I have been playing Rainbow Six Vegas for a week in anticipation of ganging up with my old buddies for the new release. Who knows, we might even become a devastating clan. So last night was the first time I played the game and it looks new and interesting.
The four biggest differences are all important.
1. Tight Maps
Everybody will tell you immediately that these maps force you to think. Open areas where you might have just dashed across in Ghost Recon or Call of Duty - don't even think about it. The enemy is deadly and they don't miss. You simply must use your tactics. I've been on just a few co-op terrorist hunts and everybody right now is calling out positions and thinking about their load outs. That's because when the AIs are lurking twelve feet from you behind cover, they're ready to pop you quickly.
The maps are claustrophobic and you get the feeling that there is an enemy around every corner, it's not as tight as Splinter Cell, but this is definitely and indoorsy game. Sure there is lots of outdoor action but busting down doors and hiding in cover is really part of this game because there are few wide open spaces.
2. Sprinting.
I can't tell you how annoying it has become to play R6V after playing Gears of War or Call of Duty or Frontlines. It just seems way too slow by comparison. But part of that pace was its appeal because you had to think your way around, not just run and gun. Well now you can run and guess what. You still have to think. In fact you have to think more, because the accellerated pace of this game, which was already way more deadly.
The great new aspect of gameplay makes this game really cool and it took about a dozen online 7 on 7 matches for me to see the magic. Running short distances and slamming into cover in R6V2 now approaches the excitement of doing the same in Gears of War. It's more difficult to accomplish in Rainbow, but the tactic is immediately familiar and the way that the new tight close combat maps work, this is how you can inch your way to the enemy stronghold. That's excitement. I was practically spawn killing using this technique.
3. Armor
Armor makes a much bigger difference in this game. I can remember the frustration of the old R6 when spawn killing was a problem and you could dance around and pump people full of lead and people would dance on their left joystick and not die. Now, there can still be a little bit of dancing, way more than R6V, but only when they are wearing armor. In combination with sprinting, it makes for a more dynamic part of gameplay because you can change up armor on each respawn. The less armor you wear, the longer you can sprint. Adjusting your armor for different maps adds a real dimension I really appreciate right away.
4. ACES
In Project Gotham Racing 4, the Kudos system finally reached perfection. I think that can now be said about the ranking system in R6V2. I love it. The fact that you accumulate your points in co-op whether you win or lose is very cool and the three categories of achievements are stellar. I''ve never been one to accumulate internal rankings for more than just the big guns, but these are actually fun in a non-fanboy way.
A few other things I've noticed. The interiors of some of these maps are very sweet looking. Almost to the quality of Splinter Cell. Putting the ROE on the Back button is a little bit annoying - it's one of the things I use a lot, especially when I want them to flash & clear and then engage weapons free.
Enemy AI seems improved slightly and now there are two weapons they have and you don't that are to be feared and respected. The SPAS 12 is back, and deadly as ever, but now they have the AUG Para. That bad boy is nasty.
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