We’re very close to the official release date for Ubisoft’s first-person shooter co-op Rainbow Six: Extraction. In this game, operators and familiar characters from Rainbow Six: Siege will join forces against a deadly alien threat, invade and rapidly evolve. Although Extraction is similar to Siege and uses the same characters and the same equipment and controls, this title moves away from the tactical shooter elements that are the mainstay of PvP gaming and takes a stealthy approach. Needless to say, this approach is slightly different from how we normally use these characters.
Before that, I had a chance to try and extract, and the takeaways I got from this preview (which you can read in full here) revolve around stealth and challenge elements that feel lacking, most operators versus the overall experience. Even so, the shootout still feels great. Now, after the final preview session, I might add that the first two points have been fixed and the third is left, but this longer session also brought some more serious issues, which made me wonder about the game and its The future is a little uncertain.
To clarify: the main idea of extraction is that we have to go to a place with a sizable percentage of aliens (prime gods) influence, complete a series of objectives without being defeated by parasitic forces, and then find our way out of question. These objectives range from rescuing MIA operators after missions, eliminating high-value Archaean targets or destroying important alien structures such as extremely difficult-to-destroy lairs. The problem, of course, is that each level is filled with different kinds of Taikoo troops (like creatures that shoot projectiles at you or explode and leave behind a cloud of poisonous gas), and you have to complete all the objectives without the Taikoo’s knowledge. Otherwise, they will overwhelm you and cause the mission to fail.
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Achieving each of these objectives requires teamwork and strategy, as the best way to complete a level is to walk around and destroy the lair that spawned the ancient creatures, while eliminating the aliens so you can complete the objective without having to stop them from attacking. It’s a very fun way to play, but now it’s a challenge at times. Before I thought the stealth element was too strong, you could use a silenced weapon to quickly pass levels without getting hit, but now this element seems to be reduced a bit because the ancients will be more alert and will act more aggressively. As a result, in this game, if you don’t rush and use your abilities to the fullest, you’ll die more often.
For example, Virgil. He can use his ERC-7 stealth to evade primal creatures, which allows you to better scout your team, while others use two-wheeled drones to gather more information. Plus, you can have Sledge join your team so he can swing his hammer, forge new paths, and move around in levels where walls can be destroyed. On top of that, you can add an alibi to your squad so that if things get messed up, she can drop her holographic prism to get the Archaic’s attention. And with 18 operators coming soon, this is just one example of what kind of teamwork you can expect in Extraction.
But there are still previous problems. I mentioned that the abilities of operators feel more important and useful in the game, and it does. Still, I’ve experienced times when I don’t need that ability because the muffler is so powerful. At the same time, in the case of high difficulty and many enemies, if we do not have a character with healing ability, it is equivalent to being sentenced to death. Because of this, Doc and Finka are very critical characters, which limits the variety of operators you can carry without getting confused.
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But so far this problem is still not the worst I’ve had. In a previous preview session, I had a moment where four or five of my operators were MIA and unavailable because the previous mission had failed for some reason. Since the operator has to recover gradually, this means that sometimes I actually only have two or three playable characters in a mission, and that includes my teammates in the same position. Most frustrating is that operators on MIA have to be rescued by mission where you lost them. This means you have to put one character in danger to save the other, which severely limits how you can play the game. To make matters worse, the more challenging mode, Maelstrom, takes you through nine subsections in a level (a level usually has three) and requires you to have a lot of healthy operators. That said, this mode appears to be locked and cannot be played without a full and healthy crew.
However, this can also go a step further, as in extraction, progress may be regressed. If you fail to complete the mission, you may lose XP, which will be a problem as you will need to level up to gain operators and new locations to access. Although if you unlock something you’ll have it forever so there’s no real loss, the game will get more and more tiring as you progress, even if it’s a co-op PvE experience. The design is so tiring, I can’t imagine many people happy when the game is released.
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In the past, I thought Extraction was a great way for players to learn about Siege without having to go deep into tactical arena shooters, but now I’m having a hard time sticking to that idea. This game is not as easy as it used to be, you have to have some understanding of tactical FPS strategy to survive because the ancients are really ruthless and deadly. This game seems to be suitable for Siege players who want to try something new, and I don’t see why, as many PvP players are very happy with the evolving PvP experience that Ubisoft offers widely.
I don’t think Rainbow Six: Extraction is a bad game because it’s siege gameplay and mechanics at its core, and it’s still a first-person shooter. However, I’m still not sure. In my eyes, this game looks like a game that will be entertained for hours or days, and it’s hard to keep players coming back for more. It’s a bit cruel to say, but I’ve played the game for about ten hours in several different review sessions throughout 2021, and it’s safe to say it didn’t interest me – which is disappointing, especially considering I It’s a giant siege fan.