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The team members are effectively your "lives"--if you get killed you take on the role of another soldier--but once everyone's dead you no longer have any men with specific skills to send into battle. Each character has his own personality traits, and as you work through the game you actually find that you can rely on certain guys to get the job done. The idea is that if a character gets cut down midway through the game, you have some kind of emotional attachment.

In practice it doesn't quite work like that, but if you have a particularly experienced guy who's fast and accurate, it is really annoying when you don't have him to rely on anymore. It certainly makes things more fun than the usual cannon fodder you find in most action games. Unfortunately, the version we had for this preview didn't have the Al system properly implemented, so we can't comment on whether the soldiers act as dumb as their PC counterparts.

Let's hope nouask a PC gamer about Rainbow Six and they'll recount frustrated stories of soldiers not being able to walk through doorways. Technically this is certainly an impressive achievement for the N64 though.

While you wouldn't necessarily expect some of the gameplay elements to be suited to joypad play, it's surprising what a good job the guys at Saffire have done to take it away from a mouse-based environment.

On a purely cosmetic level it has to be said that the graphics engine is very impressive. With a 4-Meg pak slapped into the machine the 3D engine produces some amazing results.

Running around inside the British Houses of Parliament and up the clock tower of Big Ben is particularly impressive with some beautifully drawn textures. It all runs very smoothly too and doesn't resort to excessive fogging in the more expansive levels. While the PC version offered a comprehensive online multiplayer experience, the N64 version offers something that has to be applauded Sure it has your usual deathmatch play although only for two players but the co-op stuff is what could help make this a game people can really dig.

Sneaking into an enemy base camp with a buddy can be quite an exciting experience--as long as you don't get pissed off and just start shooting at each other with heavy pieces of artillery.

It's amazing what they can cram into the Game Boy these days. Whether something is a good idea or not, you have to admire the talent that goes into cramming the major elements of a game like Rainbow Six and making it 2D, 8-Bit and portable.

Somehow Crawfish has managed to capture all of the basic story elements from the first PC game and convey them adequately. Pretty amazing. In fact, it actually manages to cram in more of the strategy elements in than Rebellion's lackluster PlayStation version. Impressive indeed. The only problem is, the resulting game is nowhere near as fun or as tense as its grown-up 3D brothers and sisters. Part of the fun with the other versions is sneaking around the environments and ducking down so you're not seen.

The transfer to top-down 2D kinda removes this element, and you end up just walking around maps that are too damn big, and not filled with enough bad guys to shoot at. By removing the uncertainty and the stealth aspects and neglecting to replace them with all-out action, it seems that Red Storm has missed out on something that could've been very absorbing.

Unfortunately, it all ends up being rather boring instead. This is an impressive game "on paper," but you'll very quickly tire of it. Graphically it can get hard on the eyes at times too. You get all the weapons, the gear, the team members, the planning mode and the story. Trouble is, not much survived the miniaturization. Planning is a chore-especially figuring out how to place Go Codes. The game itself fails to capture the tension of the original.

Hostage and teammates often get stuck on walls when following you. This thing's for patient gamers only. This game, on this platform makes zero sense, no matter how you look at it. By taking away the "first-person" POV, you're castrating the realism, atmosphere and tension of the original. Then you give the game a bunch of sophisticated options like organizing squads and equipping agents , and you've automatically alienated the handheld shooting fans.

What other demographic are you supposed to be reaching out to? Not this reviewer. If this was all the PC game was, I can't imagine having ever been interested in it. Who's idea was it to port this to the Game Boy, anyway? There are just some platforms you shouldn't try to port games to. It's just too limited. Rainbow Six needs the kind of immersion afforded by 3D, or needs to be completely adapted to take advantage of the limits of 2D. Some have been able to achieve it, but this just isn't enough game to hold my interest.

You see a surprised face. But the death of your own men isn't the most frustratina thina that can happen - it's the death of a hostage that will really get your goat. Between that and the drive to keep your best men from dying, you can expect to play most levels between times. At least you do get a variety of locations to thwart terrorism in from picturesque Norwegian and Swiss mountain towns, to South American airports and mansions.

The Unreal technology improves the series no end aesthetically, but apart from the detailed models, there is a bare, boxy look to most of the environments, and you are unlikely to be distracted from the work at hand by looking around and admiring the view. But there are more important things to admire, like the feel of the weapons, which are great, and the little details such as footprints left in the snow which are useful for tracking down enemies.

