Video Game / Rainbow Six

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The Rainbow Six series was the originator of the tactical shooter genre, and was responsible for launching the wave of Tom Clancy's military-themed video games. The games detail the adventures of covert international anti-terrorist strike force "Rainbow", and their battles against the world's terrorist element.

Contrary to popular belief, the games and novel were not planned as a franchise. The game series started life as being about an FBI hostage rescue team, but Red Storm Entertainment wanted to replace the FBI with a fictional group to give the game international appeal. Coincidentally, Clancy happened to be writing his novel at the time, and a license deal was struck. The game actually came out before the book, and the plots diverge halfway through, though they keep the same villains.

The original Rainbow Six, released for the PC in 1998, was a first-person combat game which was revolutionary for its realistic combat, feature slow and steady character movement and one-shot-kill gameplay, in contrast to the One-Man Army approach taken by all previous First-Person Shooter games. The most notable feature was the tactical planning map before each mission, in which you organized up to 4 separate fireteams and planned out their movements throughout the map, allowing you to plan out and implement complex manoeuvres using multiple teams. During the mission itself, you controlled 1 team while the computer A.I. controlled the other 3 teams following the path and instructions you laid out in the tactical planning map. Players could switch to direct control of any team and any team member on the fly. It was critically acclaimed for its serious, tactically deep gameplay and received an expansion pack: Eagle Watch, which added characters from the novel to the team roster.

The sequel, Rainbow Six: Rogue Spear, was released the following year. It was essentially a Mission-Pack Sequel, featuring little new in terms of gameplay and instead improving on what already existed with new missions, better graphics, more weapons and equipment and improved tactical combat. Despite lack of any significant improvement it was well received, and was followed by three expansion packs: Urban Operations, Covert Ops Essentials and Black Thorn.

Rainbow Six 3: Raven Shield for the PC retained the series' tactical gameplay, while updating the presentation to the standards of modern First Person Shooters, with features such as visible weapons in the player's first person point of view, and an improved graphics engine based on the Unreal Engine 2.

However, the series deviated from its tactical shooter roots starting with the Xbox version of Rainbow Six 3. Rather than being a straight up port of the PC version, the game was heavily refined. Most significantly, the gameplay was made simpler and much more accessible. For one thing, it did away with the tactical map for more straightforward linear levels, with the player controlling a single character (backed up by 3 A.I. controlled teammates) and moving from start to finish through linear levels while mowing down a small army of terrorists. Gameplay was much more forgiving, with players able to survive several assault rifle shots before dying, and the game played out much more like a standard First-Person Shooter than the previous games in the series (although the inability to restore lost health in the middle of a mission resulted in the retention of some tactical challenge). The fourth game in the series, Rainbow Six: Lockdown, continued down this path while incorporating much-hated sniper missions.

Rainbow Six: Vegas and Rainbow Six: Vegas 2, are in many ways Rainbow Six In-Name-Only, being a hybrid first-person/third-person shooter with cover-based gameplay, somewhat similar to Gears of War, and featuring a regenerating health system and standard First-Person Shooter-style combat, albeit with considerably more difficulty than most shooters. Although Vegas was critically acclaimed for its gameplay and presentation, it's a far cry from the series original tactical shooter roots.

Rainbow Six: Patriots was announced in 2011 after a some footage was leaked. However the game was stuck in Development Hell for a time before finally being cancelled.

The latest game, Rainbow Six: Siege, was first debuted at E3 2014. A big new feature of Siege is destructible environments, allowing players to both breach walls, doors, floors and windows to create new lines of sight and shooting angles. Siege also adds the Operator system, where players would select individual classes, known as "Operators", each with their own special gadgets and weapons. Siege was released on Dec 1, 2015.


The game series contains examples of:

  • Adult Fear: There are a number of moments throughout the series.
    • In the first game, one level consists of rescuing children from being held hostage by terrorists at an amusement park.
    • In Vegas, during the Fremont Street level, you end up rescuing a family of tourists who get caught in a crossfire between your team and some terrorists.
    • Vegas 2 has the gas attack.
    • The demo footage for Patriots has a man watch as his family is taken hostage and he is forced to wear a bomb vest to keep the terrorists from killing them.
    • Siege has the Article 5 Situation, which has Rainbow clear an university campus of White Masks who have attacked it with chemical weapons.It's shown that despite Rainbow's intervention, the White Masks have already inflicted mass casualties. There is also a multiplayer map that takes place in a two-story suburban home, complete with a child's bedroom.
  • All Bikers Are Hells Angels: The multiplayer map "Clubhouse" in Siege is the Trope Namer's headquarters in Hanover. The flavor text in Bandit's bio says he was previously undercover there.
  • Aluminum Christmas Trees: While GSG 9 operators all wearing hoodies, jeans and sneakers is definitely Artistic License – Military in Siege, it does have a basis in reality - Spezialeinsatzkommandos (SEK) are a German special response unit of state police that really do have members just put their equipment over plainclothes (off-duty officers do it when suddenly asked to report to a crime scene to save time), and sneakers can legitimately be advantageous over combat boots by the virtues of being much lighter and quieter.
  • America Saves the Day: Subverted in Vegas in which even though you stopped the crisis, the Big Bad gets away and plans to sell every Rainbow member's personal information out to the highest bidder. And in Vegas 2 Gabriel screws up your mission in the opening and you fail to save not only an NSA spy but also an entire room full of civilians from a very grisly death. Also, Echo Team bites the dust. It looks as though you're fighting a losing battle until the game plays it straight by letting you come out on top. Also, Bishop, Keller and Six are about the only Americans on the team. Michael Walters is British, Jung is South Korean, the intel officers are Israeli and Canadian and the helicopter pilots are from Russia and New Zealand. Plus the US is the one under attack. So it's more like the rest of the world saving America. The original games also emphasized multinational teamwork - while the "main character", Ding, is American, as are a few of the prominent team members and the RAINBOW leader, they are based in Britain and you will most likely have British, Spanish, Israeli, South Korean, Italian etc. troops in your squads.
