Tom Clancy's Rainbow Six® Siege - contact@rockpapershotgun.com (Rich McCormick)

r6-header

Ah, hello, and welcome to Rainbow Six Siege s restaurant of blowing the shit out of walls. I ll get you a menu shortly, but first, today s specials.

Would ma am like a breaching charge, unfurled and exploded so as to knock out a person-sized section? Or would she prefer to use burrowing grenades to excavate a perfect head-height peephole, through which she can take potshots? And for sir, may I suggest a thermite detonation powerful enough to punch through even reinforced barriers? Of course, one may choose to do the work oneself: to rip a hole in patchy plywood with a hail of bullets and make a gap either small enough to press an eye against, or big enough to pop a grenade through. All selections are excellent today just as they were at launch. (more…)

Tom Clancy's Rainbow Six® Siege - contact@rockpapershotgun.com (Alice O'Connor)

Any plans for the weekend? You might want to consider shooting holes in walls so you can shoot faces on the other side in Rainbow Six Siege. Ubisoft will hold yet another free trial of their tactical FPS this weekend, they’ve announced, inviting everyone to play the full game from Thursday through to Sunday. If you need persuasion, hey, we declared Siege one of the best FPSs. And did I not mention you can smash holes clean through walls to shoot people on the other side?

For current Siegers, some other news: the next content update, Operation White Noise, will hit test servers on Monday. (more…)

Tom Clancy's Rainbow Six® Siege - UbiPasta


We would like to provide some insight into what we go through during the map creation process. The map we have chosen to highlight for this creative process is Kafe.
For all maps that we have created, and that we plan to create, the design intent is to have a clear, specific flavor and feel. The goal for Kafe was to provide you with a contrast between two strong, thematic, luxury restaurants, and a museum, but also a shift between the gameplay styles required for each section of the map.
As part of the conceptualization phases for Kafe, we wanted to experiment with developing vertical gameplay across multiple floors. This would encourage players to keep an eye on their surroundings, as well as use sound and audio cues to their advantage. Below you will find an early concept for the third floor of Kafe.



Beyond the verticality of the map, we also wanted to include a section that provided you with the close quarters combat that many of you have come to enjoy about Rainbow Six Siege. This continuity between our maps ties them all together. You can see in one of the 1st floor iterations below just how compartmentalized the map is, and how this encouraging close quarters combat.



In the following screenshot, you will find one of the early concepts for a spawn point on Kafe. Throughout the course of Siege, we have learned about new methods and techniques that help to alleviate the issues that result from some spawn points. One thing we learned post launch was how powerful windows were. Not only during the spawning phase, but throughout the entire round. The importance of runouts and methods for a defender to briefly enter the Attacker’s “territory” and land a few shots on them. We are using that knowledge to further improve the way we go about creating new spawn points moving forward. As an example, this is something that we embraced almost immediately, and went into our creation of Border. We designed the map with runouts, balconies, and rotation areas that allow the Defenders to relocate both inside and outside of the building.

Throughout the development of Kafe, we had many iterations, but the overall concept and intent for the map stayed the same throughout development.
There were a couple of parts of the map that were cut for balancing reasons from the original concept to the live version you have played on. One of these being a roof spawn. This ended up bringing some design/balance issues. With a spawn on the roof, there was no risk while approaching the building, as you started on top of it. Additionally, it was a much shorter time to enter the building after the preparation phase ended, that there was little point in choosing any other spawn point. With these things in mind, we removed the roof spawn. The other part that was cut was an elevator shaft. Originally we were going to include an interior elevator shaft that could be used for rappelling on the inside of the map. This was also cut for balance reasons.
We hope you have enjoyed learning a bit about the thought and design processes of creating a map. We have also included a few screenshots of Kafe in its conceptual stages below. Please let us know what you think, or if you have any ideas for a future map on the subreddit, Twitter, forum, or Facebook!
Tom Clancy's Rainbow Six® Siege - UbiPasta


