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<description>Video gaming news blog.</description>
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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>New Tom Clancy's Rainbow Six Vegas 2 'Limited Edition' Trailer</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_tom_clancys_rainbow_six_vegas_2_limited_edition_trailer</link>
<guid>http://www.gamebump.com/go/new_tom_clancys_rainbow_six_vegas_2_limited_edition_trailer</guid>
<comments>http://www.gamebump.com/go/new_tom_clancys_rainbow_six_vegas_2_limited_edition_trailer#</comments>
<description><![CDATA[Here's an interesting Ubisoft trailer for the evening, this one for <a href="http://www.gamestop.com/product.asp?product%5Fid=200443">Tom Clancy's Rainbow Six Vegas 2</a> on the PC, PlayStation 3, and Xbox 360. The video is advertising the "limited edition" version; you can check out the list of features below to see if it's worth the extra $10. Check out the<span style="font-style: italic;"> hot</span> key chain.<br><br><ul><li>Includes Collectible Poker Chip Key Chain</li><li>Limited Edition Bonus Disk</li><li>Exclusive Strategy Video: With insider tips and secrets from the developers, pro gamers, and Frag Dolls you won't get anywhere else.</li><li>Pro Gamer Interview: Get an exclusive look at the life of a pro gamer with MLG player FinestX.</li><li>MLG Pro Circuit '07 Season Highlights: Watch the pros take on the most heated matches of '07.</li><li>Tom Clancy's EndWar(TM) Sneak Peek: Join the Frag Dolls for a hands-on look at the latest thrilling game in the Tom Clancy arsenal.</li></ul>Since when do "insider tips" and commentary from the "Frag Dolls" make something a "special" edition?<br><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  ="" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" height="392" width="480"><param name="allowScriptAccess" value="sameDomain">&nbsp;&nbsp;&nbsp;  &nbsp;&nbsp;&nbsp; <param name="allowFullScreen" value="true"> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=30674"> <param name="quality" value="high"> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=30674" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" align="middle" height="392" width="480"> </object><br>]]></description>
<pubDate>Fri, 15 Feb 2008 23:02:11 -0600</pubDate>
</item><item>
<title>Rainbow Six is Done With Vegas, Says Dev</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/rainbow_six_is_done_with_vegas_says_dev</link>
<guid>http://www.gamebump.com/go/rainbow_six_is_done_with_vegas_says_dev</guid>
<comments>http://www.gamebump.com/go/rainbow_six_is_done_with_vegas_says_dev#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/5fqy3br2v7shj565lwc1vo1f.gif" alt="" alignment="" border="0"></p>Don't expect to see highly trained counter-terrorist agents lobbing flashbangs over craps tables after <span style="font-weight: bold;">Rainbow Six: Vegas 2</span>. According to a developer for Ubisoft, they're done with the Vegas locale.<br><br>"We really feel that the story of Vegas is done," designer Philippe Therien told <a href="http://www.eurogamer.net/article.php?article_id=92317">Eurogamer</a>. "We've explored as
much of Vegas as we wanted. For now, we're pretty much covered with
Vegas."
		
