Rainbow Six Siege Review (2020) – Smooth Operator

In Rainbow Six Siege, small tactical choices always lead to big consequences. Every round is a new lesson in what you could have done better, with your mistakes acting as a stern teacher. Taking these lessons to heart and adjusting your team’s strategy accordingly keeps each match feeling fresh and exciting, and a drip-feed of new operators, loadouts, and abilities constantly introduces new considerations. The thrill of seeing your plan succeed–whether that’s a collection of traps that stops the enemy in their tracks, a well-placed breaching hole that sets the stage for an ambush, or two operators’ abilities working together to pull the rug out from the opposing team–is what makes Siege not only a compelling shooter but one of the best examples of teamwork, tactics, and crack shooting out there.

Despite its evolution over the past four years, Rainbow Six Siege has always been a battle between attackers and defenders over a single objective. There are five operators per team, each with their own special gadgets that can be used to slow the attackers’ assault or poke holes in the defenders’ fortifications. Every round, attackers need to move in on a specific objective; depending on the mode, they’ll need to sneak in and extract a hostage, create a pathway to secure a specific room, or strategize carefully to defuse a bomb. Bomb is the quintessential Siege mode, as it makes every operator feel viable and balanced. Pushing the objective, finding an opening to plant the defuser, and then protecting said defuser gives the attacking side a steep, rewarding climb to victory, and it’s the defenders’ job to knock them down and keep them from reaching that summit.

Playing video games with friends is usually more fun than playing alone, and the benefits of communicating and working together make Siege a more enjoyable experience when playing with people you know. Thankfully, solo-queuing isn’t an entirely lost cause, as it’s not uncommon to find like-minded players interested in coordinating as a team, but you will inevitably come across players more interested in taking the objective on their own. Siege incentivizes teamwork, and when a group of players executes a coordinated assault on the garage in House or top floor of Kanal, it results in some of the most exciting moments you can experience in a team-based first-person shooter.

Siege isn’t all about shooting; there’s also a large focus on learning and utilizing each operator’s unique gadget to assist in taking or holding the objective. The attacking side’s abilities range from breaching reinforced walls and creating new doors to dismantling defender gadgets and using cameras to reveal enemy locations. Choosing the right operator and creating a good team of operators whose abilities work well together can make a heavily fortified room much easier to breach. For example, using Thatcher’s EMP grenades to destroy signal disruptors can give Thermite’s breaching charge the opportunity to create a door into the objective. Meanwhile Fuse’s barrage of explosives can force defenders into triggering Lion’s motion-detection drone.

On the defending side, operator gadgets consist largely of tools that slow the attackers’ pursuit of the objective or prevent it altogether. Mute’s signal disruptors cut out the use of any electronic gadgets, such as the recon drones and Thermite’s charges. On the other hand, there are gadgets that can incapacitate an attacker altogether. A well-placed welcome mat from Frost can trap an unsuspecting attacker, serving them up for a free kill shot after you hear that unmistakable clamp.

Siege does a great job with its gadget audio, with distinctive sounds that alert you to who you’re up against–Zofia’s impact grenades make a very distinct, almost hollow sound and can’t be mistaken for Ash’s breaching rounds or any of the other explosives. The gadgets are what make Siege’s combat distinct from other shooters, and while you’ll likely get into at least one firefight per round, using your gadget effectively to slow the enemy is just as rewarding as nailing that clutch headshot.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

While gadgets are what you’ll want to take full advantage of to achieve your goals, guns can’t be put by the wayside. Some firearms, like certain shotguns and LMGs, are powerful enough to take down barricaded doorways and create kill holes into the objective. Assault rifles and SMGs are capable of taking out barricades as well, but they’re often better suited for taking out the enemy. Each gun feels appropriately powerful for its type and size. This is particularly true for marksman rifles, which are capable of dropping an enemy in just a couple of shots. The recoil and sound each one makes fits the damage it deals on the other end–loud and lethal. Each gun has its own distinct power and handling, making the customization of your loadout as important to your overall strategy as your gadgets and approach to each situation.

Things don’t always go as planned since there’s a team trying to subvert your expectations with their own tools. There are multiple ways for both teams to pressure each other, and those who aren’t ready for it will be upended and eliminated. The attackers could be moving toward the objective cautiously, while the defenders plan to rush them, catch them off guard, and force them to slip out of this slower, more comfortable pace. The regular shift between slow-and-steady and heart-pounding immediacy is exhilarating, especially when just a few seconds can change the momentum of a match. The quieter moments require a calm hand; taking your time and waiting for the right moment can be nerve-wracking, but patience and proper execution with your teammates makes for exceptionally satisfying gunplay and teamwork, as you take out your opponents one by one and pull out a victory.

The regular shift between slow-and-steady and heart-pounding immediacy is exhilarating, especially when just a few seconds can change the momentum of a match.

