Developer: Red Storm Entertainment
Publisher: Red Storm Entertainment
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Reviewed by: Marc Britten [Feedback] [Author Bio]
Review Date: October 25, 1999
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Summary and Rating
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What's Good
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What's Bad
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4.0 out of 5.0
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- Improved graphics
- Improved planning stage
- Better terrorist AI
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- Team AI still problematic
- Overly optimistic mission goals
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It is the goal of all sequels, be it cinematic or game related, to further the reach of the original and correct the shortcomings or deficiencies of the previous version. Most of the time. Sometimes the cha-ching of a cash register intrudes on the purely artistic notions and you get drek like Highlander 2.
I think I can safely say that Rainbow Six: Rogue Spear has avoided this sophomoric curse and is superior to its predecessor, Rainbow Six, in nearly every way. This is especially significant considering Rainbow Six was a bit of a surprise to the gaming world. Most gamers had little confidence that a truly realistic tactical warfare simulation could be put together using a first person perspective. Many companies had little incentive to even try to produce such a game. The difficulties of combining an easy to navigate planning stage and a good 3D engine shooter would make such an endeavor risky at best. But that is exactly what a little company called Red Storm Entertainment did.
Rainbow Six was a game that deftly combined the two elements of planning and execution into a game that was unlike any other first person shooter on the market. More importantly, it was fun to play too. It had its share of problems, but most gamers were quick to forgive such an innovative game and simply enjoyed it for what it was. Now, after only a year's time of development, we are presented with the sequel, Rogue Spear.
The storyline for Rogue Spear is fairly straightforward but is revealed in a series of seemingly unrelated incidents. The principal players are a Russian mobster named Maxim Kutkin and a Middle Eastern terrorist named Samed Vezirzade. The two are somehow able to procure a nuclear warhead and it is again up to the international counter-terrorist organization known as Rainbow to save the day. As a side note, 'Rainbow Six' refers to the commander of Rainbow, John Clark, and not the team as a whole. The story is fairly interesting and does a good job of tying together the many different locales that are presented to you in the game. Scenarios take place in everything from a museum, a hijacked 747, and even war torn Kosovo. The architecture is amazing and the level designers deserve kudos for the excellent work they put into this game.
The most obvious difference between the games are the improved graphics. Rogue Spear's textures and graphics are sharper and cleaner. Facial characteristics of both the team members and terrorists have a less blocky appearance. Weather changes are represented as well. Snow and rain have an effect on visibility and are extremely well done. Footprints are left in the snow after a player passes and exhalations of breath can be seen in the chill air. These little touches have little effect on actual gameplay but add to the immersive element that turns a good game into a great one.
The artificial intelligence is also improved. Terrorists are a far deadlier lot this time around. Their marksmanship is superb. If any member of your team is seen, it is highly likely that you will have a casualty on your hands. Reactions are improved as well. They no longer lounge around when one of their cohorts is shot, oblivious to his death throes. They duck and run for cover or call for help. Excessive noise can result in the same behavior. The players movement options have been improved too. Peeking around corners and crouching are important additions to Rogue Spear that should have been in Rainbow Six to begin with.
Unfortunately, the improvements to the terrorist AI are better than the improvements to the team AI. The AI in Rainbow Six had a hard time with stacking in doorways and other narrow choke points. This problem has been reduced but not eliminated. It still happens on occasion but is not nearly so common as it was with Rainbow Six. Team execution is also iffy at times. Many of the more difficult missions involve complex orders and rules of engagement. Sometimes it only takes one tango (terrorist) doing something unexpected to throw a whole plan out of whack. Improvisation is not a computer's forte and it is better to take over that team's orders and let the AI take something a little less demanding. This leads into the last minor complaint I have about the game. Counter-terrorist teams are not perfect. Occasionally, a hostage will be killed or an objective unfulfilled. This is accepted and often expected in real life. Rogue Spear takes a different view. Any loss of life results in a failure for the mission and a forced restart. It would have been better to have some sort of scoring mechanism to gauge a missions effectiveness instead of a simple pass/fail dichotomy.
The planning stage is another improvement over the original. The 3D view is actually usable this time to get a better idea of the building or site layout. Two dimensions is all fine and good for planning but it is much easier to run through a mission in a virtual setting to set the attack firmly in your mind. It is easier to issue specific orders at a specific location in the planning stage as well. There is also a separate sniper action and assignment mode that allows for long range threat elimination. This ability is especially welcome when used in conjunction with go codes to synchronize an assault.
Multiplayer is every bit as involving as the original. The network code is solid and lag really never became an issue of importance, even on my 56k setup. The improved graphics add to the realism and help to bump the adrenaline production up another notch. Rogue Spear is just about as intense a multiplayer experience as you are going to find.
Despite some glitchy AI and minor annoying bugs, Rogue Spear delivers an intense experience. There are very few first person shooters that demand the total attention and concentration that this game requires. Small mistakes can get you or your teammates killed. There is a very real sense of fear in every step you take. This kind of immersion is what every game designer strives for and Rogue Spear delivers it in spades.
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