Follow TV Tropes

Following

History VideoGame / RainbowSixSiege

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BombDisposal: The Bomb mode is like a thematic inversion of the Bomb Defuse mode from ''VideoGame/CounterStrike'', where the planted object is a defuser (not a C4) that somehow defuses the chemical bombs when planted in the same room with them. The defenders have to destroy the defuser after it's planted (or if you want to use CS lingo, [[DepartmentOfRedundancyDepartment defuse the defuser]]) by hammering it a few times (bullets don't work and don't ask why).

Added: 388

Changed: 259

Is there an issue? Send a MessageReason:
None


* ShoutOut: One of Doc's headgears is called [[https://i.imgur.com/25qwBS8.jpg Exner]] and is a reference to ''ComicBook/{{Watchmen}}'''s Rorschach. The headgear itself is named after the John E. Exner, who created a standardised system of interpreting Rorschach tests.

to:

* ShoutOut: ShoutOut
**
One of Doc's headgears is called [[https://i.imgur.com/25qwBS8.jpg Exner]] and is a reference to ''ComicBook/{{Watchmen}}'''s Rorschach. The headgear itself is named after the John E. Exner, who created a standardised system of interpreting Rorschach tests.
** The samurai armor on display in the Skyscraper map have the Assassin's logo from ''Franchise/AssassinsCreed'' on their belts.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Qurac}}: The map Border is set in a border checkpoint between two unknown Arabic-speaking Middle Eastern countries (the trailer simply identified it as Middle East). Generic depictions of outdated technology, barren landscape, military and terrorist presence, and Islamic architecture are present on the map.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ElitesAreMoreGlamorous: This time, instead of focusing on characters from single unified international Team Rainbow, the character roster is spread around the Counter-Terrorist Units around the world that formed Team Rainbow, which includes both [[UsefulNotes/TheModernDayRambo military units]] and [[SWATTeam law enforcement units]]. Current [=CTUs=] include British SAS, American FBI SWAT, French GIGN, Russian Spetsnaz (more specifically Alpha Group), German GSG 9, Canadian [=JTF2=], American Navy SEALS, Brazilian BOPE, Japanese SAT, and Spanish GEO.

Changed: 62

Is there an issue? Send a MessageReason:
None


* AdvertisedExtra: The new "Six" (leader of Team Rainbow) is heavily advertised in the game's shows at E3, and a big deal is made about how she's played by Angela Bassett, but she barely appears outside of the game's already thin ExcusePlot.

to:

* AdvertisedExtra: The new "Six" (leader of Team Rainbow) is heavily advertised in the game's shows at E3, trailers, and a big deal is made about how she's played by Angela Bassett, but she barely only appears outside of in the game's already thin ExcusePlot.ExcusePlot videos.



** A well-known strategy that could be done with either Pulse or Valkyrie is to stick a C4 below a wooden floor, use their gadgets to scan enemies above the wooden floor, then blowing them up with their C4 when they pass over it.

to:

** A well-known strategy trick that could be done with either Pulse or Valkyrie is to stick a C4 below a wooden floor, use their gadgets to scan enemies above the wooden floor, then blowing them up with their C4 when they pass over it.

Added: 804

Changed: 429

Is there an issue? Send a MessageReason:
None


* ArmorIsUseless: ZigZagged. 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 either has the skill or gets the chance.

to:

* ArmorIsUseless: ArmorIsUseless:
**
ZigZagged. 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 either has the skill or gets the chance.chance.
** Helmets however, are completely useless. A headshot will result in a kill regardless if the Operator is wearing a cap or a huge Russian full-head helmet.



** Another tactic involving door barricades is to destroy a few rows of planks at the bottom of the barricade, leaving just enough space for the player to crawl through. Combine it with a rapid prone-dive-to-stand-up, a player can dive out of a door barricade without making much sound.

to:

** Another tactic involving door barricades is to destroy a few rows of planks at the bottom of the barricade, leaving just enough space for the player to crawl through. Combine it with a rapid prone-dive-to-stand-up, a player can dive out of a door barricade without making much sound.noise.



** A well-known strategy that could be done with either Pulse or Valkyrie is to stick a C4 below a wooden floor, use their gadgets to scan enemies above the wooden floor, then blowing them up with their C4 when they pass over it.



* QuickMelee: Melee is done by a quick press of a button. It kills/downs enemies in one hit, though most of the time it is useful for punching holes in walls.

to:

* QuickMelee: Melee is done by a quick press of a button. It kills/downs enemies in one hit, though most of the time it is useful used for punching holes in walls.

