Rainbow Six Vegas 2 is freaking brilliant. As a tactical thriller series, the original Rainbow Six Vegas led us through a harrowing journey into the onslaught of crime and corruption in a fictional Las Vegas. Sure, there is still crime in real life Vegas, but not the hostage situation type. Through the eyes of Logan Keller, one of the Rainbow Six, we shot a couple of bad guy’s and saves a couple of sweethearts, all to have the story ended with a harrowing “to be continued.” Aggravating! We know it was, and we were on the edge of our seats waiting to find out what happens. The interesting part about the sequel is that it does not just place readers right after that state. The story of Vegas 2 picks up before, during, and after the events that made up the original to add a level of excitement in a J.J. Abrams sort of way. On top of everything, the game pleases with a whole slew of multi-player settings including extensive co-op gameplay, all of which make Rainbow Six Vegas a far better thought out game than it is predecessor with the exception of a few flaws.
Starting into the game, we see a sexy and stylish menu worthy of Vegas and for Sinatra to sing the brilliant features of the game’s “eye’s,” so to say the least. With the mystery surrounding Bishop, the developers chose to increase the depth of the immersion into the central characters. Through the stylizing options of building your own tactical bad ass, there is a fair amount of variety for each player that was not found anywhere else but multiplayer. As for the custom items themselves, there are a broad selection of goodies to smack on. Not only can you customize the sheek, but also the face with the included camera support. Since performance is rated through how well you do overall from close-quarters combat to general tactical—new items will eventually be unlocked to further add to the Rainbow Six experience and prevent it from shooting itself in the foot.
As you return to Vegas with your sidekicks, the game starts off and you land on foot to your destination to approach with caution. When the guns are let loose, it is definitely clear as day that through most of the campaign, the Rainbow Six are exactly how they are in combat as the first word describes: colorful. And by colorful, I mean in the bad way. The kind of way when you ask yourselves what if there were the teletubbies fighting? As far as gameplay improvements go, Ubisoft definitely sought a more improved programming for A.I., but they unfortunately did fail to follow through on the core realism of the tactical team sense. The team does great overall in combat and can help save your butt a few times, but sometimes even the best tend to do stupid things—really stupid things. Some run right on in to a battle as if it was a Bar Mitzvah, others give orders and do not execute them all the time. But hey, plans change..right? The flaw definitely does to a degree get annoying compared with all the amazing things the game combines to offer. Suppose you are in the middle of a city at night–and there is a door behind a trashcan with a little junction. You can simply run past it in real life and swerve around it into some door bursting action. Now the only problem with this “predicament” is the team might not follow you unless you mother them all the way. I guess we can all just say it was Ubisoft’s way of “making sure” the player was involved in giving orders.
As the game continues, the tactical missions follow out the same way as the predecessor with a few sparkles added. There are hostage situations, a shitload of shoot outs, and a crapload of conspiracy. The stakes, this time around, are higher in the sense of these six operative being outnumbered by a ratio of 10 to 1 more or less. To further top it off, Ubisoft redesigned the maps in such a way that the game more or less becomes varied areas of a corridor shooter with the flexibility of a wider map space. Managing to pull off a pure frustration, Vegas 2 manages to add a level of increased responsibility as one of the six through tense combat situation. With every cut and corner being a critical situation for Bishop’s role in the core story of the series ranging from the original to the sequel, the player is more involved with who’s doing what on screen.
Most noticeable for things other than the acetic single-player, Rainbow Six Vegas 2 focuses on aggressively putting out for multi-player, with enhancements dabbling the primary scenery. Along with the newer maps with more to come via DLC, the inclusion of three new modes make for a wonderful reception. The following modes include:Team Leader- a medley of extraction points and team deathmatch gameplay, but where team respawn is co-dependent on the position of the leader nearer to the extraction point. As soon as the leader hurts his shins, the entire team is left with the thought of “wow.” At that point, the teammates can aim to take down the other leader and approach the rest tactically. Total Conoh quest is the same as the Vegas Conquest mode where teams capture satellite receivers. Demolition is quite similar to Counter-Strike: Source. One team plants the bomb to blow up an objective, and the other aims to defuse it. So in a sense, one team is the “Terrorists” and the other team is the good guys. The newer modes are supplemented with deathmatch, hostage rescue and the suspenseful hostage situation. The only possible negatives in relation to the modes is quite possibly the angle. Ubisoft should have included two separate models instead of incorporating the confusion through the idea of having both teams looking like tactical operatives and shooting each other. I can understand tactical operatives from different countries shooting each other for no practical reason, but from the same nation?
Quite definitely the best thing to be included in the sequel is the fanciful campaign co-op mode, which allows a second player to drop right into a match without interrupting your focus on that baddies head. From there, the players can work together across the breadth of the entire campaign ala Army of Two, without any sacrifice to the story line. Two players only you ask? Yeah, weird. We know. But, it tends to make sense when you look at the broader picture of technical limitations for certain other features to be implemented. No worries though. Terrorist Hunt, with a newly created support system, allows single-player to a four-player online collective experience via hunt through the large number of maps provided. To further lighten the load, they also include the ability to use A.I./bots in accompaniment to single-player.
Despite a few crinks, the paper idea of Rainbow Six Vegas 2 comes to life though a wide consortium of completely fun things, and stuff that gives a bang for the buck. What if it did not have all these things? Then I guess what happens in Vegas, stays in Vegas after all.