		<br><br>He says they haven't decided on a location for future Rainbow Six titles, but notes that the setting might not always be the selling point.<br><br>I think setting a game in Washington D.C. might be cool, perhaps clearing hostiles from the Capital Building, the Smithsonian, and the White House, and maybe picking off a sniper from atop the Washington Monument. All of those things are within spitting distance of each other, so the&nbsp; frantic mission-to-mission pace could be maintained. Or would that be tacky?<br><br>Vegas 2 releases March 21st.<br>]]></description>
<pubDate>Fri, 08 Feb 2008 16:06:29 -0600</pubDate>
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<title>More R6: Vegas 2 Screens Released. They Have Bloom.</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/more_r6_vegas_2_screens_released_they_have_bloom</link>
<guid>http://www.gamebump.com/go/more_r6_vegas_2_screens_released_they_have_bloom</guid>
<comments>http://www.gamebump.com/go/more_r6_vegas_2_screens_released_they_have_bloom#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/xrbk30h8jmzl73q2p3esqlqq.jpg" alt="" alignment="" border="0"></p>If we're still to believe Ubisoft, Rainbow Six: Vegas 2 ("Vegas Harder," I like to call it) is coming out in 3 months (to coincide with the 10th anniversary of the Rainbow Six franchise in March). For that, you'd expect that we'd have more than the 10-or so screenshots we've gotten so far.<br><br>This newest batch, over at TeamXbox, don't show off a lot. The biggest feature of the screenshots seem to be the bloom lighting. Bloom lighting is great and all, but I'd prefer some actual confirmation that this game is actually coming out in March.<br>]]></description>
<pubDate>Tue, 08 Jan 2008 13:47:03 -0600</pubDate>
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<title>Rainbow Six Vegas 2 &quot;Trailer&quot; Released, Graphics Look So Real!</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/rainbow_six_vegas_2_trailer_released_graphics_look_so_real</link>
<guid>http://www.gamebump.com/go/rainbow_six_vegas_2_trailer_released_graphics_look_so_real</guid>
<comments>http://www.gamebump.com/go/rainbow_six_vegas_2_trailer_released_graphics_look_so_real#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/bth1yomwk0g03n8j1zxybqab.gif" alt="" alignment="" border="0"></p>You can't blame Ubisoft for trying to raise some hype for their upcoming sequel to Rainbow Six Vegas, but geez.. a screenshot, pre-rendered "target video," <span style="font-style: italic;">something</span> having to do with the actual game would be nice.<br><br>That is, unless my eyes are mistaking me and those are really CGI people getting CGI lapdances from CGI strippers. The cheezy cinematography and voice-overs could be CGI too.<br><br>Video after the jump.<br><br><p></p><p></p><br><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" height="392" width="480">    <param name="allowScriptAccess" value="sameDomain"> <param name="allowFullScreen" value="true"> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?umid=144079"> <param name="quality" value="high"> <embed src="http://www.gametrailers.com/remote_wrap.php?umid=144079" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" align="middle" height="392" width="480"> </object>]]></description>
<pubDate>Wed, 12 Dec 2007 22:30:19 -0600</pubDate>
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<title>This Just In: Ubisoft Makes The Money for Q3</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/this_just_in_ubisoft_makes_the_money_for_q3</link>
<guid>http://www.gamebump.com/go/this_just_in_ubisoft_makes_the_money_for_q3</guid>
<comments>http://www.gamebump.com/go/this_just_in_ubisoft_makes_the_money_for_q3#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/ubilogo.jpg" align="right" style="margin: 10px; border: 1px solid black;" />Ubisoft has announced its results for the first half of the 2007-2008 fiscal year, claiming that sales are up 52% mostly due to the release of high-profile games, including Rayman Raving Rabbids 2 and Assassin's Creed. <br><br>The company also posted a little update on its release schedule following a third-quarter review, all provided at the jump.<br><br><p></p><p></p><div style="margin-left: 40px;">Third-quarter business review<br><br>The third quarter of fiscal 2007-08 got off to a good start with a number of new games released in November including Assassin's Creed, Rayman Raving Rabbids 2, Naruto: Rise of a Ninja, Beowulf, and the range of casual games. <span style="font-weight: bold;">Assassins Creed has already notched up record sell-through sales of more than a million units</span>, a positive sign that the brand will be successful and that Ubisoft has created another long-term franchise. The casual games  including the Imagine, Petz and My Coach brands  have also recorded a solid early performance.