Added: 686

Changed: 1

Is there an issue? Send a MessageReason:
None


* IncrediblyObviousBomb: The bombs in Bomb mode are giant man-tall gas canisters held in large cages with electronic stuff attache to it. As if that wasn't enough to indicate that it's a chemical bomb, they even added beeping lights and a gas dispersal effect.

to:

* IncrediblyObviousBomb: The bombs in Bomb mode are giant man-tall gas canisters held in large cages with electronic stuff attache attached to it. As if that wasn't enough to indicate that it's a chemical bomb, they even added beeping lights and a gas dispersal effect.


Added DiffLines:

* SmokeOut:
** Interestingly averted with the smoke grenade mechanics. In the metagame, slipping away is easy since engagements usually involve layers of cover between two sides, and the mechanics of the smoke grenades makes them ineffective at covering your own retreat, since they have a small radius and inconsistent client-sided smoke dispersal. They are used mostly to block off doorways when defending against rotating defenders and flush out camping enemies by blinding them in smoke.
** Glaz however, turns the whole thing upside-down with his ability to see through smoke with his thermal optics, making smoke grenades an unintentionally dramatic sign of a massive Glaz entrance.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HeroShooter: The game mixes the more realistic gunplay of the ''Rainbow Six'' series with some Hero Shooter elements, where Operators get their own weapons (somewhat shared between a CTU), gadgets, and personalities.

Added: 345

Changed: 480

Is there an issue? Send a MessageReason:
None


* AKA47: In Creator/{{Ubisoft}} tradition, most of the guns are renamed into a mutated form of the weapon's actual name. Some recurring names from past Ubisoft games like ''VideoGame/WatchDogs'', ''VideoGame/FarCry4'' and ''VideoGame/TheDivision'' include the 417 (HK417), SMG-11 (MAC-11), D50 (Desert Eagle) and Vector .45 ACP (TDI Vector).

to:

* AdvertisedExtra: The new "Six" (leader of Team Rainbow) is heavily advertised in the game's shows at E3, and a big deal is made about how she's played by Angela Bassett, but she barely appears outside of the game's already thin ExcusePlot.
* AKA47: In Creator/{{Ubisoft}} tradition, most of the guns are renamed into a mutated form of the weapon's actual name. Some recurring names from past Ubisoft games like ''VideoGame/WatchDogs'', ''VideoGame/FarCry4'' and ''VideoGame/TheDivision'' include the 417 (HK417), ([=HK417=]), SMG-11 (MAC-11), D50 (Desert Eagle) and Vector .45 ACP (TDI Vector).
Is there an issue? Send a MessageReason:
None


* ImprobablyFemaleCast: Some have noted that the game's gender representation is actually unrealistic, since most military special units are populated with an overwhelming majority of males (GIGN, for example, does not admit females in its intervention force, which is the main assault force of GIGN), unlike the 50-50 ratio that the game is slowly approaching. Few had complained about it though.

to:

* ImprobablyFemaleCast: Some have noted that the game's gender representation is actually unrealistic, since most military special units are populated with an overwhelming majority of males (GIGN, for example, does not admit females in its intervention force, which is the main assault force of GIGN), unlike the 50-50 ratio that the game is slowly approaching. Few had complained about it though.

Added: 1325

Changed: 1933

Is there an issue? Send a MessageReason:
None


The storyline ends right after that, and the game moves the player on to the more interesting multiplayer, which is the mainstay of the game. Game modes include:

to:

The storyline ends right after that, and the game moves the player on to the more interesting multiplayer, which is the mainstay of the game. game.

Game modes include:



* AKA47: In Creator/{{Ubisoft}} tradition, most of the guns are renamed into a mutated form of the weapon's actual name. Some recurring names from past Ubisoft games like ''VideoGame/WatchDogs'', ''VideoGame/FarCry4'' and ''VideoGame/TheDivision'' include the 417 (HK417), SMG-11 (MAC-11), D50 (Desert Eagle) and Vector .45 ACP (TDI Vector).



* BenevolentArchitecture: The buildings in ''Siege'' have some weird elements to them to accomodate for the gameplay.
** Many of the buildings 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.

to:

* BarrierBustingBlow: Meleeing a destructible wall makes the operator punch a perfectly round hole in it. It's best to not think too much about how they did it.
* BenevolentArchitecture: The buildings in ''Siege'' have some weird elements to them to accomodate accommodate for the gameplay.
** Many of the buildings completely lack doors. doors, and only have door frames in order for the barricades to be implemented. 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.
kind.
** There are many conveniently drone-sized holes connecting weird areas, often for allowing drones to pass through. There is no clear reason as to why they are there. They there, and they aren't even ventilation shafts since they are often located at floor-height. These are for the attacker drones to pass through.
floor-height.
** 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 floor, used to be breached to grant vertical movement.movement.
* CampingACrapper: [[http://imgur.com/TqyAXTp Apparently possible]] for the terrorists of Terrorist Hunt. As they tend to move around, it was probably more of a {{Good Bad Bug|s}} rather than intended.