  • Armor Is Useless:
    • In the pre-Lockdown games, you could equip heavy armor, which supposedly can stop a rifle round. In practice, however, the AI usually scores headshots - and, realistically, even the best armor tends to not survive repeated hits, and as nearly all terrorists you face use high-powered assault rifles on full-auto...
    • Averted to a degree in Lockdown... for your enemies. The Elite Mooks encountered in the later levels wear body armor that lets them take multiple hits from low caliber firearms. Assault rifles still mow them down with just a couple hits, though.
    • Played straight in Vegas 2 on Realistic difficulty...
    • ...then Zig-zagged in Siege. Your operators' actual armor rating, which is on a three point scale, generally means a difference of one or two bullets depending on the weapon. However, Rook's Armor Pack ability allows additional resistance of about four or five extra bodyshots. It's useless in medium skill play, where everyone gets headshots, but vital in both low and high skill where nobody gets the chance.
  • A-Team Firing: Attempting to blind-fire from behind cover in Vegas results in this. Outside of a few feet, the most you can hope for while shooting is to force the enemy into cover so you can safely pop out and actually aim.
  • Artifact Title: The 'Six' in the title comes from the fact that the player originally took on the role of Team Rainbow's commanding officer, which hasn't been the case since Raven Shield.
    • The Six in the original novel's title referred to John Clark being the leader of Rainbow, but as with the game based on it, it focused more on Domingo Chavez and his Team Two than it did on Clark.
  • Artificial Stupidity: Friendly AI in the original trilogy. Your teammates prioritize following your waypoints over everything else, including ensuring they survive long enough to get to those waypoints, and will often hesitate maddeningly before firing on a terrorist in plain sight, multiplying the tension of executing a plan you've spent 30 minutes setting up.
    • Squadmate AI in the first Rainbow Six game is dated to say the least. While your AI-controlled team members are surprisingly good at shooting and prioritizing tasks, they also can ruin a perfectly written plan by sticking in walls and suddenly leaving hostages halfway to the extraction zone.
    • Terrorists in Rainbow Six 3: Raven Shield are fond of throwing grenades at the walls when in small, enclosed rooms with no line of sight to anything, usually upon hearing your footsteps through solid walls (or floors). Even better/worse if the room has a window that they could shoot you (or be shot) through, yet a grenade that can't fit through that window is their response to seeing you on the other side of it.
    • Lockdown marks the point in the series at which the friendly A.I. was smart enough to act independently (upon spotting enemies, they can run into a room and engage them without input from the player), but not yet smart enough to actually take cover particularly well, which often resulted in your teammates charging into enemy firing and getting mowed down.
    • Mike and Jung in the Vegas subseries take this Up to Eleven, too often being totally oblivious to the presence of terrorists until they get blasted in the face or following your orders in the most idiotically suicidal manner they can think of. Thankfully, they're a lot harder to kill than most other Rainbow operatives, so they work well as bullet magnets.
    • There's also the tendency throughout the series of your teammates to prevent you from moving in the direction you want to move. You'd think Rainbow hired Barney Calhoun to teach its members about the great myth of urban combat.
  • Artistic License – Military: Visual design for Siege's GSG 9 Operators would have you believe they wear jeans and hoodies regularly instead of battledress.
  • Awesome, but Impractical: Tachanka's Deployable LMG. While it sounds Badass on Paper, it leaves anyone who's on it a stationary target.
  • Badass Boast: All the operators in Siege (with the exception of the DLC operators) have an introductory video that plays when they're unlocked, which usually features the operator in question giving one of these.
  • Badass Crew: Team RAINBOW is made up entirely of the most elite special forces from all over the world.
  • Benevolent Architecture: The buildings in Siege have some weird elements to them to accomodate for the gameplay.
    • Many of the buildings in Siege completely lack doors. Some of the later maps had smarter designs to justify the lack of doors on doorways, (e.g. having the door completely opened to one side, having the door removed and lying down on the ground, or replacing the doorway with a door-shaped hole in the wall) but it is still weird to see a Chicago mansion without doors of any kind. They only have doorframes in order for the barricades to be implemented.
    • There are many conveniently drone-sized holes connecting weird areas, often for no clear reason as to why they are there. They aren't even ventilation shafts since they are often located at floor-height. These are for the attacker drones to pass through.
    • There are often trapdoors, sometimes in completely inappropriate positions such as the middle of the second floor, connecting to the first floor. These are breachable to grant vertical movement.
  • Blatant Item Placement: How convenient, a crate filled with every type of weapon Rainbow carries sitting in a half-finished Construction site! Admittedly, many of the item boxes in Vegas could be enemy supplies, but they appear in empty, unguarded rooms, sometimes in places where they couldn't have fit through the doors.
  • Body Armor as Hit Points: The first two games take this trope to its logical conclusion, as wearing body armor was the only way to survive multiple hits.
  • Boom, Headshot: Instantly fatal. Vegas 2 allows them to go towards getting rewards.
    • This makes shotguns very effective compared to other games. Get nicked in the side of the head by even a single pellet, and you're dead.
  • Break Out the Museum Piece: Tachanka in Siege uses a DP-28 LMG, which dates back to World War II. Justified though in that Tachanka is stated to be an enthusiast of old Soviet weaponry, to the extent that he prefers the old but reliable weapons to the highly experimental modern ones.
    • A less exaggerated version comes in the form of Valkyrie's SPAS-12, which is no longer in production and hasn't been for almost two decades, and it was a rare gun even then.
    • An even less exaggerated version is Caveira's SPAS-15, the SPAS-12's successor. Its relatively quite recent, but that too is no longer in production.
  • Broken Pedestal: John Brightling to Catherine Winston, who says before the final mission that she worked with Horizon to make a difference, and never imagined that her research would be used for what it was.
  • Competitive Balance: In Siege, attacking players and defensive players choose from an entirely different roster of operators for balance reasons. Abilities like Pulse's heartbeat sensor are restricted to the defense, while things like grenades are restricted to the offense. Confusingly however, only defenders get submachine guns, except for Jäger, for some reason.