<br><br>2007-08 games release schedule updated<br><br>Ubisoft today announced that <span style="font-weight: bold;">Tom Clancy's Rainbow Six Vegas 2 will be released during the fourth quarter of fiscal 2007-08</span>. This release will capitalize on the success of the first episode. In addition, Tom Clancy's Splinter Cell Conviction, previously scheduled for release in the fourth quarter of fiscal 2007-08, will now form part of a stronger line-up for fiscal 2008-09. Lastly, Haze  which was due for release during the third quarter of fiscal 2007-08  will now be launched in the fourth fiscal quarter. The targets previously announced by Ubisoft remain unchanged as they already took into account the possible impact of these delays as a preventive measure.<br></div><br>]]></description>
<pubDate>Wed, 21 Nov 2007 12:00:00 -0600</pubDate>
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<title>As if Unexpected, Ubisoft Announces Rainbow 6: Vegas Sequel</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/as_if_unexpected_ubisoft_announces_rainbow_6_vegas_sequel</link>
<guid>http://www.gamebump.com/go/as_if_unexpected_ubisoft_announces_rainbow_6_vegas_sequel</guid>
<comments>http://www.gamebump.com/go/as_if_unexpected_ubisoft_announces_rainbow_6_vegas_sequel#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/bth1yomwk0g03n8j1zxybqab.gif" alt="" alignment="" border="0"></p>According to the linked IGN article, Ubisoft Montreal (hot off of their release of Assassin's Creed) has announced that they're working on a sequel to last year's Rainbow Six Vegas.<br><br>I really loved R6 Vegas on the Xbox 360, in fact it was my favorite shooter on the console until Call of Duty 4 came around. I'm glad there's going to be another one, but does it really have to be in Las Vegas again? There have been oodles of Rainbow Six games before it, but when one game finally gets good reviews and sales they need to emulate it exactly? They couldn't just take the excellent controls and pacing and translate it over to, I don't know, Detroit or something? Rainbow Six is supposed to be a hyper-elite international counter-terrorism force, they can't just hang around Vegas from now on because the drinks are cheap.<br><br>The game is set for a March 2008 release to coincide with the tenth anniversary of the series. That's darling, but it conflicts with the video gaming common-law that any good game must release in November.<br><br>Enough harshing. I'm excited about more automated door-busting, flash-banging, rapel-lining action. Check out the linked article for some ambiguous feature descriptions.<br>]]></description>
<pubDate>Wed, 21 Nov 2007 11:56:47 -0600</pubDate>
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<title>Rainbow Six: Vegas Announced</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/rainbow_six_vegas_announced</link>
<guid>http://www.gamebump.com/go/rainbow_six_vegas_announced</guid>
<comments>http://www.gamebump.com/go/rainbow_six_vegas_announced#</comments>
<description><![CDATA[At a press conference in London today Ubisoft announced the development of Tom Clancys Rainbow Six: Vegas, the fifth in its popular tactical shooting series, to be released on the PC, next gen consoles, and current systems this fall.<br /><br />In case you couldnt guess the setting for the game this time is Las Vegas, which has been taken hostage by a terrorist threat of global proportions. It will be developed by Ubisofts Montreal studio  the team behind Splinter Cell: Chaos Theory and Rainbow Six 3  and is said to be pushing technical boundaries with advanced graphics, physics, and artificial intelligence.<br /><br />Well be bringing you all the information on the game as soon as it becomes available.<br />
 Originally written by Olly Dean]]></description>
<pubDate>Fri, 29 Jun 2007 00:52:00 -0500</pubDate>
</item><item>
<title>GH Review: Rainbow Islands Revolution (DS)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_rainbow_islands_revolution_ds</link>
<guid>http://www.gamebump.com/go/gh_review_rainbow_islands_revolution_ds</guid>
<comments>http://www.gamebump.com/go/gh_review_rainbow_islands_revolution_ds#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Eric Dayday.</p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">Another arcade classic - Rainbow
 Islands - makes its way over to the
Nintendo DS with a makeover both visually and technically. It features all 40
of the old levels with some new graphical flair, but it plays a bit differently
than what you may remember as inputs have been changed to take full advantage
of the DS unique touch controls.



