
[We've been getting a ton of great entries for the Monthly Musing so far -- enough that I can promote a blog every single day this week! Today's blog is brought to you by Stevil, who discusses the decline and evolution of the difficult and unforgiving tactical shooter genre. There is also a jazzy chart. If you haven't written a blog on the topic yet, I still need promotions for the rest of the month! Go ahead and post something, and you might end up seeing your work on the front page. - JRo]
If you’ve ever played the original Rainbow Six trilogy, then you’ll be acquainted with the Groundhog Day feeling that accompanies their missions.
A textbook hostage situation can become undeserved nightmare if you’ve badly timed an order or failed to recon a specific area, and so, after much resignation, you’ll begin Rescue Attempt #57 (and counting). Finally, with all mistakes rectified, you slice through the opposition like a ghost and it feels glorious.
Despite their frustrations, real time tactical shooters are sorely missing in today’s generation of videogames. The thinking man’s FPS has made way for accessible cinematic spectacles and while it’s justifiable, it does evidently point out how developers have always been reluctant to create them. The likes of Rainbow Six and SWAT have either mutated into action hybrids or completely slid off the map respectively.
With an increasing emphasis on better storytelling, what place does a tactical simulation have in these imaginative worlds?
The original Rainbow Six trilogy had plots, but political intrigue was paraded in the background. Your role was merely to guide specialists through tense last-resort situations. These were videogames primarily about tactics; level designs that focused heavily on stealth kills, timing, and team co-ordination. Much of the intensity comes from advantageous breaching and clearing, with fire-fights barely lasting a second.
The replay value, however, wasn’t created from success. It was based around failure and refinement, requiring you to tweak the planning stage repetitively until perfection. Even on the ground, you were continually improvising when you spotted unknown variables. With such a focus on hardcore strategy, it’s no wonder the original Rainbow Six would eventually become an acquired taste, especially when you move away from real world terrorism into something more fantastical and post-9/11, as with R6: Vegas.
So, how do you make something heavily focus on intimate combat and somehow entertain with narrative gratification simultaneously?
Nobody wants to repeat a lengthy set-piece because of failure, yet the same people don’t want to see a franchise lose its core identity to checkpoints and regenerative health. Unfortunately, you can’t have one without sacrificing another, and this theory can be put on a sliding scale with three major points:
Very few titles have that balance of narrative and tactics. When they do, it’s boiled down to a self-contained situation. A perfect example would be SWAT 4; probably the last real time tactical shooter of its kind and one that stands out from the crowd by telling stories through its presentation.
Two missions come to mind that assimilate the two factors smoothly - one is the infamous Fairfax Residence, and the other is a cult squatting in a derelict apartment. SWAT 4 streamlines the pre-stage planning and lets you command on the fly. By doing so, you’re already being thrust into the unknown. Now, add to that a scenario that gets increasingly horrific as you progress, with comrades becoming equally unnerved, and it’s a great recipe for cautionary atmospherics.
SWAT 4 is far from perfect, and the flaws lie within its realism. The team can only three hits before becoming incapacitated, and that’s fine for a one-off situation, but how do you make that work over a whole campaign, one where the characters need to stay alive for the sake of the narrative?
One prominent solution is to ditch the realism and turn NPCs into near-invincible bullet sponges. At a cost, tactics are streamlined to the point where you play a backseat driver, e.g. Kane & Lynch: Dead Men. WWII shooter Brothers in Arms is a similar streamlined franchise that tries to make you care about your fellow men, but what’s the point if they’ll always die in scripted scenes?
That’s obviously no good and it’s not going to appease anyone if you put them in a military simulation where nobody can actually die, e.g. Call of Duty. There’s a lack of risk/reward strategy involved and accompanying immersion breaking to boot.
So we turn to online co-op for our immersive risks. Videogames like Operation Flashpoint and Left 4 Dead offer some semblances of tactics in their plotted scenarios, but the communication comes from real people. The stories are there in-progress, but ultimately, the situations are slight in comparison to single player experiences such as Rainbow Six: Vegas to prevent endless déjà-vu with skill fluctuating comrades.
As we careen forwards into cinematic emulation, narrative and tactics are tectonic. You can be entertained as an actor ‘playing soldiers’ in Call of Duty or you endure frustration and reward as a simulated soldier in Rainbow Six. Either way, you can’t truly complain about a videogame being too hardcore or equally shallow in its approach because the middle ground is achieved with sliding scale sacrifices.

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Teenage mrandydixon would literally spend tens of hours on every level, mapping out his squads' paths pre-mission in an attempt to keep Ding and his boys alive.
This blog brought back some great memories. Thanks, Stevil!
I never played the game.
I played Counter Strike a bit but that was unfortunate.
Heard it was fun though. Just never could do the military shooter thing.
Operation Flashpoint 2 showed that there's no huge market per se for this kind of genre, while it still "thrives" with ARMA II on the PC. Vegas was streamlined and given a unique urban setting to be more accessible and fair play, it worked.
@Dixon: Dude, nobody can kill Ding Chavez anyway. He's a goddamn killing machine if you let the AI control him! As soon as I see someone's status turn orange, I just quit. I feel like I've failed them as a professional. I don't leave anybody behind. I'm currently replaying the lot (including expansions) and man, some of those missions are absolutely brutal; especially the Eagle Watch and Rogue Spear ones.
@Orange: The book is dreadful. Actually, every book I've ever read by Tom Clancy has been dreadful. Clear & Present Danger was an awesome movie though. "You're going to jail, pal!"
@Occams: Yeah, Counterstrike...eeeeh. I'm not a fan of it at all. Fundamentally, it's just a one-life deathmatch game anyway. There's tactics in the caution, but far too many exploit the maps.