    • Cowboy Cop: Recruits from nominally law enforcement agencies like the FBI can equip fragmentation grenades, as could Operators Buck, Sledge, Capitão and Thermite (Well until a balance patch for him).
    • Close Range Combatant: While not necessarily that close range, Sledge's arsenal and Breaching Hammer has a more close range focus than the rest, resulting in him being categorized into this trope.
    • Crippling Overspecialisation: Thatcher's special EMP Grenades exploit this trope on Operators who rely on electronic gadgets, but not mechanical ones. His EMP Grenades destroy every electronic device within their radius. However, gadgets like Frost's Welcome Mat and Tachanka's Deployable Machine Gun aren't affected.
    • Fragile Speedster: Operators with High Speed but Light Armor. They can travel the maps the fastest, but take the least amount of bullets to be taken down. The current ones are Ash, Jäger and IQ.
    • Gradual Grinder: Defending Operator Smoke has special Gas Grenades that can down and kill enemies quite quickly if they can't leave the area of affect. This is especially effective against Slow Operators like Fuze, where they can't get out of the poisonous fog quick enough.
    • Glass Cannon: Capitão, Pulse and Bandit stand out from the other Fragile Speedsters for having access to explosives in their arsenal and having very powerful weaponry. Along with the fact that they have Light armor and High speed.
    • Jack-of-All-Stats: Operators with Medium Speed and Armor. They usually have okay weaponry and special gadgets, but some are unremarkable as well as a result.
    • Long-Range Fighter: Glaz, Twitch and Blackbeard can count as this. Glaz's Unique Flip Sight coupled with his unique Sniper Rifle makes him a powerful marksman, while Twitch and Blackbeard have Marksman Rifles that can make them function like one as well. While they're not terrible close range, automatic fire can bring them down easily. Unless you're Blackbeard and have a Rifle Shield on.
    • Master of None: The Recruit doesn't have anything special to note and is easily outclassed by most Operators, unless the Recruit is equipped with a Ballistic Shield, but even then they're not very specialised.
    • Mechanically Unusual Class: Caveira and (to a lesser extent) Capitão, the Brazillian Operators. Unlike the rest, these two have more versatile options and unique gear. Capitão has a Tactical Crossbow that has two different types of bolts, an Asphyxiation Bolt and a Microsmoke Grenade. Caveira, along with a unique (mostly) non-lethal pistol called Luison, has a special ability called Silent Step, which allows her to be deathly silent and incredibly hard to listen for, along with the ability to interrogate the enemy to reveal the other enemies' locations for a small period of time.
    • Mighty Glacier: Attacking Operator Fuze is this by virtue of his more varied set of weapons, unlike the other two Shield-Centred Operators. His Cluster Charges are the most powerful gadgets in his arsenal, and can also swap from a Stone Wall to this trope since he has a wider selection of weapons. He suffers from low speed because of heavy armor though. On the defending side, Operators Rook, Tachanka and Doc are known for their powerful equipment and high armor, but slow speed.
      • Played with Blackbeard. When deploying his Rifle Shield, he's immune to headshots from a frontal assault and has two powerful rifles on his loadout, but is reduced to a one tier movement speed as long as its equipped.
    • Multi-Ranged Master: Buck. His gadget, which is attached to either an Assault Rifle and a Marksman Rifle, the Skeleton Key, is an underbarrel shotgun that allows him to swap from Mid to Long Range to Close Range at a moment's notice, allowing him to be very versatile at any type of range.
    • Stone Wall: The Attacking Operators Montagne and Blitz (Along with the Recruits) wield specialized Ballistic Shields and are generally the most heavily armored of the attackers, but are limited to small arms as a result.
      • Luckily, My Shield Will Protect Me: Since the Dust Line update, Montagne's Shield received a significant buff in the form of side panels. These allow him to be a much better pointman, since his shield can protect him much better now.
    • Trap Master: Frost and Kapkan by virtue of their gadgets. Their Bios explicitly state they're also trained trappers outside of work. Kapkan's Entry Denial Device remains mostly hidden with proper care until its set off by the enemy, where it explodes. Frost's Welcome Mat can immediately put Operators in a Down But Not Out state.
  • Canon Immigrant: A rather unusual case. While the novel and game share a basic plotline and certain characters, the game's story needed to be locked down first in order to develop the gameplay. As such there are major differences in subplots and characters between the two. However the novel's characters ended up being popular enough that several were incorporated into the team in the Eagle Watch expansion. Additional characters from the novel like Alistair Stanley and Bear Malloy don't even appear in the games until Rainbow Six Lockdown.
  • Cluster F-Bomb: Not so much in the original games, but quite common in the Vegas games.
  • The Computer Is a Cheating Bastard: The tangos in every game have superhuman reflexes, near-perfect accuracy at long range, can hit you without actually aiming - and if they do aim, do it within two seconds, almost always score headshots (rendering heavy armor even more useless), and can shoot you from impossible angles, e.g. straight down from a balcony, sometimes when it seems they can't see you - sometimes in pitch darkness. Lockdown toned this down, but still.note 
  • Cool, but Inefficient: The Glock 18 from the Vegas duology is the only sidearm in the game with full auto capability. However, its magazine capacity starts at a measly 10 rounds, and the High-Capacity Magazine only adds seven rounds, so you're better off using it in semi-auto mode. On top of that, it can't accept a suppressor for some reason.
  • Continuity Nod:
    • The NSA Agent in Rainbow Six: Vegas 2 dresses exactly like a Splinter Cell agent.
    • And the "My Name is Sam" Achievement for 5 consecutive silenced headshots, which has an icon very much like Fisher's trifocal NVGs.
    • A single callback to the events of Lockdown is used to establish that Ding Chavez has replaced Clark as Six in Rainbow Six Vegas. Chavez is otherwise not identified by name until later in the game.
    • And the fact that one "Situation" in Rainbow Six: Siege is a mission about containing a chemical attack with mass casualties.
  • Corrupt Corporate Executive: John Brightling.
  • Critical Existence Failure: Averted. Even nonfatal hits are crippling, and shots to the head or center mass are one hit kills.
