Rainbow Six Lockdown review

  • Streamlined squad command
  • Cool-handed sniper mode
  • The gritty realism extended online
  • Squadmates and enemies aren't Mensa material
  • Effects are hardly stunning
  • Controls are a bit dumbed down

It’s been a whole year since the last Rainbow Six game, Black Arrow, and developers, Red Storm Entertainment seem to have taken a long hard look at things. From the onset Lockdown feels tighter and more intuitive than any of its predecessors and, like the protagonists within the game, have righted many of the wrongs that have gone before.

One of the first things you’ll notice is that command of your three tactically minded comrades has been tightened up. While having fewer commands for your team means less choice, it also means you’re less likely to get stuck trying to navigate a sub-menu when the air around you is filling with hot metal.

Also, your instruction cursor isn’t as finicky and slightly smarter than last time around and hence your squad is far less likely to go running off to some far flung corner of the map because you’ve accidentally targeted the wrong location, or stand there yelling “Can’t do that sir!” just because part of your cursor happens to be on a telegraph pole.

More Info

Release date: Sep 06 2005 - PS2, Xbox
Sep 12 2005 - GameCube
Feb 14 2006 - PC (US)
Available Platforms: PS2, Xbox, GameCube, PC
Genre: Shooter
Published by: Ubisoft
Developed by: Red Storm
ESRB Rating:
Mature: Blood, Language, Violence


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