* CampingACrapper: [[http://imgur.com/TqyAXTp Apparently possible]] for the terrorists of Terrorist Hunt. As they tend to move around, it was probably more of a {{Good Bad Bug|s}} rather than intended.

to:

* CampingACrapper: [[http://imgur.com/TqyAXTp Apparently possible]] for ConcealmentEqualsCover: Averted. Fragile materials like wood will offer concealment, but gunfire can fire right through them. In fact, some of the terrorists of Terrorist Hunt. As they tend to move around, it was probably more of a {{Good Bad Bug|s}} rather than intended.map props can even be destroyed completely with explosives.



** Putting a deployable shield in front of a window will make it unenterable. Even better, a player can use a deployable shield as an impromptu platform, allowing defenders to reach previously unreachable locations. ''And'' guess what, use it on a window frame, and a defender can stand ''inside'' the window frame, giving a nasty angle to unsuspecting enemies.

to:

** Putting a deployable shield sideways in front of a window will make it unenterable. Even better, a player defender can use a deployable shield as an impromptu platform, allowing defenders them to reach previously unreachable locations. ''And'' guess what, use it on a window frame, and a defender can stand ''inside'' the window frame, giving a nasty angle to unsuspecting enemies.



* FeaturelessProtagonist: Recruits have generic looks and can equip every single equipment available to all [=CTUs=], but do not have any special gadgets.

to:

* FeaturelessProtagonist: Recruits have generic looks and can equip every single equipment available to all base game [=CTUs=], but do not have any special gadgets.



* GunPorn: Every CTU uses completely different weapons, and since every season comes with a new CTU, the game has a ''lot'' of guns from all over the world.



* IncrediblyObviousBomb: The bombs in Bomb mode are giant man-tall gas canisters held in large cages with electronic stuff attache to it. As if that wasn't enough to indicate that it's a chemical bomb, they even added beeping lights and a gas dispersal effect.



* QuickMelee: Melee is done by a quick press of a button. It kills/downs enemies in one hit, though most of the time it is useful for punching holes in walls.



* TheSmurfettePrinciple: Most of the [=CTUs=] (exceptions being SAS and Spetsnaz) feature a single female operator in their ranks with all other operators being male. The DLC [=CTUs=] also follow this rule on technicality, since only two operators are introduced per CTU and that means one male and one female operator is added per season.

to:

* TheSmurfettePrinciple: TheSquadette: Most of the [=CTUs=] (exceptions being SAS and Spetsnaz) feature a single female operator in their ranks with all other operators being male. The DLC [=CTUs=] also follow this rule on technicality, since only two operators are introduced per CTU and that means one male and one female operator is added per season.

Changed: 84

Is there an issue? Send a MessageReason:
None


* ViolationOfCommonSense: "Resetting" is a health-regenerating tactic that can allow a player who hadn't downed yet to regenerate a bit of health and potentially survive another encounter. The way to do this is to have your teammate deal ScratchDamage to the low-health player, [[UnfriendlyFire downing them]], then reviving them to 50 hp. This way, a player might just survive an encounter that could leave them downed and basically dead if they were at the previous low health.

to:

* ViolationOfCommonSense: "Resetting" is a health-regenerating tactic that can allow allows a player who hadn't downed yet to regenerate a bit of to 50 health and potentially survive another encounter. encounter where the downed state wouldn't help. The way to do this is to have your a teammate deal ScratchDamage to the low-health player, [[UnfriendlyFire downing them]], then reviving them to 50 hp. This way, a player might just survive an encounter that could leave could've left them downed and basically dead if they were at the previous low health.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ViolationOfCommonSense: "Resetting" is a health-regenerating tactic that can allow a player who hadn't downed yet to regenerate a bit of health and potentially survive another encounter. The way to do this is to have your teammate deal ScratchDamage to the low-health player, [[UnfriendlyFire downing them]], then reviving them to 50 hp. This way, a player might just survive an encounter that could leave them downed and basically dead if they were at the previous low health.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NotTheIntendedUse: Breach charges can be used as impromptu manual landmines by placing one on the floor and blowing it up when the enemies pass over it.

Added: 260

Changed: 28

Is there an issue? Send a MessageReason:
None


** Putting a deployable shield in front of a window will make it unenterable. Even better, a player can use a deployable shield as an impromptu platform, allowing players to reach previously unreachable locations. And guess what, use it on a window frame, and the player can stand ''inside'' the window frame, giving a nasty angle to unsuspecting enemies.

to:

** Putting a deployable shield in front of a window will make it unenterable. Even better, a player can use a deployable shield as an impromptu platform, allowing players defenders to reach previously unreachable locations. And ''And'' guess what, use it on a window frame, and the player a defender can stand ''inside'' the window frame, giving a nasty angle to unsuspecting enemies.enemies.
** Players have found out that it is possible to Mute jam ''trapdoors'' by putting one underneath it (not all trapdoors can do this), making the jam radius cover the trapdoor. Note that this was impossible at game release, since the jamming radius was smaller.

