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   Last part of R6 Vegas starts with this operation.

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   Explosions!

 

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   Subzero?!

 

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   Bomb defusal sequence. WIll be disarmed few seconds before timer run out.

 

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   2 seconds left!

 

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   This was a small cool moment.

 

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   Another Subzero!

 

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   AI when searching don't bother with proper room entry.

 

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   CIvilian needs to be... escorted <_<

 

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   This part allowed player to pick entry point or to climb on top and shoot enemies through glass.

 

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   Room is set up for more explosions.

 

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   Defending button-pressing hacker from waves of Subzeros.

 

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   A lot of bullets were used to fight those enemies.

 

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   Doorways are Achilles' heel of opponent's AI.

 

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   Inside of dam.

 

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   Kek, cover system bugged out.

 

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   Another Subzero. Or crossfit fan.

 

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  Tired.

 

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   Last operations in R6 Vegas 1

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   Basically just a wider "corridor" from usual linear shooters.

 

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   MG position, gunners are not that hard to take out if you have weapon with optics.

 

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   "You know, let's not wear helmets and even protection for eyes, but take those masks that will make breathing harder for no reasons. It will make us look more badass!"

 

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   One of reasons to not jump into turrets in last mission

 

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   And this is second reason - big numbers of bad guys.

 

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   Suppressive fire against me left those holes.

 

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   Rare situation when both team mates are down. Not a best point of breach was probably a reason.

 

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   Not that easy to see small parts of enemies in between those pellets, boxes and shelves

 

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   Secret facility inside of dam.

 

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   Blind fire isn't that effective in this game as spread is really bad and becomes far worse each next shot, but sometimes it is not bad method. But when blind firing you hands are exposed and can be hit.

 

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   AI can't see through those types of glass, apperently.

 

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   Ambush preped by mercs. Flanked through obvious flanking route.

 

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   Umm.. why Elbrus launcher on MAZ chassis is US, again?

 

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   Defending our "hacker" from waves of bad guys. This section was annoying to play and it was not obvious where you should be and what button to press to trigger scripted scene, as main bad guy is trying to escape (there are scripted events if you fail to do what level makers want you to do).

 

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   They look like ninjas, but their AI is standart.

 

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   "Main" villian.

 

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   For "Spec Ops" those enemies are not so sharp.

 

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   "I'm gona tell you my scripted dialogue at you!"

 

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   No you don't!

 

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   Fuck!

 

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   Can this uninteresting character shut up? I want to play the game.

 

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   Is there any skip button?

 

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   Can you die faster, lady?

 

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   One of teammates have this on him, kek.

 

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   Another one? Also, those things for some reason don't have any clearance between road and hull bottom.

 

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   Missile is starting to take off

 

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   But we fixed explosive on it... Of course fuel didn't exploded at all, so we are fine.

 

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   Kek, that vehicle have all proportions changed to make it work for cover-based shooter.

 

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   But this is not the end. We have a traitor who took our helicopter

 

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   "Deal with bad guy in part 2 of R6 Vegas series, dead player!" or "Main bad guy is in another castle!"

 

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   Will do review of Vegas together with Vegas 2, as they are both very similar.

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   In Vegas 2 you have some customization options

 

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   Graphics are better (a bit) and image looks crisp

 

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   Pretty usual level design in Vegas 2 - 2 (sometimes 3) entry points to same room.

 

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   WTF is that abomination?

 

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   kek

 

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   Heavy armor on this enemy. You can wear same thing after reaching proper levels. Yes, there are levels in this game and unlocks.

 

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   *Call of Duty Modern Warfare "you are promoted" music*

 

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   Rare distractible cover

 

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   lol, i unlocked "russian camo".

 

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   Vegas 2 Google maps  version is better.

 

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   After unlocking several camos i decided to put all of them on character, kek

 

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   Hideous!

 

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   Levels have more details

 

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   AI behiavors were not changed much, if at all.

 

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   All tha equipment is just visuals and don't affect gameplay enough to be noticeable

 

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   Game still allow you to choose between 2-3 points/angles to breach rooms.

 

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   The only thing this camo does is making character model looks like pile of whatever tactical shit you put on him.

