/Played – Rainbow Six: Siege

/Played is a regular post where I dissect and discuss a game I’ve recently played.

Today I’m taking a look at Rainbow 6: Siege, currently 148 hours on Steam…

Rainbow 6: Siege is a team based hero first person shooter. Each player is placed in either the attacking or defending team and must select a operator, each having a unique ability, to play as for that round. R6 is developed by Ubisoft and is available on Steam and Consoles.

Strategy, planning & Communication

In R6, whether attacking or defending planning as a team is key to victory.

If defending placement of barriers, boarding up doors and windows and placing / using your operators ability. All of which must be done in a considered manner and ideally in synchronisation with your teammates. The game gives the defending team a huge deal of choices to make during the preparation phase, how do they utilise each operator? Should some of the team be sealed outside the room to room? If the locations has too many points of entry which ones to barricade? Can the attackers drones be blocked from locating the objective? Without strategy, planning and communication gaps in defences can be easily exploited by the attackers.

In the preparation phase attackers must use their drones to locate the objective and identify the enemy teams operators as quickly as possible, essentially an intel gathering opportunity. Each map provides various means to access to the key locations, however there is a time limit and drones can be destroyed and jammed by the defending team. If players wish to increase their chance of success they must communicate the ares their drones are covering.

Additionally defenders can utilise cameras at key locations throughout the level to spot and flag the enemy team. This can be communicated via in game mechanics (hold X to scan for enemies) which then flags them to all team mates. A key mechanic for encouraging communication.

Facilitating team play through core operator abilities

The magic moments occur when you execute a team play to secure a victory (stating the obvious!) However R6 does an incredible job at facilitating this through it’s mechanics. In combining operator skills you can create plays that are extremely difficult to counter for example, a Thermite charge to blast through a barricaded wall, a shield to block any defender bullets and glaz’s covering fire issued from a vantage point behind. Perfect execution is incredibley rewarding.

Once again the game uses the diverse and incredibly designed set of operators to allow players to slot different abilities together to create interesting and clever scenarios.

Low player hit points means tension is high

Shots are lethal, most operators only take a few shots to kill. This works hand in hand with how the game facilitates team play, communication and strategies. Your carefully laid plans can come apart with a few good shots from the opposing team. Resulting in very tense situations!

Gaining an advantage through listening

Similar to Rust, R6 relies heavily on telegraphing with audio which is elegantly implemented.

The attacking teams drones can be heard when nearby, breaches can be heard from almost any location on the map and many operators have audio cues, a prime example being Thermite’s breach (can break through re-enforced walls) which has a hissing that clearly notifies any defenders that the ability has been deployed.

A masterclass in level design

A huge amount of respect to the design and level design teams on R6, with so many factors and situations to account for the challenge of putting together a well balanced level for this game must be monumental! (Maybe I’ll eventuality get around to writing a level dissection post… one day…)

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