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Ubisoft Ships Rainbow Six 3 on GameCube

by Jonathan Metts - June 15, 2004, 4:10 pm EDT
Total comments: 5 Source: Ubisoft Press Release

Plus, another new trailer with loads of gameplay footage.

After the first Rainbow Six 3 GC trailer last week, Ubisoft has released another trailer to accompany the game's shipping announcement. This second trailer features much more gameplay footage.

Rainbow Six 3 Trailer #2 (20 MB, WMV format)

TOM CLANCY’S RAINBOW SIX® 3 SHIPS FOR THE NINTENDO GAMECUBE™

Unparalleled Counter-Terrorist Action Available This Week

San Francisco, CA – June 15, 2004 – Ubisoft, one of the world’s largest video game publishers, announced today that Tom Clancy’s Rainbow Six 3 for the Nintendo GameCube™ is available this week at retail outlets across the U.S. Developed by Ubisoft’s Shanghai studio, the game offers the most thrilling and realistic counter-terrorist experience available anywhere.

Completely redesigned for next-gen consoles, Tom Clancy’s Rainbow Six 3 for the Nintendo GameCube gives players the opportunity to command an elite, four-man international anti-terrorist squad. The game features the trademark realism of the Clancy games: immediate, immersive close-quarters action, state-of-the-art in-game cinematics, Tom Clancy’s Splinter Cell®-quality graphics and a nail-biting plot ripped from today’s headlines. a Split-screen multiplayer capabilities round out the most exciting experience Nintendo GameCube gamers will have this year.

“Nintendo GameCube fans have been searching for a great action game and have been clamoring for Tom Clancy’s Rainbow Six 3 for months. Well, clamor no more – the hands-down leader in counter-terrorist gaming has arrived,” said Tony Kee, vice president of marketing for Ubisoft. “Now, whatever their console of choice, gamers can enjoy the industry-leading graphics, intense action, split-screen collaboration and trademark Clancy realism that have established Tom Clancy’s Rainbow Six 3 as one of the best and most popular action titles on the market today.”

About Tom Clancy’s Rainbow Six 3

Command an elite, multinational squad of special operatives against a hidden terrorist foe. In Tom Clancy’s Rainbow Six 3, the third installment in the wildly popular Rainbow Six series, Team RAINBOW races against time to stop terror and unravel a mystery. In locations around the world, from Venezuela and the Dutch Caribbean to Croatia, Italy and the United States, lead Team Rainbow in a desperate effort to prevent a war between Saudi Arabia and the United States.

Key Features

· Immersive storyline with 15 all-new missions against a new breed of terrorists armed with enhanced AI tactics and tons of firepower

· Split-screen mode for offline 2-player collaboration

· Squad-based, action-oriented gameplay keeps the excitement flowing – lead an international team of 4 elite operatives, each with their own look and personality

· Movie-quality cinematics enhance the immersion in the world of Team RAINBOW

· Incredible graphics and lighting effects

· Trademark Tom Clancy realism

Tom Clancy’s Rainbow Six 3 carries an “M” (Mature) rating from the ESRB with a suggested retail price of $49.99.

Talkback

NinGurl69 *hugglesJune 15, 2004

In comparison to Raven Shield, all the versions look bad. The fact that the troopers are severely underdressed for CT ops make them look REDICULOUS. One tango was shot 3 times in the chest, and still didn't go down. Everybody's running around large rooms shooting each other like mad. Looks like there's another dumbed-down "life meter" damage system in place here, reducing the gameplay to a fragfest under the guise of a "tactical simulation". What the hell happened to Rainbow Six's trademark stealth & strategy? Trademark Tom Clancy realism my ass.

KDR_11kJune 15, 2004

Didn't the PC versions have a life meter as well?

NinGurl69 *hugglesJune 15, 2004

They (Rainbow Six, up to the last Rogue Spear game pack) had a status guage that's similar in appearance to Resident Evil's EKG. It would indicate the trooper's specific condition, rather than "how much health is left".

There were:
Green - Good health: no harm done.
Yellow - Wounded: Your body has been hit (where/whenever your protective gear fails) somewhere by a bullet or explosive blast. You can still function, but your performance may be hindered.
Orange - Incapacitated: You've been severely wounded to the point of unconsciousness, but you're not dead. Or you may have been shot in the head or chest, and survived, but you're no longer functional during the mission. Your character may return for action in a later mission.

The pre-Ubi Rainbow Six's had a precise damage model. Shots to unprotected enemy heads yielded a kill. Severe damage to an enemy limb via burst of shots or high-powered rounds yielded a kill (enemies weren't programmed at this time to walk around with "one arm" or "one leg"). A shot to the center of mass area (heart) yielded a kill, depending on the strength of the round. A burst of shots to the same point anywhere else on an unprotected chest with a low powered round like a 9mm, was also a kill. A single shot with a NATO round (5.56mm or larger) to an unprotected chest was usually a kill. ANY shot to the chest that does harm at least yielded a reaction from the target, like they'd lose their ability to aim, momentarily -- I don't see this going on in "Rainbow Six 3". There wasn't some silly rule like "5x 9mm shots to the chest = kill" or "3x 5.56mm shots to the chest = kill" damage rule. It was really a question of how much damage you'd do to an enemie's innards. The choice of JHP (major damage to internal organs) and FMJ bullets (round would pierce and exit the body) in Rogue Spear really had an impact on your kills.

And body armor here wasn't like "FPS body armor" you'd pick up in a Bond game -- there's no meter to deplete. If your armor says it can reliablly stop 9mm rounds, it will, and won't suddenly disappear after some set number of hits. Unfortunately, the armor available can't stop 5.54mm or larger rounds, so those bullets will easily break thru and put you into a "WORLD OF HURT!"

For the most part, this damage system also applies to the Rainbow troopers, tho they are allowed to continue fighting with a limp and/or hindered aim accuracy. And since most tangos had AK assault rifles that had no problem piercing thru your characters' body armor, you always had to move carefully and neautralize a threat the same second you encounter it. There weren't really any opportunities for firefights/exchanges (especially in close quarters) cuz tangos always aimed at your head, so it was kill (now!) or be killed (now! + 1 second). And the stages were designed that way, where you had to exercise stealth in your approach and really minimize physical exposure to the enemy. This is where the series' classic stealth/strategy and tension are derived.

But now with "action-oriented gameplay" as Ubi suggests, your dudes have a much easier time standing up to 5.54mm AK rounds and have little problems running into rooms guns blazing, literally exchanging bullets with the enemies despite the tango's fortified positional advantage.

KDR_11kJune 16, 2004

So basically they made it into Counterstrike?

NinGurl69 *hugglesJune 16, 2004

Damn, you're a genius!
Your comment sums it all up.

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