No matter how prepared one is, a talented team can always pull the rug out from under their opponents’ feet. This constant uncertainty makes each round tense, exciting, and–in some cases–stressful. It’s like a horror movie in which you know there’s a monster in the house, you’re just not sure where it’s hiding or when it’s going to show up. However, if you know all of the places the monster could be hiding, then you’ll be ready to take your shot once it makes its move. In a horror movie, the protagonist is always better off in their home, a place they’re intimately familiar with and know the ins and outs of. Siege is the same way: Shooting is a crucial part, but learning each map, and the hiding spots that can conceal operators and traps, is as, if not more, important.

While you’re devoting time to the intricacies of each character, you’re breaching and defending different rooms across the game’s various maps, slowly learning their layouts: where the doors, cameras, and windows are, as well as where each wall and floor hatch leads to. You learn each map almost unintentionally, just by playing. The subtlety of Siege’s idiosyncrasies makes personal progress feel profound; knowing that you can see the top of a staircase from a certain window–likely learned from being shot from that same window–can give you the edge over a distracted team. And with Siege, everything you learn pays back in dividends, as knowing a map’s layout makes it easier to pick up new operators and put their gadgets to use on that map. Siege’s learning curve is not small, but it’s not particularly steep either. You’ll need to spend a long time learning the particulars, but it’s an outstanding journey with rewarding moments that’ll make you feel like you’re improving every match.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Each operator is well-defined in their appearance, personality, and abilities, and while the game isn’t about their stories and interactions with their Rainbow Six squadmates, Siege characterizes its operators incredibly well, thanks to smart writing and in-match dialogue that gives you a peek into their world. Simple in-game lines that inform you of the match’s events also give you an idea of who the characters are–for example, Thermite letting his teammates know that he’s about to make a “big fucking hole” as he activates his breaching charges. Similarly, you understand the relationship between sisters Ela and Zofia, as the latter plays the role of a motherly sister, letting Ela know she’s not trying hard enough if Zofia happens to take her out during a match. These animated voice lines paint a picture of who each operator is and the world they’re a part of–Hibana even mentions her friend, Thermite, as she activates her X-Kairos pellets to make her own “big fucking hole.” Siege’s writing delicately balances the line between informative, colourful, and humorous, without being distracting and taking away from the match at hand.

Siege’s character development has been built over the past four years, as Ubisoft has improved its tactical team-based shooter from something that had a great base to start with into one of the best multiplayer experiences. Each new season has brought new reasons to keep playing Siege without it ever feeling stale. The introduction of new operators obviously brings new abilities to use or contend with, but it often changes how previous operators are viewed and approached as well–older characters have been given a new lease on life by becoming excellent counter-picks to newer DLC operators.

Siege has had its fair share of missteps, though the game we have today has ironed out many of them. Ubisoft has proven itself receptive and expeditious when it comes to dealing with the game’s issues, at times having removed entire gadgets–and the operator Clash–when gamebreaking exploits were found and abused. While it was disappointing to be without deployable shields for an extended period of time, it helped create an environment where cheaters couldn’t prosper and ultimately resulted in Siege becoming a stronger game.

No Caption Provided

The operator balance is always being tweaked as well, which can cause certain operators to go in and out of favour. Weaker operators have received buffs in the way of damage increases or a change in gadget utility, making them more viable options than they once were. Alternatively, strong, highly-picked operators have seen the exact opposite. It can be frustrating when your favourite operator gets nerfed, but a lot of these changes have made overpowered characters fall in line without completely diminishing the satisfaction you get while playing them. When IQ’s frag grenade was removed from her loadout, I could no longer bounce her grenades off walls towards a crowd of electronic gadgets. This was disheartening at first, but their removal gave me the push I needed to learn and grow as a player, as I was encouraged to evolve my strategy with a new set of tools–now I don’t even miss them.

Several maps have also received updates, from slight changes to complete overhauls. Nearly all of Siege’s maps are excellent–except for that dang Favela–and these reworks have only improved their layouts. Like operator nerfs, it can be disheartening to see your favourite map lose the hallways you fell in love with, but it doesn’t take long to warm up to the changes. Some of the reworked maps are now among Siege’s best maps–Clubhouse and Kafe Dostoyevsky are a lot more enjoyable to attack and defend on since their interior renovations.

Ubisoft’s constant battle with toxicity has yielded some good results, and while it’s not perfect, it’s become a much more manageable issue that you no longer have to feel trapped by. In Siege’s text chat, racial and homophobic slurs, overzealous trash talk, and petty insults can make new players feel unwelcome. Thankfully, Ubisoft has been proactive in removing toxic players from its game with its own moderation and introduction of new tools that improve the overall experience. Friendly-fire reversal has caused a significant decrease in team-killing, as players are now able to police themselves, decide whether a specific instance of friendly-fire was intentional, and prevent a toxic player from causing any further damage–two team kills, intentional or not, also removes the player from said match. Chat filters have made it easy to avoid cross-team communication altogether, and as someone who enjoys his fair share of trash talk, the ability to turn off text and voice chat–per player or per team–makes Siege a less frustrating, healthier, and better experience, especially when playing alone. Nights that would end in anger and frustration over what another player said are now completely non-existent.

