Essential tips for staying alive in Rainbow Six Extraction

Here are some tips about not dying in Rainbow Six Extraction. We learned these by dying a lot.

It’s here, it’s got aliens in it, and surprisingly it doesn’t play all that much like Siege after all. Ubisoft’s new 3-player PvE shooter Rainbow Six Extraction is a tough game, particularly for the first two hours or so, and at first, the difficulty can seem a bit punitive. There you are, trying to figure out the basics, and you’re losing operators and XP hand over fist while you do it. What fun. 

And actually, it is fun, that heightened risk-reward system, once you get to grips with it. But there’s a lot to learn in those opening hours. A lot of systems to become fluent in, and only a brief VR tutorial that teaches them to you formally.

So here, have some tips. This is what we learned about not dying in Rainbow Six Extraction during the review process. We learned it by dying a lot.

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Rainbow Six Extraction review – a stealthy spin on the co-op PvE shooter

Mixing Rainbow Six Siege’s tactical gunplay with aliens, Ubisoft’s new 3-player PvE shooter goes sci-fi stealth.

It’s two days since the Archaeans made their presence felt in New York City, covering its familiar lines in a tar-like Sprawl and ripping humans up on sight. This being a Rainbow Six game, an elite REACT task force formed and sprang immediately into action, preparing its highly trained operatives for what they could expect in a ‘hot zone’ using bleeding-edge VR simulations that look and feel very much like a tutorial level in a video game. We might not understand these alien jerks yet, a team of serious people in a room full of screens agreed, but we’re not going down without a fight. 

That was two days ago. 48 hours since Doc made his first steps into a hot zone and more or less immediately died of aliens, considered MIA. About 47.5 hours since Lion went in to retrieve him and also went MIA. And a day and a half since three other operators succumbed to the same fate. XP gained: 0. Progress made: nil.

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Being downed in the field in Rainbow Six Extraction matters. This was my least favorite thing about Ubisoft’s tactical 3-player PvE shooter for the first two hours. If your health hits zero and no one has a revive kit, you stay down and REACT’s anti-sprawl foam kicks in, encasing you in yellow goo, any XP earned on that mission trapped within your high tech chrysalis with you. The only way to ever play as that operator again is to return to the mission with someone else, find them and pull them out of a tree before three fleshy flowers drag them back in. Really. Rescue them and you get some of their character XP and overall story-furthering points back. Die trying and you lose that operator too. 

I’ve since retrieved the seven operators I lost in the first two hours, and now I think this system is my favorite thing about the game. It summons not just the high-stakes missions of the series’ earliest games, in which the likes of Ding Chavez and Santiago Arnavisca stayed dead all campaign if they caught a bullet, but Shadow of War’s brilliant nemesis system too. Like Monolith’s game, dying here is the beginning of a very personal story and rescuing that character to watch your milestone level tick up and unlock another mission location is well worth the frustration of being downed in the first place. 

Does it play like Siege, though? More than most games. There’s a lot of time spent operating camera drones, leaning around corners and shooting through walls, so in that sense its lineage is clear. But it feels surprisingly little like a spinoff of Ubisoft’s existing online shooter cash cow and distinct in its execution, even in a crowded co-op shooter space. 

Roguelike elements infuse the stealth-focused missions, which task you with any combination of 13 different mission types, with semi-randomized elements. Those mission types aren’t in and of themselves all that thrilling – kill an elite, blow up some nests, press ‘interact’ on some scanners – and already feel limited in scope. But the way they’re structured, as a three-phase dungeon crawl with considerably more XP for each completed objective, is some smart multiplayer design. 

Example: I’m dropping into Tenderloin, San Francisco. My three objectives are to destroy some aberrant nests, then rescue an operator I carelessly left here last time, then kill an elite. Those objectives are split into three zones, separated by one-way airlocks. All I really care about is rescuing Vigil, so I have to blow up the nests first just to get to phase two and reach the next zone. I go about it clumsily, taking damage from explosive Bloaters and staggering about with 17HP left. But I’ve come this far. No point turning back now.

I reach Vigil, locate the fleshy flowers I need to shoot in order to free him from the alien tree’s grip, shoot the Sprawl away from the floor to keep my movement speed up, and get him onto my shoulders. Sprinting for the extraction zone, I alert two Archaean Spikers, who duly reduce my health to an 8HP sliver by the time I’ve dispatched them and extracted Vigil. I’ve achieved what I came here to do. The extraction zone is right here. It would be absolute madness to move to the final zone and try to kill an elite just for the extra XP. Obviously that’s exactly what I do. 