Added: 1473

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EmergentGameplay: Thanks to the destruction and operator mechanics, players have found out many interesting tactics that might have not even been intended to exist by the developers.
** Since there are two layers of walls, it is possible to make a variety of weird killhole angles. Some tactics include using a low-power gun to shoot a tiny row of bullet holes that are virtually invisible at the other side, and shooting the wall at an extreme angle, creating two displaced holes that look largely intact at a glance but still provide an angle to a desired spot.
** Barricades are designed to break upon three melee hits. Since window barricades stretch a bit below their window frame, it is possible to surprise enemies by hitting the wood below the windowframe two times then jump out immediately after hitting it the third time.
** Another tactic involving door barricades is to destroy a few rows of planks at the bottom of the barricade, leaving just enough space for the player to crawl through. Combine it with a rapid prone-dive-to-stand-up, a player can dive out of a door barricade without making much sound.
** Putting a deployable shield in front of a window will make it unenterable. Even better, a player can use a deployable shield as an impromptu platform, allowing players to reach previously unreachable locations. And guess what, use it on a window frame, and the player can stand ''inside'' the window frame, giving a nasty angle to unsuspecting enemies.

Changed: 41

Is there an issue? Send a MessageReason:
None


* ImprobablyFemaleCast: Some have noted that the game's gender equality is actually unrealistic, since most military special units are populated with an overwhelming majority of males (GIGN, for example, does not admit females in its intervention force, which is the main assault force of GIGN), unlike the 50-50 ratio that the game is slowly approaching, though few had complained loudly about it.

to:

* ImprobablyFemaleCast: Some have noted that the game's gender equality representation is actually unrealistic, since most military special units are populated with an overwhelming majority of males (GIGN, for example, does not admit females in its intervention force, which is the main assault force of GIGN), unlike the 50-50 ratio that the game is slowly approaching, though few approaching. Few had complained loudly about it.it though.
Is there an issue? Send a MessageReason:
None


* ImprobablyFemaleCast: Some have noted that the game's gender equality is actually unrealistic, since most military special units are populated with an overwhelming majority of males (GIGN, for example, does not admit females in its intervention force, which is the main assault section of GIGN), unlike the 50-50 ratio that the game is slowly approaching, though few had complained loudly about it.

to:

* ImprobablyFemaleCast: Some have noted that the game's gender equality is actually unrealistic, since most military special units are populated with an overwhelming majority of males (GIGN, for example, does not admit females in its intervention force, which is the main assault section force of GIGN), unlike the 50-50 ratio that the game is slowly approaching, though few had complained loudly about it.

Added: 400

Changed: 266

Is there an issue? Send a MessageReason:
None


* ImprobablyFemaleCast: Some have noted that the game's gender equality is actually unrealistic, since most military special units are populated with an overwhelming majority of males (GIGN, for example, does not admit females in its intervention force, which is the main assault section of GIGN), unlike the 50-50 ratio that the game is slowly approaching, though few had complained loudly about it.



* TheSmurfettePrinciple: Most of the [=CTUs=] (exceptions being SAS and Spetsnaz) feature a single female operator in their ranks with all other operators being female. The DLC [=CTUs=] also follow this rule on technicality, since only two operators are introduced per CTU and that means one male and one female operator is added per season. Some have noted that the game's gender equality is actually unrealistic, since most military special units are populated with an overwhelming majority of males, unlike the 50-50 ratio that the game is slowly approaching, though few had complained loudly about it.

to:

* TheSmurfettePrinciple: Most of the [=CTUs=] (exceptions being SAS and Spetsnaz) feature a single female operator in their ranks with all other operators being female.male. The DLC [=CTUs=] also follow this rule on technicality, since only two operators are introduced per CTU and that means one male and one female operator is added per season. Some have noted that the game's gender equality is actually unrealistic, since most military special units are populated with an overwhelming majority of males, unlike the 50-50 ratio that the game is slowly approaching, though few had complained loudly about it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheSmurfettePrinciple: Most of the [=CTUs=] (exceptions being SAS and Spetsnaz) feature a single female operator in their ranks with all other operators being female. The DLC [=CTUs=] also follow this rule on technicality, since only two operators are introduced per CTU and that means one male and one female operator is added per season. Some have noted that the game's gender equality is actually unrealistic, since most military special units are populated with an overwhelming majority of males, unlike the 50-50 ratio that the game is slowly approaching, though few had complained loudly about it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AcceptableBreaksFromReality: Environmental gadgets like the Barbed Wire and Shock Wire do not affect teammates, and teammates will not trigger trap gadgets, namely the Welcome Mat and the Entry Denial Device.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ImproperlyPlacedFirearms: Many of the guns are not actually used by their [=CTUs=] in real life, and are presumably present just for [[CoolGuns coolness]] and making sure that at least one gun is from the country the CTU is from. The biggest offender would be the Desert Eagles that the Navy SEAL operators use.

