Editor's note: Back when Rainbow Six Siege first launched at the
tail-end of 2015, we found it a slight and occasionally spectacular
multiplayer game. In the time since, it's flourished into something
else, and with the start of season three recently, we thought it an
opportune time to jump back in and reassess Ubisoft's tactical shooter.
History
suggests that games like Rainbow Six Siege do not last especially long.
This is the sort
of tactical shooter that modders used to craft out of bits of Quake or
Half-Life, a paean to depth for depth's sake that seems destined to be
adored in hindsight by the passionate minority that actually played it
at the time. Yet here we are: now entering its third year, Siege is one
of the world's most popular shooters. Its success can, in some ways, be
seen as a forerunner of the dazzling rise of PUBG and Fortnite: in
rejecting Call of Duty's Skinner box simplicity, Ubisoft has found an
audience hungry for games where failure is unforgiving and success means
more.
The top line for the unfamiliar: Siege is an adaptation of
the venerable Tom Clancy tactical action series, taking the principles
of breach-and-clear counter-terrorism and marrying them to modern
competitive multiplayer design principles. A team of attackers must
invade a secure location in pursuit of an objective - a bomb, bioweapon
or hostage - while defenders set traps and prepare to repel them. Death
comes quickly and eliminations take you out for the rest of the round.
The result is something like hide and seek in Kevlar: a game where
discretion is almost always the better part of valour, where acts of
planning and foresight win the day just as often as marksmanship.
Team
Rainbow - the double-tapping multinational Power Rangers of the
Clancyverse - are more superheroic than ever. Each unlockable operative
has access to different weapons and gear, and each has a unique special
power. The initial roster of 20 has almost doubled in size since launch,
and while not every operative is created equal they are a consistently
dynamic bunch. There's a good balance of 'always useful' characters that
new players can rely on to get a foothold - like the armour-dispensing
defender Rook, or omnipresent battle medic Finka - and more technical
characters for veterans to explore. Seeing a clever play by the
hammer-wielding Sledge or window-creating Mira gives you something to
aspire to. Then there's Tachanka and his turret, whose irredeemable
crapness grants him a special sort of relatable celebrity.
There are single-player challenges that collectively form a tutorial,
and multiple forms of co-op: Terrorist Hunt, which apes Rainbow Six
games of old, and a time-limited, Left 4 Dead-style zombie mode called
Outbreak. The latter is impressive and odd in equal measure. It's
lavishly produced and finds clever ways to make Rainbow Six's
traditional gadgets and strategies applicable to a monster hunt - like
zombies who don't become a major threat until they detect you, rewarding
well-planned breach-and-clear maneuvers. Even so - limited-run cosmetic
items aside - it's a mode that sits to the side of Siege's key appeal,
which is and will always be competitive multiplayer.
Siege's skill
ceiling is high. Like its great inspiration Counter-Strike, the best
players rise to the top and stay there and veteran judgement will
triumph over beginner's luck nine times out of ten. This is no bad
thing: this is a hobby game where you invest time with mastery as your
reward, and it's refreshing to see a design like this come out of
Ubisoft - a publisher so often associated with spiceless
mass-marketability.
When I say that Siege can be frustrating,
then, understand it as a disclaimer rather than a criticism. Your best
matches - win or lose - will be dynamic, exciting, and legitimately
competitive. Your worst matches will be drawn-out drubbings, your best
plans countered by gadgets and tactics that you couldn't have foreseen
before they took you out of the round.
While
part of Siege's learning curve is comprised of widely-applicable skills
and techniques - learning to peek, hide, disable traps, breach and so
on - an equal (and equally important) element of the game is knowledge.
Each new map and operator contributes to an ever-growing playbook of
tricks and tactics, and as a consequence the game at the dawn of year
three is an even more daunting prospect than it was at launch.
Undertaking
my ranked placement games I was constantly aware of how much I still
didn't know. For every decent play I'd cobble together, I'd see
something I'd never considered - a tiny hole blasted in a wall at a
specific angle that lets defenders on a specific map snipe attackers
charging in from a specific spawn, or a flanking counterattack timed
perfectly to coincide with an easily-anticipated breach attempt. I watch
attackers expertly snipe every tiny exterior security camera on a map
in a few seconds and the prospect of memorising each of their positions -
on every map in the current rotation - hangs over me like overdue
homework.
As with any other competitive game where players depend
on one another for success, Siege has the potential to both bring
friends together and create impossible gulfs of hostility between
strangers. My recommendation for new players is that you embark on the
slow journey towards competence with a few equally-new pals, and ideally
an experienced and understanding mentor. Playing solo requires a little
more patience - particularly a willingness to forgive yourself for
mistakes that other people will leap on. Years of enthusiastic but
amateurish performances in competitive shooters, MOBAs and strategy
games has taught me that sometimes the cost of doing business is being
called a fucking idiot by a very serious teenager. Even so: it's a
thing. And again: this is a disclaimer, not really a criticism.
Siege's
success is owed, in part, to a wallet-friendly starter edition that
allows you to play for much less than the cost of any of the game's full
versions - which scrape the bottom side of £100 at their most extreme.
This is not an act of charity, however - the more you choose to pay for
Siege the less grinding you'll have to do to unlock operatives and
cosmetic items, and while Ubisoft has recently made the game more
generous with unlocks and upgrades this whole aspect of the game is its
weakest element.
The joy of Siege - and it is a joy - comes from
really getting to grips with a particular map or character. Grinding
through unlocks is a different, less gratifying form of progress - and
being able to opt-out of the climb in for an eye-watering fee makes
doing anything else feel a bit like a punishment. The fact is that
you're unlikely to actually use many of the characters you unlock - this
is a game where players specialise - but the anxiety of not having
everything, and the attendant drive to spend, is a very modern design
problem overlaid on a game with old-school multiplayer credibility.
It
has also undoubtedly played a role in Siege's success -
microtransactions may well be the reason we have the opportunity to
revisit the game at the start of year three. Even so, this overwrought
array of entry points does not help you appreciate the game for what it
ultimately is: one of the most rewarding tactical multiplayer
experiences available, an exercise in well-managed complexity and lethal
competitive verve.
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