Ubisoft has proven itself receptive and expeditious when it comes to dealing with the game’s issues.

Of course, you can’t have a multiplayer game in 2020 without an in-game shop. Siege’s store has a deluge of cosmetic items of varying types, in addition to its roster of operators. Most headgear, uniforms, and skins can be purchased with the in-game currency, Renown–which isn’t difficult to earn, though it does take a fair amount of time. Operators can be purchased with Renown as well, with older operators costing less than newer ones. There are also some items that you have to purchase with real money, such as the annual operator pass and Elite uniforms that come with a bundle of unique skins, victory animation, and operator card. The cosmetics are beautifully designed, sometimes changing the entire motif of a specific operator. However, limited-time cosmetics and the recently implemented battle passes can cause you to play or pay more than you initially wanted or intended to. Thankfully, there’s nothing in these microtransactions that affects the gameplay or enjoyment thereof–Siege is rewarding enough on its own that you don’t need the satisfaction of cosmetic progress to keep you going. However, it’s still an unneeded carrot-on-a-stick that comes off more obnoxious than anything else.

Rainbow Six Siege has always been a game about making tactical decisions and dealing with their consequences, but with every new year of operators and changes, the options have been refined and increased to make for firefights that are as engaging as they are unpredictable. Learning the various operators and how to breach or protect a room with them can be a slow crawl, but Siege makes it easy to understand what your mistakes are, thanks in part to seeing both sides of every match. It rewards patience, persistence, and teamwork, and over the past four years, Siege has not only become Ubisoft’s crown jewel of multiplayer action but also one of the best first-person shooters ever made.

Now Playing: Rainbow Six: Siege Review (2020)

EA Play Live 2020: EA Announces Date And Time Of Its Big Summer Gaming Show

Gaming giant Electronic Arts has announced more details about its upcoming summer games showcase. EA Play Live 2020 will be held on Thursday, June 11, and it’ll be completely digital.

The show will stream on EA.com and other sources, including here at GameSpot, with the event kicking off at 4 PM PT / 7 PM ET. You can check out the logo for EA Play Live 2020 below.

No Caption Provided

EA Play Live is an extension of EA’s previous EA Play events that were held surrounding the E3 gaming show in recent years. With E3 2020 canceled completely due to the COVID-19 crisis, EA is shifting its plans as well and launching this digital show.

EA has not provided a schedule of events so far, but that information should come in due course. EA’s previous EA Play events stretched out for multiple days, with fans and the press alike invited to a gathering to play upcoming games, watch presentations and tournaments, and hear directly from developers.

EA’s list of confirmed titles for 2020 include the usual slate of sports games, including FIFA 21, Madden NFL 21, and NHL 21. As for what might be announced at the event, EA is believed to be launching a new sports game soon, while there are also rumors of a “smaller, more unusual” Star Wars game coming from EA Motive. A new Battlefield game is also in development for release in 2021.

E3 2020 was originally scheduled to take place from June 9-11, but the ESA–the organization behind the annual expo–announced that this year’s show would be canceled due to COVID-19 pandemic. Other gaming events, such GDC 2020 and SXSW, have similarly been canceled or postponed over coronavirus concerns.

Even if E3 2020 had gone on as planned, the show would have been missing many of its biggest players. PlayStation had announced it would skip the event for the second year in a row, and iam8bit stepped away from its position as E3 2020’s creative director. Geoff Keighley, host of E3 Coliseum, also announced he would not participate in the event for the first time in 25 years. A handful of companies, such as Microsoft, Ubisoft, and Limited Run Games, have already announced their plans to explore digital alternatives to E3.

GameSpot will also be holding its own summer event this year called Play For All, a multi-week charity event that will feature gaming news, previews, interviews, and also raise money for COVID-19 relief efforts. You can learn more about GameSpot Play For All here.

EA Play Live 2020

  • When: Thursday, June 11, beginning at 4 PM PT / 7 PM ET
  • How to watch: The event will be streamed on EA.com and through a variety of sources, including here at GameSpot

Rainbow Six Siege Review (2020) – Smooth Operator

In Rainbow Six Siege, small tactical choices always lead to big consequences. Every round is a new lesson in what you could have done better, with your mistakes acting as a stern teacher. Taking these lessons to heart and adjusting your team’s strategy accordingly keeps each match feeling fresh and exciting, and a drip-feed of new operators, loadouts, and abilities constantly introduces new considerations. The thrill of seeing your plan succeed–whether that’s a collection of traps that stops the enemy in their tracks, a well-placed breaching hole that sets the stage for an ambush, or two operators’ abilities working together to pull the rug out from the opposing team–is what makes Siege not only a compelling shooter but one of the best examples of teamwork, tactics, and crack shooting out there.

