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Tom Clancy's Rainbow Six 3: Black Arrow

Developer: Ubisoft Montreal
Publisher: Ubisoft
Genre: Tactical First- Person Shooter
Players: 1-16
Similar To: Tom Clancy's Rainbow Six 3
Rating: Mature
Published: 09 :08 : 04
Reviewed By: Ryan Newman

Overall: 7 = Good

 

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Tom Clancy's Rainbow Six 3 was one of the more satisfying first-person shooters that I had played in some time when it was released last year. The new, quicker pace and traditional first-person shooter look (re: gun now in view) gave the series a new feel that I really got into. While I did miss the ability to outfit my comrades and set out elaborate plans, the streamlined approach worked great for a console system - when the old style wasn't too hot on the PSOne and Dreamcast. Now, roughly a year later, a standalone expansion has been released entitled Tom Clancy's Rainbow Six 3: Black Arrow (whew). While its predecessor was a jolt of energy that the series needed, the expansion provides a buggier and scattered, albeit still enjoyable, experience.

Reprising the role of Ding Chavez, players investigate a series of kidnappings of scientists, eventually tracking down a scheme by ex military from around the world who are attempting to arm long-range rockets to use in their taking of small countries with oil reserves. Comprising 10 levels, the single player campaign takes players through the Black Sea area, with standoffs taking place in a market in Greece, a desolate rocket factory and power plant, temple ruins, and a large castle, among other locations. These settings are pretty typical of the series, but are decent and design fairly well.

I found that one difference from Rainbow Six 3 was that the difficulty for each setting seems to have been ramped up, with some levels having one or no partners at all - which might be a subtle way to drag out the handful of levels. Compounding the difficulty is the return of a save feature that only allots a few saves, depending on the level, that are erased if the Xbox is shut off before a level is completed. Harsh difficulty is nothing new for the series, but some of the missions are just beyond frustrating, especially in trying to beat them in one sitting.












 


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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