Changed: 31

Is there an issue? Send a MessageReason:
None


** 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. Those that are however, tend to be bleeding-edge experimental military tech with cool demonstrations of their powers in the Operator videos.

to:

** 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 Buck's underbarrel shotgun and Tachanka's deployable machine gun. Those that are however, tend to be bleeding-edge experimental military tech with cool demonstrations of their powers in the Operator videos.

Added: 346

Removed: 346

Is there an issue? Send a MessageReason:
None


New mechanics introduced in ''Siege'' include 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.



New mechanics introduced in ''Siege'' include 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.

Added: 346

Changed: 392

Removed: 19

Is there an issue? Send a MessageReason:
None


''Rainbow Six Siege'' is a tactical FirstPersonShooter video game developed by Creator/{{Ubisoft}} Montreal and published by Creator/{{Ubisoft}} and the latest game of the ''VideoGame/RainbowSix'' franchise. The game was developed as a successor to the cancelled ''Rainbow 6: Patriots''.

to:

''Rainbow ''Tom Clancy's Rainbow Six Siege'' is a tactical FirstPersonShooter video game developed by Creator/{{Ubisoft}} Montreal and published by Creator/{{Ubisoft}} and the latest game of the ''VideoGame/RainbowSix'' ''Creator/TomClancy's VideoGame/RainbowSix'' franchise. The game was developed as a successor to the cancelled ''Rainbow 6: Patriots''.



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.

Game modes include:

to:

A big new feature of ''Siege'' is destructible environments, allowing players to both breach walls, doors, floors The storyline ends right after that, 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.

game moves the player on to the more interesting multiplayer, which is the mainstay of the game. Game modes include:


Added DiffLines:

New mechanics introduced in ''Siege'' include 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.
Is there an issue? Send a MessageReason:
Moving to Characters tab


* BlindedByTheLight: Blitz has this gadget attached to his Ballistic Shield. It has up to 5 charges.
* BreakOutTheMuseumPiece: 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 and even mills his own parts to make them if he can't find original Soviet-issue parts.
** A less exaggerated version comes in the form of Valkyrie's SPAS-12, which stopped production in 2000 and was {{rare|Guns}} even when it was being produced.
** An even less exaggerated version is Caveira's SPAS-15, the SPAS-12's successor. It's relatively rather recent, but that too is no longer in production.

Added: 735

Changed: 1212

Is there an issue? Send a MessageReason:
None


* GameplayAndStorySegregation: In 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.
** Intelligence (the guy on the radio) is the same for both teams and also uses the term [[https://en.wikipedia.org/wiki/Opposing_force "OPFOR,"]] both of which strongly suggest that the multiplayer is actually nothing more than the Rainbows completing elaborate training exercises. The co-operative "terrorist hunt," where the enemies are White Masks, is probably the closest the game gets to story mode.

to:

* GameplayAndStorySegregation: GameplayAndStorySegregation:
**
In 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.
** Intelligence (the guy on the radio) is the same for both teams and also uses the term [[https://en.wikipedia.org/wiki/Opposing_force "OPFOR,"]] both of which strongly suggest that the multiplayer is actually nothing more than the Rainbows completing elaborate training exercises. Violent, destructive, and bloody training exercises. The co-operative "terrorist hunt," where the enemies are White Masks, is probably the closest the game gets to story mode.



* {{Hammerspace}}: The fortifications the defenders carry are ludicrously large. The wall fortifications alone are nearly as wide as most characters are tall, and still occupy a huge amount of space when folded up. And they carry two of them, alongside an infinite amount of wooden barricades.

to:

* {{Hammerspace}}: {{Hammerspace}}:
**
The fortifications the defenders carry are ludicrously large. The wall fortifications alone are nearly as wide as most characters are tall, and still occupy a huge amount of space when folded up. And they carry two of them, alongside an infinite amount of wooden barricades.
Is there an issue? Send a MessageReason:
None


* BreakOutTheMuseumPiece: 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.

to:

* BreakOutTheMuseumPiece: 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.ones and even mills his own parts to make them if he can't find original Soviet-issue parts.