Despite its evolution over the past four years, Rainbow Six Siege has always been a battle between attackers and defenders over a single objective. There are five operators per team, each with their own special gadgets that can be used to slow the attackers’ assault or poke holes in the defenders’ fortifications. Every round, attackers need to move in on a specific objective; depending on the mode, they’ll need to sneak in and extract a hostage, create a pathway to secure a specific room, or strategize carefully to defuse a bomb. Bomb is the quintessential Siege mode, as it makes every operator feel viable and balanced. Pushing the objective, finding an opening to plant the defuser, and then protecting said defuser gives the attacking side a steep, rewarding climb to victory, and it’s the defenders’ job to knock them down and keep them from reaching that summit.

Playing video games with friends is usually more fun than playing alone, and the benefits of communicating and working together make Siege a more enjoyable experience when playing with people you know. Thankfully, solo-queuing isn’t an entirely lost cause, as it’s not uncommon to find like-minded players interested in coordinating as a team, but you will inevitably come across players more interested in taking the objective on their own. Siege incentivizes teamwork, and when a group of players executes a coordinated assault on the garage in House or top floor of Kanal, it results in some of the most exciting moments you can experience in a team-based first-person shooter.

Siege isn’t all about shooting; there’s also a large focus on learning and utilizing each operator’s unique gadget to assist in taking or holding the objective. The attacking side’s abilities range from breaching reinforced walls and creating new doors to dismantling defender gadgets and using cameras to reveal enemy locations. Choosing the right operator and creating a good team of operators whose abilities work well together can make a heavily fortified room much easier to breach. For example, using Thatcher’s EMP grenades to destroy signal disruptors can give Thermite’s breaching charge the opportunity to create a door into the objective. Meanwhile Fuse’s barrage of explosives can force defenders into triggering Lion’s motion-detection drone.

On the defending side, operator gadgets consist largely of tools that slow the attackers’ pursuit of the objective or prevent it altogether. Mute’s signal disruptors cut out the use of any electronic gadgets, such as the recon drones and Thermite’s charges. On the other hand, there are gadgets that can incapacitate an attacker altogether. A well-placed welcome mat from Frost can trap an unsuspecting attacker, serving them up for a free kill shot after you hear that unmistakable clamp.

Siege does a great job with its gadget audio, with distinctive sounds that alert you to who you’re up against–Zofia’s impact grenades make a very distinct, almost hollow sound and can’t be mistaken for Ash’s breaching rounds or any of the other explosives. The gadgets are what make Siege’s combat distinct from other shooters, and while you’ll likely get into at least one firefight per round, using your gadget effectively to slow the enemy is just as rewarding as nailing that clutch headshot.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

While gadgets are what you’ll want to take full advantage of to achieve your goals, guns can’t be put by the wayside. Some firearms, like certain shotguns and LMGs, are powerful enough to take down barricaded doorways and create kill holes into the objective. Assault rifles and SMGs are capable of taking out barricades as well, but they’re often better suited for taking out the enemy. Each gun feels appropriately powerful for its type and size. This is particularly true for marksman rifles, which are capable of dropping an enemy in just a couple of shots. The recoil and sound each one makes fits the damage it deals on the other end–loud and lethal. Each gun has its own distinct power and handling, making the customization of your loadout as important to your overall strategy as your gadgets and approach to each situation.

Things don’t always go as planned since there’s a team trying to subvert your expectations with their own tools. There are multiple ways for both teams to pressure each other, and those who aren’t ready for it will be upended and eliminated. The attackers could be moving toward the objective cautiously, while the defenders plan to rush them, catch them off guard, and force them to slip out of this slower, more comfortable pace. The regular shift between slow-and-steady and heart-pounding immediacy is exhilarating, especially when just a few seconds can change the momentum of a match. The quieter moments require a calm hand; taking your time and waiting for the right moment can be nerve-wracking, but patience and proper execution with your teammates makes for exceptionally satisfying gunplay and teamwork, as you take out your opponents one by one and pull out a victory.

The regular shift between slow-and-steady and heart-pounding immediacy is exhilarating, especially when just a few seconds can change the momentum of a match.

No matter how prepared one is, a talented team can always pull the rug out from under their opponents’ feet. This constant uncertainty makes each round tense, exciting, and–in some cases–stressful. It’s like a horror movie in which you know there’s a monster in the house, you’re just not sure where it’s hiding or when it’s going to show up. However, if you know all of the places the monster could be hiding, then you’ll be ready to take your shot once it makes its move. In a horror movie, the protagonist is always better off in their home, a place they’re intimately familiar with and know the ins and outs of. Siege is the same way: Shooting is a crucial part, but learning each map, and the hiding spots that can conceal operators and traps, is as, if not more, important.

