Rainbow Six Extraction really_ really blows (Review) - Part 1

 This video is brought to you by surfsharkvpn. Stay till the end of the video for a special offer they are making available this week via my channel on this review and rather than trying to paraphrase an argument he made perfectly, I'm just going to play his words and hope that the escapist not copied this video reel worse than bad much worse the only reason we play games or experience any kind of art is to feel something and even despise and disgust our feelings that the worst thing a game can do , is to evoke no emotion at all Rainbow Six Extraction is the absolute epitome of what Yahtzee is describing here because I can't think of a game I've played in years as in actual years that has evoked less in me. I feel dead inside when I play this, this game kind of came along with an ice cream scoop and exhausted every part of my brain reserved for thinking or feeling or anything. This game is like an industrial awesome Xanax that really shuts down your brain it's just so [ __ ] boring my god it's so rare that I describe a game as boring these days because most games try to do something , and even if that ambition fails, you can at least grapple with the ambition you can at least pull through intellectual exercise of thinking about where the game tries but fails either in its design goals or its technical execution or whatever but this Game Rainbow Six Extraction is trying to do nothing but recoup its development costs. I swear to god this should have been free in addition to Siege, because even as a standalone free-to-play title, this game doesn't have nearly enough legs to stand on its own. The difficult thing about reviewing this game is that it's hard to name everyone


Some of it is particularly [ __ ] like Dungeons and Dragons Dark Alliance, you could point out a lot of stuff that was broken or badly designed and it really gives you a clear picture of why this game was so bad, right, but everything works here in the extraction everything is here everything is here that should be here but there is this huge gaping hole in the middle where the video game should be like it has levels and weapons and enemies and progression menus and all the things that video games have but neither of them have been combined to make an actual video game, it just feels like a siege asset flip really called it. It feels like a bunch of custom maps loosely strung together Lots of mods from solo developers that have a lot more ambition and achieve a lot more than that, and that's so good because most of the things in this game are the graphics engine , the operators, the weapons, the customization The destructible levels, all of which already existed in another video game, aren't shoddy development team building assets from the ground up, and you can blame this game's failure on how difficult it is to Building modern video games because it's difficult Damn, even from a design point of view, most of the work here was already done three years ago in the seasonal breakout event, just as this game raises and drops operators and weapons from the siege, it also raises all the enemies up and dropping them from this seasonal event Just minor changes and additions, this game was born on the other side of the finish line ren and still found a way to get to last place. It did all the things that Rainbow Six Siege created and polished and refined and perfected, so all this game needed to do was innovate and all it had to do was create

An interesting premise to pique our interest Perhaps an interesting story to keep us engaged Certainly an interesting map design Interesting scenarios and objectives Interesting twists on the operator kits and weapons this game was already so familiar with had a job with some cool ideas all of the technical work was already done, most of the design work was done, all you had to do was take all of that and then make a fun video game out of it and it's amazing how far this game has come from this Missed the mark, okay, so I should probably explain this game to you instead of just doing this whole annoyed monologue, So Here Comes Rainbow Six Extraction is a standalone spin-off of Rainbow Six Siege. It's a slightly discounted title that sells for 80 Australian dollars as opposed to the normal 100 that exist on ubisoft's subscription service as well as microsoft's game pass for pc and xbox, if you want to play it I recommend Doing this via the game pass but I prefer not to play this on top of the box price is not recommended. There is also a cash shop that sells skins for around $20 each. There aren't any boosters or anything like that yet, but Ubisoft always adds post-launch gameplay that impacts boosters. So expect them to add them here. It's also a three-player co-op game that you can play solo, but that's only if you're soloing a mission intended for three people. This is possible on lower difficulties where the game is brain dead easy, but later on the game's objective structure and ammo economy would make solo play essentially impossible, especially for the in-game activities I'll discuss later. Long story short. This is just a co-op game that you can play with two friends, or you can do match-make, but this game by no means retains its active player base after the first week, maybe two weeks from launch. So if you're picking up this game in a few months, be aware that matchmaking probably won't work for you and you'll need to bring two friends to play it


When you start, you'll be greeted with this cutscene depicting the arrival of the Archaeans, who are essentially just alien zombies. You play as a top-notch team of operators whose job is to investigate the aliens, which means going to the areas where they have nested and completing operations such as rescuing scientists or destroying nests or harvesting tissue samples, etc. The intent of each map isn't to kill every enemy you see, but rather to get the objective done, and the fewer enemies you kill, the better the game opens up with that size cutscene and more voiced cg-rendered cutscenes afterwards that make you think you're embarking on some sort of mission-based adventure, where each new mission introduces you to new characters on the roster, and each cutscene fills in the missing pieces of The Alien Mystery, etc. The is not what happens. Those cut scenes you get in the beginning are pretty much all you get 15 hours later and all I got was like two very br Ief vlog-like things the characters were recording on their phones. I have never met any other character on the list. I've never learned anything about the aliens just to complete it from top to bottom, and if you're at all hopeful that this might provide some sort of an interesting tactical sci-fi storyline, then allow me to take that from you dissuaded, at the moment there is nothing here and given what this franchise used to have to do with stories and how interesting these operators are and how little we see their personalities and backstories in the siege extraction was the perfect opportunity to both the story and also letting the characterizations shine through, and like I said, a touch of air. You begin your journey in VR training, which doesn't take too long. The rules are simple. They will be dropped onto a map. The map is always divided into three sections by airlocks and in each of these sections there is a randomly assigned objective. You fulfill a goal, e.g. B. Capturing an extraterrestrial target and then you can either extract or c Proceed to the next stage for a higher XP reward, you can do all three stages to extract by helicopter but the risks rise as an enemy every time

Density and difficulty increase, and you don't regain health or ammo between each stage, making resource depletion your biggest threat. They also don't immediately regain all of their health when an Operation completes, if your Operator takes a lot of damage then they'll be down for a mission or two while they recover, forcing you to move towards other Operators Abandoned Operator is no longer available in your list and the only way to get him back is to rescue him. You'll queue up for a round on the same map where your operator was knocked down, and one of the randomly chosen objectives will be a rescue operation where you'll have to pull your operator out of that weird tree-thing and then extract it via helicopter. Now this roster health thing and this rescue op thing are basically the only two good ideas in this whole video game, the fact that your operator doesn't heal automatically forces you to switch between different operators instead of at the old reliable 100 of the time I was forced to learn kits which of course I wasn't attracted to because I kind of had to and that's similarly good so the whole bailout thing is a very cool idea that both during the mission where you lose your operator and during the mission when you save him creates significant risks of failure done sucks in a good way, that's the whole system, it works and I hope that other games copy it because I want to experience more of it. I just don't want to play this game anymore and how disappointing it is that you might think it's some kind of linear mission-based thing that has a sense of progression, you could conjure up an image of the old Rainbow Six games where you have missions familiar with sequences and levels

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