I love the intro to the original Rainbow Six. It's all deadly serious, then this woman mentions a new international counter-terrorist untit...cue dramatic music..."Their name is...*music swells*...Rainbow" Then the music ramps up to deafening levels and you wonder why that was the best name they could come up with.
Also, I have vivid memories of playing that Rainbow Six demo on my old ass computer. These Pakistanis? terrorists defended that stupid museum like there was no tomorrow. Tango down! T-T-T-T-T-Tango down!!!!
P.S. I do get a great kick out of hanging upside down with a desert eagle and blasting terrorists through a window.
@Kraid: Yeah, that's when SWAT 4 starts to get brutal and the team AI starts to flake. The expansion is ridiculously tough too because it's set in open spaces and you can't rely on your tools. SWAT 3 is the better (easier) game, but there's not much in the way of theatrics.
"Moving in. Stack up. Alpha Go...AAAAAAARGH!" is the phrase I heart a lot on Rainbow Six. That museum mission on Rogue Spear is ridiculous. You can only use silenced weapons, but they're nerfed and those terrorists have superhuman reflexes!
@Kaggen: I think the guy was playing it on Expert, hence why there's more than two arrests being made and people can take so many hits. Basically, the higher the difficulty, then the higher chance someone won't co-operate with your demands. The killer's mum won't comply sometimes (it's all randomised), so you have to pepper spray her. But this guy shot her with a non-lethal shotgun. Same effect, just a little more extreme, quicker and well, it's pretty funny when you do it.
@jc83: Yeah, I got nothing against R6:Vegas despite the title. I'm kind of glad they added moves like the upside down shooting (it's badass), but it's so far removed from the original premise, you can see why there's that divide. Hell, if there was co-op only Rainbow/SWAT game I'd buy the shit out of it.
There's no way Rainbow Six could have stayed the way it did anyway. Ubisoft wouldn't have made the money like they did with it. I'm cool with change, but I just like the control and command ideas of tactical shooters and that's slipping away from us because of stuff like the later day Call of Duty.
the only thing i can compare the difficulty to is trying to do a perfect mission on hitman 1&2
but i loved the hell out of vegas 1&2. and want a new RB6 sooooo bad. i want something mor elike a city swat team. doing all kinds of missions. not just one big one against a terrorist. i want crack heads hole dup in some house with a hostage. i want malls taken over by crazy teenagers. i want a bomb squad mission where you need to save a school. shit like that.
However, I really enjoy the team dynamics of games like L4D and TF2. I like scrambling to create a strategy on the fly with a group of friends or random strangers, whether to deal with a wave of zombies or to counter out the latest machinations of the opposing team. Of course there are generally accepted "best" tactics, but its interesting to see how other apply them (stick to them like they were holy orders, or instantly abandoned after the first tank). I even kinda like it when you have to adjust those plans and compensate because one member of the team just doesn't get it insists on doing something crazy!
I never actually played any of the Rainbow Six games, but I do remember the original Ghost Recon game which I owned during the brief period I owned an Xbox. There's something I really love about that type of game. It's like, an RTS, but you also get to be there on the front lines as well.
I love how the spirit continues to live on through ARMA(which I only played the demo, but would buy when I get a better PC) and even something like Mass Effect(to a much lesser extent). Hopefully there could be some kind of resurgence in the future.
But, oh, do I miss them...
For example, it might not be a first person shooter, but I remember the first two games of the X-COM series incredibly fondly. It had a very detailed system which monitored the skills of all your squad. Sure, it wasn't real time, but it was really important to gain advantage of positions, scouting, working in teams and really knowing what each guy was good at.
As for striking a good balance in that area, there are a few games that have managed to successfully do so... such as the first (and as far as I'm concerned, the ONLY) game in the Republic Commando series. Sure, your guys couldn't really die... but having them incapacitated made certain situations a living hell.
All in all, I really wish very deep, tactical experiences would come out more often... be it flight simulators, mech combat games, shooters, strategy games and such.
I have to say, Army of TWO 40th day has a great partner AI who generally does exactly what you want it to do. It's somewhere between an action shooter and a tactical shooter, with both big firefights and stealth and hostage rescue parts.
Also, does anybody here miss delta force?
I'm glad Arma got a mention- while it definitely isn't Rainbow Six (and it's not trying to be), it definitely scratched a "hardcore shooter" itch for me that recent games haven't.
If you have the opportunity, I encourage anyone to get through the steep learning curve so you can enjoy the total fucking awesomeness that is ArmA II. The community mod support is kind of amazing as well.
Congrats on the front page though!
;)
Also, from the video you embedded, SWAT 4 doesn't look anything like what I understand of (aggressive) hostage negotiations, which require speed above all. They took forever to clear that tiny house! And they left the guy they cuffed with a gun about a foot away! This is not like reality at all.
Too many to answer, but I've noticed that the general consensus lies with wanting competent AI. It must be such an immense task to program teammates to react almost as well as human player, that I can see why developers much prefer the "near-invicible AI teammate who has to be revived" idea. Obviously, this will always work better in long plot-driven campaign, but it would nice to see a character get replaced at certain points they die (much like the Suda 51 horror Michigan).
Also, I completely forgot to mention Space Hulk: Vengeance of the Blood Angels which was a strange and almost forgotten hybrid of RTS and real time FPS. A very unique game to say the least.
Anyway, thanks all for coming up with some great thoughts and memories.
@Byronic: Why aren't you this nice to me on the forums, huh? Ha! ;)
@Mana: You should know I only talk in fancy words by now. You know, just to discombobulate you.