While you’re devoting time to the intricacies of each character, you’re breaching and defending different rooms across the game’s various maps, slowly learning their layouts: where the doors, cameras, and windows are, as well as where each wall and floor hatch leads to. You learn each map almost unintentionally, just by playing. The subtlety of Siege’s idiosyncrasies makes personal progress feel profound; knowing that you can see the top of a staircase from a certain window–likely learned from being shot from that same window–can give you the edge over a distracted team. And with Siege, everything you learn pays back in dividends, as knowing a map’s layout makes it easier to pick up new operators and put their gadgets to use on that map. Siege’s learning curve is not small, but it’s not particularly steep either. You’ll need to spend a long time learning the particulars, but it’s an outstanding journey with rewarding moments that’ll make you feel like you’re improving every match.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Each operator is well-defined in their appearance, personality, and abilities, and while the game isn’t about their stories and interactions with their Rainbow Six squadmates, Siege characterizes its operators incredibly well, thanks to smart writing and in-match dialogue that gives you a peek into their world. Simple in-game lines that inform you of the match’s events also give you an idea of who the characters are–for example, Thermite letting his teammates know that he’s about to make a “big fucking hole” as he activates his breaching charges. Similarly, you understand the relationship between sisters Ela and Zofia, as the latter plays the role of a motherly sister, letting Ela know she’s not trying hard enough if Zofia happens to take her out during a match. These animated voice lines paint a picture of who each operator is and the world they’re a part of–Hibana even mentions her friend, Thermite, as she activates her X-Kairos pellets to make her own “big fucking hole.” Siege’s writing delicately balances the line between informative, colourful, and humorous, without being distracting and taking away from the match at hand.

Siege’s character development has been built over the past four years, as Ubisoft has improved its tactical team-based shooter from something that had a great base to start with into one of the best multiplayer experiences. Each new season has brought new reasons to keep playing Siege without it ever feeling stale. The introduction of new operators obviously brings new abilities to use or contend with, but it often changes how previous operators are viewed and approached as well–older characters have been given a new lease on life by becoming excellent counter-picks to newer DLC operators.

Siege has had its fair share of missteps, though the game we have today has ironed out many of them. Ubisoft has proven itself receptive and expeditious when it comes to dealing with the game’s issues, at times having removed entire gadgets–and the operator Clash–when gamebreaking exploits were found and abused. While it was disappointing to be without deployable shields for an extended period of time, it helped create an environment where cheaters couldn’t prosper and ultimately resulted in Siege becoming a stronger game.

No Caption Provided

The operator balance is always being tweaked as well, which can cause certain operators to go in and out of favour. Weaker operators have received buffs in the way of damage increases or a change in gadget utility, making them more viable options than they once were. Alternatively, strong, highly-picked operators have seen the exact opposite. It can be frustrating when your favourite operator gets nerfed, but a lot of these changes have made overpowered characters fall in line without completely diminishing the satisfaction you get while playing them. When IQ’s frag grenade was removed from her loadout, I could no longer bounce her grenades off walls towards a crowd of electronic gadgets. This was disheartening at first, but their removal gave me the push I needed to learn and grow as a player, as I was encouraged to evolve my strategy with a new set of tools–now I don’t even miss them.

Several maps have also received updates, from slight changes to complete overhauls. Nearly all of Siege’s maps are excellent–except for that dang Favela–and these reworks have only improved their layouts. Like operator nerfs, it can be disheartening to see your favourite map lose the hallways you fell in love with, but it doesn’t take long to warm up to the changes. Some of the reworked maps are now among Siege’s best maps–Clubhouse and Kafe Dostoyevsky are a lot more enjoyable to attack and defend on since their interior renovations.

Ubisoft’s constant battle with toxicity has yielded some good results, and while it’s not perfect, it’s become a much more manageable issue that you no longer have to feel trapped by. In Siege’s text chat, racial and homophobic slurs, overzealous trash talk, and petty insults can make new players feel unwelcome. Thankfully, Ubisoft has been proactive in removing toxic players from its game with its own moderation and introduction of new tools that improve the overall experience. Friendly-fire reversal has caused a significant decrease in team-killing, as players are now able to police themselves, decide whether a specific instance of friendly-fire was intentional, and prevent a toxic player from causing any further damage–two team kills, intentional or not, also removes the player from said match. Chat filters have made it easy to avoid cross-team communication altogether, and as someone who enjoys his fair share of trash talk, the ability to turn off text and voice chat–per player or per team–makes Siege a less frustrating, healthier, and better experience, especially when playing alone. Nights that would end in anger and frustration over what another player said are now completely non-existent.

Ubisoft has proven itself receptive and expeditious when it comes to dealing with the game’s issues.

Of course, you can’t have a multiplayer game in 2020 without an in-game shop. Siege’s store has a deluge of cosmetic items of varying types, in addition to its roster of operators. Most headgear, uniforms, and skins can be purchased with the in-game currency, Renown–which isn’t difficult to earn, though it does take a fair amount of time. Operators can be purchased with Renown as well, with older operators costing less than newer ones. There are also some items that you have to purchase with real money, such as the annual operator pass and Elite uniforms that come with a bundle of unique skins, victory animation, and operator card. The cosmetics are beautifully designed, sometimes changing the entire motif of a specific operator. However, limited-time cosmetics and the recently implemented battle passes can cause you to play or pay more than you initially wanted or intended to. Thankfully, there’s nothing in these microtransactions that affects the gameplay or enjoyment thereof–Siege is rewarding enough on its own that you don’t need the satisfaction of cosmetic progress to keep you going. However, it’s still an unneeded carrot-on-a-stick that comes off more obnoxious than anything else.

