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Raven Shield Preview
Report : Rocky and Joe Schmoe
Ubi
Soft gave the UK its first look at Raven Shield this week,
and we were there, itching to get some hands-on RS action,
and we were not to be disappointed!
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Mike McCoy /
Mike Grasso
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Game On!
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Mike Grasso
Movie
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Thermal Image
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Door Entry
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Police Support
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Introduction
The presentation was introduced
by Manab Roy of Ubi Soft UK, and given by Lead Designer
Mike McCoy, and Technical Advisor ex LAPD SWAT member
Mike Grasso.
The presentation opened with Mike
Grasso explaining how the entertainment industry
demanded more realism for consumers, whether it
be games or movies. This was illustrated through
the showing of action scenes from two of the many
movies Mike has advised on. In The Rock Mike explained
how the Special Forces found themselves in a difficult
position when they entered an area to find the targets
covering them from an elevated position. Mike advised
that the same maxim applied to those Special Forces,
as applied to Raven Shield gamers when playing The
Prison level - "high ground is the best ground".
You can find our short movie of Mike Grasso above,
where he talks about Realism and Raven Shield.
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After talking the assembled press
through an action packed scene in Heat, we moved
through to the games room where the Raven Shield
LAN was geared up.
Mike McCoy ran through the Meat
Packing Plant showing off the new enhancements over
previous R6 games, before letting us loose on some
LAN and single player action. So what were our impressions
of Raven Shield?
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The Planning Phase
The first surprise was in the
planning phase. When it came to Rainbow Six's planning
phase, you either loved it, or you loathed it. Whichever
category you fall into, Raven Shield aims to please,
and it hits the target - dead centre.
If you find the planning phase
too much work, with the click of a button, you can
bypass it completely and be launched straight into
the action. There will be no equipment warnings,
no default plan warnings, just action from the moment
you click. On the other hand, if tactically planning
your mission before sending Team Rainbow in rocks
your boat, Raven Shield comes up trumphs once again.
Although the planning schematic will be instantly
recognisable to Rainbow Six vets, it comes with
some neat enhancements that promote a quicker and
more thorough set up. Central to this is the use
of the right mouse button to bring up a commands
menu which allows quick and easy waypoint setting,
among other things.
While the 3d view in the Original
Rainbow Six worked to a certain extent, it was limited
in that it failed to put the planner right on the
spot - which is exactly what Raven Shield succeeds
in doing. It does this by displaying a 2D image
of the exact location at every waypoint, but even
cooler, once a sequence of waypoints has been set,
the planning computer will run a 3D simulation of
the route, ensuring that the team go exactly where
you mean them to go. And that's not all that's new
to the planning phase, an additional waypoint is
now available over and above the standard go-codes,
the Milestone.
The Milestone is an information
waypoint and causes the team to pause and report
back with a situation report. This feature had not
been implemented in the version on display, but
promises to add another level of immersion in an
already tension filled thriller. Another small improvement
displays the direction and distance to the next
objective displayed in the HUD during the action
phase.
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AI
One of the most impressive aspects,
and one that is clearly much improved is the friendly
AI. This was especially noticeable as the trailing
members of a team provided excellent cover to the
rear and sides during forward movement. Each member
covered a zone scanning left, right and to the rear,
in a truly life like fashion.
Even more impressive were the
door entries. Depending on the layout of the room
next to the door, the team, upon instruction, will
adopt a tactical formation, best suited to the layout.
The convincing fashion with which these entries
are executed really has to be seen to be appreciated.
Suffice to say that the old adage 'if you want something
done right, do it yourself' that applied so accurately
to the bungling attempts seen in the original game
years ago, is now nothing more than a bad, distant
memory hoohaa!
If you decide to open doors yourself
there is additional information presented so you
know whether the door will open in or out, and of
course there is the incremental opening option that
allows players to open doors slowly. Notably, Mike
McCoy told us that this feature might not make it
into the X-box version, more on that later. Of course,
with correct use of the Heart Beat Sensor, and a
powerful enough weapon, it may not be necessary
to open the door at all - just shoot straight through
it and eliminate the tango on the other side!
The much discussed death animations
work exactly as previously disclosed by Ubi Soft.
The tangos slump to the ground in a very convincing
manner. Where in earlier R6 games bodies could end
up glitching through closed doors, now they slump
against doors or walls, before their legs buckle
and they collapse slumped on the floor. Sometimes
with a rather disturbing twitching motion!
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Weapons
Even is this early version of
the Raven Shield code, some of the effects surpass
those I have seen in any other game. Flashbangs
and Gas Grenades can be seen hanging from the belt
clips of team members equipped with them, but it
is when they are actually brought into use that
we see how cool they really are. The Flashbangs
cause erratic head movements, loss of focus and
general disorientation, not an easy thing to simulate
on a computer monitor, but hats off to the Dev team,
who have managed to pull it off - it works great.
The gas grenades cause a similar
effect, but with an additional loss of focus, which
causes a blurry slow-motion type of effect, very
similar to the type of effect simulated on the big
screen in movies. It looked fantastic, and used
in the right place at the right time, I can foresee
these two weapons being used to great effect in
multiplayer team adversarial.
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New to the R6
Series :
Mac-11/9
Machine Pistol
Micro-Uzi Machine Pistol
SR-2 Machine Pistol
MTAR-21 Bullpup Sub Machinegun
USAS-12 Automatic Shotgun
TAR-21 Bullpup Assault Rifle
Type 95 Bullpup Assault Rifle
VSS Vintorez Silenced Sniper Rifle
23E Light Machinegun
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Another enhanced feature is a new reticle movement.
