Rainbow Six Vegas 2 Co-Op Review
Review System(s): XBox 360, Playstation 3
Nick:
What happens in Vegas Stays in Vegas. With Rainbow Six Vegas 2 that means the bodies of dead terrorists. The sequel to last years hit Rainbow Six game has hit the Xbox 360 and Playstation 3 promising an improved cooperative experience with a tight integration to the story, as well as drop in and drop out support. With an addictive experience system used for unlocks, online player, terrorist hunt, and the traditional story mode Rainbow Six Vegas 2 has a lot to offer for co-op players.
One of the biggest complaints with the original Vegas was the lack of a seamless cooperative experience. While the single player campaign was available in 4-player co-op, you could only do missions individually and then drop back to the menu. Rainbow Six Vegas 2 corrects this by making it a seamless experience, but only allows two players to play through the entire game. The 4-player co-op is still available in the terrorist hunt missions, which pit your team against a set number of terrorists on a multiplayer map.
For those that have never played a Rainbow Six game, the series is a tactical shooter with tons of guns and some incredibly realistic damage and weapon modelling. The first Vegas introduced one of the best implementations of a cover system in a shooter to date, simply hold the left trigger to hug cover, while the left analog stick moves you out of cover in the direction you press. Working with teammates is critical as timing is everything with entering areas. You need to make sure all directions are covered, and you'll need to make sure the tangos are dropped quickly. This game naturally enforces cooperative aspects. In fact, there were times when I found myself working with a teammate doing things that Army of Two built in as a feature; for instance the co-op sniping aspect. Instead of a button to engage it, I'd simply count down and call out targets.
One thing I found odd is only the primary player is capable of controlling the AI teammates. And while you can revive your AI teammates, you can't revive your co-op partner, instead he has a 10 second re spawn timer. If both players die within this time period it's game over. It's a minor annoyance, but it just seems kind of silly that the developers put all this effort to make the co-op integrated into the story - and then remove the player from the story with a cheap tactic like that.
Fans of tactical shooters and action games will enjoy pairing up with their buddy as Bishop (player 1) and Knight (player 2) through the streets of Vegas. Despite a few minor annoyances the cooperative mode is tight and refined, and the ability to import your face to your character makes things even more engaging.
What happens in Vegas stays in Vegas? From the sound of things that will be Rainbow Six Vegas 3.
Dave:
There's not too much to add to what Nick says above. The most disappointing part of the game for me was the re spawn mechanic mentioned above. It makes the game much easier and reduces the penalty for dying to nearly nothing. A nice thing about being required to revive your teammate is that it also penalizes the player that hasn't died. So you get not only the benefits of having an extra player, but there are extra challenges, giving you more motivation to work as a team and to be around to support your teammate.
Still, there are plenty of opportunities to work together. Nearly every room you enter has at least two ways in. I found that what we did the most however was to send the computer-controlled players to one door while Nick and I stormed the other. The are also a few scenarios where it really pays to split up and these are handled well, however if you are killed you re spawn right next to your teammate regardless of where you were before.
The levelling of your character and the customization aspects adds a fun RPG element to the game. Killing enemies in different ways earns you different types of experience points, which keeps you switching up tactics (the messages that pop up when you kill enemies serve as a kind of psychic notification that an enemy has died, especially for things like "Kill through cover" or "Kill with explosives"). The gameplay itself becomes repetitive, but the variations in level look and feel do a decent job of keeping things interesting.
Overall, I think Rainbow Six Vegas 2 is an excellent single player game that does an admirable job of including a co-op mode. Drop-in/drop-out co-op makes it easy for anyone to try out playing through with a partner. It would have been nice if the co-op experience added something new to the single player story, or if a bit more attention was focused on the co-op mode (for xbox 360, there are a total of 3 achievements that net you 35 points for co-op, while the majority of the game's 47 achievements are awarded for getting kills in deathmatch games). Still, the included co-op is executed well, and got me into a game which otherwise wouldn't have been as interesting to me.
The Co-Op Experience: You won't find a better tactical shooter to play with a buddy. It's the "natural" cooperative experience.

Score: 4 out of 5
1) What's the average length of the game in hours?
2) What types of missions are there? Any escort missions? Side missions/objectives?
3) What were some of the "addictive" unlocks?
4) How did the create a character work out for you?
5) I've heard something about leveling up as you do certain things, but no one mentioned that here. What's the story on this function of gameplay?
Hate to sound like a broken record (scratched CD, maybe?) as I know I might from y'alls Army of Two review, but I look for basics in every review: game length in hours, replayability, general mission descriptions, etc. GameInformer does these very well. I like what Dave pointed out about the co-op experience points, and agree 100% just from reading this. I hate games that make the bulk of experience points in online matchmaking only. Also good details explaining the revive system.
For ME, re-playability will be EXCELLENT in multiplayer (terrorist hunt, death matches, etc). I think it will be "decent" for another play through on the campaign with a co-op partner. I think it will be "medicore" to play through SP again on my own though. I was happy with the SP, but nothing makes me say "I GOTS to do that again".
How is that for basic?
You the MAN Hedon! Great details, thanks bro. It sounds like a lot of good stuff. I'm really looking for another game, but GRAW2 still has a lot of life left and I don't want something too similar to it. I played the original Rainbow Six on N64 and loved it. I don't just love tactical shooters but going in with co-op could be a blast. I really just want a game to let me stratagize (sp?) with other people instead of just run and gun strategy (Halo 3).
At $60 a pop, I like to really know about a game before I buy it. Just picky that way I guess...
Well, this isn't as tactical as GRAW, but it's much more tactical than Halo 3. Probably right down the middle. I have every Rainbow Six released for the Xbox 1 (besides Rainbow Six Lockdown), and now Vegas 1 and 2.
Plenty of sites cover that. We review only the co-op experience. Perhaps we'll try to mention a few other aspects in the context of it in the future.
Yeah, that occurred to me. I know you're looking to focus more on the co-op aspect here, and not give the typical review I can find elsewhere. In this instance (referring to my questions), you wouldn't need to cover the leveling system, create-a-character or even the unlockables (but since you did mention unlockables you may as well have gave an example or two).
But the length is still a factor, even more so in co-op since co-op games generally go faster than single-player games. I'd like to read that in every review you have, along with replayability (which you did touch on). You might incorporate some aspect such as you and the gamer you played with stating how likely you'd be to go back through the game with the same guy: was it enjoyable the first time, or almost tedious? Was it a story you really only care to see once (as was most people's take on Gears of War), or one with a lot of possible alternate endings? Were there plenty of unlockables that the both of you want to get, like skulls on Halo, or extra cutscenes to view if you took a different path/course throughout the game?
Also, mission types would be a big piece of info to know. Escort missions could be much better or much worse in co-op, depending on the developer's implementation. Missions would play into the boredom factor too, and help us determine who from our friends list would be a good candidate for co-op on that particular game.
Thanks Nick, I promise I'm not a punk!
Punk.
Total Comments: 10
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