- Release Date: 1999 11
- Genre: Shooter
- Style: Squad-Based Shooter
- Similar Games: Half-Life (IBM PC Compatible), Delta Force (IBM PC Compatible), Half-Life (Macintosh)
Game Description
Not all first person shooter games are created equal. Some rely on over-the-top action and gore galore. Others encourage a more methodical approach to your plan of attack. Tom Clancy's Rainbow Six takes the latter approach by not only encouraging caution and stealth, but careful planning and resource allocation, as the lives of your team members and hostages are at stake if you muff the details.In the game, you take control of a top secret, highly trained fighting force whose sole purpose is to prevent terrorism wherever it may spring up. With its multinational support and membership, the group is able to operate in areas where a specific country's involvement could have unpleasant diplomatic repercussions.
There are two main phases to Rainbow Six's game play. First comes the planning stage where you receive your orders and then recruit task force members and plan out their assaults. You'll plan out virtually everything for your various teams from who comes along to what weapons and equipment they're going to use. With the squad management comes frequent radio contact with the various squads. Careful usage of pre planned "go codes" is vital as you only directly control one of four squads yourself, and a squad standing around is a squad wasted.
Then the action phase will plop you into the mission proper. Then it's up to you and your squads to take down the terrorist threats. Missions range from simple embassy rescues to bomb diffusing missions on oilrigs. Most missions will have you seeing only limited engagements with protracted firefights. Each member of your group has their own special skills and stats which are visibly reflected in how large your controlled character's targeting reticle is. (For example, the better the shooter, the smaller the area in where the bullet might hit becomes.) Other factors, like a character's ability to handle stress, can end up making even a very cleverly laid plan unpredictable if they panic.
The
~ Joe Ottoson, All Game Guide
Roots & Influences
The 3D shooter genre was mainly brought into the limelight thanks to Doom. Rainbow Six takes advantage of the 3D freedom of movement while fusing it with strategy games for a carefully controlled and yet chaotic battlefield simulation.~ Joe Ottoson, All Game Guide
Review: Overall
Welcome to the post Cold War era. How history will view these times remains to be seen, but there's that ever lurking uncertainty that fuels fears that we're set to fall into the era of the fanatic. While there's the slim comfort that we're not likely to fall under the sway of a brutal dictator, there's always the threat of terrorism striking a particularly tender spot.While juggling team members and dodging bullets may seem daunting at first, controlling the game's a snap. A well thought out key configuration, which makes your job much easier, is the cornerstone of the interface. The game takes pains to strike a careful balance between combat realism and the minutiae of actually involved in such a complex and harrying situation. The other teams are simply controlled though predetermined go codes, and potentially complex operations like picking a lock or diffusing a bomb are left to a progress bar rather than forcing you to learn the intricacies of bomb disposal yourself.
The action can sometimes be on the low side as the other teams you've assigned tasks to will sweep through their predetermined paths with cool efficiency most of the time. With the tension of having to be constantly alert so that an unseen terrorist doesn't get the opportunity to put a bullet into your brain, however, you'll find yourself plenty tense by the time a mission's over. Enemy encounters tend to be resolved almost before they begin as whoever shoots first has a distinct tactical advantage over the newly dead man. With some careful reconnaissance, terrorists usually will go down without much trouble, but the AI can set up some nasty crossfire situations if you're not careful. Although dying won't end your mission, you'll lose a solid team member and have to rely on less useful generic characters after that mission. The post mission material can be interesting as well since you're given the opportunity to page though the news wires and read of your exploits after they've been tossed through a gaggle of wily spin doctors.
Your tour of duty will take you all over the world. You'll get to see the jungles of Africa, the jungles of South America, mid ocean oil refineries, amusement parks, and with the benefit of the Eagle Watch expansion pack, you'll be able to tour real world locations like a Russian space shuttle development base. All of the levels are rendered with careful attention to detail, and even small things like bullet damage will be reflected in an area's condition after a heavy firefight. The far off draw distance is also useful, as you'll be able to see your enemies well before you're dropped into a hornet's nest. The character models and enemies are all nicely fleshed out with a goodly amount of polygons, and they'll react realistically to a wound.