We would like to provide some insight into what we go through during the map creation process. The map we have chosen to highlight for this creative process is Kafe.
For all maps that we have created, and that we plan to create, the design intent is to have a clear, specific flavor and feel. The goal for Kafe was to provide you with a contrast between two strong, thematic, luxury restaurants, and a museum, but also a shift between the gameplay styles required for each section of the map.
As part of the conceptualization phases for Kafe, we wanted to experiment with developing vertical gameplay across multiple floors. This would encourage players to keep an eye on their surroundings, as well as use sound and audio cues to their advantage. Below you will find an early concept for the third floor of Kafe.



Beyond the verticality of the map, we also wanted to include a section that provided you with the close quarters combat that many of you have come to enjoy about Rainbow Six Siege. This continuity between our maps ties them all together. You can see in one of the 1st floor iterations below just how compartmentalized the map is, and how this encouraging close quarters combat.



In the following screenshot, you will find one of the early concepts for a spawn point on Kafe. Throughout the course of Siege, we have learned about new methods and techniques that help to alleviate the issues that result from some spawn points. One thing we learned post launch was how powerful windows were. Not only during the spawning phase, but throughout the entire round. The importance of runouts and methods for a defender to briefly enter the Attacker’s “territory” and land a few shots on them. We are using that knowledge to further improve the way we go about creating new spawn points moving forward. As an example, this is something that we embraced almost immediately, and went into our creation of Border. We designed the map with runouts, balconies, and rotation areas that allow the Defenders to relocate both inside and outside of the building.

Throughout the development of Kafe, we had many iterations, but the overall concept and intent for the map stayed the same throughout development.
There were a couple of parts of the map that were cut for balancing reasons from the original concept to the live version you have played on. One of these being a roof spawn. This ended up bringing some design/balance issues. With a spawn on the roof, there was no risk while approaching the building, as you started on top of it. Additionally, it was a much shorter time to enter the building after the preparation phase ended, that there was little point in choosing any other spawn point. With these things in mind, we removed the roof spawn. The other part that was cut was an elevator shaft. Originally we were going to include an interior elevator shaft that could be used for rappelling on the inside of the map. This was also cut for balance reasons.
We hope you have enjoyed learning a bit about the thought and design processes of creating a map. We have also included a few screenshots of Kafe in its conceptual stages below. Please let us know what you think, or if you have any ideas for a future map on the subreddit, Twitter, forum, or Facebook!
Tom Clancy's Rainbow Six® Siege - contact@rockpapershotgun.com (Alice O'Connor)

As much as I enjoy destructible environments in video games, I cannot condone smashing anything in the next level coming to Rainbow Six Siege. It is simply too pretty to ruin. Mok Myeok Tower, which will arrive in the next update, is a gorgeous futuristic skyscraper over Seoul with an indoor garden, giant kinetic sculpture, lovely wood paneling, and a real good Deus Ex: Mankind Divided-ish vibe. Watch this trailer and tell me it’s right to let anyone destroy this place: (more…)

Tom Clancy's Rainbow Six® Siege - Ubi_Ludo



At the break of dawn, the city awakens in a haze of untold dreams and routines to follow. Cars flow through the grid, halting now and then at the mercy of traffic. Soft morning light reflects off the windows on modern buildings, all designed to expectation and made tall by collective ambition. Snowflakes flutter down on the bustling metropolis. It’s business as usual until day turns into night when the streets take on their second identity and neon colors emerge from stacked billboard ads. A helicopter surveys the area, free from the restraints of the grid, rising above office buildings of tech giants. It finds the highest helipad on the tallest tower. Somewhere inside the tower, a breaching charge detonates.

***

Descend on Mok Myeok, a staggering communications and observation tower in Seoul, South Korea. The tower brushes the clouds and overlooks the entire cityscape, a marvel of futuristic construction. Inside, traditional Korean architecture meets contemporary style: Tea rooms and lounges furnished in wood and homespun motifs, and bright and sleek modern offices. Art Director Gregory Fromenteau explained, “We are always looking to have contrast in the maps. Modern and old school, the duality of styles.”