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>



<p class="MsoNormal">Though Rainbow Islands Revolution is technically a remake,
there are plenty of changes made to the core gameplay that make it feel like a
new game. The obvious change is from a joystick to touch screen controls. Where
once the character traversed the land on two legs and jumped to create small
rainbows to ward off enemies and create bridges is now replaced by dragging a
boy in a bubble and an arcing stylus to now create those rainbows. It sounds
like a drastic change, but the main goal remains the same  reach the top of
the stage while avoiding enemies and traps.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>&nbsp;



<p class="MsoNormal">Sadly, other than that, theres really not much more that
define this as different. Instead, it falls back on the fact that its a
remake, though there are some things that make you question whether remake is
a fair label. There is the graphical makeover, but compared to the DSs
standards, its sub-par. And it really doesnt take advantage of the dual
screen setup. While the upper screen does help by showing you more of the
stage, thats all it does, and even then, it isnt very helpful. It would have
been nice had something more interesting had been included, but hey, we cant
quite have everything, now can we.



<p class="MsoNormal">The inclusion of all 40 levels sounds like a lot, but it
really isnt, especially with how games are today. A determined soul can easily
tackle and conquer all 40 levels over the course of a day or so. It does gain some
replay value in trying to find all of the crystals to unlock the best ending.
Its not much, but a nice little incentive for the completionists out there.



<p class="MsoNormal">Other than the core game are two other modes  score attack
and multiplayer, both of which unfortunately play almost identical. The goal in
score attack is to score as high as possible in any 10 different levels.
Multiplayer is the exact same thing except youre playing against up to three
other friends instead of yourself and the AIs set high score. Its a decent
addition, though I have to question why every player needs to have a copy of
the game inserted in their DS for such a simple mode.



<p class="MsoNormal">I also found it odd that an untouched port of the original
game wasnt included. Some fans of the original may be turned off by the new
changes. It stands out even more because the same developers managed to squeeze
the original Bubble Bobble in its remake.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">Rainbow Islands
Revolution will only appeal to fans of the original game who are accepting of
the new changes. Other than that, it really doesnt offer anything new when it
comes to touch-focused games because other games, like Kirby: Canvas Curse,
does it better and with more polish.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 6.5&size=20" alt="GAMEPLAY: 6.5" /> <br />
Interesting new twist  making old joystick controls touch-screen exclusive - on an old classic</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 4.9&size=20" alt="GAMEPLAY: 4.9" /> <br />
Sub-par by DS standards.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 6.9&size=20" alt="SOUND: 6.9" /> <br />
The bloops and bleeps and classic soundtrack still work surprisingly.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 7.2&size=20" alt="FUN FACTOR: 7.2" /> <br />
A fun title for you old-school arcade fans out there.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 5.9&size=20" alt="REPLAY VALUE: 5.9" /> <br />
Crystal searching for the best ending is all youve got. Sad considering its relatively short.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 6.3 &size=23" alt="TOTAL SCORE: 6.3" />

]]></description>
<pubDate>Fri, 03 Nov 2006 11:45:00 -0600</pubDate>
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<title>GH Preview: Tom Clancy's Rainbow Six: Vegas (PS3)</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gh_preview_tom_clancys_rainbow_six_vegas_ps31</link>
<guid>http://www.gamebump.com/go/gh_preview_tom_clancys_rainbow_six_vegas_ps31</guid>
<comments>http://www.gamebump.com/go/gh_preview_tom_clancys_rainbow_six_vegas_ps31#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p>

<p class="MsoNormal"><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" />



<p class="MsoNormal">You know what they say, What happens in Vegas... is a
really annoying ad campaign that I wish people would stop quoting. 



<p class="MsoNormal">The latest addition in the <em>Rainbow Six</em> series for the PlayStation 3 and Xbox 360 takes the
action to Sin City
itself, Las Vegas.
The elite team of counter-terrorist, counter-hostage, counter-everything
officers are tasked with infiltrating gigantic casinos and other Vegas hotspots
to stop hostage-takers, terrorists, and all other forms of badness. 



<p class="MsoNormal">The title shares a lot of elements with <em>Ghost Recon:
Advanced Warfighter</em>, this games older second-cousin. Like in GRAW, the events
all play out in a linear storyline spanning only a few hours; and when a
mission is over, the player is taken straight to the next mission via helicopter
and is briefed in-flight. Theres no mission briefing screen; theres no time
to study a map and spend<span>&nbsp; </span>a lot of time
scrutinizing over minute details, which was something that was one of the defining
elements of earlier Rainbow Six games. For that, Rainbow Six: Vegas is a lot
less deliberate and a lot more kinetic, as decisions are made on-the-fly and there
will always be a new threat.&nbsp;



<p class="MsoNormal">Unlike GRAW, however, and more like Rainbow Six, is the
wide array of options for performing different tasks. The E3 demo we were shown
this year started off with the players team dropping out of a helicopter onto
the roof of a casino and having to decide how to get into the building.<span>&nbsp; </span>There are stairs from the roof, yes, but
stairs are a tactical nightmare from an encroachment standpoint (one guy at the
bottom of the stairs with a keen eye and a quick trigger finger and youre
hosed). The other option is to repel down the side of the building.&nbsp;



<p class="MsoNormal">Repelling in R6: Vegas is more refined than weve seen in
other games featuring the same ability (oddly enough, almost all of them are
Tom Clancy games). You can repel downward at any speed you wish; you can stop
to look into windows and even shoot at enemies through windows while repelling, and now you can also flip upside-down and descend head-first, allowing you to
control your weapon better and to shield most of your body from the window.&nbsp;



<p class="MsoNormal">You can also be sneaky with repelling; it isnt all about
shooting baddies through glass. You can snake the fiber-optic camera through
windows and cracks to get a better look around, and while doing so you can
target enemies and specify which of your teammates should attack whom for a
terrifically orchestrated breach. This enemy tagging technique can be used at
any time using the snake cam, including under doors, around corners, and so on.



