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Verdict: The Vegas setting and small squad based play all return for this uninspired second installment of Rainbow Six Vegas
As you might have guessed from the title, Tom Clancy's Rainbow Six Vegas 2 follows on from last year’s squad-based tactical shooter, although the storyline overlaps both ends of the original, explaining its ‘part sequel, part prequel’ billing.
Set in 2005, the opening level (which in reality is just a glorified tutorial), has you and your fellow counter-terrorism military badasses rescuing a load of hostages from an observatory high up in the Pyrenees.
ISSUES WITH ISSUING COMMANDS
It’s here you discover two things: firstly, your team contains a
rather reckless operative who winds up getting a few people killed. And
secondly, the key you use to operate objects – such as doors – is the same key
that you use to give squad commands.
This, ladies and gentlemen, is a serious problem. Here’s why: say, for example, you want to move your squad behind a wall. You point your cursor at it, press space, and your squad get into position. Except if you’re close to the wall, space will turn into a ‘self’ command, so instead of getting your squad to come back you up, you’ll vault the wall instead. Great for Kamakazi, not great for everything else. The same result happens on doors, windows, stairwells, boxes…you get the gist. As a result, I’ve discovered a new medical condition, venatus saevio, or game rage. This phenomena is brought on when ordinary tasks within a video game verge on the impossible, not because the game is tough, but because the basic mechanics are so ill thought out that play in an exercise in frustration. Symptoms are compounded by random freezing, video looping, and an exploding power supply unit (in fairness, the demise of my PSU had nothing to do with the game, but it hardly helped my mood). Tom Clancy's Rainbow Six: Vegas 2 ticks all these boxes and more. But enough whining; on with the game…
THE OTHER KIND OF RPG
The developers have also thrown in an RPG element. While the
first Vegas game only let you customise your character for on-line play, in Vegas
2, your character evolves according to the way you play, with two areas
undergoing changes: rank and fighting method. Rank is pretty straightforward:
more points equals more stripes, with each rank unlocking camouflage and
armour. However, these are pure eye candy and don’t help in terms of gameplay.
The other element (‘the A.C.E system’) tracks how you play and unlocks weapons
accordingly. There are three categories – marksman, close-quarters, and assault
– and once you pass a certain milestone, you get a little fanfare and the next
time you tool-up you’ll be give more weapons of that style (e.g. better sniper
rifles). It’s a nice idea, although it does end up forcing you to play in a
different way if you actually want access to a shotgun that doesn’t suck.
CONCLUSION
Ultimately Vegas 2 is more style over substance. The Rainbow
Six series long ago abandoned complex tactical planning stages and multiple squads,
but Vegas 2’s problem is that it’s actually worse than the original Vegas game.
There, the combination of being able to take cover and work in small teams to
shoot your way through legions of terrorists resulted in a game that was dumb
but enjoyable. In Vegas 2, the fun just feels like it’s draining away: whether
it’s the frustrating controls, familiar setting, lacklustre additions or just the
law of diminishing returns, Vegas 2 is like a low pair Poker hand. Nothing
special, although if you do want a game to play in co-op with friends, it’s arguably
a better bet than Gears of War since it’s not saddled with Games For Windows
Live.