Unfortunately, Mok Myeok is under attack, the sins of its corrupt CEO being laid bare. You must fight your way through the restaurant, nightclub, art gallery, and offices of the tower’s floors.

The first element the team wanted to take advantage of was the tower’s soaring height. “Our goal was to bring the fear of heights and a sensation of falling,” says Jacques Wong, one of the Level Designers. “The verticality and sense of being high-up is felt inside just as much as it is outside.”

https://www.youtube.com/watch?v=xeI1k6Imcv0

When it came to designing and creating Mok Myeok Tower as the game’s newest map, the entire process proved to be a significant challenge to the Dev team. In contrast to previous maps where there were multiple paths leading to the main building, the Level Designers decided to take a different approach. “The new feature utilizes the Tower’s structure and allows players to rappel down and through the access points,” Wong explained. Should players be worried though about campers? “The map itself is pretty large and was designed specifically so that the majority of battles would take place in the center.” Combat starts out mostly at long-range, but once players draw closer to the center of the tower, it becomes a head-to-head shoot out.

Check our blog regularly for more updates on what’s coming up and catch the action at the Pro League finals in São Paulo on November 18-19 at twitch.tv/rainbow6.

For the latest updates, follow us on Facebook and Twitter. Join the discussion on our subreddit and Forums!
Tom Clancy's Rainbow Six® Siege - Ubi_Ludo



At the break of dawn, the city awakens in a haze of untold dreams and routines to follow. Cars flow through the grid, halting now and then at the mercy of traffic. Soft morning light reflects off the windows on modern buildings, all designed to expectation and made tall by collective ambition. Snowflakes flutter down on the bustling metropolis. It’s business as usual until day turns into night when the streets take on their second identity and neon colors emerge from stacked billboard ads. A helicopter surveys the area, free from the restraints of the grid, rising above office buildings of tech giants. It finds the highest helipad on the tallest tower. Somewhere inside the tower, a breaching charge detonates.

***

Descend on Mok Myeok, a staggering communications and observation tower in Seoul, South Korea. The tower brushes the clouds and overlooks the entire cityscape, a marvel of futuristic construction. Inside, traditional Korean architecture meets contemporary style: Tea rooms and lounges furnished in wood and homespun motifs, and bright and sleek modern offices. Art Director Gregory Fromenteau explained, “We are always looking to have contrast in the maps. Modern and old school, the duality of styles.”

Unfortunately, Mok Myeok is under attack, the sins of its corrupt CEO being laid bare. You must fight your way through the restaurant, nightclub, art gallery, and offices of the tower’s floors.

The first element the team wanted to take advantage of was the tower’s soaring height. “Our goal was to bring the fear of heights and a sensation of falling,” says Jacques Wong, one of the Level Designers. “The verticality and sense of being high-up is felt inside just as much as it is outside.”

https://www.youtube.com/watch?v=xeI1k6Imcv0

When it came to designing and creating Mok Myeok Tower as the game’s newest map, the entire process proved to be a significant challenge to the Dev team. In contrast to previous maps where there were multiple paths leading to the main building, the Level Designers decided to take a different approach. “The new feature utilizes the Tower’s structure and allows players to rappel down and through the access points,” Wong explained. Should players be worried though about campers? “The map itself is pretty large and was designed specifically so that the majority of battles would take place in the center.” Combat starts out mostly at long-range, but once players draw closer to the center of the tower, it becomes a head-to-head shoot out.

Check our blog regularly for more updates on what’s coming up and catch the action at the Pro League finals in São Paulo on November 18-19 at twitch.tv/rainbow6.