<p class="MsoNormal">Other new(ish) gameplay features are wall-hugging, a staple
these days for intrusion; the ability to blind-fire out of corners or over
cover (sticking the gun up and shooting without the character being able to see
what hes aiming at); and some great team-based breaching maneuvers for getting
through doors, across rooms, and other mundane activities that become much more
complicated when around any corner could be a mean guy with a gun.&nbsp;



<p class="MsoNormal">The game itself is really quite beautiful looking. Ubisoft
is pretty famous for spectacular lighting and graphical effects, and what weve
seen so far doesnt disappoint. Because Rainbow Six: Vegas is being developed
for the PlayStation 3 and looks to be one of the launch titles for that system,
looking amazing isnt really an option here<span>&nbsp;
</span>- but its still hard to tell what a final product on the PS3 will look
like, as nearly everything weve seen has been running on development kits. Even on
the Xbox 360, which we had a chance to look at (but not play) on during E3, the
game looks flat out jaw-dropping. You heard me, I said flat out.&nbsp;



<p class="MsoNormal">The only real stitch here is the fact that there were no
hands-on demos available at E3 in May - the only way to see the game was to
watch a Ubisoft staffer play through and narrate what he was doing. Usually
when they only allow developers to play the game on the show floor it means
that the game will probably crash if you do anything but the right thing, but
the game was still six months away from its launch date at the time. As long as
everyone keeps doing his job, there shouldnt be anything to worry about.&nbsp;



<p class="MsoNormal"><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/>



<p class="MsoNormal">Fans of the Rainbow Six roots might not like the abandonment
of the whole mission briefing approach that defined the series on the PC, but
sales charts seem to indicate that gamers prefer a more fast-paced, GRAW-style
design. As the lines between all the different Tom Clancy series are so
blurry anyway, you might as well just consider this a sequel to Advanced
Warfighter that takes place in Vegas and not in the future. If that concept
excites you, you can put all your money on Rainbox Six: Vegas this November and
let it ride. Sorry, I had to make <em>one</em>
corny Vegas pun.&nbsp;


]]></description>
<pubDate>Sun, 23 Jul 2006 20:10:49 -0500</pubDate>
</item><item>
<title>Rainbow Six Lockdown For PC Ships</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/rainbow_six_lockdown_for_pc_ships</link>
<guid>http://www.gamebump.com/go/rainbow_six_lockdown_for_pc_ships</guid>
<comments>http://www.gamebump.com/go/rainbow_six_lockdown_for_pc_ships#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p>
Ubisoft today announced that Tom Clancyâs Rainbow Six Lockdown is ready for retail and is expected to hit retail on February 16 for the PC.
<p>
Some of the new features include:



 Multiplayer reward system
New âFree-for-Allâ? game type 
The return of three  classic maps â 747, Mint and Bunkers

 Enemy use of Lock Fusers in single-player game play presents new challenges to the player

