Rainbow Six Critical Hour is hybrid game that takes the interface from
Rainbow Six Lockdown and places it on the missions from some of the early PC
games in the series. The recycled missions are probably new to most Xbox
gamers, but since they were drawn from many sources they are presented as a
look at the history of the Rainbow Six squad. Basically you’ve got the
equivalent of one of those sitcom “memory” episodes in the game’s campaign and
it is about as much fun to watch. Well to be honest I’m not one of those guys
who has to have a deep and compelling storyline in his games. If I want a deep
and compelling story I can sit down and watch The Godfather on DVD. What I
really care about is compelling gameplay and this is where Critical Hour let
me down.
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| Another bland room... |
When you play a Tom Clancy game you can expect detailed mission briefings,
quality cutscenes, and extensive pre-mission planning. However, you won’t find
any of this in Critical Hour. Instead you get a short text briefing covering the
“history” of the mission and a little bit about the tactical situation and
mission goals. Mission preparation involves basic weapon selection for your team
and that’s about it.
The first thing that will hit you when you enter the game’s first mission is
the primitive look of the graphics. The textures are very bland and basic, the
environments sparse, and the jaggies abound. Perhaps the old PC game levels with
their 10 year old graphics were ported straight into the game, but if not it
sure looks like they were. The character models for both your team and the
terrorists are better, but not by much. Their movements are not as smooth as
we’ve come to expect from late-generation Xbox games and enemies look just plain
odd as they fall after being shot.
Critical Hour is like other Tom Clancy games in that just a couple of hits
will take you down. This fact usually adds a degree of tension to these games
and forces you to follow a sound tactical approach to the missions. Run and gun
always results in drop and die, and always sooner rather than later. However
this aspect of the game has been neutered by the fact that the game’s radar
shows you the location of enemies even behind close doors and walls. In other
Rainbow Six games it is very important to give your squad orders to breech and
clear a room whenever you come up against a closed door because you never know
what is waiting for you behind it. In Critical Hour you only need to do this for
the rooms where you’re told that one or more enemies are located. In an attempt
to keep some sort of element of surprise in the missions the game likes to
occasionally have enemies burst through doors or come running down hallways.
However, a terrorist out in the open is always an easy target so these “pop-up”
enemies are not much of a problem. Should you find yourself surprised and shot,
you won’t make the same mistake twice. The same enemy will charge you from the
same location each time, so after you reload the mission you’ll be ready to drop
the enemy as soon as he pops up.
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