The closed Alpha of Tom Clancy's Rainbow Six: Siege began last monday, it includes two maps and one game mode opposing two squads, each player has a different class and specific gadgets. Here are some PC videos in 1080p and 60 frames per second.
He's probably on about the destruction shown on the E3 demo (think it was e3), and tbh I'm not bothered if it's in or out, just give me a nice, slow paced tactical shooter (which it probably wont be).
Wow, this is terrible compared to E3 reveal trailer. The visuals themselves are okay-ish, but the destruction is nowhere to be seen. 2d sprites on bullet impacts instead of holes - alpha version or another Ubi downgrade?
Commented on 2015-04-10 17:03:55 In reply to aphex187
Posted by aphex187
He's probably on about the destruction shown on the E3 demo (think it was e3), and tbh I'm not bothered if it's in or out, just give me a nice, slow paced tactical shooter (which it probably wont be).
Tactical you say...We all live in hope but we know its Ubisoft.
All these gadgets to make it incredibly easy to find players i cannot stand, I just dont get it what happened to the days you had to use your brain to find players or be cautious when not knowing where players are!
Tactical you say...We all live in hope but we know its Ubisoft.
All these gadgets to make it incredibly easy to find players i cannot stand, I just dont get it what happened to the days you had to use your brain to find players or be cautious when not knowing where players are!
Because they have no confidence that there would be a big audience for a hardcore tactical shooter.
The destruction is still present, albeit toned down. You can clearly see a hole being shot in one of the walls in one of the videos. Obviously, it takes a few rounds with a standard gun to do it, and probably one or two shots with a shotgun, which would make sense.
It doesn't look bad, but to me it looks like a slightly more vamped up version of S&D from the first Modern Warfare. Not a bad thing, but for something that should be more tactical, it's lacking. I mean, there seems to be no plan of attack when rounds start here. You drive your little gizmo in, have a snoop, and then go in guns blazing? That will get boring real fast. If Ubisoft were actually more clever with their game design, they should have focused on sound rather than destruction. Being silent in close proximity in a hostage situation should take precedent over everything else, then execute your plan of attack. The gameplay just seems to have no risk/reward element to it, and is just go in all guns blazing like any other fps. Last man standing. What's the point in having a hostage there?
Tactical you say...We all live in hope but we know its Ubisoft.
All these gadgets to make it incredibly easy to find players i cannot stand, I just dont get it what happened to the days you had to use your brain to find players or be cautious when not knowing where players are!
True. It's clearly been designed to attract the COD crowd. There should be a class based system with individual attributes that relies on rank to get said gadgets, or at least to make use of them for a certain amount of time. 1 type of class per squad. Hopefully they limit the amount of satchels for breaching too, because from these videos, there's just far too many.
Game looks fun. I was thinking it was going to be a more slow paced game, but I think it really depends on the players. Some players may take a more cautious approach while others take a more direct approach.
The gadgets they have don't seem overwhelming either. Yes they can be used to find the enemy but they can also be used for devising strategy. These guys haven't done so, but I think a team of well versed players could come up with some killer strategies that would make people think twice about an uncoordinated charge.
And the destruction seems fine. Not sure what you guys were expecting.
They really need to go back to clip counting rather than rounds. All I see in the Alpha videos is people reloading at every corner and spraying blindly at holes looking for the hit marker on hidden players. Clip counting would stop you wasting your bullets because reloading is that much more costly.
Agreed- the spraying of walls is too easy right now
I think the destruction is fine too from what I played. It's still a game changer in a fairly tactical strategy
I love hanging upside down though and shooting through windows.
Once they add weight to everything (I hope) and make everything sound meatier, I expect it to be really good
Also the more I think about heartbeat monitors the more I think it's a way around people just sitting and camping out in areas around hostages. It's not that bad of an idea, unless you're a camper
I am impressed with this game. But, I would need to see more gameplay before it can live up to the legacy of some of earlier Rainbow Tactical games. I hope there are hard difficulty setups where the minimum of HUD and weapons/gadgets are available so you have to use all your wits to win as a team. Gadgets are great, of course, when the right balance is used between team members of varying play styles. More gameplay footage during different times of day or night and in varied weather conditions would help. More surreal atmosphere please !
