The elite multinational counter-terrorism unit codenamed Rainbow Six is called into service against a worldwide terrorist threat from an organization known as the Global Liberation Front, a group that is comprised of various leftist, anarchists, and third-world organizations opposed to western civilization. Rainbow Six is tasked with tracking down GLF cells in various countries and either capturing or killing that cells leader.
Rainbow Six Lockdown is the fourth game in the Rainbow Six series and was released in February 2006 for Windows having been developed by Red Storm Entertainment. It is the first game in the series to feature advanced graphics effects and physics objects, and is the first game in the series where the planning phase was removed from the pre-mission setup.
This series of after-action reports is intended to be a higher level summary of the flow of each mission with some commentary offered under most of the screen shots provided. The game is presently available on Steam for $9.99.
Setup Phase
The Mission Setup panel indicates that the action is to take
place in Edinburgh, Scotland on June 27th in what appears to be a
mostly indoor mission. This mission is occurring later in the same day as the
previous mission M05: Parliament.
The Briefing Overview panel provides the backstory for the mission as provided by the onsite coordinator Alistair Stanley (who still hasn’t thanked us yet for rescuing his niece earlier in the day).
The Briefing Intel panel indicates that the first map load
is a sequence of two general areas on separate levels. The long area leading
from the insertion zone (1) to the museum entrance (2) will prove to be one of
the more tactically challenging areas to navigate in the game so far.
The second map load is a single generalized area that is
broken up into different rooms linked by wide sweeping hallways. The hostage
location (actually 3) is a poorly lit area that is another tactical nightmare.
One may think that given the nature of the mission (straight up hostage rescue) that suppressors would be a natural choice, however I have come to the conclusion that they have no discernable effect on the game play and it doesn’t matter if you starting dropping bodies with a loud bang. Each operator is equipped with an M36C with a Red Dot scope, an M9 with a high capacity magazine and flash bang grenades.
The team is inserted into a dimly lit entrance that leads to a library/archive room.
Given the wonky nature of the friendly AI (who like to
charge forward then stand still getting shot at), I order them off to the side
as I use a fluid motion to ease the door open to allow me to pick off any
targets of opportunity (and there are plenty of them).
After clearing several tangos, I order the team forward into
the room as I move along the edge of the bookshelves to take out some of the elevated
marksmen positions.
Once those are cleared the team is moved further in and we begin to sweep all of the side rooms and balcony areas.
Once we clear the library we make our way through to the museum
entrance.
This approach is a basic L-shaped hallway however it does
feature some nice soft lighting effects.
As with the previous area (the library), in this location
there are a number of false doors that give the appearance of a much larger
structure.
Tom Clancy for the win: the Motion Sensor in the game is
pivotal for successful room clearing.
Doors are also very useful for shielding an entry as
sometimes the tangos will not shoot at a moving door, which allows a better
positioning for a peak shot from a crouched position.
Wasted space: there were huge rooms and large hallways that
were simply devoid of life.
Every now and then we would have to deal with a door that
has been fused shut. This delays the assault somewhat but without having any
time repercussions so far in the campaign, it seems to be mostly a nuisance.
The descent into the basement area was surprisingly
uneventful (I would have expected a terrorist to be waiting down in this
stairwell).
In the novel Rainbow Six, towards the end the team utilizes
a device to track down terrorists in the rain forest. One operator laments that
it doesn’t seem fair, which the titular character John Clark dismisses are
tough shit. This device would later become the Heartbeat Sensor of the early
video games, and evolve into the Motion Sensor in Lockdown.
One thing that the Rainbow games never seem to have an issue
with is modeling a pistol (here with a high capacity magazine) holstered to the
static mesh. ArmA on the other hand cannot seem to resolve this issue after 15 years of game design.
Suckers…
This area is very reminiscent of the Oil Refinery map in
Raven Shield.
The implementation of fluid door movement followed by a few
rounds downrange is absolutely lethal.
We make it to a control room to hack a console which shuts
off the power and completes the first objective.
The next objective is added which is to search the west wing
for the hostages.
This entrance was somewhat difficult as there were tangos on
either side of the single doorway.
This eventually leads to an auditorium where there are
several terrorists moving about the seating area that need to be eliminated so
we can safely advance to the classroom. How this area has power when electricity
was cut earlier is questionable.
More false walls make progress a bit slower as they have to
be checked to determine if they are valid areas that need to be cleared.
This area (which resembles a library to me but is labeled as a classroom on the briefing map) is where the hostages are located (on a
balcony) and is poorly lit making the hard tactical corners quite problematic.
I would hold the AI back here and advance through the room myself to clear the
tangos before bringing the others forward.
This lunchroom was quite massive and although there were a
few terrorists here and there that needed to be eliminated, it was largely
wasted space.
After clearing all of the rooms behind the classroom, the team
circles back to pick up the hostages.
There are no spawning tangos (at least from what I can tell)
so we make it to the extraction area without further issue.
After-action Report
Rainbow Duck Hunt.
Post Mortem
The screen shots should look better now as I learned how to disable the Picasa Web Album auto-optimization that has been plaguing me for some time. Although it does make some pictures look better, I prefer having it set to off as the default setting.
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