In addition to the infamous Reticle Knock (first
introduced in Rogue Spear Urban Operations) and
reticle bloom. Reticle Knock simulates the confusion
and shock of taking a hit, through erratic movement
of the reticle, making aiming a difficult proposition.
Reticle bloom happens under normal fire and widens
the reticle area to simulate reduced accuracy for
sustained fire. In addition to these we now have,
what I'll call "Reticle Kick". This simulates
the kicking motion of a discharging firearm, and
is especially noticeable when viewing the optional
weapon view, as the weapon kicks up violently after
each shot. No doubt modders will get a kick out
of this new weapon parameter.
The attention to detail with weapons
has been improved upon. For example thermal imaging
equipment and bipods can be fitted to weapons, and
become visible in the weapon view. Mike McCoy explained
how with the bipod fitted the operatives will move
in a different manner when prone, as they attempt
to move the weapon with the heavy bipod attached.
All weapons have 1.5 X zoom, which can be increased
to 3.5 X with the scope fittment.
The P90 and PDW look like being
uber weapons again. The P90 especially had very
little recoil on full auto, and with a 50 round
clip, this will be the spray and prayer's weapon
of choice. By contrast, the M4 was a beast, with
a massive kick, and virtually unusable in full auto.
The m14 was as nice as I remember it, a powerful
weapon, yet controllable due to it's size.
M60s and M249s both make an appearance
in R3, both very loud. Just hearing the noise they
make is an experience, and makes you want to take
cover. The sniper rifles sound good as well, their
single loud crack always a welcome sound. The attachments
are (even at this early stage) very well implemented,
with the standard three choices (suppresser, miniscope,
c-mag) available on most primary weapons. Machineguns
get no attachments however, and certain weapons
are limited by their own configuration (the P90
can't use an extended mag, the sa80 already has
a mini-scope).
The thermal scope is going to
be a huge tactical tool in the game. I've got no
doubt of that. However, I don't think it's going
to be unbalancing, as it's very well implemented.
Your peripheral vision is completely removed, and
you have to use your full zoom level to get full
effect (further impeding your sight arc). It's powerful,
but only if you have a buddy stood next to you covering
the 340 degrees you can't see when you're using
it.
When it comes to recoil, both
the machineguns and the sniper rifles suffer badly
from muzzle climb (Reticle Kick) but there is a
way around that - the prone position. Sniper rifles
and MGs all have Bipods, which are deployed when
you go prone. This has two effects. The first is
that it limits your movement yet further (an operative
will naturally try to pivot using the bipod) the
second is that it gives your weapon greatly increased
stability. You're much more able to lay down accurate
suppressive fire or to fire repeated sniper shots
at multiple targets. Again, this this is a well
balanced feature that's most impressive - it's obvious
a lot of thought has gone into it's implementation.
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First Person Weapon View
There's been a lot of fuss at
the official forums about the first person weapon
view. There really shouldn't be. It's very well
done, looks good and adds to the game, I had my
doubts, but it looks good, and I am now converted.
You may well be too when you see your operative
alter his grip on front of the gun as you peek round
a corner, or see him flex his fingers when he has
a moment to do so. Also, the reload animations are
spectacular, absolutely accurate and nicely done.
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Visuals
Visually the game looked great,
as was to be expected using the latest build of
the Unreal engine. Mike McCoy explained that they
had set out to recreate the look and feel of Rogue
Spear on the unreal engine, then started enhancing
it using the latest technology offered by the powerful
Unreal engine.
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Console Versions
The X-Box version is going to
look exactly like the PC version, and may be a simultaneous
release. The X-Box version is being developed in-house
by Ubi Soft, such is their determination that both
versions will graphically be indistinguishable.
This is something the developers were keen to achieve,
and they proved they could do it with Ghost Recon,
where both versions look identical. Where they will
differ depends largely on the configuration limitations
offered by the X-Box, in particular the control
options. This may result in some features such as
incremental door and window opening not appearing
in the X-Box version. Another difference will be
the planning phase, which is completely overhauled
for console gamers. Instead of freeform planning
available in the PC version, console gamers will
be offered a selection of preset tactical assaults
to select from.
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Conclusion
Even though this was an early
version of the game code with many aspects not yet
fully implemented, what we did see, was very impressive.
Raven Shield is shaping up to be a quality addition
to the series, one that will appeal to seasoned
R6 vets as well as gamers new to the series. Having
played Raven Shield, I can put a few fears to rest
and assure you that it is very much R6 blood running
through the veins of this Unreal powered game.
We'd like to thank Manab Rob of
Ubi Soft for allowing us to test drive Raven Shield,
Mike McCoy and Mike Grasso for their openness and
willingness to discuss all aspects of the game (and
autographed Raven Shield poster!) and a special
thanks to Mike Grasso for sending me home with a
unique New York Police Department cap!
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Rocky | JoeSchmoe
July 2002
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Copyright
© 2001 Aggression.
Red Storm Entertainment, Inc. is a Ubi Soft
Entertainment company. All Rights Reserved.
Tom Clancy's Rainbow Six is a trademark of Rubicon, Inc. under
license to Ubi Soft Entertainment.
Ghost Recon is a trademark of Ubi Soft Entertainment.
Images used with permission. Coranto News.
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