We weren't very happy with Ubisoft. Rainbow Six: Vegas was easily one of the best games of 2006, but the ending left us hanging and, no matter how much we pleaded, they simply refused to tell us what happened next. The main villain, Irena, had been introduced to the wrong end of our gun, but hopes of a happy ending flew out the window when it was revealed that our former partner Gabriel had turned traitor. Despite downing his chopper during Vegas' conclusion, Logan was unable to stop the ex-Rainbow member - who dramatically escaped the wreckage, no doubt to continue with his nefarious deeds. After hours of hunting terrorists and rescuing hostages it was clear that Vegas was a much safer place than before, but the war was far from over... which is why we're happy again with Ubisoft. Because, in March, we can finally pick up where we left off and see what happened after those dreaded words, 'To Be Continued'... Er, can't we?
Previously in Vegas...
Well, no, actually, because Vegas 2 doesn't begin straight after Vegas. In fact, it doesn't begin after Vegas at all. It starts in 2005, a full five years before the events of the first game. "Our story defines a whole new conflict that will have a profound effect on the events of Rainbow Six: Vegas and its sequel," explains Game Designer Philippe Therien. A few questions later and we discover exactly what that means. "The first mission is set in the past, and you'll get to understand why Gabriel turns traitor. Then you'll see what happens while the original team is in Mexico. You'll finally go beyond the original timeline and see what happens after Gabriel escapes the crash." Of course, most of the story takes place in Vegas again, so Michael Walter and Jung Park will be returning to back you up. But because Logan's busy getting ambushed across the border there's a new team leader. Step forward... you. No, don't look behind you, we mean you.
To be precise, you're Bishop, but beyond that, the character is whoever you want him - or her - to be. You decide Bishop's gender, looks and equipment in the same way that you create a multiplayer avatar in the first game. It's even possible to use the Vision Camera again to map your own personal face onto Bishop. The decision to use one character across all game types isn't just for cosmetic reasons. It's because every action you perform, regardless of what mode you're in, will be registered and duly rewarded.
The Persistent Elite Creation (PEC for short) system - as seen in Vegas' multiplayer - returns, but it's now been expanded and applied to the single player campaign as well. Increasing Bishop's rank will unlock new items, and to do so you must earn XP. An (optional) experience bar has been added to the HUD, so you can monitor Bishop's progress, and filling this bar will unlock higher ranks and the visual modifications that come with them.
Customisation isn't simply about visual mods, and so new weapons will be made available to those that have earned them. The Advanced Combat Enhancement and Specialization (ACES) system is responsible for handling the scoring, and is split into three categories: close quarter combat, marksmanship and assault. Every move you make fits into one of these categories, and you'll gain the relevant points depending on your playing style.
Nailing a successful headshot from range will earn you some marksmanship points, while taking out multiple enemies with a grenade will gain assault points. Eventually you'll accumulate enough points of a certain style to unlock an appropriate weapon, such as a new sniper rifle for marksmanship.
It would be easy to brush this all under the carpet, but every point earned is flashed up on the bottom of the screen. Again, it's possible to switch this off, but the positioning of the text means that it's unobtrusive enough so as not to distract from the action. Therien explained the decision to visualise the experience system. "People like to know how they're doing," he explained. "They'd unlock guns that they think are really cool, but they're only cool weapons because they're suited to their playing style.
Telling them how they play allows them to focus on that area, and it helps make the levelling-up system easier." It should be a welcome addition given the complaints that Vegas' levelling was a mountainous task.
The ACES system crosses all game modes, so it's entirely feasible that someone may quit out of the Campaign for a night of Live action, unlock a weapon in multiplayer and then collect it in the Campaign at the next weapon cache. Some weapons are unlocked in pre-determined modes (it's not possible to unlock everything by playing single player), but all can be used freely once unlocked.
Another way to earn XP is to tackle Vegas 2 on the higher difficulty settings. Instead of two options, Normal and Realistic, Ubisoft have opted to import GRAW 2's homeland security advisory system: severe, high and elevated risks. It's not the only modification to offer a more enjoyable experience to the death-prone gamer either. In addition to offering a wider range of difficulties there are significantly more checkpoints - up to five times as many. "We didn't want people to play for half an hour, die and then have to redo it all," says Therien, "That's just frustrating."
Checkmate
It would be understandable if the new features stop there, but there's more. "Bishop knows every textbook manoeuvre cold," Therien trumpets confidently. To emphasise this we're shown some new tactical options. Despite Vegas' control scheme using every button on the 360, you can now press LB for a quick burst of speed and use the tactical interface (in other words, the D-pad) to issue more orders than ever before.
Michael and Jung will throw grenades when told (smoke grenades if operating in infiltration mode and frag grenades if in an assault pattern), and Gearbox's Brothers In Arms: Hell's Highway has inspired another move: suppressive fire. Your team will keep one area of the map suppressed, and any terrorist that dares stray into that area is automatically 'tagged' as a priority target. Also, anyone that thought the squad were little more than puppets will be pleased to hear that their behaviour has been radically improved.
They will still follow your orders to the letter, but the characters are now fleshed out. Both soldiers will react to a given situation - either by expressing fear when things have gone awry or pride when it's all a breeze, and they will even offer hints on demand. If you're not sure about weapon selections you'll be advised on the terrain ahead and told which gun is best suited to the mission. The improvements stretch beyond simple soundbites.
The suicidal runs that often dashed brilliant plans have now been scrapped in favour of a leapfrog move, so Michael and Jung will slowly press forward and cover each other's movements.
Urban jungle
The most striking difference between Vegas and this sequel is in the setting. Unsurprisingly, both revolve around the titular city, but Vegas 2's daytime exploits take place in some lesser-know areas. Skyscrapers are shunned in favour of strip joints, jazz clubs and monorail stations, and the action will frequently spill out onto the streets.
There'll be a few locales outside of Vegas too. We've seen one level set in a Mexican oil refinery. The other location is a secret, but will both "reinforce the idea that Rainbow travel a lot" and be "far away". Is it in America? "No comment." Mexico? "No, no. You definitely won't be going there again."
The Rainbow Six team have kept a close eye on the internet forums, and have tried to design a game that delivers everything a fan could possibly want. "The scenery is fully destructible now, and it's really scary to be behind a slot machine that's falling to pieces. Moreover, we've added bullet penetration, and certain weapons will be able to puncture weaker materials."
If you think that a piece of plywood will keep you safe then think again - the original game's rock-solid cover has been ditched, meaning that every forward push must be planned carefully.
Gun totty
In fact, Vegas' online community has played a big role in dictating what has happened during the development. After complaints that blindfire was too weak Ubisoft have improved the accuracy. Another adjustment has been in weapon balancing. Most people favoured the standard rifles because they were the most effective weapons to wield. Not any more.
Every last bangstick (and in particular the sniper rifle) has been tweaked so that it's invaluable if used in the right situation.
Eleven new weapons will be made available, including the ever-popular M468. There won't be any new gadgets or visors, but a thermal scanner can be triggered by holding a and pressing up.
It will register the locations of all people, be it hostile or friendly, much like the heartbeat sensor of old. This currently runs on a timer, so you won't be able to rely on it too much during misisons.
And as the day draws to a close so too does our interview. Our remaining question is about the future. "There's been no announcement for DLC yet," says Therien, "but we've always supported our past games after launch so we'll see what happens." And what of the ending? Must we expect another annoying cliffhanger? "Don't worry," we're told. "The sequel has a very satisfying ending. We're closing the story with a bang."
Klik om te vergroten...