* ContinuityNod:And the fact that one "Situation" is a mission about [[spoiler:containing a chemical attack with mass casualties, much like the third chapter of ''Vegas 2''.]]

to:

* ContinuityNod:And the fact that one ContinuityNod: One "Situation" is a mission about [[spoiler:containing a chemical attack with mass casualties, much like the third chapter of ''Vegas 2''.]]



* EverythingBreaks: Present in ''Siege''. In fact, the destruction of walls and doorways plays significantly into the available tactics.

to:

* EverythingBreaks: Present in ''Siege''. In fact, the The destruction of walls and doorways plays significantly into the available tactics.



* LaserSight: The Laser sight can't be toggled on or off, but it does increase hipfire accuracy. Originally, it was a borderline useless attachment in online multiplayer, since the entire beam of the laser was visible to the enemy team and it can't be toggled on or off -- creating a literal bright-red line pointing out exactly where you are hiding to the other team. Now, it has been patched so that only the dotted point of the laser is visible, making it a more viable option.

to:

* LaserSight: The Laser sight can't be toggled on or off, but it does increase hipfire accuracy. Originally, it was a borderline useless attachment in online multiplayer, since the entire beam of the laser was visible to the enemy team and it can't be toggled on or turned off -- creating a literal bright-red line pointing out exactly where you are hiding to the other team. Now, it has been patched so that only the dotted point of the laser is visible, making it a more viable option.



* OneBulletClips: Played straight in normal gampelay but averted in Tactical Realism Mode, which goes back to tracking individual magazines just like in the first 3 games.

to:

* OneBulletClips: Played straight in normal gampelay gameplay, with the caveat about chambered rounds taken to the extreme that it even works on open-bolt and belt-fed weapons that ''don't'' keep a round in the chamber, but averted in Tactical Realism Mode, which goes back to tracking individual magazines just like in the first 3 games.



* RareGuns: There are a few of these in ''Siege,'' such as Fuze's AK-12, Smoke's FMG-9, Valkyrie's SPAS-12 and both her and Blackbeard's Desert Eagles.

to:

* RareGuns: There As typical for the series after the original game, there are a few of these in ''Siege,'' them, such as Fuze's AK-12, Smoke's FMG-9, Valkyrie's SPAS-12 and both her and Blackbeard's Desert Eagles.



* YouMonster: Injuring the hostage more than once, the score message will change from "Civilian Injured" to "You Monster". Also penalizes you with -100 points, adding on with each time you injure the hostage.

to:

* YouMonster: Injuring Invoked by name: injuring the hostage more than once, the score message will change from "Civilian Injured" to "You Monster". Also penalizes you with -100 points, adding on with each time you injure the hostage.

Added: 231

Changed: 406

Removed: 225

Is there an issue? Send a MessageReason:
None


''Rainbow Six Siege'' is set years after the events of ''Rainbow Six: Vegas 2'' when the Rainbow program is reactivated by a new leader simply known as Six (Creator/AngelaBassett) to face a mysterious new terrorist force called The White Masks.

to:

''Rainbow Six Siege'' is a tactical FirstPersonShooter video game developed by Creator/{{Ubisoft}} Montreal and published by Creator/{{Ubisoft}} and the latest game of the ''VideoGame/RainbowSix'' franchise. The game was developed as a successor to the cancelled ''Rainbow 6: Patriots''.

The game
is set years after the events of ''Rainbow Six: Vegas 2'' when the Rainbow program is reactivated by a new leader simply known as Six (Creator/AngelaBassett) to face a mysterious new terrorist force called The White Masks.



''Rainbow Six Siege'' is a tactical FirstPersonShooter video game developed by Creator/{{Ubisoft}} Montreal and published by Creator/{{Ubisoft}}. The game was developed as a successor to the cancelled ''Rainbow 6: Patriots''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/rainbowsixsiege.jpg]]

''Rainbow Six Siege'' is set years after the events of ''Rainbow Six: Vegas 2'' when the Rainbow program is reactivated by a new leader simply known as Six (Creator/AngelaBassett) to face a mysterious new terrorist force called The White Masks.

Players play as Rainbow team operatives recruited from around the world going through exercises to prepare them for combating the White Masks, training to perform hostage rescue and bomb disposal. After completing the exercises, the operatives are called into Bartlett University to stop a bio-chemical attack launched by the White Masks and eliminate their presence at the university.

''Rainbow Six Siege'' is a tactical FirstPersonShooter video game developed by Creator/{{Ubisoft}} Montreal and published by Creator/{{Ubisoft}}. The game was developed as a successor to the cancelled ''Rainbow 6: Patriots''.

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.

