January 4, 2007 - Tom Clancy has been a topmost name in innovation and quality for tactical shooters, teaming up with Ubisoft to create a successful run with Ghost Recon, Splinter Cell, and of course, Rainbow Six. When such a successful series is presented with the idea of being thrown into Las Vegas, most cringed, feeling sorry for the reviews Clancy would receive, seeming more like a cash grab than anything else (CSI anyone?). Little were we to know, Rainbow Six Vegas would be the best one to date, bringing a reinvented series to the top of the tactical wall.
Playing as Logan Keller, you are thrown into Mexico with two fellow squad members. This squad is an elite group sent by Rainbow, hot on the tracks of Mexican rebel group leader named Irena Morales. The operation turns astray, leading your team into a trap knocking the group unconsciousness by enemy explosives. You are the only one to escape, and not only does it get personal; it also gets sinful, sending you into Vegas to stop Irena and her terrorists in their tracks. The plot proceeds, but what a crime it would be for us to strip that from RSV, thus, we'll let you delve further.
Although both are going to make it huge in sales, I would never compare RSV to that of Gears of War, as they are simply very different games. Comparing such would be like comparing a James Bond film to a Van Damme film, as so, yes, both are considered to lay in the action genre, but one is done with style and the other is done with force. The intelligent tactical warfare is the star quality to RSV and can prove to be a decent step up on your foes if used correctly. Strapping on a couple grenades or a laser sight is all possible whilst rummaging through the in-game equipment boxes, or whilst sitting in the helicopter during an in game cutscene. Overall, RSV gives you the blanketed feeling that you truly are the team leader of an elite SWAT team.
Getting rather simple, RSV and Gears are both shooters that play on one aspect; cover your ass or get shot. If you don't have cover, or a decent plan, you won't survive. This doesn't mean you can't be a little aggressive, but it definitely means you can't just spray and pray, pulling a Chuck Norris and taking out multiple terrorists with a single shot. The combat system never fails; hold certain buttons to show which guns to switch between (primary, second primary and secondary arms and explosives). The right blocker triggers the ever popular lens filters (which include night vision and heat sensors). Your right trigger will shoot the casings, either aimed or not, blind fire above and beside objects, and Rambo style as well. Your gadgets will help with aiming, like laser sights and flashlights. But regardless of the weapons you are packing, your best friend is cover. Leaning against walls, doorways, and ducking behind ledges switches your view to third person perspective. You can switch your cover as much as you want, and Logan will always make sure to duck as you sidestep from large to short objects. If you do get boneheaded and get pegged several times, a hazy blur will befall you, simulating a blackout from blood loss. This on-screen effect eliminates picking up health items and more importantly strips the fictional on screen health bar we've all come to despise. This realism is continued as you rappel down fast lines and flank an enemy by storming in through the glass windows, giving team orders to help you out from another entrance.
This brings us to the superb Artificial Intelligence of your teammates; acting so realistic it's like playing alongside a couple of friends. The days of NPCs being stuck behind walls are long gone, and all in good time. New and improved teammates will also develop a sense of character along the story, each having fortes and downfalls. Of course, your Aussie friend will take the plunge in gunfire; meanwhile your Asian friend will hack the alarm systems and develop attack plans. Finding cover, alerting of possible danger, taking down primary and secondary objectives, flanking a doorway, or simply clearing the room ahead is all in a days' work. Even through an annihilated casino with tables, chips, chairs, and machines strewn across a canvas of velvet carpets and shiny well waxed floors, your teammates will find their way to take out an enemy, take cover, give cover fire or fall back and regroup. They will use the cover as well as you do, responding to your need of their spot if need be, finding another vantage point without getting themselves easily picked off. Nevertheless, there are times (say, in a short corridor) where they really don't have another place to take, and they will usually compete for the location if not commanded properly.