Saturday 13 July 2013

Tom Clancys Rainbow Six Vegas 2 Game




With a campaign that's more of a different take on the first game's story than an actual follow-up, Tom Clancy's Rainbow Six Vegas 2 feels more like a mission pack with minor corrections than a full-fledged sequel. While that will probably leave some players feeling disappointed, the tactical action formula still works just fine, resulting in an occasionally clunky but still solid tactical shooter.
Hiding behind stuff is a good way to live longer.
The gameplay consists of the same sort of tactical shooting action that was found in the first game. You roll from checkpoint to checkpoint, taking cover behind objects and telling your AI-controlled dudes to bust through doors and gun down people for you. You'll occasionally encounter a hostage situation, which requires you to be a bit more careful with your fire. But the game doesn't rely too heavily on the tactical aspects of play, letting you solve most of your problems by shooting quickly and accurately. That's not to say the game is especially easy, though. It requires a lot of patience, because if you go charging around, you'll get laid down pretty quickly. Instead, you need to think about your squadmates, consider what's behind every door, and act accordingly.

A lot of that slow play is removed by the game's two-player co-op mode. While the game tells more of the story in co-op mode this time around, it's still a very different experience. When a player goes down, he respawns in ten seconds, provided the other human player doesn't get dropped during that time. Weirdly enough, the two AI squadmates are also present, and only the host can control them. This makes the second player feel disconnected from the action because he has no real tactical involvement--he's just a shooter. He's also weirdly silent--even though the second player can tag enemies while using the snake cam, there's no dialogue to say "hit him first" or "he's priority two" or anything like that.

The respawn feature makes the game way easier, as you can just run through blasting guys without any real care as to whether or not you stay alive. Depending on your personal enjoyment of stealthy tactics, this can either dumb the game down a bit too far or make things way more exciting. As long as the other player knows to back off when you go down, everything is fine. Making matters weirder, your AI squadmates still have to be manually revived. Seems like making the human players revivable the same way the AI guys are would make more sense and help maintain some sense of discipline, but then again, I had a lot more fun just running around blasting dudes without having to worry about a serious death penalty.





File Size:4.78GB

Windows XP/Vista/7/8
Cpu: Pentium 4 @ 3 GHz
Memory: 1 GB
Hard Drive: 7 GB Free
Video Memory: 128 MB 

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