Rainbow Six Siege has always been a game about making tactical decisions and dealing with their consequences, but with every new year of operators and changes, the options have been refined and increased to make for firefights that are as engaging as they are unpredictable. Learning the various operators and how to breach or protect a room with them can be a slow crawl, but Siege makes it easy to understand what your mistakes are, thanks in part to seeing both sides of every match. It rewards patience, persistence, and teamwork, and over the past four years, Siege has not only become Ubisoft’s crown jewel of multiplayer action but also one of the best first-person shooters ever made.

Now Playing: Rainbow Six: Siege Review (2020)

Star Wars Game Vader Immortal Coming To PS4

Vader Immortal, the episodic Star Wars VR game released for Oculus Rift and Quest last year, is making the lightspeed jump to PlayStation VR. According to an announcement on the PlayStation Blog, the game is coming this summer, and will include all three episodes and Lightsaber Dojo challenges together.

It was designed by ILMxLAB, an immersive experiences studio founded in 2015. While Vader is the focal point of the plot, you actually play as a smuggler recruited by the Sith Lord to find an artifact. The story was written by screenwriter David S. Goyer (Terminator: Dark Fate, Man of Steel). It was awarded Best AV/VR game at the 2020 GDC Awards.

This was announced as part of the Star Wars Day festivities, which comes every May 4. The unofficial fan holiday started as a pun, but has been quickly picked up by official channels as companies plan merch releases and other celebrations around the date.

This year, for example, Star Wars Battlefront 2 got its final content update and Disney+, the company’s streaming service, released Rise of Skywalker, a Mandalorian documentary, and the final episode of the Clone Wars animated series. You can also pick up a bunch of Star Wars goodies on sale, including lots of Star Wars games on Steam.

Now Playing: The Force is strong with Vader Immortal on Oculus Quest

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Port Royale 4 Beta Is Out Now

Seafaring trade simulator Port Royale 4 has released its beta as a pre-purchase, with players who purchase the game now getting a discounted rate and instant access to the beta.

The latest in a series dating back to 2003’s Port Royale, the trading sim takes players back to the golden age of seafaring in the Caribbean, acting as the governor of an island-based colony. In a new twist for the series, sea battles will now be turn-based, with up to 8 different ships involved in each battle.

See what else is new in the series with the closed beta, available now for players who purchase the game through the Kalypso store. The beta will allow players to play through the entire tutorial, plus the full Spanish campaign. It will also feature Free Mode again just for Spain, with four playable characters.

The full game will also allow players to choose England, France, or The Netherlands to play as, with the complete release dropping later this year on September 25.

Port Royale 4 will be launching on PC, PlayStation 4, Xbox One, and Nintendo Switch, but the beta is available for PC players only.

GameSpot may get a commission from retail offers.

Extraction Movie Ending Was Originally Much More Grim

The new Netflix movie Extraction, which stars Thor actor Chris Hemsworth, is lighting up charts and setting records at the streaming platform. The action-heavy film ends in dramatic fashion, and the director has now revealed that his original script was even heavier. It wasn’t until testing the movie and a conversation with an executive at Netflix that director Sam Hargrave was convinced to change the ending. Read on to get the full story, but of course, be aware that this includes heavy spoilers.

SPOILERS FOR EXTRACTION FOLLOW BELOW

No Caption Provided

In the ending of Extraction that made the cut, Hemsworth’s character, Tyler Rake, is shot by the teenage boy who is trying to make a name for himself with a local drug kingpin. Rake, breathing his last breaths, tips himself over the edge of bridge and collapses into the river below. It’s assumed that Rake died as part of his journey to save and rescue a young boy named Ovi.

However, it’s never explicitly confirmed that Rake succumbed to his injuries. And in the movie’s final frame, a character who bears a strong resemblance to Rake is seen, albeit in a fuzzy shot. Director Sam Hargrave, who made his directorial debut with Extraction, said the original ending was much more clear.

Rake would die. But this did not go over so well in testing.

“It was not surprising that a lot of people wanted the character to live, and some people wanted him to die. People were torn; it was almost down the middle,” Hargrave told Collider. “We want to appeal to as many people as possible without compromising the integrity of the story.”

The compromise that Hargrave made was to make it look like Rake died–he was shot through the neck, after all, and was coughing up blood when we see him last–but also give viewers the opportunity to believe that he might have survived. Hence, the ambiguous ending that you see in the film.

