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Product summary

What originally was intended for the PC has come to the PlayStation - with mixed results.

Specifications: ESRB: Teen; Genre: Action; Elements: Tactical First-Person Shooter; See full specs

Price range: $9.45

Gamespot editors' review

  • Reviewed on: 10/08/1999
  • Updated on:05/02/2000
  • Released on: 11/23/1999

Have you ever wanted to play hide and seek in an improbably ugly house with deformed terrorists? No? What if guns were thrown in? Maybe? If so, Rainbow Six just might be the game for you.

What originally was intended for the PC has come to the PlayStation - with mixed results. The keyboard control, which some found cumbersome, is now gone, but most of the functions have been retained. Both sticks and most buttons (including those of the sticks themselves) are used in the game. Also gone are pesky things like "good graphics." While it's quite obviously possible to make an attractive PlayStation game, it seems as though the developer didn't feel that way. Although it would've been possible to retain the team-controlling gameplay, the developers clearly felt that a standard FPS would be good enough for console owners. Thanks, guys, but there is plenty of more adroit competition in that arena.

Through a mixture of extremely blurry game-engine FMV with a large black border and the startling revelations of a dramatically English-accented woman, we learn that international terrorism is on the rise, and that the development of a crack team of professionals with a silly name is the only possible solution to this problem. That team goes by the code name "Rainbow." Perhaps the team hoped the terrorists would be caught off guard by the name. Unfortunately, the team members don't have special powers or glittery costumes - it's all distressingly military. At any rate, the Rainbows are dispatched to exotic locales (ugly houses, ugly jungles, ugly oil platforms, etc.) and instructed to shoot exotic terrorists (Belgians, Africans, Russians, etc.) and save exotic hostages (white people).

The game's setup is thus: Three team members are dispatched to various locations on the perimeter of the enemy compound. You can switch between them at will. There is a fixed goal (saving the ambassador, for example, who is hiding so craftily in the middle of a room as to be beyond detection by mere terrorists) and a somewhat mutable number of terrorists. Terrorists must be dispatched by shot, and they aren't particularly suspicious. Perhaps they're partially deaf. They have a tendency to pop back up if you switch team members, but they will stay dead if you don't. There is actually no need to switch characters if you accomplish the mission using just one man; it's actually obviously advantageous to ignore the team-play gimmick.

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