Any given mission's drama is further enhanced by the action movie-style sound track. Thundering drums backed by an orchestra definitely makes you feel you've taken the part of some kind of larger than life movie hero type (even if your avatar does get gunned down a few times over the course of a mission.) It's further enhanced by the real-time team reports that filter in over the radio, and the chillingly efficient crack of the mostly silenced gunfire interspersed with a fragmentation grenade's explosion or two.
In all, here lies a game that fuses real-time strategy with high caliber action without having to resort to pitting you alone against insurmountable odds or making you into some kind of supernatural killing machine. Tom Clancy's Rainbow Six encourages stealth, fosters planning, and emphasizes the downsides to charging into a pitched battle without making it impossible to handle. If you can spare the time, this game can be very rewarding.
~ Joe Ottoson, All Game Guide
Review: Enjoyment
There's a lot to do in this game. Creating an effective plan is almost as enjoyable as getting your hands dirty.~ Joe Ottoson, All Game Guide
Review: Graphics
Nice level detail and variety to keep your eyes busy. Good looking character models and animation help considerably as well.~ Joe Ottoson, All Game Guide
Review: Sound
Very atmopsheric and dramatic soundtrack helps support the action as does the good use of voice acting and sound effects.~ Joe Ottoson, All Game Guide
Review: Replay Value
There are plenty of missions and ways to solve them. There's also the attraction of the multiplayer mode and the included expansion pack.~ Joe Ottoson, All Game Guide
Review: Documentation
It's a well written and very detailed manual. Be sure to read it a few times. You won't regret it.~ Joe Ottoson, All Game Guide
Production Credits
DEVELOPMENT TEAM Producer: Carl Schnurr; Designers: Carl Schnurr, Brain Upton; Lead Engineers: Brian Upton, Peter McMurry; Engineers: Erik Erikson, Clark Gibson, Philip Hebert, Robert Hunt, Todd Lewis, Greg Stelmack, David Weinstein; Lead Artist: Jonathan Peedin; Artists: Tim Alexander, Eric Armstrong, Steve Cotton, Thomas DeVries, John Sonedecker; QA Analyst: Brian Davis; Additional Art: Doug Oglesby; Additional Programming: Garner Halloran, Rick Towson, Virtus Corp; EXTERNAL DEVELOPMENT PERSONEL SOUNDELUX Sound Design and Music by: Soundelux Media Labs; Composer: Bill Brown; Sound Design Supervisor: R. Dutch Hill; Voice Over Producer: Bryan Bowen; Casting Director: Carole Rugier; Field Recordist and Sound Engineer: Peter Zinda; Field Recordist: Martin Lopez; Asset Manager: Bobbie Halliday; Librarian: Robert McCarty; Executive Producer: Jeff Eisner; PERFORMERS John Brightling: Robert Sampson; John Clark: Douglas Rye; Catherine Wilson: Michele Colins; Narrator: Carole Rugier; Anne Lang: Dani Thompson; MOTION CAPTURE PERFORMERS Heckler & Koch: Chris Shepard, Gene Zink; Berkeley Police Dept.: Linda Clem; Testers: Sean Bryant, Derek L. Earwood, Robbie Edwards, Jeremy Gailor, Patrick Hanson, Michael Havazelet, Camille Klein, Alexander E. Risher; "The Voice in Software": Voxware, Inc. Princton; Uses Smacker Video Technology. Copyright © 1994-1996 by RAD Game Tools, Inc; RED STORM ENTERTAINMENT Chairman: Tom Clancy; CEO and President: Doug