The gamble inherent to every round is what keeps Extraction compelling, even with a limited variation of mission types and a roster of locations that can just as often feel like interchangeable interior modules as impressively dark exterior scenes. And despite the visual design of the Archaeans lacking something original to discern them from every other shooter you’ve played since Halo, the overarching story is impressively whole cloth in its depiction of alien invasion.

That’s partly down to the sheer amount of time and effort Extraction puts into telling you about it. Not just through introductory cutscenes that establish the time-honored Tom Clancy tone, and where people with tremendous emotional restraint brief each other in bunkers, but out in the world too when you spot scenes that trigger a voice note from your handler back at HQ. You might learn that the water supply was cut off through the whole neighborhood after Archaeans took over a downtown hotel, or that despite the bloodstains of the guests there, no bodies have been found. It’s startling to have an online shooter telling you about its lore mid-round. There’s no room for it in a PvP game as tense as Siege, but here it never feels intrusive. Each time you see that magnifying glass icon that precedes some audio storytelling, the game’s saying ‘Hey – wanna hear a bit more about why you’re doing all this?’ Usually, you do. 

Storytelling isn’t all retrospective, either. As you complete objectives in each mission location, starting with just three maps in New York City, REACT learns more about the Archaeans. The invasion moves to different locations, from San Fran to Alaska and beyond. Shady corporations become involved, inevitably. It seems superfluous – on paper, it is superfluous – but I still found myself enjoying its quasi-Michael Chrichton plotting. To my surprise, I’m quite invested at uncovering the mystery at this point. 

There’s more love and attention evident in Rainbow Six Extraction than anybody might have guessed before its release, then. Lessons from Siege’s half-decade run (and counting) have evidently been internalized and applied. But as for whether Ubisoft’s new game can expect a community as passionate and inventive – and most crucially as dedicated in the long-term – is impossible to say. 

Because in order to do so, Extraction needs more content. And I’m sure more content is what we’ll get – but reviews aren’t written based on assumptions. What we have in lieu of more content right now is higher difficulty levels which dole out ever-larger XP bonuses, incentivizing visits back to familiar territory.  

The most dedicated players will hit milestone level 30 and reach the Maelstrom mode that’s been described by its developers as the endgame content. The levels here aren’t bespoke, but instead challenge you with completing nine objectives in a single run instead of three. That’s plenty hard right now, as is actually leveling your operators to a stage where they can hope to be effective in Maelstrom rounds. But in a month of solid play? Two months? We’ll be parched for more.

What an impressive start this is, though. Who’d have guessed there really is more material to be found in shooting humanoid xenomorphs in the head and destroying their nests? Solid production values were a given from a triple-A developer of this caliber, but its luxurious audio design really adds to the gunplay. The sound of cracking an Archie from the other side of a wooden panel is gratifying on a molecular level, and the subsequent Skinner Box of itemized, color-coded XP bonuses that spills forth feels better than eating your DoorDash in bed. By keeping the difficulty high and the focus squarely on stealth, you’re guided into making use of each operator’s abilities, combining them thoughtfully and talking through objectives before rushing into them. 

Perhaps the biggest barrier to gathering an audience big enough to warrant further content is that opening hour or two of Extraction, where every mistake feels severely punished and the little progress you make can be taken away in one clumsy fight. The VR tutorials might teach you the basic mechanics, but they don’t prepare you for the level of concentration required to actually complete a mission in one piece. 

But if enough players come out the other side of that trial by fire, here’s a game that has interesting directions to evolve in. It’ll be helped along by Ubisoft’s ‘buddy pass’ system, which gives each owner of the game two free passes for their friends who can play free for two weeks as long as the owner creates a match and invites them. Oh, and if you see Vigil out there, stuck in a tree – bring him back for me, would you?

Looking for more like this? Check our list of the best co-op games.

Written by Phil Iwaniuk on behalf of GLHF.

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Death’s Door, WindJammers 2, and more have been leaked for Game Pass

Death’s Door, WindJammers 2, Taiko no Tatsujin, and more have been leaked for Game Pass’ January lineup.

The next wave of games coming to Microsoft’s beloved Game Pass service has been leaked online, and includes titles such as indie darling Death’s Door, cult classic Danganronpa Anniversary Edition, and upcoming FPS Rainbow Six Extraction.

While we already knew some of the games that were due to hit Game Pass later this month, eagle-eyed fans managed to uncover an image on the official Game Pass website that included details of other titles coming to the service (thanks, VGC).

The full list of games coming to Game Pass in the near future, according to the leaked image, reads as follows:

  • Death’s Door.
  • Hitman Trilogy.
  • Taiko no Tatsujin: The DrumMaster.
  • Rainbow Six Siege.
  • Rainbow Six Extraction.
  • WindJammers 2.
  • Pupperazzi.
  • Danganronpa Anniversary Edition.
  • Nobody Saves the World.