  • Darker and Edgier: Patriots, with its morality system and Occupy Wall Street inspired plot looked like it would have used this trope full stop.
  • Deadpan Snarker: Your teammates in Vegas will often whip out sarcastic remarks on occasion, such as when the player executes a particularly sloppy room entry.
  • Difficulty Spike: The first four missions of the first game are a warmup, then the difficulty hits you in the face with Ghost Dance.
  • Driven to Suicide: Alvaro Guitierez at the conclusion of Athena Sword.
  • Elites Are More Glamorous: Pretty much the entire premise of the franchise.
  • Emergency Weapon: In Lockdown, Shadow Vanguard, and Vegas, you get infinite reserve ammo for pistols.
  • Enemy Chatter: You could listen in on conversations between terrorists in Rainbow Six: Vegas for some more in-depth info on the game's plot. It is also a great help for you to locate where they are hiding.
  • Escort Mission: Just before the Anti-Climax showdown with Irena mentioned above, you must defend your teammate while he hacks a computer in a much, much harder sequence.
    • In the original, any hostage rescue mission, assuming you didn't already clear out all the terrorists. The fourth-to-last mission is one for its entire duration, as you have to escort a member of the conspiracy while protecting him from forces trying to kill him.
  • Everything Breaks: Present in Siege. In fact, the destruction of walls and doorways plays significantly into the tactics in Siege.
  • Evil Versus Evil:
    • In Vegas 1, a group of terrorists planning to execute the hostages in on national television begin arguing; the one on the stage holds a woman close to him, while another on the floor tells him to let her go. A third terrorist, backstage, tries to calm them both down. They proceed to raise their guns; the first two threatening each other, with the third one acting neutral and aiming at both. If they player doesn't act fast enough, they end up shooting each other and the hostages, and the mission fails.
    • The terrorist holding one of the Department of Defense workers at gunpoint in the highrise doesn't want to follow Irena's plans.
  • Excuse Plot:
    • The PC version of Rainbow Six: Lockdown did away with the plot almost completely, cutting out all the plot-related cutscenes and interactions between Rainbow members, making the entire game pretty much just you running down random corridors gunning down terrorists for only the vaguest reasons. The game even jumps straight to credits when you defeat the Big Bad, without an ending cutscene.
    • The closest thing that Siege has to a story is a series of singleplayer missions more like tutorials and a multiplayer mission that gives a great opening for a story, but never follows through.
  • Expansion Pack: The series were good with these; with Eagle Watch for the first game, Urban Operations; Covert Operations (a mix between missions and counterterrorist encyclopedia) and Black Thorn for the second, and Athena Sword and Iron Wrath (free to download) for the third. Siege takes this one further, adding content releases every three months for one year.
  • Expy: The German terrorist group Force 10-18 is based on the Red Army Faction and Global Security is based (at least the history) on the Pinkerton Detective Agency.
    • The Red Sun Brigade is definitely based on the defunct Japanese Red Army, only except that they got a lot of money to pull off international terror attacks.
  • Fast-Roping: The Vegas games allow you to this in a surprising amount of places - frequently, if there is a window or ledge that leads to the outside, or a skylight right in front of you, there is something you can clip your rope to and fast rope down. Ctrl+Alt+Del found it egregious. Siege continues with it.
  • Featureless Protagonist: Generic Rainbow troopers you can use in place of teammates in the first game.
    • Bishop in Vegas 2, whose entire look can be customized by the player. Lampshaded in the flashback level at the start of the game, where Bishop and Ding are apparently seeing each other for the first time in a long while, and Ding's first words are telling Bishop that s/he looks different than he remembers.
    • Recruits in Siege have generic looks and can equip every single equipment available to all CTUs, but do not have any special gadgets.
  • Final Death: In the original 3 games, characters killed during a mission are gone forever, and are replaced on the team roster by generic masked Red Shirts with lower stats.
    • And even characters who are simply wounded may be unavailable for several missions while they recover. Basically, this is a game franchise where you want to be very careful when it comes to the safety of your team members.
  • First Day from Hell: During the opening mission of Vegas, Kan casually mentions that this is Keller's (the player character) first outing as team leader. Things, naturally, go downhill from there...
  • Five-Token Band: Rainbow's team roster is rather improbably diverse for a NATO military unit, including operatives from countries like Egypt, Belarus, Russia, Korea, and Israel.
  • Flashbang Grenades: Used extensively to disable terrorists without killing hostages. Just be careful, because you can blind your own team members if you are too close to the grenades when they go off.
  • Fluffy the Terrible: "Team Rainbow," a collection of the World's Biggest Badasses.
  • Friend or Foe: Can absolutely happen throughout the games.
    • Within Siege, Fuze's Cluster Charge is infamous for killing the hostage (The team which kills the hostage in Hostage Extraction immediately loses) in the hands of trigger-happy poor players.
  • Gameplay and Story Segregation: In Siege multiplayer, the attackers and defenders are both Rainbow Operators, even though most situations involving the Defending team's objectives lean on terrorist activities. In fact, not even the Attacking team is that good. Some can interpret the biohazard container as theirs, or aim to take back one of their own. Really neither side gets out of this scot-free.
  • Game Mod: Rogue Spear had a budding mod community, that gave everything from custom maps to hi res uniforms of real world armies to total conversions that transformed it into Rogue Warrior. They were one of the first to bring out missions to kill Osama bin Laden after 9/11, and even downloaded a scrapped mission from the developers that was set in an airport.
    • Rainbow Six 3, likewise, has gotten a bit of a second wind thanks to the Version 2.0 mod, which gives the graphics a massive update and adds a significant amount of new features and improvements (most notably to squad AI).
  • Gas Mask Mooks: Averted Trope - the ones wearing gas masks in Siege are the Operators of the eminent SAS.
  • Genre Shift: Starting with Lockdown.
