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Total Votes: 2

Rainbow Six 3 [PS2] - Review
Posted:

Rainbow Six 3 [PS2] - ReviewPosted:

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  • TTG Fanatic
Status: Offline
Joined: Apr 29, 201112Year Member
Posts: 4,324
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Status: Offline
Joined: Apr 29, 201112Year Member
Posts: 4,324
Reputation Power: 192
Rainbow Six 3 PS2
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Release Date: December 3, 2004
Developed By: Ubisoft Montreal, Red Storm Entertainment
Genre: Tactical shooter
Platform: Cross Platform
Age Restrictions: 17+


Synopsis:
Rainbow Six 3 was initially ported to Microsoft's Xbox console to take advantage of the Xbox Live online functionality. The Xbox version was developed by Ubisoft Montreal. The game was later be ported to the PlayStation 2 and Nintendo GameCube in early 2004 by developer Ubisoft Shanghai. The Nintendo GameCube version does not take advantage of the Gamecube's online capabilities, and is therefore limited to two players for multiplayer. Although both games are titled Rainbow Six 3, this version is not subtitled Raven Shield and contains somewhat different content. For instance, the multiplayer maps in the console and PC versions are different, with some appearing only in the console versions, others in the PC version.
The Xbox version of the game features downloadable content in the form of additional levels for users with access to the Xbox Live service. All of the expansion levels are intended for use in the online multiplayer mode.


Single Player:
The Single Player consists of you controlling a Squad to go various places in the world and recovering anything from children to bombs. You control one main man; but give commands to the members of the squad. The Single Player is best played in split-screen Co-Op. Where your partner and you can do all the fun from bringing down terrorists or trying not to shoot hostages.


Multiplayer:
The Multiplayer has great customization for the time the game came out. Anything from gun to character customization. The maps in the Multiplayer have been so great that multiple have been reused in the newer of the Rainbow Six series. The spawns were great which is no surprise for a Ubisoft First Person Shooter. The map layouts were awesome and entirely nailed the concept. Some of my favorite maps were Street and Garage. Street is a three layer map. With a underground bunker and many targets to shoot (which will do nothing ). On two sides of the map are two rectangle bunkers with two floors, the bottom of both has a opening to the underground bunker. The top floor has tons of windows facing the other identical building. This is a great place for snipers. Garage, is a close quarters auto shop. For the small size of the map there is no one place that is spammed with kills or is hard to get through. The map has lots of tight corners which causes you to work with team mates and go slowly.


Graphics:
The graphics are great for the time the game came out; but look dumb now days. The details are what really lack. If the details were put in the game like now days games, the game would be perfect


Controls (Thanks to ign Guides)

Left Joystick - Gauges character movement and travel. Forwards, backwards, and side to side. Also climbs ladders (UP) or descends ladders (DOWN). Analog control judges quickness of motion; the quick the motion, the more off-center the stick. Rapidity of motion will determine sound made, so walk when you want to stay silent. Crouching (see below) makes your character harder to hear. This only applies to the single player or split screen campaigns -- human players online are more aware of a dark hulk moving slowly towards them with a big ass M82A1.

L3 (press down left joystick) - Toggles your crouching. Crouching makes the player a harder target, or allows a different perspective if one angle of fire is disagreeable. Movement while crouching is less noisy, but can still be heard by enemies if moving at full speed. Crouching can be done to place you behind cover or to fire through a hole in a wall that is at waist level.

Right Joystick - Controls pitch and yaw or basically your aiming. You aim your gun and turn your direction of travel by using the right stick. Analog sensitivity is adjusted in the options menu, which available at any time. The default is at 5 out of a maximum setting of 10, and should serve you well for most purposes (if only the PS2 analog sticks are more stubby and shorter).

R3 (press down right joystick) - Toggles scope (or fine) aiming for current weapon. Some weapons do not have scopes but this mode will still work, akin to placing a rifle up to one's shoulders or holding an explosive in front to fine tune aim. You can even do this with thrown items (like grenades) to em-biggen (enlarge) your view of your intended target.

L1 - Quick selects Primary and Secondary Arms (rifle and sidearm) regardless of what weapon is selected. Priority will go to the primary weapon, or if the primary weapon is selected, the ssecondary weapon. When the squad command menu is open, this toggles off the clear command (go into room with guns blazing). If you hold the quick weapon select button, you bring up the weapon and equipment screen where you may access your other equipment, weapons, and grenades using the D-pad or the Left Joystick.

R1 - Fires currently selected weapon. Automatic weapons fire continously when held, but semi-automatic weapons fire once with each pull of the trigger. When the squad command menu is open, this selects the wait versions (on Zulu) commands on top of the normal commands.

L2 - Reloads the current weapon Reloading weapons will "drain" left over bullets into the next magazine (like Goldeneye) and you will not lose any "undivisible remainder" (extra) rounds -- they remain that particular magazine until you cycle back to it using the reload function.

Square - Follow/Guard toggle. When teammates are not close by, this calls them to the player's current position.

Triangle - Cycles through nightvision, thermal vision and normal vision. Nightvision is best used for navigating dark areas, but not for targeting. In bright areas, nightvision will hinder more than help you; thermal vision is best used to pick out your targets (esp. in a cold environment) since humans light up like holiday tree lights -- according to the manual, you can even detect enemies on the other side of doors, although IGN recommends against this -- it has never proven to work effectively or reliably. The effective range is short for thermal imaging, so long distance sniping with thremal vision impossible (unless you're playing a Predator).

Circle - Give Zulu (Go!) command. For team wait commands, this button will trigger the command when pressed.

Cross or X - Tap to command teammates to move to certain areas and to perform context sensitive actions. The tutorial will show what can/cannot be done. Hold to bring up the command squad menu and specific commands (depending on the object being highlighted). Use the D-pad to select the command to be performed. Against doors, this button opens them immediately. Holding A against a door allows a "slow open" of the door (with the D-pad) on unsuspecting enemies. When the player is close to an object (i.e., almost touching it), holding the A Button will result in a player-specific action being performed (defuse bomb, restrain prisoner, open door, engage ladder, et al.).

Start - Pause and brings up the game menu.

D-Pad - Press left or right to lean around corners. When a context menu is open, D-pad selects the action to be taken or the object to be used. When holding A against a door, press UP or DOWN to "slow open" the door. Slow open makes less noise than simply opening a door, but it will matter little when you slow open a door in front of an enemy. You can discount this in multiplayer (humans are smarter than the AI).



Ratings:
Gameplay: 10
Graphics: 6
Single Player: 9
Multiplayer: 9

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