Rainbow Six: Siege Preview: Breach and Fear
”Okay. Okay. Okay.” I repeat the word slowly, hoping it will calm me down. Rainbow Six, the multinational counter-terrorist squad should be here any second now, but I’ve checked and we’ve got the windows and doors barricaded. “Okay.” They’ll probably come up the stairs, or maybe through the bedroom down the hall, but a teammate has a heartbeat scanner pointed that way, so we won’t be taken by surprise when they get here. “Okay.” I drop a tall metal shield to the ground and shrink down behind it. “Okay.” Just need to hold out for a couple of minutes and everything will be fine. Footsteps. A lot of them… They’re above us. They’re on the roof. The sound of ziplines. Shattering glass. A buzz. “Okay. Okay. Okay.”
That’s Rainbow Six: Siege, in a nutshell. Okay, a lot more than that too, but there’s the core of it.
In my recent review of Battlefield Hardline I bemoaned the way that game squandered the “cops vs robbers” premise in its multiplayer mode, which was indistinguishable from a traditional Battlefield game: “Good guys” and “bad guys” splayed out across a huge map, equally matched in number and firepower. This isn’t how criminals fought against law enforcement, I argued, neither in real life nor in our best fiction where engagements were intense, cramped and costly. I’m not yet sure if Rainbow Six: Siege (which I had the chance to play over a recent Alpha) is going to be a good game, but I can confirm that its version of “cops vs robbers” is dynamic, stressful and evocative in the way I had hoped Hardline’s would be.
Siege’s Alpha featured one mode, a 5 on 5 hostage rescue that tasks one team (the elite and eponymous “Rainbow Six”) with locating and recovering a VIP. To prevent that from happening, the defending team can hunker down behind hand placed barricades, barbed wire, remote explosives, and other special obstacles. Of course, the assaulting team has their own collection of tools: Various explosive charges for breaching doors, windows, and floors; stun grenades; a sledgehammer. You know, just counter-terrorism stuff.
Each round falls into a rhythm. You choose your loadout, vote on a starting position with your team, and then shift into a preparation phase. If you’re on defense, you block off walls and hallways, plant traps, and distribute body armor. If you’re attacking, you and your teammates scout the place with RC car-style reconnaissance drones that bounce and hop around the map while you try to locate the hostage and identify the defensive strategy being put into place. And then the action phase starts and everyone, all at once, takes a deep breath and holds it. (Except, of course, for that one guy slinging slurs.)
There is a sense of physical vulnerability in Siege that I haven’t felt in years—maybe not since the original Rainbow Six games. While death comes easy in competing tactical shooters like Counterstrike, in Siege it can come from nearly anywhere because so much of the game world can be destroyed. That I’m typing this paragraph out surprises me more than anyone: When environmental destructibility was first positioned as Siege’s unique selling point, I rolled my eyes hard. We’ve been blowing up things in games for ages now, why is this time supposed to be special? The answer is that, however boring the ad copy is, Siege’s dynamic environments act as a catalyst for interesting tactical decision making.
So, the first time you play defense, you rush to reinforce every wall and board up every window, then plunk down a metal barrier to hide behind and cross your fingers. The assaulting team can still breach these walls with special charges or sledgehammer in the barricaded doorways and windows. Because the attack can still come from anywhere, you don’t ever really feel any safer. Which is when you realize you could do more than just lock yourself in: You can carefully open yourself up. Leave this hallway clear; keep that window unboarded; plant some C4 on the inside of a doorframe that looks, from the assaulting perspective, safe as houses. This same sort of misdirection can come from the attacking team’s use of gadgets, too. (A fact I learned the hard way.)
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