great online component waiting in the wings.
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