Running between cover is now made
quicker and easier with the addition
of a sprint button. Hold down the left
bumper and your speed will double for
a few seconds. It’s extremely familiar
to that which appears in Call Of Duty
4. We wonder whether the developer
has played that game? Well, evidently it
has, because the XP system of the first
Rainbow Six Vegas has made it over to
the single-player campaign, albeit with
COD 4’s ever-present progress bar taking
up far too much room at the bottom of
the screen. It’s a keen idea to introduce
both character creation and rank levelling
to the single-player campaign, which can
then be carried across to the multiplayer,
although we question whether an
overcrowded HUD is a worthwhile
trade-off. Levelling up is taken care of in
the form of the usual progress through
military rank, each awarding the player
additional outfit options such as new
body armour, various bits and bobs to bolt
onto your firearms and clothing options
for those of you who never got Spec Ops
Barbie for Christmas.
The story is polyfiller to the holes in the
first game. Those parts where you finished
an objective, jumped in a helicopter and
discovered that ten shades of sh*t had
hit the fan in the five seconds since you
boarded are now explored in a little more
detail. What becomes evident is that
these events aren’t really where the most
exciting stuff was happening, and while
some were mentioned in video-comms
during Vegas, they are not as worthy.
When push comes to shove, what you
have here is Mexican terrorists attempting
to cause a megadeath event in Las Vegas
which is, as the keener minds among you
will have noted, the same as last time.
Rather than stealthily moving your
squad from slot to slot in some of Vegas’
best-known casinos, Ubisoft has at the
very least attempted to provide a different
background to your carefully orchestrated
slaughter. Apart from the training mission,
set five years earlier and in an Alpine
setting, the majority of the locations
in Vegas 2 reside in the parts of Las
Vegas not drenched in neon light. From
convention centre to junkyard, to the back
gardens of suburbia, the game is keen to
avoid environmental repetition wherever
it can and for that at least, it needs to
be commended. However, the ‘Big Idea’
that led to the creation of Rainbow Six
Vegas was all about the neon money-pits
of Sin City. While an exact repetition,
environmentally speaking, doesn’t even
warrant consideration, keeping things in
Vegas is nevertheless likely to have been
a financial decision rather than a creative
one. Because despite more mundane,
dare we say more boring, settings, a
great deal of the first game’s assets have
been unashamedly reused. Remember
the stonking incidental music we recalled
earlier in the review? It’s back. The voiceacting
for squad-mates and enemy NPCs?
Back. Some of the enemies themselves?
Back. Environmental objects, from slot
machines to tables to video monitors?
Back. We simply don’t see this level of
repetition in the vast majority of sequels
and while we hesitate to call it laziness
– and, afterall, it is Vegas 2 at the end of
the day – it’s difficult to find a better term
with which to describe it.
It’s amazing to think that what looked
and felt very passable at the end of 2006
now seems quite ugly and bland. Any
game staking its place in 2008’s market,
now has better-looking, better-playing
benchmarks with which to contest. It’s
in this respect that despite Vegas 2 being
a near carbon copy of its forebear, it
somehow manages to come off worse.
It still looks like a first-generation 360
title. The gun models are flat and bland,
the environments are mostly as large as
they are sparse and lighting is lifeless and
static. Also, aspects of shooter gameplay
that we now consider to form part of
the base rate of modern FPS currency
are conspicuously absent from Rainbow
Six Vegas 2’s vault. Cover, for example.
Even paper-thin tables can be neither
shot through, nor destroyed. And while
bringing in a friend using the new dropin,
drop-out co-op feature certainly turns
down the volume on the inconsistencies,
co-op should also be considered a ‘cost of
entry’ feature.