Tom Clancy's Rainbow Six Siege Review
2015Ubisoft MontrealGame
A thin, buggy launch wrapped around the best breach and clear shooter anyone has made.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Good | |
| Story | Average | |
| Gameplay | Great | |
| Overall | Good |
Judged as the product that shipped in December 2015, Siege is thin. A short map list, a progression system built to sell operator unlocks, rough matchmaking, and nothing resembling a campaign beyond a set of training Situations. Reviewers said so at the time, and the retail launch was soft enough that the game looked like a write off inside its first year.
Judged as a design, it was already extraordinary. Walls, floors, and ceilings deform under breaching charges and gunfire in ways both sides plan around, so a round becomes an argument about geometry conducted with drones, reinforced panels, and shotgun holes cut at knee height. There is no respawn, so information is the resource and every death hands the other team a piece of the map.
Nothing else in the shooter space has that texture. What happened next is why this record reads the way it does: years of free maps, reworks, and new operators built it into one of the most played competitive shooters in the world. The gameplay grade belongs to the thing it grew into. The overall grade belongs to the thing with a release date on it, and it spends none of its budget on narrative, which the story grade reflects without complaint.
Tom Clancy's Rainbow Six Siege at a glance
- Platforms
- PC, PS4, Xbox One
- Developer
- Ubisoft Montreal
- Year
- 2015
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