You can even watch as they are slowly covered by a fresh downfall. The way you can open doors bit by bit using the mouse wheel slicing the pie is the technical term, greenhorns becomes second nature after a while and, although the number of commands you can give your team on the go is limited, the interface is very simple and intuitive.

And delegating tasks via this interface is key to your success. Getting someone else to open a door, throw a grenade in and clear the room out is often easier than doing it yourself. Especially in light of the razor-sharp enemy Al. Snipers in particular seem to know precisely when your head is about to pop round a corner.

One quick peek and you get one right between the eyes. So, tense, infuriatirla enjoyable and bloody hard seem to sum Raven Shield up. Turn the difficulty level down to rookie, use the auto-aiming option or load a default plan and let the Al do all the work. But then that would be cheating, and you won't get anywhere near the level of satisfaction you do when you beat a leVel by yourself. It would also be to get more feedback on where the enemies are, rather than just being told one has been spotted , Special mention go to Kevin Sweeney, the riten charged with giving you the psychological side of each mission briefing, since he sports a hilarious Yorkshire accent.

He sounds like an American trying to blend in at an Emmerdale convention. But other than that. Raven Shield is a serious business. After equipping your team with fully customisable weapons attach scopes to machine guns and heat sensors to sniper rifles and all manner of gadgets, it pays to spend some time planning your missions.

Especially now this aspect of the game has been improved so much. You can even watch a preview of your whole route in a 3D box in the corner before you approve it.

If you're anything like me though, you'll skip this bit to just get on with the shooting or, if you're finding a level too hard to take without co-ordinated attacks, you can load up one of the default plans. And believe us, the Rainbow Six nuts in the US are not happy about it at all. You know the drill. You control an elite team of counter-terrorists who are sent on missions around the world.

You plan your tactics in advance, you rescue the hostages and you die a lot. You also spend a considerable amount of time wiping sweat off your brow as the tension escalates with each step.

Every corner, every closed door hides a potential bullet in the head. Although the first Rainbow Six game detonated the whole tactical team shooter genre, a lot has happened since the sequel Rogue Spear appeared three years ago. Graphics too have moved on from those ugly, angular polygons, which might be why Raven Shield is using the latest Unreal technology. But more on that later. Remember when leading a special group of agents against terrorists operating on a worldwide scale seemed like the stuff of fiction?

Not anymore. While IRA attacks have always been on the British conscience, theT word has taken on a new dimension since September These are all things that can be dealt with. The FBI has manuals oolhe stuff. In this kind of situation, there is no place for an international elite police team and the activation of Rainbow Six would not be justified.

What we have here then, is a set of realistic scenarios that can be dealt with tactically and heroically. Of course, since September 11," he adds, "we wanted to make sure that Raven Shield's threats and characters made no reference to those terrible events. As with all Rainbow Six titles, the setting is slightly futuristic, to allow for credible political changes and, more interestingly from a gameplay point of view, to slot in some nifty gadgets.

In this case, the "geopolitical" background involves the collapse of the Eastern bloc, putting the setting for most of the missions in Europe and South America. The environments promise to be more varied than the ones in previous Rainbow games with missions taking place in hot locales and snowy fields, suburban houses and rocky mountains. It seems every developer is jumping on the Unreal train, and Ubi Soft is no different. But while it might be perfectly normal for adrenaline-filled shooters to use the hottest engine around, it has come as a surprise to many that it will be used for such a slow, thoughtful, realism-obsessed game.

Rainbow Six has always been high on tension and atmosphere, but fancy effects? Forget it. But there's a very good reason why they chose it. The engine is so advanced that it can easily be used to create real-world scenarios, spot on soldier animation and the kind of detail that is so crucial to this kind of game. In addition to the high-energy missions, the game involves the more important aspect of preparation.

Tom Clancy's Rainbow Six is not simply a sit down and play game as it requires patience and thinking before you even enter the missions. To survive a mission and come out successfully, which means bringing the hostages home alive, planning is absolutely crucial. In fact, the missions are only one-half of the game. The other half is in the planning stage. Players are briefed about the situation, given all the known facts which may or may not be totally accurate and then must construct a plan from which the team will work.

Since there will be a full team with eight or less members, it is crucial to consider the information and construct a plan that best suits the situation.

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