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Rainbow six siege logo on green
Rainbow six siege logo on green







“It actually answers to the idea of being tactical in the real world,” says Karpazis of this change. For example, if someone playing as Thatcher discovers that the defenders are not using electronics, they can change to a more useful operator before the Action Phase starts. Attacking players will be able to change what operator they’re playing as, rather than being stuck with the character they chose when the round started. It is a big shakeup, but it's something that we think is important to make sure that the intensity of the game and the fun factor is there.”Ĭhanges are being made to the Preparation Phase, too. Having that kind of investment maintained through the duration of an entire match was something that was really important for us. They can still contribute a lot and they don't have to sit on a drone cam that was accidentally left pointing into a corner of a room.

rainbow six siege logo on green

“We want players to still be invested in a round even after they're eliminated. “This is where real life tactics and in-game tactics merge,” he says. But, as Karpazis notes, Siege still has tactical play at heart. It’s a sacrifice of ‘realism’ in favour of creating a better game. Siege’s Game Director, Jean-Baptiste Hallé, has admitted that during the Support Phase he checks Twitter and YouTube, and so this is a gameplay adjustment to ensure players still have a game to play even when they’ve been killed. In the Support Phase of a match, dead players will still have access to defender gadgets and attacker drones, allowing them to better support their team mates and even interact with the action itself. “We're looking at activities after death, so that players can still be engaged and still have a role to play after they've been eliminated,” explains Karpazis.

rainbow six siege logo on green

Historically in a Tom Clancy game death is the ultimate game over, but Siege plans to challenge this in Year 6. It's going to be more about how we balance it and make it feel fresh from season to season, and what does that cadence look like.” It’s not just Ubisoft’s operator designs that are experimenting with the once sacred Tom Clancy formula. “We're not running out of reference, there's a huge world of reference out there for us. “Without spoiling anything that's coming later on in the year, we still have a ton of options when it comes to more traditional military garb,” he says. If the character isn't coming from a more traditional military background, still making it seem like they fit in the world, and that they're grounded with all the other characters that we have.” While Flores does indicate that Ubisoft is now more than happy to explore beyond traditional counter-terrorism agencies for its operators, Karpazis is keen to dispel any idea that classic millitary designs are being left behind in favour of a more ‘hero shooter’ aesthetics.

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However, we always try to balance the idea that he will be featured in combat, and he has to know how to hold a weapon. “We wanted his remote control explosive to have a DIY, Raspberry Pi feel to it, and that made it really fun. “With Flores, we wanted to investigate an archetype we haven't done before, and the idea of a master thief came up,” explains Karpazis. Outfitted in a civilian jacket, soft cap, and Daredevil-style red tinted glasses, he’s a far cry from the tacticool designs most of Siege’s operators sport. It makes sure that it speaks to what you feel when you play the game, and what you see when you see our characters.” As for those characters, the latest addition to the roster is Flores, a master criminal from Argentina. “It matches the tone that we have with our new operators and seasons. “This is a modernization of what you see in the game,” he says. “This is an opportunity to take a look at where Siege has been and where it's going, and making sure that everything that we do in and outside of the game matches that,” says Rainbow Six Siege’s Art Director, Alexander Karpazis, while talking to IGN ahead of the Year 6 reveal. The new art reflects this Siege knows it is a PvP sport, not a realistic tactical campaign. Since its launch in 2015, Rainbow Six Siege has gradually shifted away from its hard-edged tactical shooter roots, adopting wider ideas and doubling down on its nature as a competitive video game. It’s the story of five years worth of gameplay evolution. The change in Siege’s presentation design tells a story. The familiar image of monochrome soldiers blasting through a wall has been swapped out for a montage of Siege’s many heroic operators. Gone is the gritty navy and grey colour palette, replaced by the bright blue and orange of both Siege’s in-game teams and esports arenas. Booting up Rainbow Six Siege will soon present you with a fresh logo, new key art, and redesigned menus.







Rainbow six siege logo on green