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Rainbow Six: Vegas


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#1 Gamble

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Posted 03 March 2006 - 06:08 PM

Ubisoft's classic action franchise goes next-gen.

Regular readers of 1UP's sister magazine Electronic Gaming Monthly may have noticed a teaser in the back of the March issue pointing out that the April issue would reveal the first next-gen game in the Rainbow Six series. Well, now that time is here, and we can reveal that the new game is called Rainbow Six: Vegas.

Check out the April issue of EGM for the full scoop with loads of screenshots and information, but for a taste of what you can find in the issue, check out the first screenshot of the game below.

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Other stories to look forward to in the April issue include previews of the Xbox 360 versions of Splinter Cell Double Agent, Stuntman 2 and X-Men 3, as well as a feature on what it's like to have a video game butler at your local hotel. Curious to find out what that means? The April EGM will be hitting subscribers shortly and will be available on newsstands March 14th.

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#2 DualX

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Posted 03 March 2006 - 06:40 PM

Is it me or are they putting these games out too fast? On another note, the game looks awesome! Kinda looks like when you are shouldering your gun in Splinter Cell.

#3 mattacus

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Posted 03 March 2006 - 08:02 PM

I'll go with too fast. A lot of games get updates way too quickly. Instead of investing time and resources into original IPs, companies like the quick and trusty cash-in of a known IP (see the Tony Hawk school of video game philosophy). I never thought Rainbow Six games added too much to the gaming community solely based on the fact that they were able to crap out a new one every year or so. I mean, if you could justify updating a game you released less than a year ago, how shitty was it? And how un-shitty could the new one possibly be? Quality games take time. A hundred person development staff and a boatload of cash are no guarantee of a good game. That being said, the single screenshot looked pretty badass, if a little bloomy. I like violence.

#4 Vanwadilion

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Posted 03 March 2006 - 10:40 PM

Hmm, I would have never guessed that they would put Rainbow Six in Las Vegas. This can only mean one thing: there will be prostitutes, strippers, and gambling (meaning lots of syphillass and being broke, "I can't afford bullets, I spent my last 20 on a lap dance.")- apparently the creators went to the Vanwadilion school of games.

#5 mattacus

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Posted 03 March 2006 - 11:03 PM

apparently the creators went to the Vanwadilion school of games.

We'll know for sure when we get the first details on the sphincter control mini-game. :o

#6 Guest_Niterider04_*

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Posted 04 March 2006 - 10:24 AM

I mean, if you could justify updating a game you released less than a year ago, how shitty was it? And how un-shitty could the new one possibly be?

Did you play Lockdown? It defines a shitty game put out way too fast. Good thing it came with a new copy of Pandora Tommarow, so after the trade in, I only lost about 10 bucks.

#7 vociferous

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Posted 04 March 2006 - 06:16 PM

Is it me or are they putting these games out too fast?

Ubisoft has thirteen different studios and facilities in twenty-one countries around the world. It would be 'too fast' for a developer like Bungie, Bioware, or Rare, but for companies like Electronic Arts and Ubisoft, there's no such thing as too fast. They have two or three titles for each series (i.e. Splinter Cell, Rainbow Six, Ghost Recon), being worked on at a single time and some of these studios (the thirteen) handle more than one project at once.

So, I wouldn't say too fast. As long as the quality is there, I don't mind how fast they keep firing them off. I'll only buy what I can afford, but I'm fully supportive of a company giving me more options when I examine their wares.

Now, games like Lockdown aren't a result of them rushing something, it's a result of them making something shitty. Lockdown, if you remember, was a complete departure from everything they had done in the previous Rainbow Six titles. They changed everything so much that it felt like a completely different game. It wasn't the result of them rushing to ship something, but them trying to make the game more user friendly and open the audience. It was a mistake, and I wouldn't be surprised if they tried to implement it for the next Splinter Cell or in next week's Ghost Recon Advanced Warfighter. Hopefully, the changes made to those games keep the quality in tact.

#8 Guest_Niterider04_*

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Posted 04 March 2006 - 07:22 PM

Voc, lol. Here's a few of thier fixes from the patches. I bolded that which is just poor quality, not stuff that they never would've found in beta (like Halo 2's superbouncing) or those that, what you call, part of a making a shitty game. Most of this stuff never should've made it out of beta, if they had one. But still, it almost seems like they never played thier own game.

http://forums.ubi.co...42/m/7871095663

-Class specific objects un-repairable
-"Game crashes in P.E.C mode.
-"People cant log on to Xbox Live! Both first time users and some that first could log on but after a while couldn?t do it anymore.
-Flash Of Death. Players blinded by flashbang will find their screen still blurred up when they respawn.
-Game can freeze when you delete a voice message.
-Harbor Map getting out of map exploit.
-Loss of level / Level glitch.
-Ghosting/invisible players.
-Controller configurations. (They all work as intended now) - Southpaw didn't work. I think it was because the thumbstick movement didn't work.
-Announcer voice through headset. The volume of the voice has been reduced in half. That bitch was LOUD!
-General bad framerate in some maps. We've changed the rendering code so that framerate is all around more stable accross all maps. There's no excuse for entire maps that have bad framerates.
-Spawn camping. We've increased the timer on respawn invulnerability to 5 seconds
-Outfitting crashing / Crash while loading a game.This issue has been fixed and there should be no way to join PEC Games without a PEC Character anymore
-Coop Crash. Coop mode used to crash if anyone picked Ayana Yacoby as their character. This has been fixed
-Gas effect staying after death
-The p90 should now appear as medium / medium - Originally said High/High, I think.
-Fixed a few crashes involving Community messages and voice
-Automatic pistol. Where pistol could go in full auto fire mode.

