Infiltrating a building through a second floor window, my squad split into two. Explosives can create new entry points, either intentionally or due to unintended collateral damage. Not only will bullets tear through walls and damage anyone on the other side, they'll leave holes that create new lines of sight. ![]() ![]() That matters, not only because it's a brilliant way to communicate the intensity of the firefights, but because of the malleable tactical situations that the collapsible walls create. Individual bullets can penetrate certain materials and a shotgun blast or concentrated burst of rifle fire will completely destroy cover. The new Rainbow Six doesn't have the kind of destructibility that you might find in Just Cause, Battlefield or Red Faction – the damage is much more detailed and on a much smaller scale. is still fantastic, thanks to some of the crunchiest and weightiest shooting in gaming.Īs in intense and grimly beautiful depiction of firefights, Siege is on the same level.Īt the end of a round, the level is scarred. ![]() Take away the slow motion and the scare tactics, and F.E.A.R. ![]() It reminds me of F.E.A.R., Monolith's horror-themed FPS. When firefights break out, bullets sending plaster dust into the air and punching holes through walls and doors, Rainbow Six Siege is as effective a depiction of close quarters first-person combat as I've ever seen.
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