  • Good Guns, Bad Guns: Mostly averted, terrorists can show up with any weapons, good or bad. Subverted in Vegas, very rarely you will see terrorists with AK weapons. Rainbow starts out playing this straight as an arrow in the first game, but then adds a notable amount of "bad guy" guns in Rogue Spear and Raven Shield. Also, the Alpha Team operatives in the first Vegas 2 mission have AK-47s, and one of the player's starting weapons in both Vegas games is the SIG SG-552.
  • Goggles Do Nothing: All four of the SAS characters in Siege wear gas masks. However, Smoke's poison gas will still damage the other three regardless - apparently, they don't have the right filters to protect against whatever's in the canisters.
  • Grey and Gray Morality: If the trailers and developer interviews of Patriots are anything to go by, the True Patriots would have been made up of people with some serious and legitimate grievances against the government and the rich, but voice those grievances with shocking acts of violence against innocent people. Rainbow meanwhile would go to any length to keep them from their goal, including killing police officers and civilians to save many more people.
  • Gunship Rescue: Occurs in Vegas 2 with a twist. Rather than having aid arrive to the outgunned heroes out of seemingly nowhere, your final showdown with the Big Bad is pre-empted by sudden appearance of an attack helicopter.
  • Hammerspace: The fortifications the defenders carry in Siege are ludicrously large. The wall fortifications alone are nearly as wide as most characters are tall. Even when folded up, they still occupy a huge amount of space.
  • Hand Cannon: The most powerful handgun in Vegas and Vegas 2 is a revolver normally used for hunting large game like elephants.
    • Every game since Rogue Spear has also included the infamous Desert Eagle, with it and Raven Shield notably including both the usual .50 AE version as well as one in .357 Magnum.
  • Harder Than Hard: Elite difficulty. The games are already Nintendo Hard on Veteran, but this level is murder.
    • The original games are complete murder. Armor, weapons, and tactics do not count - only reflexes do - and your enemies can snipe you as soon as they see you looking at them through your scope.
  • Hard Levels, Easy Bosses: Most named enemies are an Anticlimax Boss. Calderon in the original is armed with an assault rifle, but so are his mooks. Vezirzade and Maxim Kutkin in Rogue Spear only have handguns, but they like to hide in corners and ambush you. Gospic in Raven Shield is not so much a concern.
  • Hazmat Suit: The first game plot is about biological warfare, and includes hazmat suits designed to protect against viruses. One mission is a biolab where the suits are available for the loadout (and going into the dangerous area without one kills the operative at the end of the mission, but getting injured is not an issue), and the final mission requires the suits just in case the virus is spread within the biodome.
    • Siege calls back to this, having the entire team in black hazmat suits for the final "Situation".
  • Heroic B.S.O.D.: Michael, after failing to save the people in the stadium.
  • Hell Is That Noise: The noticeable sequential "Pop! Pop! Pop!" sound of Fuze's Cluster Charge firing off. To hear it loudly and clearly is to know fear of being exploded.
  • Helmets Are Hardly Heroic: In the console version of Rainbow Six: Lockdown, the Rainbow team members didn't wear helmets, to show off the detail in their facial models and help distinguish them from each other. After receiving many fan complaints about how unrealistic this was, helmets were added back onto the troops for the PC version.
    • Vegas 2 goes both ways - by default Bishop wears the same helmet as Logan does in Vegas 1, and s/he can also wear a US Army-style kevlar helmet, or s/he can go for something like a boonie hat or baseball cap instead.
    • A few operators in Siege don't wear any helmets, though they still keep some headgear on, even if said headgear is just a hat (Buck) or a pair of shades (Pulse).
  • Hollywood Healing: Averted massively in the original games. Wounds persist across missions, severely lowering your operative's stats until they recover. They have to be kept off several missions in order to recover.
  • Hollywood Silencer: Though the enemy will notice if they see their friends go down.
  • I Did What I Had to Do: In Rogue Spear, you must arrest a rogue Russian Army captain who has been selling weaponry to the Big Bad out of his outpost. Turns out, his outpost was abandoned, they had nowhere to go, and had no choice but to support the big bad.
  • Imperial Stormtrooper Marksmanship Academy: The enemy A.I. in Lockdown has remarkably bad aim at anything less than close range, in contrast to their laser-like near-perfect accuracy in previous games. This is most likely to compensate for the changed core gameplay in Lockdown (focusing on a single player character rather than multiple teams of exchangeable operatives). Their aim does improve in the later missions when they upgrade to Elite Mooks, but they're still not as deadly as the A.I. in the first 3 games.
    • Blind-firing from behind cover in Vegas is, naturally, about as accurate as a blind man in a hurricane; actually managing to kill someone in this manner in the second game goes towards rewards, usually new weapons that actually work when used in this sort of manner, like shotguns.
  • Impossibly Cool Gadgets: Most of the special gadgets carried by Rainbow operators in Siege are completely fictional except for a few, such as Sledge's breaching hammer, Glaz's Flip Sight and Tachanka's deployable machine gun.
  • In Case You Forgot Who Wrote It: Tom Clancy wrote it, and the games will be happy to point it out to you.
  • Ink-Suit Actor: Angela Bassett is the head of Rainbow in Siege (the "Six"), but appears only to introduce the singleplayer situations.
  • Instant Death Radius: In all the games in the series, if an enemy shoots you at point-blank range, it's an instant kill. This is even true in Lockdown and Vegas, where you could otherwise take several hits before dying. You don't benefit from a similar bonus when shooting enemies at point blank range.
  • Ironic Echo: At the beginning of Vegas 2 Bishop is training Logan, the protagonist of the first game, where s\he will offer words of wisdom about being a team and being able trust and be there for one another. When Logan storms the mansion at the end of the game to help Bishop he repeats the words his teacher gave him. Bishop snarks back, remembering.
  • Just in Time: Subverted horribly in Vegas 2 - you arrive just in time to futilely bang on the door of the arena and listen to the people you were supposed to save scream in terror as they are being gassed.
  • Laser Sight: An available attachment for most of your guns in the Vegas spin-offs. It can be toggled on or off at any time, and when on, it reduces hipfire spread and increases auto-aim assistance, at the cost of projecting a very visible laser.
