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Rainbow six vegas 2 steam ps3 controller
Rainbow six vegas 2 steam ps3 controller











rainbow six vegas 2 steam ps3 controller
  1. Rainbow six vegas 2 steam ps3 controller full#
  2. Rainbow six vegas 2 steam ps3 controller series#

Rainbow six vegas 2 steam ps3 controller series#

Like the novel on which the series is based, you are an agent of Rainbow, a multi-national coalition of elite soldiers who act as a sort of a worldwide SWAT team. Similar to the gameplay, the game’s story seems to have come from a bygone era. Usage of any non-traditional entry points, such as a window, results in some incredible clunky shooting and movement that almost always guaranteed me taking a fatal bullet. This is exacerbated by the fact that the game seems only designed to have one or two points of ingress per room. However, like in previous Xbox 360 era Tom Clancy games, it’s too easy to game the difficulty by sending in your revivable team mates to soak up bullets while you pick off distracted enemies. This isn’t necessarily a bad thing as the planning and execution of clearing a room provides a great rush and adds a layer of strategy to the proceedings.

rainbow six vegas 2 steam ps3 controller

To that end, the campaign is structured around the specific cadence of your team stacking up against a door, you using a snake camera to see what’s on the other side, and then giving the “go” order to have your guys flash/frag/breach and clear the room.

Rainbow six vegas 2 steam ps3 controller full#

Like most Rainbow Six games, the crux of Vegas 2’s gameplay lies in infiltrating and clearing rooms full of bad guys. Doorways in particular are very consistent cover points that help facilitate the game’s core “breach and clear” gameplay. That’s not to say that the cover system doesn’t work, but just that it only works if you’re playing the game within some very rigid parameters. Worse still were cover points that had my character automatically peek out, exposing her to very lethal enemy fire. Oftentimes I would find myself behind unobstructed cover but unable to take a shot because the game deemed it so. What’s not so seamless is the act of shooting behind cover. As before, the player must hold down the left trigger near a wall of cover and the game seamlessly shifts the perspective from first person to third person. And for all the praise that the first Vegas got in 2006 about its cover-based combat, Vegas 2’s system never really improves on it. Aim down sights is consigned to clicking the right thumbstick, sprinting is on the left bumper (with your character’s stamina being that of a 60 year-old smoker), and there appears to be no way to melee opponents in close quarters. Why is that?įor starters, the game itself controls oddly and never feels very comfortable. But for a well liked game, no one ever really talks about Vegas 2 nowadays. That isn’t to say that the game was not warmly received, as it got solid reviews across the board (including a positive, four star review by Jeff Gerstmann). Released on March 18th, 2008 (five months after the seminal Call of Duty 4 and eight months before Gears of War 2 solidified its predecessor’s legacy) the game felt like Ubisoft had designed it for a previous era of consumer expectations. I can’t really separate out my interest in Vegas 2 from the timing of it hitting the market. Rainbow Six: Vegas 2 was one such game, but playing through it with modern eyes reveals it to be a fascinating case study in the evolution of shooters. But during the decade that shooters established now-modern conventions, there were many titles in which “incorrect” design decisions placed them in the dustbin of history. In no genre was this most apparent than in shooters, which evolved a great deal from early generation titles such as Ghost Recon: Advanced Warfighter and Call of Duty 2 to “split-gen” games like Titanfall and Destiny. However, it wasn’t long ago that this wasn’t the case, and one must only look back to the Xbox 360/ Playstation 3 era to see a far more eclectic mix of game designs in big budget titles. Open world games are now expected to have top of class shooting and driving mechanics, all shooters must have some sort of RPG-inspired customizability, and god help any RPG that lacks “tight” controls. In recent years we’ve seen an unprecedented blending of genre elements into all manner of video games. It’s astonishing to think about how far game design has come in the past decade.













Rainbow six vegas 2 steam ps3 controller