Rainbow Six Siege Beta Impressions.

Developer Ubisoft

Publisher Ubisoft

Platform XboxOne, PS4 & PC

Beta Date 28th September – 4th October.

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Ubisoft have decided to extend the beta end date yet again, this time until the 4th of October. The first extension was related to the difficult launch period where users reported delays in getting their access codes, followed by problems finding people and servers to play on. These initial issues (and of course it is a beta) seem to have been cleared up.

The latest extension we feel is to give players a chance to get to grips with the game as it is very different from what many might be used to. The quick rounds, quick deaths, and only having one life per round, means the first few outings can be over before you have even figured out the buttons. The lack of a campaign that has long been the main focus of the series is jarring.

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There is no tutorial to let you “feel out” the gameplay, the “single player” mode Terrorist Hunt (which I hoped to use to learn the basics) is just as unforgiving as the online modes. Playing alone as a lone wolf sets you against 22 AI terrorists. You can enlist the help of other co-op players online which helps a little, but even on the easiest setting I died over and over again. Each time you die you are left watching the round finish out. This and long load times between rounds means you spend more time waiting to play rather than actually playing, which might be enough to put of a large groups of players.

The main focus of Siege is the “versus mode” which pits two small teams against each other. Both sides work to either secure or breech a location. Again the rounds are over quickly, perhaps too fast for some.

The intro into each round allows the attackers to gain some valuable intel using small camera’s mounted on RC cars to locate defenses, hostages, enemies. This time is used by the defenders to set up barricades, traps and obstacles.

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Once the round starts it is a very tense affair, a lot of sneaking or waiting all for a very brief burst of action. Teamwork is key, dashing off on your own is the sure fire way to get killed and since dead is dead and you spend the rest of the round stuck watching the rest finish you want to avoid this.

During the beta even though users had mics they were often from a variety of different nationalities so it was kind of pointless. Teaming up with you own buddies does help co-ordinate things, but the main key to doing well is understanding the game and how it plays.

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Destruction allows you to open up your own path and create new lines of sight. Learning how to use the different gadgets effectively can turn the game on its head. The problem here is it takes time to figure it out, time you are not given, and this is where the beta is perhaps doing more damage than good. When it works it is incredible, a perfectly orchestrated plan to breach and clear a house makes you feel like a badass. But getting to the point where that is even remotely possible takes a lot of patience.

Overall: Over the last few days the initial frustration changed to intrigue and then to disappointment. The beta has left a lot of people feeling flat about the title due to the game not really knowing what it wants to be. Ubisoft are getting the mix of realistic tactical shooter and mass market shooter all wrong and pleasing neither group.

Hopefully Ubisoft have the time to take the feedback they are getting on board and tune this for its core player base rather than the mass market, as there is a fun game in there somewhere, it’s just not ready yet.

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