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Official thread - Rainbow Six 3 (XB)

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    Official thread - Rainbow Six 3 (XB)

    I write to you bleary-eyed after a couple of late night hours on the finished retail version of Rainbow Six 3, which was released today (as in Wednesday, which actually finished here a few hours ago) across much of the US (a few lucky zones got it Tuesday.) My pre-order arrived at the store around 11.45am; I had to wait until roughly 7.30pm to go pick it up. This waiting period hurt me emotionally, perhaps permanently. It was all Mrs Shape's fault, though Ken Hom and his recipe for Tasty Pork Fried Rice was involved, but I won't get into that now. I've got it: The game that finally made me give in and buy an Xbox a few weeks back in preparation.

    I wouldn't attempt, at this late hour of the day and after a mere couple hours play, to offer global opinions on RSix3 as a package. I've only been through the first few missions. Instead, since everyone who's interested will have played the demo to death as I did, I thought I'd note the differences in the final product - compared to the demo - and make a few observations, largely mechanical, all pedantic.

    First off - thank heavens - they've added in a nice bright green crosshair whenever you pass your sights across one of your Rainbow pals. No more shooting the French one "by mistake." Talking of those kerayzee multinational counta-terrorist playboys, I've played that damned demo so much it was even weird to see them in different outfits. For your first real mission, you're off to Switzerland and, I must say, Weber looked dashing in what is essentially a big white arctic romper suit for grown-ups. We all had those, but he just carried it off better, y'know?

    The next thing I noticed, which wasn't so snazzy, was that the analog stick no longer works when it comes to selecting commands off your contextual menu - OPEN, FLASH & CLEAR and all that. Now you have to use the D-pad to select from these commands. It doesn't feel quite so safe to take your thumb off the crucial left thumbstick during heated moments. After all, that's what will be hauling your muscly Latin-American cheeks out of harm's way in a millisecond if bullets start flying. Worked fine in the demo, don't know why they changed it.

    They've reduced the number of visible stats available on your weapons as you make your pre-mission selection. Can't recall what's missing, but now there are three categories rather than five. Also, there don't seem to be many (if any) guns that were not included in the demo, and I'm not entirely certain Rainbow Six 3 is the sort of game to dole out nice bonus weapons when you 'done good.' Not a problem: it's still a healthy selection, and for the love of Christ do they sound good. Even the metallic scrape of your .45's slide against the receiver as it locks back after cycling for the last shot in the clip - clear, crisp, high-end, cinema type sound. So far only the shotguns disappoint, both of which are oddly quiet.

    Sound generally is wonderful. Positioning seems to be precise, although I was camped out on the floor much further from my rear speakers than a good Xbox soldier should be. I was playing loud, and was pleasantly surprised to note a subtle-but-definately-there change in background ambience when moving from outside to inside. You hear it right away, as you pass through the doorway, as in real life. I walked in and out of one place a few times, because that tiny added effect was so real it was freaky. On the second mission (NOT a spoiler) there are crashed cars around, and you hear a faint, continuous car horn at a distance. I located the car and, having studied phychoacoustics, decided to test the physics-governed principles of the Doppler effect on that tone - and it worked! Run towards the car, the tone of the horn briefly raises a few cents; back away quickly, the tone briefly drops a few cents. Unbelievable. There's no reason to have that in there, except for twats like me, whom it impresses.

    Bodies still disappear alarmingly fast, but I was given several better opportunities than the demo to test the clipping, which was exemplary. My guys blasted one gent right up against a corner at the end of a hallway; I went to investigate and, even though parts of him were touching both walls, not even a finger was clipped through. Hitman 2 had great ragdoll, but it also had some nasty clipping. Also, dead guys have closed eyes! Like that.

    A few things bother me. The game is oozing realism, but I was genuinely disappointed when I shot an oil lamp - and later a fluorescent strip light - to no effect at all. Most annoying for me is the way your aim sticks to the terrorists a little, sometimes when they're even behind another object which, as well as giving away an enemy position that you shouldn't know, can get you killed. Example: two terrorists charge me. The closer one is firing madly at a member of my team several feet to my left, the other is shooting me. The aiming reticle passes over the close guy, who is not my immediate threat, and sticks on him while I try to wrestle it away and onto the man who has taken a dislike to me. Too late. Dead. Split seconds count. I've found no option to turn this brand of auto-aiming off, and the tougher difficultly level, which was my last hope, did not disable it either. I know it's harder to shoot well will a joypad than a mouse, but I'd like to be able to toggle something that alters gameplay as much as this. I managed Half-Life PS2, or Max Payne PS2, with no aiming aids, let me try with Rainbow Six 3 please.

    But that's really it. If I was being niggly, I'd tell you how it's weird that recently fired weapons don't glow in the thermal vision mode, or that on an OPEN & CLEAR command, my team opened the intended door, then paused indefinitely while the chap who I presume was to lead the CLEARing part instead danced the most extraordinary infinite-loop jig.