The visuals are not too bad considering it is an Alpha release but I want to see more component detail in the levels and upgraded textures and ambient occlusion and dirt and grime. The lighting looks a bit flat and washed out on the organic stuff like trees and grass, but that can soon be fixed.
There was no gameplay here showing off Rainbow's classic cover and shoot system to it's best advantage as that is what made Multi award winning R6 Vegas so brilliant. Here, there is more reliance on collapsible shields whereas I would like to see players being able to use parts of the environment to barricade or use destructibles such as fire extinguishers or gas heater tanks etc. to take down enemies in the absence of sticky mines.
I saw a TV program on Medieval houses and some inside stairs included a Sword Step. It simply was a stair-step which was slightly higher than all the others. A brilliant idea as it made anyone running up the stairs with a weapon trip a fall and easy prey for a dagger take down. What about slightly damaging the stairs or floorboards in some levels to create a trap for the attacking team ?
All in all, not too bad and this is one game I shall buy for sure.
Despite my criticism of the game, I would have loved to be trying it out now, as it does look fun. Pity I missed the sign up. Will the game modes vary? From what I see, there only appears to be just one hostage, and not once did the attacking team manage to get one out.
Commented on 2015-04-11 20:59:48 In reply to plmko
Posted by plmko
They really need to go back to clip counting rather than rounds. All I see in the Alpha videos is people reloading at every corner and spraying blindly at holes looking for the hit marker on hidden players. Clip counting would stop you wasting your bullets because reloading is that much more costly.
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All comments (25)
All these gadgets to make it incredibly easy to find players i cannot stand, I just dont get it what happened to the days you had to use your brain to find players or be cautious when not knowing where players are!
All these gadgets to make it incredibly easy to find players i cannot stand, I just dont get it what happened to the days you had to use your brain to find players or be cautious when not knowing where players are!
It doesn't look bad, but to me it looks like a slightly more vamped up version of S&D from the first Modern Warfare. Not a bad thing, but for something that should be more tactical, it's lacking. I mean, there seems to be no plan of attack when rounds start here. You drive your little gizmo in, have a snoop, and then go in guns blazing? That will get boring real fast. If Ubisoft were actually more clever with their game design, they should have focused on sound rather than destruction. Being silent in close proximity in a hostage situation should take precedent over everything else, then execute your plan of attack. The gameplay just seems to have no risk/reward element to it, and is just go in all guns blazing like any other fps. Last man standing. What's the point in having a hostage there?
All these gadgets to make it incredibly easy to find players i cannot stand, I just dont get it what happened to the days you had to use your brain to find players or be cautious when not knowing where players are!
(started playin today)
The gadgets they have don't seem overwhelming either. Yes they can be used to find the enemy but they can also be used for devising strategy. These guys haven't done so, but I think a team of well versed players could come up with some killer strategies that would make people think twice about an uncoordinated charge.
And the destruction seems fine. Not sure what you guys were expecting.
I think the destruction is fine too from what I played. It's still a game changer in a fairly tactical strategy
I love hanging upside down though and shooting through windows.
Once they add weight to everything (I hope) and make everything sound meatier, I expect it to be really good
Also the more I think about heartbeat monitors the more I think it's a way around people just sitting and camping out in areas around hostages. It's not that bad of an idea, unless you're a camper
The visuals are not too bad considering it is an Alpha release but I want to see more component detail in the levels and upgraded textures and ambient occlusion and dirt and grime. The lighting looks a bit flat and washed out on the organic stuff like trees and grass, but that can soon be fixed.
There was no gameplay here showing off Rainbow's classic cover and shoot system to it's best advantage as that is what made Multi award winning R6 Vegas so brilliant. Here, there is more reliance on collapsible shields whereas I would like to see players being able to use parts of the environment to barricade or use destructibles such as fire extinguishers or gas heater tanks etc. to take down enemies in the absence of sticky mines.
I saw a TV program on Medieval houses and some inside stairs included a Sword Step. It simply was a stair-step which was slightly higher than all the others. A brilliant idea as it made anyone running up the stairs with a weapon trip a fall and easy prey for a dagger take down. What about slightly damaging the stairs or floorboards in some levels to create a trap for the attacking team ?
All in all, not too bad and this is one game I shall buy for sure.
I'm sure there will be other modes too