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At the time of writing, we only know specific dates for a select few of the titles above. We know that both Rainbow Six Siege and Rainbow Six Extraction will arrive on Jan. 20, which is the release date for the latter – if you want to know more about it, check out our preview. Hitman Trilogy will also hit the service on this day, at which point it will also be launched on all other major platforms. 

Meanwhile, Nobody Saves the World and Danganronpa Anniversary Edition are set to hit Game Pass today, Tuesday, Jan. 18. 

This news comes in the wake of what’s already lining up to be a stacked month for Game Pass, with both Mass Effect: Legendary Edition and Outer Wilds being added to the service in early January.

In related news, Xbox boss Phil Spencer reckons that PlayStation’s rumoured Game Pass competitor “makes sense.” Until that service arrives, however, PlayStation fans will have to make do with the best PS5 games.

Written by Cian Maher on behalf of GLHF,

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Tom Clancy’s Rainbow Six Extraction Preview

A parasitic mix of FPS tactics and roguelike elements.

Half a tick into my first round of Tom Clancy’s Rainbow Six Extraction, a squadmate is in critical condition. They split off from our group early, leading to a swarm of gangly, misshapen humanoid husks. The rest of us have two options: risk everything and go in guns blazing to save our buddy from a grisly fate, or gather up what we can and dip out before anyone else eats dirt.

We choose the latter. 

That’s the tightrope Rainbow Six Extraction trepidatiously walks, one where inches miraculously sprawl into miles due to how thick the air is with tension. This tactical three-player cooperative first-person shooter from Ubisoft Montreal splices Back 4 Blood’s ferocious firefights against swarms of monstrous mutants with the punishing fail states of Hades to curious results. After a six-hour-long hands-on preview event, I came away thinking that there might be something to this parasitic mix.

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Like virtually everyone else, I couldn’t help but raise an eyebrow at Rainbow Six Extraction’s supernatural, sci-fi-lite elements. While Ubisoft has undoubtedly softened the Tom Clancy brand’s image as a true-to-life military simulator over the years, few would guess it would veer into straight-up infected boogeymen territory. Marc-André Clermont, level design director on Rainbow Six Extraction, tells me the team didn’t simply didn’t care to limit their imagination for realism’s sake. 

“When it comes to this new threat that is the parasite, we wanted to unburden ourselves from certain realistic elements typically found under the Tom Clancy umbrella,” Clermont explains. “It remains true to the tactical experience of [Rainbow Six Siege] and the strategy that operator characters bring, but the parasite let our team come up with new and interesting experiences for players.”

I’ve never given Rainbow Six Siege anything more than passing admiration for its calculated, vertical shootouts, so I can’t speak on whether or not Rainbow Six Extraction is up to its forbearer’s tactful standards. It’s by no means a shooting gallery, though, especially on more challenging difficulties. Enemies skulk about hallways, eager to sink their teeth into the jugular of anyone that carelessly walks around without employing a bit of stealth. Left 4 Dead this is not, and the serpentine nature of levels means you’ll have to peek around corners in a crouched position to gain any ground. 

“We took some inspiration from some excellent games in the genre for sure, but we wanted to create this PvE tactical experience that was true to Rainbow Six,” Clermont says. “So everything is a little bit more tight-knit compared to some other titles. It means small, close-quarters encounters where your gun might not be the best answer.”

There’s an aroma of the unknown that permeates every match of Rainbow Six Extraction. While missions open with brief explainers outlining what an objective may entail, be it retrieving specimens, destroying tumor-like hive clusters, or simply capping every infected in the head — it’s not enough for you to be overly prepared. There’s a randomized element to each excursion that spices things up.

“At the very beginning when we were creating levels, there was a clear linear path, but before long, it was obvious that sort of mission structure was not true to how an extraction should play,” Clermont explains. “We wanted players to go about things differently each time, which meant we added procedural generation when it comes to level intrusion, objectives, and the types of enemies you’re going to face.”

As I combed through one industrial office building after the other in search of tissue samples or infected in dire need of some lead aspirin, a peculiar roguelike rhythm began to reveal itself to me. Before every mission, you must choose an operator, each of which has its own unique set of abilities along with a soft tank/healer/DPS role. My go-to operator was Hibana, an assassin who’s particularly well-suited for taking out foes with thick hides thanks to her remote explosives. Tweaking a character’s toolkit is possible before a mission, but with that freedom comes consequences: should your operator go down and no teammates pick you up, that character will be unavailable until someone rescues them in another mission.