Littlejohns; VP, Sales and Marketing: Dick Wnuk; VP, Creative Design: Steve Reid; VP, Engineering: Brian Upton; Financial Coordinator: Caroline Campbell; Director, Product Development: Robert Leingang; Executive Producer: Juan Benito; QA Manager: Todd Ingram; SUPPORT STAFF Systems Adminstrator: Paul D'Agostino; Receptionist: Meg Bachman; Public Relations: Wendy Beasley; Accountant: Jonathan Corum; Accounting Specialist: Michelle Hamrick; Webmistress: Mur Lafferty; MAC VERSION CREDITS Programming: Kevin Parichan, John Philip Britt; Project Coordination by: Varcon Systems Inc.; President: James A. Mika; Director of Marketing: Susan D. Filippone; Testing Coordinator: Susan D. Filioppne; Beta Testing Group: Dan Mika, Craig Luis, Bruce Payan, Alex Handy, Brian Smith, Matthew Cohen, Barry Chern, Alex Lawrence-Richards, Philip Slater, Andy Nelson, Steve Galinsky; Published by: MacSoft; Product Manager: Al Schilling; Marketing Manager: Cindy Swanson; Product Coordinator: Nate Birkholz; Packaging: Chris Odegard; Mac Testing: Alphabetas; MISSION PACK: EAGLE WATCH Producer: Darren Chukitus; Lead Engineer: Greg Stelmack; Lead Artist: Steve Cotton; Artists: Tim Alexander, John Sonedecker, Adam Crockett; Additional Art: Thomas DeVries, Travis Getz; QA Analyst: Brian K. Davis VII; RED STORM ENTERTAINMENT Chairman: Tom Clancy; CEO & President: Doug Littlejohns; CFO: Caroline Campbell; Executive Vice President, Sales & Marketing: Dick Wnuk; Vice President, Production: Mike Lomas; Director , Creative Design: Steve Reid; Director, Product Design: Brian Upton; Director, External Development: Robert Leingang; Director , Marketing: Carson Brice; Director, European Sales: Rob Gross; SUPPORT STAFF Systems Administrator: Paul D'Agostino; Receptionist/ Accounts Payable: MEg Bachman; Marketing Manager: Wendy Beasley; Accountant: Jonathan Corum; Executive Assistant: Tami Dean; Technical Support Representative: Robbie Edwards; Human Recources: Michelle Hamrick; Marketing Assistant: April Jones; Webmaster: Mur Lafferty; Technical Support Representative: Deke Waters; Technical Support Supervisor: Stuart White; MANUAL Text: Kevin Perry; Layout and Design: Poe (Nevermore Studios); Testers: Brian "Flip" Derwart, Nathan "SMESC" Weddle, Travis "Vyper" Abraham, Derek L. "MacBeth" Earwood; Sound Design and Music by: Soundelux Media Labs; Composer: Bill Brown; Sound Design Supervisor: R. Dutch Hill; Voice Over Producer: Bryan Bowen; Casting Director: Carole Rugier; Executive Producer: Jeff Eisner; CAST Narrator: Carole Ruggier; James DOlan: Michael Cavenaugh; Randall Crane: Ian Ruskin; Akbar Jahan: Lloyd Sherr; Curtis Luke: Tim Dang; Gabe Daniels: Richard Anderson; John Clark: Douglas Rye; MAC VERSION CREDITS Programming: Kevin Parichan, John Philip Britt; Project Coordiantion by: Varcon Systems Inc.; President: Janet A. Mika; Director of Marketing: Susan Filippone; Testing Coordiantor: Susan D. Filippone; Beta Testing Group: Dan Mika, Craig Luis, Bruce Payan, Alex Handy, Brian Smith, Matthew Cohen, Barry Chern, Alex Lawrence-Richards, Philip Slater, Andy Nelson, Steve Galinsky; Published by: MacSoft; Product manager: Al Schilling; Marketing Manager: Cindy Swanson; Product Coordinator: Nate Birkholz; Packaging: Chris Odegard; MAC Tesing by: Alphabetas
~ Joe Lamb, All Game Guide