“If people on one hand feel like the story is complete and is a story of redemption through sacrifice, then for them, it’ll be where the kid is imagining [Rake standing there], and then now you go, ‘Yes, I’m satisfied,'” Hargrave said. “If you feel like you love Tyler Rake, and you love Chris Hemsworth, and you want a sequel, and you’re like ‘There’s no way, you can’t kill him!’ then that’s Tyler Rake standing there looking at you. So we kind of purposefully did not pull focus to the character standing there.”

Hargrave’s own preference would have been to kill Rake. It would have completed his story arc of finding redemption for his past transgressions through sacrificing himself to save Ovi. “He made the choice he was okay with. He had come to terms with his past and the choice he made in the present saved this kid, and if that meant him dying, so be it. And that was his journey in my mind,” Hargrave said.

However, Netflix boss Scott Stuber convinced Hargrave to change his mind when he asked him to consider what would truly be a more satisfying ending.

“You have to remember the difference between an intellectually satisfying ending and an emotionally satisfying ending,” Hargrave said he recalls Stuber telling him. “And so we struggled with that concept of, ‘Is it more emotionally satisfying that Rake lives or that Rake dies?’ And truthfully, the vote was it’s more emotionally satisfying that he lives. Because the kid gave him something to live for, and now he’s living for that.”

Hemsworth recently said he would keen to return to Extraction for a sequel or a prequel. Given the immense success of the movie–it’s the most-watched Netflix movie of all time over its first four weeks–it seems likely that Netflix would be interested in getting the group back together.

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Will There Be An Extraction Sequel Or Prequel? Chris Hemsworth Says He Would Be Up For It

The new Chris Hemsworth movie on Netflix, the action-thriller Extraction, is setting records for the streaming company. It’s on pace to become the most-watched Netflix movie of all time over its first four weeks. Hemsworth has now responded to the huge success of the film and commented about the possibility of a prequel or a sequel coming sometime down the road.

“I just want to say a massive thank you to everyone who checked out Extraction,” Hemsworth said in a post on Instagram (via Collider). “You’ve made it the number one film on the planet right now, and it looks like it’s going to be Netflix’s biggest feature film of all time, which is absolutely mind-blowing.”

According to Netflix, some 90 million households watched Extraction over its first four weeks. Even if Netflix’s reporting methods are a bit wacky, it’s still a record for the company, outpacing the number of views of Tiger King and everything else on the platform over its first month.

Extraction was directed by Sam Hargrave, a stunt coordinator on Avengers: Endgame, who made his directorial debut with the film. The movie was co-written by Avengers: Endgame director Joe Russo. He and his brother Anthony also produced Extraction.

Hemsworth also spoke about the possibility of another Extraction movie. He teased, “There’s been a lot of talk and questions about sequels and prequels and all sorts of things, and all I can say is who knows. But with this amount of support, it’s something I will be pretty stoked to jump back into.”

The final frame of Extraction offers a very strong tease that the story could continue with a sequel. A prequel could also be interesting approach, to help viewers find out more about Hemsworth’s character, Tyler Rake, who suffered a horrible loss that is only referenced in the movie but never fully explored.

Extraction is available to stream now on Netflix.

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Amazon Games Details Huge PVP Wars In Its Upcoming MMO New World

Despite a delay in development due to coronavirus, the team at Amazon Games’ Irvine, California studio are forging ahead with New World, and have dropped new details on the epic-sounding PVP encounters in the 17th Century-themed MMO.

New World sees players claim territory on the cursed island of Aeternum, where they’ll have to contend with both PVE and PVP attacks as that territory is contested. A new developer blog has released information about the latter, detailing what will be involved in a player war.

Unlike other PVP games, attacking another player’s territory isn’t just a free-for-all. Firstly, players have to join one of three Factions, allowing them to team up with some players and wage war on others. In order to declare war on a territory, the controlling Faction’s influence must first be weakened by completing missions.

Once a war is set in place, the decision of who will go to war is all decided by Faction, its Governor, and Companies (which function like player-created guilds). The Governor is the leader of the Company who claims a territory, and it’s this player who gets to choose who gets to fight in a war. Mostly players will come from one main Company, but with 50 players per side fighting a war, the ranks can also be filled in from other Companies, or even by volunteers from the third faction that isn’t officially involved in the war.

The War system is complex but seems to be set up to allow for giant armies of players to face off in the field, with siege weapons and traps adding to the danger. If it works out as designed, PVP moments in New World should be an epic experience to be involved in.

You can read more about the intricacies of the War system here, or check out how New World’s PVE Invasions will play out in this post.

New World is releasing on August 25, 2020 for PC. The Irvine, California studio is also developing Amazon’s upcoming Lord Of The Rings MMO, which will hopefully benefit from any lessons the team learns from this year’s New World launch.

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Fortnite: How To Collect Metal At Hydro 16 Or Compact Cars

A new set of challenges is live in Fortnite now, with one asking you to collect metal from either Hydro 16 or Compact Cars. If you’re looking to get these crossed off quickly, here’s where to go, and how to get the most out of your metal harvesting.