  • Leeroy Jenkins:
    • Gabriel Nowak in the "Five Years Ago" prologue mission of Vegas 2. He makes numerous tactical mistakes due to his gung-ho attitude, gets a hostage negotiator killed, and is generally regarded as the team screw-up by everyone else. Even for the FNG, one wonders how someone who managed to get into Team Rainbow could be so unprofessional, given that the backstory suggests they only take the top alumni from special forces groups like the SAS or Navy SEALs.
    • A special forces unit founder's autobiography talks of one member that had to leave the unit after his pistol negligently discharged on base even while not on a mission, so high standards and the mental fortitude required to pass selection for special forces really makes this implausible. It gets moreso when reading Blackhawk Down, in particular where one special operations operative shows his... distaste for gung ho, and where the mindsets of his unit compared to a "lower" unit are strongly contrasted.
  • Luckily, My Shield Will Protect Me: Ballistic shields appear in Vegas 2 and Siege, but Siege uses it more extensively. In particular, Montagne has a ballistic shield called "Le Roc" (the rock) that can expand to cover his entire body and pretty much makes him (and the teammates behind him) invincible from the front.
  • The Mafiya: Maxim Kutkin in Rogue Spear.
  • Meaningful Name: Nowak is a Polish surname derived from the word for "new", and was a nickname for people new to a profession or village. It's not surprising Gabe turned out the way he did, considering his name essentially means "n00b".
    • Applies to most of the operators' nicknames in Siege. Take the GIGN defender Rook for example, his nickname is taken from rook in chess. The rook has a strong defensive role on the chessboard, which complements with Rook's special ability to drop a pack of armor plates for his teammates. It's also a reference to his hometown, as he hails from Tours, a city in France. (Tour means tower in French, and Rook's former Operator icon - the rook chess piece - resembles a tower.)
  • The Mole: Rainbow operative Gabriel Nowak, who's revealed to be the Big Bad in the second game. Too bad he rapidly goes through Villain Decay in the process.
    • Anne Lang in the original game - she's initially revealed when one of your advisors makes a breakthrough in discovering the Phoenix Group's intentions, calls Lang about it, is told not to tell anyone else and to stay where she is, and is then kidnapped by the Phoenix Group not thirty minutes later.
  • More Dakka: Tachanka's deployable DP-28 machine gun in Siege.
  • Morton's Fork: Some of the decisions in Patriots would have been these judging by the trailer, such as having to decide to throw a man off a bridge or not from the trailer; either you do it or your squadmate does it. This obviously would not do Rainbow any favors in Public Relations.
  • Motive Rant: The Big Bad of the Vegas series gives you one of these over the radio throughout the last level of Vegas 2. He continues it when you finally confront him in person, although after a while you can interrupt him and shoot him in the head at that point.
    • In the first game, Anne Lang has one at the briefing for the penultimate mission, and John Brightling has one after his arrest.
  • Multinational Team: The whole point of Rainbow.
  • Nintendo Hard: One-Hit Kill (even with the heaviest armor you can get) gameplay combined with the inability to save mid-mission resulted in very high game difficulty. Additionally, characters killed during a mission were gone forever and would be replaced on the team roster by generic Red Shirts with much lower stats, while injured team members had decreased stats.
    • The Vegas series, while easier than the original games, is still very difficult, especially if you try to Rambo your way through. The regenerating health is a bit slower than most other games in the genre, and even with heavy armor you die after taking only 2 or 3 consecutive assault rifle hits, so use of cover is extremely important. For reference, on Normal difficulty you can survive about as much damage as you can on Veteran difficulty in Call of Duty.
  • No Delays for the Wicked: To a ludicrous degree. Not only do the terrorists manage to round up hundreds of fighters, train them, deploy them to the US secretly, and attack several casinos all at once, that's just the decoy mission.
  • No Name Given: Bishop in Rainbow Six: Vegas 2 is referred to only by his/her callsign, rather than every other member of Rainbow, who are referred to by their given names. This is because Bishop is a high customizable character who serves as the player's avatar.
  • Nonuniform Uniform: Every operator in Siege wears a slightly different battledress to differentiate them while fitting their CTU's "style". For instance, SAS's "theme" is dark blue battledress with a gas mask headgear, each of four SAS Operators uses different gas masks and different gloves, and Thatcher also uses a noticeably different and older armored vest compared to the rest.
  • No Such Agency: As in the novel Rainbow doesn't exist, and all its operations were officially performed by special forces units loyal to the country in which they took place. Discussed by John Clark in the closing cinematic of the first game when he tells you that you knew when you signed on there wouldn't be any medals or parades, but that you deserve them both anyway.
  • Not What I Signed On For: Many of the mercenaries in the Vegas series can be heard in idle conversations expressing shock that the job they were hired for is nothing less than an all-out assault on the United States of America. They point out the obvious Suicidal Overconfidence of such a scheme, and comment on how their bosses must be crazy. Also, a couple mercs object to executing hostages, although if you let these scenes play out it always results in the other mercs gunning down the conscientious objector and then the hostages.
  • Omnicidal Maniac: John Brightling. Believes human civilization is doomed to collapse within a century anyway, so he and the Phoenix Group plot to hasten its demise with a genetically-engineered Ebola outbreak.
  • One Bullet Clips: Realistically averted in the first 3 games in the series, where you carried several separate magazines and swapped between them when you reloaded, thus in a long mission could eventually start loading in old mags that you already fired some of the rounds from. Played straight in Lockdown, Vegas, and Siege, though if you completely empty your gun, there's an additional animation of you cocking the gun to load the first round into the chamber, and if you reload early you still keep the extra bullet in the chamber (some of the few games to remember this while still playing the trope straight). Vegas at least also makes the odd choice to pretend it's averted, as the ammo counter on the HUD will only list the number of full magazines your remaining bullets could completely fill rather than an exact amount.
    • Averted with Siege's Tactical Realism Mode, which means that if you have only five bullets left in a magazine when you reload, you eventually go back to that magazine the more times you reload, discouraging constant reloading as a result.