#9 Vanwadilion

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Posted 04 March 2006 - 07:33 PM

Yeah, Ubi has a tendency to release buggy games just so they make their scheduled release dates, and then they patch them up later. They get away with it when it comes to their big games, because they know they'll sell regardless. Something popular I've heard in online forums is that Ubi should include a "patch-it-yourself" kit with every game they release.

#10 Jironimo

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Posted 04 March 2006 - 07:58 PM

-Spawn camping. We've increased the timer on respawn invulnerability to 5 seconds

I think they should do this in Halo. You could get 2/3 seconds right when you spawn to figure out where you're at and get situated. I don't see why you can't pick your spawn either like you do in Battlefield.

#11 Vanwadilion

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Posted 04 March 2006 - 08:05 PM

I think you sort of do in Halo. Haven't you ever noticed that when you try and snipe someone when they spawn it always takes 2 headshots? I think you get a split second, but I'm not 100% sure. They need to bring back the Halo 1 spawn system. I don't remember having issues with that.

#12 Jironimo

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Posted 04 March 2006 - 08:16 PM

I hope this next RS game plays like RS3 with better graphics. The graphics always annoyed me in RS3, I thought they were shitty.

#13 Syracuse022

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Posted 04 March 2006 - 09:58 PM

Yeah, Ivan, you get a good second or so off the spawn in Halo 2. It's so frustrating because the person can start moving and even firing in the space of their invulnerability, and I've had a number of snipes ruined (or turned into 4 shot spaz fests versus one clean spawn camping headshot) by this system. Halo 1 (I know, I know, dead horse, but it WAS better) had no such thing. What it did have was the ability for teams to control their spawns based on how they positioned themselves on a map. The pro teams knew how to exploit this in ways I am completely clueless to, but they could do it.

#14 mattacus

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Posted 05 March 2006 - 09:44 AM

Rainbow Six: Vegas--is that Las Vegas, NV or just Rainbow Six set in random meadows throughout the world...?

#15 Guest_Niterider04_*

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Posted 05 March 2006 - 09:47 AM

-Spawn camping. We've increased the timer on respawn invulnerability to 5 seconds

I think they should do this in Halo. You could get 2/3 seconds right when you spawn to figure out where you're at and get situated. I don't see why you can't pick your spawn either like you do in Battlefield.

Let me expand on this one a bit for Lockdown. Although this was an overall issue, it was only a major issue on one map. It had a 2-3 second invulnerability, which was plenty of time to kill a spawn camper except on one map, Clinic.

That entire map was one big spawn fest. The bases were so close to each other that whichever team had the luckiest starting granade throws could control the entire spawn with plenty of cover. The team spawned in a room with two exits, both easily coverable and fast to get too.

To make matters worse was the PEC Mode. The way you leveled up was through a lot of kills, the gametype didn't really matter. So 90% of all games were Team Sharpshooter (equal to Halo's Team Slayer with a timer, not a kill goal) on Clinic. And if you weren't playing on Clinic, you'd get at least 2 requests for it. Sad thing is that Clinic was a huge map, but nobody knew anything about the map except for the two bases. I'll admit, I didn't even know the map that well.

#16 Gamble

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Posted 05 March 2006 - 11:52 AM

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#17 Blaze

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Posted 06 March 2006 - 11:19 AM

New concept art and screenshots.

#18 DualX

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Posted 06 March 2006 - 11:37 AM

I now have to add this to my "games to keep a close watch on" list.

#19 Gamble

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Posted 06 March 2006 - 11:41 AM

Today Ubisoft, one of the world?s largest video game publishers, announced that it is developing Tom Clancy?s Rainbow Six Vegas for next-generation and current-generation video game consoles. Scheduled for a fall 2006 release and developed by Ubisoft?s award-winning Montreal studio, Tom Clancy?s Rainbow Six Vegas is the fifth iteration of the multimillion-selling Rainbow Six tactical shooter franchise.

The stakes are high when the world?s most elite counter-terrorism unit enters Las Vegas, where over 36.7 million men, women and children visit each year. ?Sin City,? the home of the famous Las Vegas Strip, flashy hotels, high-rolling casinos and world-famous celebrities, becomes the setting for a terrorist threat of global proportions. What happens when one of the world?s most famous cities is held hostage by terrorists? Tom Clancy?s Rainbow Six Vegas will be Team Rainbow?s next-generation console debut on the heels of the critically acclaimed Tom Clancy?s Ghost Recon Advanced Warfighter and the highly anticipated Tom Clancy?s Splinter Cell Double Agent. Today, with more than 13.5 million units sold worldwide, the Rainbow Six franchise is known as one of the best multiplayer experiences and is hailed for its immersive single-player games.

Rainbow Six Vegas will push the envelope of technology through graphics, artificial intelligence, physics and animations created by Ubisoft?s award-winning Montreal studios, which house some of the world?s best talent, including Senior Producer Chadi Lebbos who was the lead on Rainbow Six 3 and former Hollywood animator Aaron Gilman who worked on such feature films as Hellboy, Constantine and The Matrix Revolutions.

?Rainbow Six is back and better than ever,? said Tony Kee, vice president of marketing at Ubisoft. ?Building upon the online success of the Rainbow Six franchise and harnessing the power of the next-generation experience, Rainbow Six Vegas will be the benchmark against which all next-generation games will be measured. With Ghost Recon Advanced Warfighter being released this month to wide critical acclaim, and Tom Clancy?s Splinter Cell Double Agent also due out this year, Rainbow Six Vegas makes it a perfect trifecta for the Clancy series in 2006.?



#20 Jironimo

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Posted 06 March 2006 - 04:42 PM

I think the Montreal studio was responsible for Splinter Cell: Pandora Tomorrow which speaks very highly of them, unless of course they were also responsible for Lockdown. Did Montreal develop Lockdown?


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