ByKen McDonnell, writer at Creators.co
Now Loading's sentimental Irishman. I can't stop playing Overwatch, please send help.
Ken McDonnell

Ubisoft's [Tom Clancy's Rainbow Six: Siege](tag:2768317) is about to be unleashed upon the gaming world. We've started to see 'semi-reviews' for the product arrive on the old interwebs as publishers await the public servers to go live. Reviewers also have no idea about the game's progression system, and whether the micro transactions which speed up the process will affect the multiplayer game's balance.

But even without these aspects being available just yet, you can still get a clear idea of what kind of shooter Tom Clancy's Rainbow Six: Siege really is. Personally, this game had us thinking about the highly anticipated [Tom Clancy's The Division](tag:2684169), and whether we'd like to see Ubisoft achieve something similar with their online RPG. To be honest, The Division needs to take notes.

Analyzing the Gameplay of Rainbow Six: Siege

Tom Clancy's The Division
Tom Clancy's The Division

The Division and Rainbow Six: Siege have one core element in common: teamwork. If you think you can play Siege the way you interact with any other bog-standard shooter, you're not going to do very well. This multiplayer game requires communication and strategies - it will psychologically test you throughout every match.

The team-focused gameplay of Siege can be so impressive that we can't help but want to see it inspire The Division - a game that seems to pride itself on the ways in which teammates can interact with one another. Let's examine why Tom Clancy's Rainbow Six: Siege works as a co-operative multiplayer experience.

Paranoia Runs Wild

Tom Clancy's Rainbow Six: Siege
Tom Clancy's Rainbow Six: Siege

There's never a moment of rest in Siege. The second you begin a match, you need to think of ways that you can prevent your enemy from taking you by surprise. You need to barricade doors and windows, you need to plant traps and bombs, or you need to prepare yourself for an infiltration. You never know when someone will plow through a window, or the floor beneath you will cave in.

Therefore, by experimenting with your team, you begin to uncover strategies that work for you. But even though your strategy may be sound, you're required to be open to change. The enemy has a strategy too, remember, and often it interferes with yours in ways you didn't expect. You become paranoid that your room isn't safe; that you're going to ultimately fail your objective. The Division needs this sense of immediacy and tension.

Tom Clancy's The Division; Take Notes

Tom Clancy's Rainbow Six: Siege
Tom Clancy's Rainbow Six: Siege

The more you play Rainbow Six: Siege, the deeper your paranoia runs. For instance, one tactic we loved involved tricking the enemy. Normally, those who have to defend the objective will set up a fortress of traps and barricades. When this became too predictable, we decided to kit out the room in the exact same way, only none of us were in it. Once the enemy breached its walls, a flash-bang was tossed into the room and our team could move in and take a win with ease.

But players grew wise to this tactic. Therefore, every match starts with a sense of uncertainty. We've no idea what strategy to start with, or how the enemy will react. This is what makes Siege such a fantastic experience. Therefore, seeing as The Division is a post-apocalyptic title, it needs to transfer this sense of paranoia from Rainbow Six into the chore of its gameplay. This will ensure its longevity and ultimate success.

Trending

Latest from our Creators