  • One-Hit Kill: In the original games, one or two bullets was sufficient to kill any character in the game, both players and enemies. This made combat much more tactical, involving slow and steady searching and room clearing rather than the standard First-Person Shooter "run in guns blazing" approach.
    • Extremely annoying is when your teammates do not react as fast as they should in regards to clearing rooms, winding up with dead team members.
      • In the first two games heavy armor could take many hits before being penetrated. However, this only works on shots that actually hit the armor - headshots were just as deadly in heavy armor as in none.
    • This is still present to an extent in the later games, mostly due to headshots still being instantly fatal - even when using the impenetrable riot shield and wearing the heaviest armor, eventually you are going to be shot and killed.
  • One-Man Army: Averted in the games before Vegas. Your teams are there for a reason, use them! Trying to Rambo through a mission will get you killed, even on Recruit difficulty. This is a bit easier in Lockdown and Vegas because of the regenerating health, but still punishingly difficult.
    • Subverted in Vegas and beyond. The only difference is that you are instead a Three-Man Army, but you're still sent on missions with ridiculous odds like being tasked with eliminating hundreds of heavily-armed enemies in a large building (usually while reinforcements frustratingly wait just outside the building).
    • Optional in Terrorist Hunt mode, where you can choose to go lone wolf. Don't expect it to be easy, though.
  • Only Mostly Dead: "Incapacitated" status, except in Raven Shield where they're as good as "Dead". In the first two games, they may later be back, but with "Wounded" stats for a couple missions. In the later games, your teammates are only subject to this, rather than Final Death, although if your squad leader is downed, the game ends.
  • P.O.V. Sequel: Vegas 2 features the same terrorist attack on Las Vegas as the original Rainbow Six: Vegas, just from the view of the guy leading the squad before they helped Logan. It's partly an interquel, as the first five missions take place across a few hours before the previous game, then the next two take place during and then immediately afterwards.
  • Pragmatic Adaptation: The original game to the novel, or the novel to the game. There is only the World Park and Australia missions in the game, and there are no snipers so Homer cannot shoot the child killer in the gut. The ringleaders of the conspiracy are also captured rather than left to die in Brazil.
  • Precision F-Strike: There's a lot of swearing in Vegas...except for Bishop, who only says it twice - once when Echo Team is taken out by a surprise bomb, and once when s\he gets pissed at Gabe joking about shooting Sharon.
    • There is also the one Joanna Torres drops when their helicopter is nearly hit by a missile at the start of the Vertigo Tower mission in the first Vegas game.
  • Promotion, Not Punishment: After disobeying orders in order to take down the Big Bad, your superior chews you out over it over the radio. He ends it by disguising a promotion as a firing.
  • Purely Aesthetic Gender: Bishop in Rainbow Six: Vegas 2.
  • Rare Guns: Most notably the WA 2000 introduced in Rogue Spear, and the XM8 in Vegas.
  • Reality Is Unrealistic: According to this Popular Mechanics article, weapon designer for the Rainbow Six: Vegas games Philippe Theiren explains that the game engine is quite capable of very accurately simulating gunfire in a variety of conditions, but he deliberately fudges the results to conform to how players expect a gun to work rather than how it actually would work. In his words, We could make it as anally realistic as possible. But we're not trying to make a live simulator.
  • Recycled Soundtrack: Seasons 5 through 7 of South Park sometimes used music from the original game to score particularly tense and dramatic scenes.
  • Regenerating Health: Added in the Vegas games, a far cry from the series' original One-Hit Kill tactical shooter roots.
  • Renegade Russian: The Big Bad of Rogue Spear, as well as a few of his underlings. His underlings plead that they had no choice but turn to crime when the Soviet Union dissolved.
  • Reverse Mole: The Informant that supplied lots of information in Rogue Spear turns out to be the man everyone thought to be the Big Bad.
  • Right-Wing Militia Fanatic: The multiplayer map "Oregon" in Siege is a raid on a compound for one of these groups.
  • Ripped from the Headlines: The villains in the cancelled Rainbow Six: Patriots were a domestic terrorist group who call themselves the True Patriots, who target Wall Street and use populist rhetoric similar to that of the Occupy Wall Street movement.
  • Screw the Money, I Have Rules!: In Vegas, the terrorists take over not one, but several Las Vegas casino vaults. Most of it is left undisturbed, and none of the terrorists attempt to just grab the cash and escape in the confusion. In fact, you can overhear arguments between terrorists who are ideological and those who are mercenary.
  • Screw the Rules, I'm Doing What's Right: The final mission in Vegas 2 has the Bravo team acting outside orders. Later it's shown Charlie and Delta teams did the same.
  • Short-Range Shotgun: Averted. Shotguns are highly lethal from beyond 10 meters, like in Real Life. Slugs are also an option, at least in Raven Shield, to increase the range even further at the cost of buckshot's close-range versatility. It gets better when one considers how headshots are instant kills, so even a single pellet in the face will do the trick.
  • Shotguns Are Just Better: In Siege, Buck is capable of being able to swap between rifle and his Skeleton Key, an underbarrel shotgun, allowing him to swap from long-range to close-range at will, whilst still capable of using the shotgun attachment as a breaching tool to destroy barricades or create a line of sight.
  • Shout-Out: Gabe...and Logan?
    • The Assault Suit in Vegas 2 is quite obviously the Batsuit (or more specifically, the unpainted Nomex Survival Suit that Wayne uses to make the Batsuit) from Batman Begins.
  • Sniping Mission: You can take over the Sniper's role if you wish.
  • Soundtrack Dissonance: In Raven Shield one mission has you return to Gospic's mansion to kill everyone as Ave Maria plays in the background rather than the occasional burst of tense thriller music. The parade mission also has the sounds of a party in full swing, lounge music in a bar and laid back beats in a motel, contrasting the earlier mission's haunting tone with Crowning Music of Awesome even if it seems out of place.
  • Soft Glass: in Vegas you can just kick your way into the window, or just break the glass window using the buttstock.
  • Sorting Algorithm of Weapon Effectiveness: This is subverted in Vegas 2. The game has a point system where you unlock new weapons as you play through the game. The subversion is that the weapons with the best overall stats are generally the default ones you start the game with, and nothing you can unlock absolutely obsoletes anything that came earlier.
