Gameplay, multiplayer
FiringSquad: Besides the setting what sort of new gameplay features will this game have that other previous Rainbow Six titles didn't have?
Maxime Beland: With Rainbow Six Vegas, we go back to what made the franchise a success: Realism, Tactics and Close Quarter Battles (CQB). So new additions such as Rappelling, invert-rappel (very useful to observe a situation and plan an assault), the snake cam (small camera that let us observe under the door the situation), tagging system (we prioritize the targets for our teammates hence a better control of our actions), are examples of the new additions in Rainbow Six Vegas. Those are the tools needed for the OPA: you Observe, Plan and Assault.
Our goal is to maximize the tactical experience while staying fun to play and interesting for the players.
FiringSquad: What can you tell us at this stage about the game's multiplayer features?
Maxime Beland: Expect to find new online cooperative and adversarial game modes as well as some of the modes players have come to love in Rainbow Six.
Attack & Defend is a new team-based adversarial game mode in which one team assaults while the other team defends an objective. Your mission objectives vary from one map to another and include hostage rescue, bomb defusal and recovering intel.
As for customization, you can create a unique character and evolve that character throughout your online career. Your online appearance is your visual identity; its how other players see you in the game, so we’re going to give you tons of possibilities on customizing your appearance. Everything from your facial features to your uniform is customizable.
Finally, our match-making system will put players of the same level together. Veterans play with veterans and new players are going to play together so they can face off with opponents that are challenging without being unfair.
FiringSquad: This will be the first Rainbow Six game for next-gen consoles. What graphical features can we expect from Rainbow Six Vegas?
Maxime Beland: In terms of technology, we are able to go very far, and the next-gen leap will be very visible :). We are really taking full advantage of the engine, physics etc. More dynamic lights (non-shadow and shadow-casting), tons more rendered objects, picture-in-picture technology, advanced A.I. and physics, next-gen breakable objects, MOCAP animations also a completely new 3D HUD interface etc. Our attention, technology wise, is on A.I., visual effects, animations and environments.
FiringSquad: Are there any plans for a demo of the game to be released before the final version ships to stores?
Maxime Beland: I can’t answer that right now, but we’ll of course keep everyone updated!
FiringSquad: What is the current status of the game's progress and when will it be released?
Maxime Beland: The game will be released in November ’06, so right now we are full-speed on the game’s integration, development etc. It will be a very short and indoor summer for us =)
FiringSquad: Finally is there anything else you wish to say about Rainbow Six Vegas?
Maxime Beland: We are very happy to see how impressed and excited people are around Rainbow Six Vegas now that E3 is over! We had a great demo to showcase and it’s just an overview of what we will have in the final game in November. Expect to be amazed with what we are putting together :)