20 new weapons â 42 overall
Six brand new weapons never used before in a Rainbow Six game 
14 fan favorites from franchise historyGaming Horizon will have a full review soon.]]></description>
<pubDate>Mon, 13 Feb 2006 12:54:00 -0600</pubDate>
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<title>Ubisoft Announces Rainbow Six Critical Hour</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/ubisoft_announces_rainbow_six_critical_hour</link>
<guid>http://www.gamebump.com/go/ubisoft_announces_rainbow_six_critical_hour</guid>
<comments>http://www.gamebump.com/go/ubisoft_announces_rainbow_six_critical_hour#</comments>
<description><![CDATA[
<p>Ubisoft has announced a new release in the Tom Clancy Rainbow Six series, Tom Clancy's Rainbow Six Critical Hour.</p><p>The game again puts players in the role of Team Rainbow as you battle it out through seven single-player missions. Many of the missions will feature updated classic maps and weapons. Critical Hour will also feature online multiplayer for up to 16 players.</p><p>Tom Clancy's Rainbow Six Critical Hour is scheduled to release Spring 2006 for the PlayStation 2 and Xbox.</p> Originally written by Brian Mohr]]></description>
<pubDate>Fri, 13 Jan 2006 20:26:00 -0600</pubDate>
</item><item>
<title>GH Review: Tom Clancy's Rainbow Six: Lockdown (Xbox)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_tom_clancys_rainbow_six_lockdown_xbox</link>
<guid>http://www.gamebump.com/go/gh_review_tom_clancys_rainbow_six_lockdown_xbox</guid>
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<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Aaron Thomas.</p>

<p class="MsoNormal"><span style="font-size: 14pt;"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/></span><p class="MsoNormal"><span style="font-size: 14pt;"> </span>The
<em>Rainbow Six</em> series has long been one of the more popular games on the Xbox and
Xbox Live. Focusing more on realistic squad tactics than arcade action, it has earned a strong following of hardcore
players. This time around, Ubisoft wanted to make the game more accessible, and
theyve done so with Rainbow Six: Lockdown. The core gameplay elements that
veterans of the series enjoy are mostly intact, but the number of concessions
made for newcomers may turn off the very same people that made the series so
popular. 



<p class="MsoNormal"><span style="font-size: 14pt;"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/></span>

<p class="MsoNormal">While many may go straight to online play, Lockdown has a
solid storyline that once again follows Domingo Ding Chavez and his squad
mates. For the first time, youre able to control the teams sniper, Dieter
Weber, in some arcade-style sniping levels. The team is trying to recover a
deadly virus named Legion that has the unpleasant effect of
near-instantaneous death on anyone unlucky enough to come into contact with it.
Youll have to stop the terrorists to prevent them from releasing the lethal
virus, and of course deal with some plot twists along the way. The campaign
mode consists of 14 missions, which is plenty long if youre the slow, plodding
type. However, skilled players or people adept at run and gun play may find
it a bit short. 



<p class="MsoNormal">There are plenty of weapons to use, and each person can have
their gear customized (main weapon, secondary weapon, and two other items, like
grenades and mines) before each level. Your squad mates are horrible marksmen,
often finding only 1-2% of their shots actually hitting their targets. This
problem can be compensated somewhat if you use the strongest and most accurate
weapons going into each mission. 



<p class="MsoNormal">Lockdowns squad mechanics are simple and easy to use.
Commanding the team is done by aiming the on-screen reticle at an area,
pressing A, and then choosing an action on the d-pad. If its a complex
maneuver, another set of options opens up, and it too is chosen via the d-pad.
After youve inputted the commands, the team reloads their weapons and
carefully gets in position. They wont execute the command until you press the
black button, which gives you time to enter through another door, or simply get
in position to help clear a room. Unfortunately, at least for fans of the
series, strategy is much less important this time around, so simply walking
into a room and popping the bad guys as fast as you can is sufficient enough to
get you through most of the game. 



<p class="MsoNormal">Of course, a big component of the game is its online aspect,
which like the campaign mode, has also been re-tooled. Up to 16 players can
compete in deathmatch or objective-based games. Co-op play for up to four
people is also present, and can be played via system link as well. To add depth
to the online modes, Ubisoft has introduced Persistent Elite Creation, or PEC.
This system lets you create a character from one of four classes (Commando,
Engineer, Medic, and Spec-Op), and gives you credits based on your in-game
performance. Credits can be used to purchase new weapons, clothing, and even to
repair worn out armor and equipment. Its a little intimidating at first, since
others may already have built up characters, but it provides strong incentive
to put in extra time to get good.<span>  </span>







<p class="MsoNormal">Ubisoft went with a new composer for the games music this
time around, and while its certainly different than past titles, it fits the
game nicely. Most of the time theres no music, but when the action picks up,
so does the music, which helps get your adrenaline pumping. In-game Dolby
Digital sounds great with the echo of weapons firing, grenades exploding, and
people yelling, coming at you from every direction.<br /><span style="font-size: 14pt;"></span><p class="MsoNormal"><span style="font-size: 14pt;"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/></span>