“Roguelikes were definitely a strong inspiration for us during development,” Clermont states. “We thought there wouldn’t be any need for tactics if there without any risk or tension. The concept of characters going missing in action or losing your operator, putting everything on the line, was there from the very beginning. We’re not saying it’s a full-on roguelike compared to other titles, but similar to that genre, every time you put everything on the line. It creates interesting moments between teammates where everyone goes, ‘do we go a few more rooms, or stop here?’ This ties into Rainbow Six Extraction’s name; it all comes together for a risk vs. reward concept.”

When an extraction point is often all the way back at a mission’s spawn point, turning tail often left me feeling overcome with doubt. Sure, escaping yields some extra experience points to beef up your operator’s stats, but it’s hard not to believe that had my teammates and I pushed a bit farther, we could’ve reaped much better rewards. Thinking back on when the game’s original title of Rainbow Six Quarantine, the folks over at Ubisoft Montreal couldn’t have come up with a better new title, even if the circumstances behind the name change weren’t the most gracious.

“The name Rainbow Six Quarantine came before the pandemic happened,” Clermont states. “So we wanted to change it due to that reason. However, the core game loop, the ‘extraction’ pillar, and all the elements surrounding it embody the game much more. ‘Rainbow Six Extraction’ is a better name in every sense.”

My only big gripe with this concept is Ubisoft Montreal isn’t taking it far enough because if all of your operators go missing in action, they are miraculously playable again. Sure, it would be problematic if you couldn’t play anymore because every operator is six feet under, but some of the tension somewhat disappears when the magic holding Rainbow Six Extraction together is revealed as little more than a cheap parlor trick. 

There’s been a distinct lack of excitement for Rainbow Six Extraction, and it’s not hard to see why. On the surface, it’s just a strange co-op shooter that happens to use the Tom Clancy license. Yet its risky, dip-or-die ebb and flow could lead to something well worth clocking loads of hours in with friends if it can keep the formula interesting as time goes on. We’ll find out when Rainbow Six Extraction releases on Jan. 20 for PS4, PS5, Xbox One, Xbox Series X|S, Xbox Game Pass, and PC.

Written by Kyle Campbell on behalf of GLHF.

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Rainbow Six Extraction will launch on Xbox Game Pass

Free for subscribers.

Xbox Game Pass keeps on winning, and that trend isn’t slowing down in 2022 at all as Ubisoft is putting its first big release of the year on Microsoft’s service.

Rainbow Six Extraction  will come to Xbox Game Pass on Jan. 20, which is also the game’s global launch day! Those day-one launches on the service are getting more and more common.

Ubisoft’s  new co-op first-person shooter has yet to garner much hype, probably because alien parasites are such an odd fit for the Tom Clancy brand. Ubisoft even  heavily-reduced Rainbow Six Extraction’s  price and added a buddy pass to help coax people into giving it a try. Well, now that it’ll be on  Xbox Game Pass, more folks are bound to give it a go.

Finding a solid co-op game  these days is more challenging than it should be, so maybe Rainbow Six Extraction  stands a chance of being a success after all. Given the immense popularity of Rainbow Six Siege, there’s bound to be some crossover between the two audiences, especially with Rainbow Six Extraction  providing some free cosmetic goodies for Siege devotees.

Rainbow Six Extraction  will launch on PS4, PS5, Xbox One, Xbox Series X|S, and PC on Jan. 20.

Written by Kyle Campbell on behalf of GLHF.

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Ubisoft lowers the price of ‘Rainbow Six Extraction’ before release

Tom Clancy’s Price Cut, more like!

Rainbow Six Extraction  just got a significant discount, well before its release on Jan. 20, 2022.

Originally a full-price release at $60 USD, Rainbow Six Extraction  is now only $40 USD. Ubisoft made the price-cut announcement on Thursday out of nowhere. Anyone that picks Rainbow Six Extraction  up will also get two “buddy passes,” which grant a free 14 day trial to anyone that redeems a pass. An excellent way to rope-in friends that might not be interested in picking up the game until they try it, for sure.

If you happened to pre-order Rainbow Six Extraction  before the price cut, Ubisoft is refunding the $20 difference. So this is a win for everyone! 

Ubisoft hasn’t given a reason for the discount at all. No reason to fret about it, though — it might just be due to the staggering amount of massive releases coming out in early 2022. For example, Elden Ring  and Horizon Forbidden West   are releasing only a week apart from each other. Which is bad news for anyone keen on using sick days for, you know, actually being sick!

It’ll be interesting to see if Rainbow Six Siege  fans latch onto Extraction  at all. Unlike SiegeExtraction  is more of a PvE co-op affair  similar to Back 4 Blood

Written by Kyle Campbell on behalf of GLHF.

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