  • Stealth-Based Mission: Most missions require that you move undetected, or the hostages will be slain. There are also missions where a Rainbow operative must be sent in to plant a bug, and detection results in instant failure - and unlike Metal Gear, there is no radar to know an enemy's patrol - it's by trial-and-error. Rogue Spear's versions have a bonus quality: you get to return to those maps a couple missions later to kill every single idiot who plagued you before.
  • Stuff Blowing Up: In Siege, Fuze's APM-6 “Matryoshka” cluster charge can wipe out an entire room of enemies if aimed just right. But it's not recommended for Hostage Extractions.
  • Stupid Surrender: Inverted: Enemies in the first couple games may occasionally take hostage positions when low on health, not bothering you for the rest of the mission and counting as kills. You can still execute them for no penalty, though.
  • Super Wrist-Gadget: IQ's electronic detector in Siege. Able to differentiate and display the silhouette of defenders' electronics from 20 meters away, even through walls, she is very useful for quickly finding the defenders' critical gadgets impeding the attackers so she and her team can get rid of them with little fuss.
  • Tactical Rock-Paper-Scissors: The operator gadgets are often direct or indirect counters to opposing operator's gadgets. Thermite can blow open reinforced walls, but either Bandit or Mute can prevent him, but then Thatcher can eliminate their defenses. Kapkan can blow up Sledge (or anybody) who hammers open a door, but Ash can blow them open from a distance and set off the trap. And so on.
  • Take Cover: Vegas introduced a cover system that changes the view to third-person when you use it.
  • Teleporting Keycard Squad: Overused in the more recent games. Even the original series did it in some really annoying places, e.g. after rescuing hostages. The good guys do it too, in the final mission in Vegas 2, Logan's Charlie Team seems to show up out of nowhere.
    • Made especially obvious in the Vegas games with the inclusion of a thermal scan (basically heat-based radar), where you can activate it, walk into a purportedly empty section of the level and watch as half a dozen armed heat sources spontaneously appear, come out of hiding and fire at you.
  • Third-Person Seductress: One of the female Bishop's potential uniforms is a rather tactically impractical low-cut tank top. Which is for naught, as almost any player will wear a bulletproof vest, at minimum.
  • Those Wacky Nazis: The first mission in Rainbow Six dealt with 'Free Europe', a band of Neo-Nazis. Raven Shield also mainly dealt with these guys.
  • Trial-and-Error Gameplay: In spades for the original trilogy.
  • Unexpected Gameplay Change: In Vegas 2, one mission suddenly forces you into a one-man sneaking mission, despite the entire game revolving around the use and support of your teammates.
    • Happens several times throughout Rogue Spear. You cannot shoot anyone as you infiltrate a complex, and this being a realistic shooter, you have no idea if the patrol you're trying to get past is facing your way.
    • Also, the two stealth recon missions in the original, Yellow Knife and Deep Magic.
    • As well as at least one wiretapping mission in Raven Shield.
  • Universal Poison: In Siege, Smoke's unique gadget, the Compound Z8 Grenade "Poison Gas Grenade", makes him a good trapper and anyone caught in the poison cloud takes damage over time.
  • Unusable Enemy Equipment: Played straight in the original games, averted in Vegas, then played straight again in Siege.
  • Unwanted Assistance: invoked Played with in Vegas 2. The NSA Agent Exposition Fairy keeps radioing you whenever you're busy with a firefight against terrorists. Your character even mentions how distracting this is. Turns out he's The Mole, and deliberately radioing you at bad times in an attempt to get you killed. He actively leads the player into at least two ambushes during the course of the game.
  • Updated Re-release/Remake: Rainbow Six: Shadow Vanguard, which is a remake of the first game in Vegas' style of gameplay.
  • Utopia Justifies the Means: John Brightling's and The Phoenix Group's goal in the first game.
  • Villainous Breakdown: Maxim Kutkin in Rogue Spear. After the death of Vezirzade, thus foiling his plans to sell nuclear weapons, he goes off the deep end and threatens to cause nuclear meltdown. He issues nonstop demands that make no sense, when it's clear he knows he's doomed and only cares about taking as many people as possible with him.
  • Viva Las Vegas: Hits every major landmark, including The Strip, Brand X knockoffs of the Stratosphere and Caesar's Palace, a casino vault, a monorail station, a random desert oil refinery, and the Hoover Dam.
  • We Cannot Go on Without You: "Mission Failed: Ding Chavez/Logan Keller/Bishop is Dead".
    • Averted in the first game; it's quite possible for Ding to get killed in the first mission depending on how badly you play, and the game goes on anyway. In fact, the game continues even if literally all of the named characters are killed, you're just stuck with useless Red Shirts for the rest of the game.
  • Western Terrorists: The terrorists in all games differ greatly in nationality and ideology, and Arabic and/or Islamic terrorists are pretty uncommon. The vast majority of terrorists in the games are either fascist, communist or nationalist western groups. This is also the case in the novel, as well as most of Clancy's works.
    • In Siege: the "white mask" terrorists are given no concrete identity, but they all appear to be caucasian males and speak with an American accent. A couple maps even suggest they could be a Right-Wing Militia Fanatic group.
  • What Happened to the Mouse?: In Lockdown, in one of the missions it's mentioned that one of the hostages is Alistair Stanley's niece. During the mission, she makes a radio call stating that she's escaped from her captors, during which she is suddenly attacked by one of the terrorists. She's never heard from or mentioned again, and Clark never says that she was killed or acts like anything important happened.
  • What the Hell, Player?: Your team will call out the generic Oh Crap! radio call "Murphy! Murphy!" if you throw a grenade at them accidentally.
    • Shooting your teammates in the original would earn you a grumpy "watch your fire!"
    • Firing at nothing in particular in Vegas 1 and 2 garners various reactions from the team, such as Michael telling you to "lay off the sugar".

Alternative Title(s): Rainbow Six Vegas

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/RainbowSix