Game modes include:
* '''Situations''': The closest thing that the game has to a story campaign, Situations are a series of single-player scenarios that serve as a [[VideoGameTutorial tutorial]] for the game's various mechanics leading up to the "Article 5" mission.
* '''Bomb''': A multiplayer mode which has the attackers tasked with locating and defusing one of two bombs or wiping out the defenders. The defenders must stop the attackers by killing all of them or destroying the defuser.
* '''Secure Area''': A multiplayer mode which has the attackers fighting their way into a room holding a biohazard container protected by the defenders. The match ends when the biohazard container is secured by the attackers when there are no defenders in the room or when all players from one side are killed.
* '''Hostage''': A multiplayer mode where the attackers must extract a hostage being held by the defenders, while the defenders must prevent the hostage from being rescued. If a player wounds the hostage, the hostage will go into a dying state and if not revived quickly enough, the team who damaged the hostage loses.
* '''Terrorist Hunt''': A single player and multiplayer mode which has the players fighting against waves of enemies controlled by the computer.

In addition, there is the '''Tactical Realism''' variation of the standard multiplayer modes which was added with the release of the Operation Skull Rain {{DLC}}. Tactical Realism removes some of the unrealistic elements such as OneBulletClips, most of the HeadsUpDisplay, the ability to mark opponents and the ability to see the outlines of teammates through walls.
----
!!''Siege'' contains examples of:

