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 :: Tom Clancy's Raven Shield - Multiplayer Demo
Product: Tom Clancy's Raven Shield MP Demo
Manufacturer: Ubi Soft
Website: http://www.raven-shield.com/
Price (MSRP): n/a
Release Date: 14 Novemeber, 2002

Review by: GB Crush
Date: 22 November, 2002

A welcome taste of the third, highly anticipated Rainbow 6 sequel, fans finally have a chance to have some fun with what they've seen in tradeshow videos. Still, as a demo so far from the final product, it's riddled with bugs and other issues that might prove frustrating. For now, it rates...

Graphics: 
(4.5 out of 5)
Sound: 
(3 out of 5)
Gameplay: 
(3.5 out of 5)
Overall: 
(3.5 out of 5)
(Overall score is not an average of above scores)  

Have any comments/questions? Discuss this review!


Raven Shield Demo Impressions:
After a good week of staying into the wee hours of the morning playing the Raven Shield Demo, I figured it was time someone wrote a review. Let me start by saying for three days in a row I did not quit playing before 3 a.m.--it was that much fun. This is something too keep in mind as I have a lot to say that is negative, and what this game really needs is a chance.

Gameplay:
Firing up the demo, two things will come to your attention immediately: the game looks prettier and plays stickier. Character movement plays out like a cross between Rogue Spear and Ghost Recon, but doesn't manage to capture the best of either style. It takes too dog-assed long to move in and out of prone positions and the run/walk speed balance is even worse. The reticule is too huge on a run, forcing players to engage everything from a walk if they want to keep on the move, but the walk is so slow that everyone runs from place to place. It leaves the impressions that the game was designed around making everyone run from place to place and then stopping dead in their tracks to shoot-gone are the days of going dynamic, overcoming an enemy through surprise, speed and ferocity. It seems as though Ubi has gone overboard on the anti-run-and-gun policy and turned a thinking man's shooter into a stealth-and-wait shooter.

Perhaps most frustrating though, is the poor interface with the environment. Ladders are already notoriously impossible to use, forcing players to not look directly at and not look away from ladders in order to grab hold-and once on, they're almost as impossible to let go of. Likewise, doors cannot be opened until the player is so close he is blocking the door's swing path. On particularly laggy servers, bugs cause players to be unable to reload, switch items, or shoot, and sometimes they lose their weapons completely. Shoulders catch on corners or other models causing players stop vulnerably dead in their tracks, and there's no reliable indication that one is getting shot. Your own grunts of pain are no louder than those on the radio from distant teammates; there are no flashes of red, and no ret-knock. How did Ubi decide that firing bullets would knock you back, but getting hit by a dozen bullets does nothing to move you?

This lack of polish is a real shame because in other areas it appears Ubi did put a lot of thought into environmental interaction. Sliding down ladders is incredibly cool, and very useful for long drops. Your body even does a little shake from side to side as you climb back up. Incremental motion when opening doors and windows also shows lots of thought, even if the implementation is still rough, and fluid body movement, while not as useful for peeking around corners, is really cool for peeking up over half-walls. The good, unfortunately, is not enough to outweigh the bad, and gameplay can be incredibly frustrating for players hoping to jump right into it. Still, the blessing is that a little tweaking should fix most of these issues and there are still months before final release.

Still, it's looking good



 
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