Interviews

Single player coming : E3 interview with Rainbow Six Siege dev

We caught up with Andrew Witts, game developer with Ubisoft Montreal with regards to the surprise announcement of Rainbow Six Siege. If you recall, the Rainbow Six Patriot was a game slated for release which revolved around the morality of decisions – all of that has been scrapped to instead get to the heart of a franchise that is near and dear to us.

Ubisoft Montreal built Siege’s “Realblast” game engine from the ground-up to address their needs to provide destructible environments which behave more as one would expect. The focus is on the barriers between Team Rainbow and the terrorists, and how we interact with it. For me personally, this was by and away the biggest surprise and certainly a title that’s shot up my most-anticipated list.

It should be noted that they’ve focused their E3 presence solely on the multiplayer mode shown (of which I got to play, and we will have a preview available shortly). They wouldn’t comment on modes of yesteryear such as terrorist hunt, though they did assure us that we can expect more news and mode reveals as we get closer to release, and that the single player campaign will be full and compelling.

Frankly, in a game where bullets matter and cover is your best friend, we’re looking forward to Rainbow Six Siege – fingers crossed that they can hit their late 2015  target release date.

Born and raised in Winnipeg, Canada, at a young age I was forced to decide whether the harsh northern winters were going to claim my fingers, or to turn to the safer pursuits of indoor activities. Little did I know that a little game called Ninja Gaiden would bring my digits more pain than frostbite ever could. Starting with Vectrex and C64 games and moving forward through the era of electronic entertainment, I sampled as much as I could in the different platforms, and began my interest in PC gaming from wrestling with DOS memory management.

While console games were a part of my earliest gaming memories and I certainly had played on most platforms including 3D0, all things Nintendo, PS1 and the like, truly the PC was my domain until the Xbox. As an old PC gamer, I ever chased the cutting edge technology. Eye of the beholder with CGA 4 colors was my first step down the the path of blowing thousands of dollars on PC upgrades over two decades. Ultima 7, with the Guardian talking to me through my monitor, still haunts my dreams and keeps me ever hoping for a decent Ultima 8 and 9. From the 3DFX SLI VooDoo2s and Aureal to today's GPU driven DirectX games, the new and shiny pictures seem to keep me going. My PC gaming has slowed down with the market shift though, and although I have choice games that will ever be on PC, I have found myself in console gaming with a bit of portable gaming in my life.

Back around the turn of the millenium (and long before fatherhood), I had fired off an email offering to help Ron with a little-known site called ConsoleGold. Little did I know it would be be a part of my life to this day. While I've seen my fair share of shovelware (thanks Ron!), I manage to try and find the fun in most games. Leaning towards sandbox and action titles, I've grown to love games for their potential to reach art. Console agnostic and excited for the progress of tomorrow, I fancy the latest and greatest, but still enjoy the good old classics ... as long as they've been revamped from their 8bit graphic roots.

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