

Often you've no idea where incoming fire is directed from, so death is frequent and frustrating.


Even on default difficulty level, the enemies are crack shots - one false move and you're dead. In Vegas 2, the locations are much less interesting (welcome back office blocks and warehouses) and the continual process of snake-cam, door-busting shoot-outs becomes progressively monotonous. The original Vegas' juxtaposition of tactical shooting in a glamorous, glitzy environment was a risky idea, but - credit to Ubisoft here - it worked. He found it too easy, I found it dull and annoying. Multiplayer is as good as ever it was, and, once again, Terrorist Hunt is a real high point.īut like Kristan, away from the multiplayer options, I found the solo campaign to be a real disappointment. Seamless integration of co-op into the single-player campaign is another decent addition (though two-player-only does rankle), but more than that, the make-up of the levels has clearly been designed with multiplayer gameplay in mind.

The ability to use the same character persistently throughout the online and offline modes is an obvious but highly successful addition to the formula, and the customisation options are excellent. The fact that it was an excellent PlayStation 3 conversion was the icing on the cake.īut Rainbow Six Vegas 2? In many ways, it's a solid progression. The control system felt refined and mature, the graphics were (and still are) excellent and the game took on an entirely new dimension when played online. I liked what I saw so much that I played through the entire single-player campaign in a few days. I'm somewhat late to the Rainbow Six party, getting my first taste with the last Vegas game I covered in the third face-off last year. Thanks to the Beyond 3D Forums' Quaz51 for additional technical analysis on Army of Two and Lost: The Video Game. There's quite an intriguing line-up of the best and the very, very worst in cross-platform development in this round, with an unintended emphasis on co-op gameplay and Epic's Unreal Engine 3 technology. With Eurogamer you get the full, uncompressed picture of what the respective consoles are pumping out, with no recourse to murky, jerky streaming video. Backing that up is the usual range of 720p and 1080p (where PS3 supports it) full precision, full-range 24-bit RGB dumps of every game, courtesy of the Digital Foundry HD capture unit. Welcome to the latest in Eurogamer's on-going coverage of cross-format games development, our chance to go back and supplement existing reviews with additional console-specific coverage.Īs is the norm, there's roundup commentary on the gameplay of each title, combined with technical analysis for both PS3 and Xbox 360 releases.
