UPDATE 10:30 AM PT: It has been clarified to us that PvP is actually available at the start of the game, it’s only the casual PvP, however. At level 25, ranked PvP becomes unlocked. While we are still testing out the progression to see how long it takes to get to level 25, the casual mode of PvP seems to be, as the name would imply, more casual. Casual matches feature reload, grenade, scoring, and threat indicators not present in ranked matches, as well as a teammate outline and kill confirmation markers. Casual matches also do not feature voting on spawn/objective locations.
Original article: Ten days ago, I was invited to Ubisoft’s San Francisco office as EGM’s representative for a Tom Clancy’s Rainbow Six Siege review event. I accepted, hoping to get an opportunity to try the game’s various online modes before it comes out on December 1st. Although I did put an exhaustive amount of time into the game on that day—over eight hours straight of continuous play—I came away from the event uncertain I’d be able to properly review Siege for several reasons. Therefore, I decided to hold back EGM’s official review of the game, even though the embargo on reviews is now up.
First of all, multiplayer was experienced under LAN conditions. Consequently, I couldn’t test server stability or matchmaking—even within our small sample size—leaving me unable to experience the game fully online until the servers officially go live later today.
The other major reason is something we found out later on during the event: multiplayer doesn’t unlock until players reach level 20. For the benefit of the event, Ubisoft set every player to start off at level 50; while this allowed us to play and test every Operator, it provided an unclear picture of player progression. Simply put, we were unable to see how long players must potentially grind in Siege’s single-player Situations mode before getting to the heart of the game, and this could drastically affect my opinion on what is meant to be a multiplayer-focused game.
There’s also the matter of the game’s microtransactions. Instituting such a high barrier of entry could influence someone’s desire to purchase the XP boosts that the game offers. Typically, this would be a non-factor since it’d be up to the individual player whether they wanted to grind or not. However, with the bulk of the game being locked away behind this grind, this microtransaction system might come across less as optional, especially for those who have waited so long for a new Rainbow Six game.
For these reasons, EGM will hold back on its review of Tom Clancy’s Rainbow Six Siege for the moment. We look forward to providing a full analysis of the game sometime later this week.