<p class="MsoNormal">Ally intelligence has been improved, but the bad guys were
apparently absent the day extra I.Q. points were handed out. Sure theyll run
from grenades, but they dont appear to fear gunfire, simply standing and
staring at the barrel of your gun for a few seconds before reacting. Youll
very rarely witness complex attack patterns, and most areas have just one or
two soldiers that dont react unless hit with a bullet. Like an old Nintendo 64
game, a guard will simply stare at the wall unflinching while his comrade is
blown away by a machine gun. Sometimes a person in the other room will hear the
gunplay and comment on it but they dont investigate, and sometimes simply walk
away. 



<p class="MsoNormal">Lockdown also fails to use its audio to create tension or
give clues. Remaining silent doesnt do much for you, as guards will rarely
attempt to locate the source of the noise. In addition, the ability to overhear
guards is worthless since they often speak as if they are talking to someone else,
even if theyre alone. If you hear someone asking a question, its reasonable
to expect to find at least two people in the room, not one person standing behind
some shelves, impervious to the world.



<p class="MsoNormal">The addition of the heartbeat sensor is an improvement that
falls flat. By hitting the select button, its possible to see living people
through walls. This takes any element of surprise there may have been out of a
room, since you know how many people are inside as well as their positions.
Since it has batteries that must recharge you cant leave it on all the time, but
they fill back up quickly, and since theres rarely any sense of urgency, you
can simply wait around until its ready to use again. Fortunately, you dont
have to use it if you dont wish. 



<p class="MsoNormal">Lockdowns visuals are disappointing, especially considering
the amazing things that developer, Ubisoft Montreal, is usually able to accomplish
on the Xbox. Progressive Scan is supported, but its really no better than the
interlaced display. The color palette is drab and uninteresting, and building
interiors are taken straight from the book of lame game clichés. Character
animations are also shoddy and unlifelike. Very, and I mean very little of the
game is destructible, which means shooting out lights to take advantage of your
night vision is out of the question, as is shooting away cover to get to a
hiding enemy. Not only does it hamper the gameplay options, but it makes it
hard to suspend disbelief when you toss a grenade into a room and the only long
term damage it does is char the floor a bit. It is pretty cool when your visor
cracks after taking too much gunfire, and because it actually makes it tough to
see, it forces you to really focus on what youre doing, bringing out your best
effort.



<p class="MsoNormal">Its always tough to judge a games online performance from
a technical standpoint because you never really know if problems are on your
end, someone elses, or the result of poor design. I will say that I was not
alone when I repeatedly had problems with lag, which was so bad it often
rendered the game unplayable. Even in cases where it wasnt so severe, it
always seemed to pop-up often enough to cause problems. Finding a game to join
is certainly easier than some other online titles, but its still not as easy
as Halo 2s matchmaking service. Waiting four or five minutes for a good game
is pretty frustrating, especially after seeing how well the process can be
handled. 



<p class="MsoNormal"><span style="font-size: 14pt;"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/></span>

<p class="MsoNormal">If the games minor problems were fixed, this would be a
very good game. As it stands, the horrible enemy A.I., shoddy collision
detection for bullets, and inconsistent online play keep it from being a game
youll want to spend days and weeks with, honing your skills. Its certainly
enjoyable for awhile, but for the third game in the series, its lack of polish
is a tremendous letdown. 

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 7.9&size=20" alt="GAMEPLAY: 7.9" /> <br />
If youre going to spend time with the game online, this is a solid package.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 7.5&size=20" alt="GAMEPLAY: 7.5" /> <br />
Ubisoft Montreal can do better. How does it look worse than the last game?</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 7.5&size=20" alt="SOUND: 7.5" /> <br />
If the soldiers didnt carry on conversations with themselves, this would be higher.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 7.5&size=20" alt="FUN FACTOR: 7.5" /> <br />
If you were turned off by the difficulty of the previous games, this will be fun.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 8.5&size=20" alt="REPLAY VALUE: 8.5" /> <br />
The PEC system and robust system link support give the game strong replay value.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 7.8 &size=23" alt="TOTAL SCORE: 7.8" />

]]></description>
<pubDate>Mon, 12 Sep 2005 10:07:00 -0500</pubDate>
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