* AdultFear: The Article 5 Situation, which has Rainbow clear a university campus of White Masks who have attacked it with chemical weapons.[[spoiler: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.
* AllBikersAreHellsAngels: The multiplayer map "Clubhouse" is the Trope Namer's headquarters in Hanover. The flavor text in Bandit's bio says he was previously undercover there.
* AluminumChristmasTrees: While GSG 9 operators all wearing hoodies, jeans and sneakers is definitely ArtisticLicenseMilitary, it ''does'' have a basis in reality - Spezialeinsatzkommandos (SEK) are a German special response unit of state police that really do have [[https://s-media-cache-ak0.pinimg.com/736x/f9/a9/95/f9a995032b1fe7e056c8fd4bcbd6003e.jpg 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.
* ArmorIsUseless: ZigZagged. 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 either has the skill or gets the chance.
* ArtisticLicenseMilitary: Visual design for the GSG 9 Operators would have you believe they wear jeans and hoodies regularly instead of battledress.
* BadassBoast: All the operators (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.
* BenevolentArchitecture: The buildings in ''Siege'' have some weird elements to them to accomodate for the gameplay.
** Many of the buildings 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.
* BlindedByTheLight: Blitz has this gadget attached to his Ballistic Shield. It has up to 5 charges.
* BreakOutTheMuseumPiece: 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 stopped production in 2000 and was {{rare|Guns}} even when it was being produced.
** An even less exaggerated version is Caveira's SPAS-15, the SPAS-12's successor. It's relatively rather recent, but that too is no longer in production.
* CompetitiveBalance: 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.
** CowboyCop: Recruits from nominally law enforcement agencies like the FBI can equip fragmentation grenades, as could Operators Buck, Sledge, Capitão, and, before a balance patch, Thermite.
** CloseRangeCombatant: While not necessarily ''that'' close range, Sledge's arsenal and Breaching Hammer has a closer range focus than the rest, resulting in him being categorized into this trope.
** CripplingOverspecialisation: 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.
** FragileSpeedster: 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, Pulse, Capitao, Caviera, Bandit, Jäger, Hibana and IQ.
** GradualGrinder: 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.
** GlassCannon: Capitão, Pulse and Bandit stand out from the other [[FragileSpeedster 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.
** JackOfAllStats: Operators with Medium Speed and Armor. They usually have okay weaponry and special gadgets, but some are unremarkable as well as a result.
** LongRangeFighter: 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.
** MasterOfNone: 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.
** MechanicallyUnusualClass: 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.
** MightyGlacier: 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 StoneWall 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, Doc, Kapkan and Tachanka 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.
** MultiRangedMaster: 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.
** StoneWall: 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.
*** LuckilyMyShieldWillProtectMe: 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.
** TrapMaster: 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.
* CampingACrapper: [[http://imgur.com/TqyAXTp Apparently possible]] for the terrorists of Terrorist Hunt. As they tend to move around, it was probably more of a {{Good Bad Bug|s}} rather than intended.
* ContinuityNod:And the fact that one "Situation" is a mission about [[spoiler:containing a chemical attack with mass casualties, much like the third chapter of ''Vegas 2''.]]
* DevelopersForesight: Hostages cannot be killed without first going into a dying state that gives players a chance to revive them, and will always do this before being killed. Reasoning ''some'' players out there would [[VideoGameCrueltyPotential amuse themselves by discovering this]], the score popup for putting the hostage in a dying state past the first time have their text changes to [[YouMonster "You Monster"]] and progressively causes you to lose 100 more points than the last time you did it.
* EverythingBreaks: Present in ''Siege''. In fact, the destruction of walls and doorways plays significantly into the available tactics.
* ExcusePlot: 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.
* FeaturelessProtagonist: Recruits have generic looks and can equip every single equipment available to all [=CTUs=], but do not have any special gadgets.
* GameplayAndStorySegregation: In 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.
** Intelligence (the guy on the radio) is the same for both teams and also uses the term [[https://en.wikipedia.org/wiki/Opposing_force "OPFOR,"]] both of which strongly suggest that the multiplayer is actually nothing more than the Rainbows completing elaborate training exercises. The co-operative "terrorist hunt," where the enemies are White Masks, is probably the closest the game gets to story mode.
* GogglesDoNothing: All four of the SAS characters 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.
* {{Hammerspace}}: The fortifications the defenders carry are ludicrously large. The wall fortifications alone are nearly as wide as most characters are tall, and still occupy a huge amount of space when folded up. And they carry two of them, alongside an infinite amount of wooden barricades.
** No one has any idea how Bandit manages not have his back shatter from carrying all of those along with his weapons, ammunition, and four car batteries that probably weigh 40 pounds each, let alone where he stores them.
** Tachanka pulls out a machine gun with a chest-high tripod straight out of his pockets. Yes. A meter-long machine gun with a chest-high tripod.
* HelmetsAreHardlyHeroic: A few operators 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).
* HiddenDepths: The background information for some of the operatives goes into detail about their off-hours hobbies. [[ColdSniper Glaz]] for instance was an art student before he decided to join the military, and in his spare time paints. His artwork is described as bright and expressive.
* InkSuitActor: Creator/AngelaBassett is the head of Rainbow (the "Six"), but appears only to introduce the singleplayer situations.
* LaserSight: The Laser sight can't be toggled on or off, but it does increase hipfire accuracy. Originally, it was a borderline useless attachment in online multiplayer, since the entire beam of the laser was visible to the enemy team and it can't be toggled on or off -- creating a literal bright-red line pointing out exactly where you are hiding to the other team. Now, it has been patched so that only the dotted point of the laser is visible, making it a more viable option.
* LandMineGoesClick: Thatcher, Thermite, Twitch and Glaz all have access to claymore mines as of Update 4.2.
* LuckilyMyShieldWillProtectMe: ''Siege'' uses Ballistic shields more extensively then the previous games. 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.
* MeaningfulName: Applies to most of the operators' nicknames'. 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.)
* NonuniformUniform: Every operator 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.
* OneBulletClips: Played straight in normal gampelay but averted in Tactical Realism Mode, which goes back to tracking individual magazines just like in the first 3 games.
* OnlyMostlyDead: ''Siege'' has "down but not out" states for operators who do not suffer a headshot but have had their health drained sufficiently. The operator cannot use a weapon and has only two choices: crawl to safety (and bleed out more quickly) or attend to their injuries by applying pressure to the wound to slow the death county (and being fixed in one place). Teammates can revive you from this state, but a favorite tactic of enemies is to use the downed operator as bait to lure out the rest of their team.
* RareGuns: There are a few of these in ''Siege,'' such as Fuze's AK-12, Smoke's FMG-9, Valkyrie's SPAS-12 and both her and Blackbeard's Desert Eagles.
* RightWingMilitiaFanatic: The multiplayer map "Oregon" is a raid on a compound for one of these groups.
* ShoutOut: One of Doc's headgears is called [[https://i.imgur.com/25qwBS8.jpg Exner]] and is a reference to ''ComicBook/{{Watchmen}}'''s Rorschach. The headgear itself is named after the John E. Exner, who created a standardised system of interpreting Rorschach tests.
* TacticalRockPaperScissors: 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.
* TechnologyPorn:
** 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. Those that are however, tend to be bleeding-edge experimental military tech with cool demonstrations of their powers in the Operator videos.
** If anything, the animation for reinforcing a wall is highly elaborate and believable for a completely fictional gadget. They are expanded from a bar to waist height, a lever is pulled that pushes the upper half into position, and then by pushing the lever upward pins are pushed out to hold the wall in position. The realistic sounds the gadget makes (like the thunk of gas pistons) really sells the believability of the gadget.
* WesternTerrorists: 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 RightWingMilitiaFanatic group.
* WreakingHavok: Half of the fun of ''Siege'' is manipulating the ''many'' destructible facets of every map's walls and floors to get the killing edge on the enemy team.
* YouMonster: Injuring the hostage more than once, the score message will change from "Civilian Injured" to "You Monster". Also penalizes you with -100 points, adding on with each time you injure the hostage.
----

Top