As a huge fan of the original Rainbow Six Vegas, I approached this sequel with a mix of trepidation and anticipation. And oddly it turns out that both emotions were pretty much spot on.For the simple fact is that for everything right about R6V2 (as the game shall henceforth be known) there's something wrong. In some cases very wrong. And so in every section of this review you'll find a real mix of good and bad. In this gameplay section, the first thing I have to say is that getting the game 'set up' to play seems to take an eternity - especially once you've taken into account the 52MB 'patch' that's already been issued for the game. The good news kicks off with the fact that R6V2 still does a decent job of presenting you with a slightly more cerebral shooter than usual. The chief reason for this is that you play the vast majority of the main campaign with a squad of two 'helpers' who will move where you want them to and 'engage tangos' in whatever manner you see fit. This totally changes your approach to dealing with a location compared to what you'd do if you were playing a standard FPS. What's more, your helpers are genuinely useful, seeming able to take way more punishment than you can before they hit the deck. In fact, in theory it's possible to complete a level without raising your own rifle at all, just leaving all the bad guys to your squad to mop up. A solid understanding of what makes squad-based shooters tick can be seen in some of the game's level designs too, as they occasionally manage to build up some really tense and tactical gunfights that can last so long they make the botched bank heist in Heat feel like an episode of the Magic Roundabout. The Villa level is a particular favourite in this respect. So where does the gameplay go wrong? Well, for starters pretty much every aspect of the game feels surprisingly and annoyingly lightweight compared with the original. Neither the story nor the game's characters, for instance, ever engage you at any kind of remotely deep level. As a result, you seldom if ever feel any kind of emotional commitment to the sequel in the way you did with the original. The game is over far too quickly, too, and seldom presents nearly as much of a challenge as the original. It doesn't help the general lack of intensity when playing the story mode, either, that as I suggested earlier, you can get away for great chunks of the game with doing very little yourself other than pointing your team at a door and choosing the 'clear room' option. In other words, your squad is almost too good, leaving you often just idling around a corner distant from where the real action's at, waiting for all the work to be done before you even bother turning up. This can make sections of the game feel like a thrill-free grind that only liven up when your squad mates both get injured, requiring you to wade in all guns blazing to rescue their sorry asses. Tellingly, by far my favourite section of the story mode was Act 6, where suddenly you no longer have a squad, and so have to battle through a seriously tricky furnaces/oil refinery section all on your lonesome. Having to kill every last terrorist by myself made this single level more intense and exhilarating than the rest of the game put together. I'm not saying here that the whole idea of a squad-based shooter is flawed. As I said earlier, I loved the original Rainbow Six Vegas, and I'm a fan of the GRAW series too. It's just that the balance of the combat just isn't right in this sequel, making much of the game a simple case of 'direct squad to door, instruct them to flashbang and clear the room, move to the next door, and repeat. And repeat. And repeat...' This sense of repetitiveness is especially true, ironically, if you choose to play on the game's hardest 'Realistic' level, as I did. For here the fact that a single bullet can do you in makes the urge to sit back and let your squad inch through a room for you not only hard to resist, but pretty much a necessity. When I compare this situation with the visceral intensity of playing the original game on Realistic, where your squad depended as much on you as you did on them, it starts to make that £50 you're supposed to cough up for R6V2 look a bit of a joke. Don't get me wrong; R6V2's story mode isn't a total disaster. It still has some class moments and the 'shooting from cover' trick helps deliver some really epic 'dug in' pitched battles. Plus I like the new 'sprinting' feature that's appeared in the sequel, even if I only used it about three times in Story mode; and the idea that you get awarded experience points during online and offline play that help 'level up' your character in almost role-playing game fashion works well. For me, though, the real heart of the game - and a sign of what might have been with the story mode - are the Terrorist Hunt levels. Tellingly, these story-free co-op or single player exercises in simply clearing a set number of terrorists from a specific location without dying are a million times tenser than practically any part of the story mode. Plus they support co-op play for up to four mates when the story mode only supports two. In fact, if it wasn't for the Terrorist Hunt option the Gameplay score for R6V2 would be at least a couple of marks lower than it is. One last little gameplay point worth mentioning here is that unlike the vast majority of PS3 games to date, R6V2 features an ‘achievement’ system, where you unlock medals and badges for achieving certain feats within the game. These feats can include merely finishing a level, killing five enemies in a row with headshots, killing a certain amount of enemies during online games, and so on. This is all well and good, but unfortunately Ubisoft has failed to back the earning of the achievements up with any kind of significant reward, such as a chunk of extra character-development XP points. So unless you’re obsessed with the idea of seeing all the achievements’ initially empty ‘badge’ graphics filled in (an obsession which would, of course, make you a total freak), it’s difficult to see why anyone is going to really spend much extra time with R6V2 just to rack these achievements up. In fact, the only area of R6V2 which might earn it real longevity is its online play, which as you will see from our Online Elements section is flawed but still reasonably addictive. But even this just about passable online section doesn’t stop the game feeling far more like an expansion pack than a new game in its own right. |