 

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   Level makers continue to use "artstyle" shift in their maps. Makes those operation harder to remember which one was which, but during game those shifts makes interesting to just progress through levels and see where you get next.

 

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   I don't remember if this is start of new level or just continuation of previous one, haha.

 

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   Flashbang effect. If those bad guys used frags, it would have been way harder.

 

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   Strange MG mounting system.

 

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   Pretty sure ballistic mask are just 100% cosmetics even for player. They also don't used to note any kind of more dangerous enemies that average or anybody important.

 

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   "Officer" looking bad guys have no differences from other mooks.

 

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   Friendly AI managed to get stuck. He got out of this place only after i crossed some script trigger way futher.

 

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   What you will see most of times in Vegas 2.

 

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   This became another escort sequence, thank god only for ~150 meters of this level.

 

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   CQB kills are also awarded with additonal exp when you will special bar for CQB combat.

 

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   Um... this is not a good time to stand in weird positions.

 

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   Decided to stop tourchiring my eyes and put something plausible on my model.

 

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   Game awards you for every fart in direction of enemies. Killed from long range? Get more exp. Killed from close range? Get more exp. Killed from behind or through cover? Exp.

 

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   Next operation. Bombs, gyms and chemical weapons.

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   Attachments are not displayed on models until you pick them up.

 

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   Ropes are still deathtraps for mercs.

 

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   Smoke at this range is not that useless to cover enemies. But you still can spray and get kills through cover for additional exp.

 

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   Gasmask is given to you in this level, but you can't equip it in other missions if you don't unlock it. Also it replaces helmets, although they are purely cosmetic.

 

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   Each level bad guys have different gear with different camo. Feels like a fashion show, lel.

 

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   Heh, not exactly usual levels for shooter.

 

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   Sadly you can't climb up using those walls.

 

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   Shield guys. Bit annoying but less boring enemy overal.

 

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   "Ow shit" *quickly spamming G button 20 times*

 

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   Grenades are very usefull in Vegas, especially when enemies are in good cover. Probably thats why you can't take more than 3 of them.

 

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   Too late, hostages are gassed.

 

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   Continuation of previous mission.

 

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   If you will run out of frags, shooting shield guys at legs and hands is still an option.

 

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   Sometimes you are allowed to get on the roof, but only in certain places.

 

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   Level makers continue to find new places to put you in.

 

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   Chasing one of bad guys with intel that we need.

 

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   Pretty bad situation to use blind fire, mate.

 

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   That idiot pulled out his second Desert Eagle.

 

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   Just to be sure. Idiots that carry Desert Eagles are brainless idiots, they might need more lead to put down, kek.

 

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   Next mission. Almost all of them are taking place during day time, unlike Vegas 1.

 

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   Don't know why we have blood on the screen.

 

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   Ghost Recon's insertians were looking a bit cooler, probably becuase of better light system and more detailed models.

 

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   MLG convention?! MLG.... MLG REEEEE

 

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   Both of team members managed to glitch through stairs. I can't progress without those fuckers, as they will bleed out and mission will be probably over (never got to that point, actually, but i guess this what will happen).

 

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   kek. Does this level ends with a montage of "owning" of enemy and cool headshots with shitty music over it?

 

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   Cool details on that map

 

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   Civilians worshipping terrorists, heh.

 

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   Just scream and shoot, god damn it! 

 

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   Probably first time i bothered to use "thermal scan" that somehow manages to see through walls and show enemies.

 

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   Probably the only level where this product placement isn't terrible.

 

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   Defend point sequence.

 

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   kek

 

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   Those 2 donkeys are doing rather badly on this level for some reason.

 

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   "This is cover based shooter? So let's put our ads right on cover!"

 

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   For some reason sides of frienly troops helmets are painted in your camo.

 

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   Everything is ok, just night vision goggles used during daytime in well lit railroad station. Oh, no, my face protection doesn't interfere with night vision, at all!

 

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   Each time i have a chance to get on the roof i go for it. Enemies have problems properly reacting to a player above them.

 

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   Landing on top of some penthouse to brake stuff and shoot terrorists.

 

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   Maps are very different in both Vegas and Vegas 2 in each mission, but mechanically they are similar.

 

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   Shotgun with optical sight in room to room combat situation?