For the latest updates, follow us on Facebook and Twitter. Join the discussion on our subreddit and Forums!
Tom Clancy's Rainbow Six® Siege - contact@rockpapershotgun.com (Alice O'Connor)

The final big content update of Rainbow Six Siege‘s second season will be Operation White Noise, Ubisoft announced today, bringing three new characters and a new map. White Noise is off to South Korea and the fight will go down in an observation tower “high above Seoul’s skyline,” which sounds a splendid place for fisticuffs. I am unreasonably fond of video game levels having grand views over cities. Ubi are pretty vague about the update for now, though, promising more information in a fortnight. So we’ve applied a serious scientific technique to uncover White Noise’s secrets. (more…)

Tom Clancy's Rainbow Six® Siege - Ubi_Ludo


It has nearly been two full years, since Rainbow Six Siege launched on December 1st, 2015. We want to thank the millions of players who have helped support the game this long. As we enter our third year, there will be a lot to celebrate. We will have more news to share on the exciting things to come in Year 3, but for now, we want to share a big thank you from the entire Rainbow Six Development team.

Year Two kicked off into high gear with the first Six Invitational, the biggest event in Rainbow Six Siege’s history. Operation Velvet Shell dropped you into Ibiza where Jackal and Mira introduced Rainbow to the G.E.O. We then deployed Operation Health with the Technical Test Server and 1-Step Matchmaking, which has prepared the development team for the long-term future of Rainbow Six. Most recently, Operation Blood Orchid reopened an abandoned Hong Kong theme park with S.D.U. operators Ying and Lesion, along with Poland’s Ela from G.R.O.M.

And we’re not done.

Two new Operators from the 707th Special Mission Battalion (707th SMB) are joining Team Rainbow. The attacker is stubborn and daring while the defender is methodical and tenacious. We’re also bringing you a new GROM Operative in the mix, known for their resilience and bravery.

For our new map, you’ll have to look up, waaay up to explore a pristine observation tower high above Seoul’s skyline. Make room for more fire power in your storage locker as we’ve got new weapons to satisfy your craving for more choices in dealing out devastation.

We’re ending the year on a high note but there’s a lot more to come. Check our blog regularly for more updates on what’s coming up and catch the action at the Pro League finals in Sao Paulo, happening November 18th and 19th on twitch.tv/rainbow6.

For the latest updates, follow us on Facebook and Twitter. Join the discussion on our subreddit and Forums!
Tom Clancy's Rainbow Six® Siege - Ubi_Ludo


It has nearly been two full years, since Rainbow Six Siege launched on December 1st, 2015. We want to thank the millions of players who have helped support the game this long. As we enter our third year, there will be a lot to celebrate. We will have more news to share on the exciting things to come in Year 3, but for now, we want to share a big thank you from the entire Rainbow Six Development team.

Year Two kicked off into high gear with the first Six Invitational, the biggest event in Rainbow Six Siege’s history. Operation Velvet Shell dropped you into Ibiza where Jackal and Mira introduced Rainbow to the G.E.O. We then deployed Operation Health with the Technical Test Server and 1-Step Matchmaking, which has prepared the development team for the long-term future of Rainbow Six. Most recently, Operation Blood Orchid reopened an abandoned Hong Kong theme park with S.D.U. operators Ying and Lesion, along with Poland’s Ela from G.R.O.M.

And we’re not done.

Two new Operators from the 707th Special Mission Battalion (707th SMB) are joining Team Rainbow. The attacker is stubborn and daring while the defender is methodical and tenacious. We’re also bringing you a new GROM Operative in the mix, known for their resilience and bravery.

For our new map, you’ll have to look up, waaay up to explore a pristine observation tower high above Seoul’s skyline. Make room for more fire power in your storage locker as we’ve got new weapons to satisfy your craving for more choices in dealing out devastation.

We’re ending the year on a high note but there’s a lot more to come. Check our blog regularly for more updates on what’s coming up and catch the action at the Pro League finals in Sao Paulo, happening November 18th and 19th on twitch.tv/rainbow6.

For the latest updates, follow us on Facebook and Twitter. Join the discussion on our subreddit and Forums!
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