The new assignment asks you to collect metal in three tiers, for a total of 90,000 bonus XP:

  • Stage 1 of 3 – Collect metal at Hydro 16 or Compact Cars (250): 10,000 XP
  • Stage 2 of 3 – Collect metal at Hydro 16 or Compact Cars (750): 25,000 XP
  • Stage 3 of 3 – Collect metal at Hydro 16 or Compact Cars (1,500): 55,000 XP

As you can only hold 999 metal at once, the final stage will either have to be completed over a few matches, or you can drop or use some extra metal to free up space.

The easiest way to finish this task, if you’re mainly playing for the bonus XP, is to play in Team Rumble mode, where material harvesting is sped up.

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To collect the metal, head to either one of the locations above. Hydro 16 is the large power station and dam on the westernmost side of the big lake. In this area metal can be collected from the machinery inside the complex, but also from the cars and street lights along the top of the dam–make sure you’re hitting the weak points each time to maximize your material collection.

Compact Cars is the car junkyard in the northwest portion of the map, and again plenty of metal can be collected from the junked cars or any of the machinery in this area.

Chapter 2 Season 2 is currently in overtime, with the Season 3 launch date pushed back from April 30 to June 4, 2020. For more in this week’s overtime challenges, check out our guide to destroying gnomes in Camp Cod and Fort Crumpet, as well as the secret No Right To Bear Arms challenge.

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Star Wars: The Clone Wars Series Finale Review

Warning: this review contains full spoilers for Star Wars: The Clone Wars – Season 7, Episode 12. If you need a refresher on where we left off, here’s our review for Season 7, Episode 11.

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And so ends the Clone Wars. “Victory and Death” is a fitting conclusion o both the Siege of Mandalore arc and the series as a whole. It doesn’t necessarily have many surprises to add to the stories of series mainstays like Ahsoka Tano and Captain Rex, but it cements this arc as the very piece of Star Wars television to date. For all that The Clone Wars has struggled in the past to maintain a consistent level of quality over the course of longer arcs, this final tale has been a thrilling ride from start to finish.

“Cinematic” is really the operative word with this arc. Perhaps more than any episode of the series, “Victory and Death” leaves you with the impression that it must have been an extremely expensive and time-consuming. The scale of this finale is incredible, especially during the climax as Ahsoka and Rex battle their way out of a doomed Star Destroyer and the focus shifts to an impeccably rendered free-fall sequence. Maul has a terrific moment of his own, singlehandedly dealing a death blow to the ship by ripping its hyperdrive apart. More than ever, I’m crossing my fingers these four episodes are eventually re-released as a feature film, because those sequences would surely look incredible on the big screen.

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Also impressive is how easily this episode maintains a high level of suspense despite viewers knowing the ultimate outcome. We know where Ahsoka, Rex and Maul end up years after the dust of the Clone Wars has settled, yet we’re still trapped on the edge of our seats watching the three battle overwhelming odds in a bid to escape. That tension remains even when the episode cheats a little bit and applies some of that Star Wars plot armor. It’s always funny how Clonetrooper/Stormtrooper armor is completely worthless as protection, yet someone like Ahsoka can take multiple, direct blaster hits and keep fighting.

It helps that the prolonged firefight in the hangar also emphasizes the tragedy of the situation and the fact that Ahsoka is fighting for her life against a group of soldiers who would have gladly given their lives for her just hours before. Ahsoka could have taken the easy way out by following Maul’s example and fighting to kill, yet she did her best to spare the lives of her men. Even more tragic is the fact that her efforts were all in vain. The ending gives no reason to assume anyone other than Ahsoka and Rex survived the crash. Ahsoka gained nothing by fighting honorably, but the fact she tried at all is a testament to her heroism. She may not be a Jedi, but the Force is with her.

Given how directly the previous episodes paralleled and mirrored the events of Revenge of the Sith, it’s a little disappointing we don’t see that element repeated in the finale. I would have liked to see these events somehow sync up with Anakin and Obi-Wan’s battle of Mustafar or Anakin’s rebirth as Darth Vader. It also might have been nice to see a more extended epilogue sequence showing how Ahsoka and Rex went into hiding and what set Ahsoka down the path toward becoming a Rebel agent. Did she ever make contact with Yoda or Obi-Wan? Granted, we have the Ahsoka novel to address some of that, but it still would have been nice to see a little farther past the events of Episode III.

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Still, the closing scenes are excellent about setting a somber mood and making that transition from the Prequels into the gloomy Imperial era. The emphasis on silence and mournful reflection really seals the deal. The final shot of a robed Ahsoka contemplating her future seems an intentional callback to the finale of Star Wars Rebels. And though we don’t get a new perspective on Anakin’s final descent into darkness, we do get a very welcome closing scene of Vader surveying the wreckage of the Star Destroyer and finding Ahsoka’s discarded saber. Without Vader uttering a single word, it’s clear the burden of the war and all the empty victories and painful losses remains with him. And at long last, The Clone Wars has a true and proper finale.