 

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   Send those idiots ahead and use distraction to shower yourself in Exp

 

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   Killing using rope isn't any harder than shooting bad guys normal way, but you get more exp for that.

 

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   Just endless stream of easy exp. to unlock next silly camo or gear. 

 

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   Look inside of room using snake camera and tag enemies, shoot through door for max exp.

 

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   "Why you are pointing at me with you laser and gun barrel?" 

 

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   Kek, found place to take a nap.

 

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   Blindfire is used by enemies mostly after taking fire from you.

 

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   Thats is way too close, and i'm kinda busy with shooting.

 

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   Another change of enviroment.

 

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   And we are not stopping. Local SWAT team are showed as no match for those mercs.

 

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   Backrooms of this hotel (or was it a casino?)

 

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   Additional points for killing gunner.

 

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   Yes, a turret section of this level. At least it was quick.

 

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   Change of enviroments, yet again. And i am totally for it, boring grey back rooms are no fun. 

 

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   Couldn't resist temptation. Devs put special sound for that thing.

 

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   Another bomb defusal sequence where you wait for team member doing scripted things. 

 

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   A rare moment where shadows were used to convey info.

 

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   Main entrance have a surprise for us.

 

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   Negotiator. In this game player have no idea who is doing what, events just happens in front of you with little to no background info or logical path between some of events/overal situation. 

 

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   Still going, mercs are still not destroyed and their plans are not shattered.

 

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   Fucker tried to flank me, i was surprised enough to miss a moment to make a screenshot, heh.

 

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   Circus arrived and now artists are laying on the floor.

 

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   "I'm totally not a traitor". Shady character.

 

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   Now something different - lone wolf mission at a refinery.

 

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   Is it this movie? 

 

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   I was interrupted by those mercs. Time for some loud noises.

 

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   Killed just after he reloaded, looks like.

 

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   They have heavy bodyarmor, but nothing on their heads. Like a hint for a player where to shoot.

 

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   Probably a legendary item from lootbox, kek

 

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   Deadly enemy and kind of rare.

 

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   I have a feeling that enemies will repel down from that catwalk.

 

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   Interesting behavior of enemy AI. 1 cover and 2 enemies that want to use it results in special behavior with unique set of animation. 1st is acting as usual, second one is stepping out of cover and shoot few burst and gets back. Your teammates are doing this often, but enemies - not so much.

 

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   2nd guy went back to cover and this whole thing repeats.

 

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   Now we can catch both of them in 1 burst!

 

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   He is moving to investigate noises i made.

 

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   This section looks like it was part of FEAR, haha.

 

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   Ambush with stationary MGs

 

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   Levels looks big and have several arena-like parts, but it is still linear and not fully open. Also, this whole level is based on older Rainbow Six level (From Raven Shield IIRC).

 

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   Hello, i'm Mr Grenade.

 

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   Don't know why they are not so good at dodging grenades.

 

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   This place is not going to be end of the level, because this low-poly model is there, yes?

 

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   Shady person is a traitor, what a twist!

 

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   After bomb explosion we got out without any problems.

 

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   Last level of Rainbow Six Vegas 2.

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   Nice change of scenery.

 

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   Each level (i mean each one of them) have their own uniquely geared enemies. Sadly difference is cosmetic.

 

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   Not sure why developers likes to paint enemy helmets and masks in red

 

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   Easy. AI continue to have (tactical) problems with everything door related.

 

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   Unusual enemies that don't look like Ken doll wrapped in tactikewl stuff

 

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   Merc is getting hit in the back by other merc. Happens not so often.

 

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   This level is also a remake of "classic" Rainbow Six map.

 

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   Previous R6 Vegas main character.

 

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   What you are looking at?

 

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   Yet another "defend hacker guy"

 

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   "Bla bla bla i'm evil bla bla bla"

 

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   Heh, now this game stepped into CoD/Battlefield BC 1/2 and 3/4 reality.

 

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   Now it launches rockets against 1 dude.

 

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   At least those rockets are not loaded with firecrackers.

 

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   Ow, thats what i was supposed to do... This "fight" is kind of bad.

 

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   Now game vomits waves and waves of enemies at me + gunship fire.

 

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   Done.

 

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   Rainbow Six Vegas 1 and Vegas 2 review.