    I am still generally impressed, delighted, addicted. And wishing more than a little that a couple of magazines were not relying on me for content over the next few days, so that I could invest great wadges of daylight time in yet more terrorist suppression. But for now, sleep. And dreams of flashbangs.

    #2
    excellent this is on my list

    Neil

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      #3
      the shape

      Thanks for your views.

      This is a must-have for me, released here next week.

      TR

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        #4
        What are the online modes mate? Is it co-op or can you play against other players? (or both)

        Can't wait for this, thought the demo was awesome.

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          #5
          Coop for 4 people
          Deathmatch with 0 respawn
          Deathmatch with specified # respawn
          CTs Vs Terrorists (team Deathmatch- ie, Counter strike)

          Only available on Live! or System Link. Boooo.

          (I'm fairly sure all the above is true, but can't be certain...)

          Edit - made the thread official as it's going to be a popular game...

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            #6
            Originally posted by the shape
            It doesn't feel quite so safe to take your thumb off the crucial left thumbstick during heated moments. After all, that's what will be hauling your muscly Latin-American cheeks out of harm's way in a millisecond if bullets start flying. Worked fine in the demo, don't know why they changed it.
            I've just got one question, but its a vital one. Can you switch the stick controls? I've seen enough games where you can't, and unless look on the left stick and move on right is available I just can't play the game. Whats worse is that some games have 'playable' demos that I find unplayable because they don't allow you into the control setup menu, but the full game does, so I can't even know for sure until someone buys it.

            thanks!

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              #7
              I just booted up to check for you.

              Indeed, you can switch the stick controls via "southpaw" mapping. You can't make a custom button layout, but there are two main presets -- Default and Master -- and Southpaw versions of both of those. Pleasantly, the sticks can be switched to lefty mode independently of the other controls, if you feel so inclined, or you might like Legacy, which is a hybrid. Legacy gives you forward/back motion on the right stick, but looks left/right rather than strafes left/right. Left stick looks up/down but strafes left/right.

              So you are well catered for. Go not into battle despondently.

              With all those options it's even more upsetting for me that I can't disable this sticky auto-aim.

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                #8
                Great - southpaw is indeed present. I'll have to get this one then...

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                  #9
                  I don't know if you're familiar with the PC RS3-Raven Shield game, but if you are, I was wondering if it was very different. I only ask, as the mission with the crashed cars is in the PC version... Whether it's a slight crossover between essentially different, or it's a polished port would be good to know, as I don't have Live and I'd be playing the single-player.

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                    #10
                    They have 'redone' the best of the PC missions, so although they may reuse the graphics and over all theme, the layout and objectives will be completely different. I think they say the occasional prefab (such as a house) was reused.

                    The Xbox version of the game is much more arcadey than the PC one, it feels almost like Halo in fact...

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                      #11
                      I am concentrating on the single player campaign too.

                      While I've never played Raven Shield (the last time I seriously played Rainbow Six on a PC was in the Rogue Spear days) I do remember the developers saying that you'd recognise objects, textures and buildings, but that the layout and missions themselves would be different. I'm unaware at what stage in the development cycle this was said however, and you know how these things can change, so...

                      Since you bring it up, I'll mention something today I forgot about last night: the cars are horrible, like you put a lo-res PSone model through several stages of anti-aliasing. I can only presume this was an artistic choice to signify cars in the game as scenery - cover - rather than vehicles (transport) if that makes any sense. As in, "This isn't Flashpoint, bucko. Don't even think about trying that car door. Just hide behind the damn thing like it's a rock, okay? Good."

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                        #12
                        Originally posted by PeteJ
                        The Xbox version of the game is much more arcadey than the PC one, it feels almost like Halo in fact...

                        I think that's going a bit far Pete, but to each his own!


                        (Sorry to echo your textures info; I left my machine half way through writing my post on the same thing.)

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                          #13
                          Thanks for the impressions mate im waiting for dvdboxoffice to ship my copy. Im mainly getting it for online play, so some XBL impressions would be nice

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                            #14
                            I think that's going a bit far Pete, but to each his own!
                            Well ok, but there are some things that are similar. The controls for example - X reload, trigger for firing etc. And the control options you list, they are named the same as from Halo! Unless it was you who named them...

                            ..cunning.

                            The assult rifle from Halo feels like the guns from RS3 as well.

                            I'm not making a very good argument here, but when I tried the demo, I thought it played very much like Halo-with-a-squad.

                            Comment


                              #15
                              Thats a Good Thing, however. Just as I reconfigure every FPS I play on the PC to basically the same setup for ease of use, having the same controls on RS3 as I do on Halo means I don't have to learn new ones. And I rubbish at learning new controls.

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