   I’m reviewing both of R6 Vegas tactical shooters at once, as they are very similar.

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   Vegas was released in 2006 on PC, PS, Xbox, powered by Unreal 3. It received high praises from game journalists and sold 1.7 million copies by April of 2007.

   Vegas 2 was published in spring of 2008 on same platforms and on same engine. And it (as first part) received very positive reception.

   R6 Vegas (1 and 2) are hybrid 1st/3rd person cover-based shooters with elements of tactics and squad command. Both games take place during same event – attack on Las Vegas by unknown group of mercenaries led by some generic bad guys/girls. You are tasked with kicking doors and shooting mercs in the face while yelling basic order at 2 pet team members. And.. that’s about it.

 

   Visuals

   First Vegas had very “blured” visuals, which was very much usual for console peasant shooters. Despite your screen being covered in Vaseline, after 1st training mission game start to show you flashy casinos and other places with expensive decoration like VIP restaurants and similar. Second game follows generally similar visual style. Both of them try pretty hard to keep player entertained by showing new and different places during missions with a lot of attention put into details and looks of each map. Each casino or hotel/penthouse/etc have unique style, and even some environmental story telling elements.

   Games technically were mediocre, especially Vegas 2 compared to Crysis that was released a year earlier. Crysis had destructible buildings and vegetation, a lot of interactivity of the environment, on top of that top notch graphics and big levels that allowed higher level of player freedom than most of shooters of that time. Vegas and Vegas 2 had cramped indoor levels that were nothing special (on a gameplay side) with almost no interactivity with anything on the level (except doors and windows).  

   Speaking about visuals, Vegas 2 introduced customization features (camo, gear) that you unlock by playing the game.

 

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   Overall, games look rather mediocre with exception of art style of some of places that you visit during Singleplayer story and a lot of details that breathes a bit of life into levels.

 

 

   Gameplay

   Both Vegas and Vegas 2 have exactly same gameplay and gameplay mechanics (with exception of gear customization of Vegas 2). It is 1st person shooter with high damage enemy fire that forces you into cover. When in cover game switch to 3rd person camera, allowing you to observe bad guys around corners and shoot when you have a chance. Almost all firefights are CQB, guns are rather accurate and have ability to be modified with some simple mods like sights or suppressors. Enemies die quickly (thanks to high damage of your fire) and stick to cover (mostly). Player’s health is regenerating after sitting in cover for some time.

   Almost all singeplayer you will have 2 friendly AI soldiers under your command and you can give simple orders to them, exact selection of orders depend on their combat mode (stealth or “loud”). When you order them to get to a door, you get more choices to how to breach it (group of orders also depend on combat mode). You can breach door in 5 ways, (2 loud with explosive, 2 “sneaky” with smoke or flashbang and 1 “normal” – just open door and get it). On top of that sometimes you can order (and use yourself) ropes and breach windows, but that is rather rare.

 

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   All action happens in linear levels with few small arena-like parts. Sometimes you can breech room from 2 ways, but those “flanking” entrances are not far from main entry point, so levels are rather cramped even when you technically have options.

   Almost all combat between R6 and mercs is attrition type, sometimes you have to defend something from wave(s) of attacking mercenaries.

   All this sounds basic and rather uninteresting and in concept it is. But what saves it is how exactly all this implemented, so called “main/short gameplay loop”. Shooting is rather enjoyable in this game and fights have a momentum behind them – loud firefights with “chunky”-sounding weapons against enemies in close proximity with high damage weapons that can finish you in several quick hits even when you are in cover gives gameplay an oomph that it needs to elevate above “generic cover based shooter”. Don’t expect something more conceptually interesting than breaching rooms and shooting everybody inside, though.

   Ow, room breaching… It feels more like it there because of Rainbow Six in the name, not because it is really useful. I could complete this game without problem with just 1 option to breach a room – open and fire. Don’t remember any situation when I really needed to throw a grenade inside or a flashbang instead of just opening door and pressing LMB.

 

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   Cover use is also rather simple – press button, when near corner you can blindfire or if you press aim button your character leans out of it. Nothing special here either, other than a fact that character leans out of cover long enough to catch deadly amount of lead if enemy is aiming at corner and not too far, before you can fire. Everybody in Vegas 1 and 2 move rather slow and all movements feels heavier than in something like Ghost Recon Future Soldier, so player usually should be more deliberate with his actions.

 

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   Few sections of Vegas 1 and 2 feel like somebody had a certain idea/direction for them, which made those moments to be more interesting. For example, in Vegas 1 in first mission there is a part of level where you take out enemy and grab his shotgun and in next 3-4 rooms all enemies have pump action shotgun exactly like one you picked up. This creates interesting gameplay of waiting for enemy to reload next round and aim before enemy can lean out of cover to fire next shot, and you are trying to do that against 2-3 bad guys in the same time. But those moments are rare.

   Guns in both games feel mostly the same, at least compared to weapons of the same class. Shotguns and sniper rifles feel different enough, but i used them just few times as SMGs and ARs are better for Vegas levels.

   So overall Vegas game are rather simple in concept, but execution of some of game mechanics makes it more enjoyable than what you can expect from yet another console cover based shooty-shooty game. But this is not an 9.5/10 gameplay that some of game journals gave to Vegas 1 and 2, for sure.

 

   Plot

   It exist for sure, as there are even characters who talk boring stuff to make you understand that they are bad.

   I can’t say who is done what exactly and why (maybe except last bad guy in Vegas 2), I don’t even remember names of generic McMilitary guy that you control.

   During whole game you are not sure if you are really defeating bad guys, there is no feel of progression through story for most of the game (except probably the last level), all levels in my head are mixed together into a flashy gambling machine-looking blob. If I look at screenshots of most of levels from Vegas 1 or 2 I wouldn’t be able to tell from which part of the game it is.

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   Enemies, friendlies, AI

   Teammates are not terrible but can get stuck in some rare places, enemies usually do what they are supposed. Interesting note that your teammates have environment awareness system similar to SWAT 3’s – they understand “rooms” and chokepoints like doors and keep them in sight (mostly), but thanks to regenerating health and ability to revive downed colleagues, save checkpoints and much more scripted enemy location and spawns this system is have much less impact.

   Enemies on the other hand have problems with doors. Those problems are purely tactical, they are easy to funnel into chokepoints and gun down in groups. When under fire they switch to blind fire. They do what you expect from competent AI to do, but they lack something. I don’t really feel threatened by most of them (except shield guys), don’t feel need to move around as much as in FEAR. Mercs usually are sitting in cover and don’t move somewhere else, which makes firefight to be more predictable and a bit less interesting. At times bad guys can take good cover (that is more thanks to layout of place) so you can execute good flanking, but it is again rare and not really necessary. Mercs have generally 3 type of troops that you can notice - usual mooks, shield troopers and snipers. 2nd and 3rd are rare to encounter.  

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   Teammates overwatch 2 doors leading to next room.

 

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   You can order them to move, but they take cover automatically

 

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   Soldiers have 2 weapons - "sneaky" and "loud". They choose weapon based on what you have in hands (suppressed or not) and combat mode.

 

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   When both soldiers are firing at enemies while using same cover, they take turns.

 

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   Some of enemies are also doing that

 

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   One of places where he got stuck. This one was severe, he managed to get out only when i was nearly in the end of this mission.

 

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   Sometimes enemies pick strange places as "cover"

 

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   Shotgunners are not much different than usual mercs

 

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   Bad guys are also not as sharp as they need to when grenades lands nearby.

 

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   Most of shotgunners have those ballistic masks that are not providing any additional protection in game

 

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   Same for shield guys

 

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   Enemy AI likes to use smoke grenades or flashbangs

 

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   "Suppressive" fire

 

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   And blindfire

 

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   Doors are hard

 

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   Conclusion

   Solid shooter for its time, but rather basic and lacking in everything else other than shooting somebody in the face. I have no idea why this game got such high scores (5/5, 9.5/10 and similar), game have dumb basic plot, uninteresting characters, basic repetitive mission design and no depth to its small selection of mechanics.

   Rainbow Six Vegas and Vegas 2 are pop-corn action summer blockbusters about “special forces dudes” doing military-looking things, most of which you forget after some short amount of time and only few of them will remain for a bit longer. It have fun short gameplay loop, so recommend it to play in short playsessions.  

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