Rainbow Six Siege Year 7, Season 2: Vector Glare has plenty to rave about for existing fans, but I think it will be even more exciting for players who haven’t played Siege in a while or haven’t tried the game at all. Right now is also an ideal time to get back into the game – Siege’s Year 7 is a definitive story shift for the tactical multiplayer shooter, intriguingly refocused on the fact that the operators are meant to be specialized soldiers, not professional athletes.
Y7S2 finally adds the firing range fans have been asking for, giving players the opportunity to test how different attachments affect the recoil, precision, and sound of each weapon. You can even switch between a traditional target that follows a firearm’s bullet pattern and a manikin that tests a weapon’s effectiveness when it tries to hit specific points on an enemy operator’s body.
For someone like me – a Siege player who is sometimes months between sessions and struggles to keep up with every single game change – the firing range is a boon. Siege now rocks over 100 different firearms, so keeping track of how one compares to all the others can get tricky. The shooting range is also just a great way to get a few practice shots before a match to make sure my skills are still sharp.
“It’s also a way for us to showcase content that’s already in the game [for existing players]”Sege game designer Mathieu Lacombe told me. “We have so many weapons. How do you distinguish them from each other? The firing range is a great way to do that because sometimes you play one round, and then you play another round and you think, ‘Oh yeah, the recoil from this one, I feel it, but I don’t think about it.’ However, comparing them in the same 30 seconds will give you a better understanding. Like, ‘Oh yes. This one kicks a lot. Not this one.'”
The new season also further divides the Operator roster into individual squads. This new feature primarily reflects Siege’s renewed focus on storytelling, demonstrating the alliances that form between the operators, and informing new or expired players why not every playable character gets along.
“For us, this is a way to give our old cast of characters more of a chance to come back in meaningful ways,” Siege creative director Alexander Karpazis told me. “We have over 60 characters in the game. And so it’s very hard to tell stories with just a randomly floating 60 characters. So splitting them up into squads where they’re just like the houses in Harry Potter, you get a sense of who they are right away.”
There are only two squads to start: Nighthaven and Wolfguard. Nighthaven is led by Kali and features operators belonging to her private military company or using exceptionally sophisticated high-tech gadgets. Wolfguard, meanwhile, is led by Doc and features operators with backgrounds in search and rescue or medicine, or have gadgets for healing or aiding fellow operators.
“We plan to release and announce more squadrons throughout the year,” Karpazis said. “This just gives us a little bit of a narrative vehicle to tell a story that has a little bit of meaning from every character in our game who can make a little use of that.”
The new squads also have a gameplay branch. †[The squads] are mostly for the story, but we did make sure that when we made the squads, they had viable teams in them for you to pick from,” Lacombe said. we suggest, they should be logical. If I want to play with four buddies and we play a squad, we can choose all operators from the same squad and our team would be viable.”
I think this one big system. At least on paper – the real test of whether these squads actually provide a way to build balanced teams will be when Y7S2 launches and players can test it. But if we take a quick look at the rosters for Nighthaven and Wolfguard, they seem to be good blueprints for the basics of an ideal squad.
The new operator of Y7S2, Sens, is a member of one of these squads, so newbies will immediately know which operators are a good choice to combine with the new face. Siege’s first non-binary playable character, Sens joins Wolfguard at the start of the season as an attacker and uses their incredibly sedating gadget to block enemy lines of sight or distract a team, making them great at rescuing downed allies and provide assistance to squadmates who are trapped, or ambush a deep-seated squad.
Sens’s gadget is a delightful ball of high-tech wizardry that they can roll across the floor to create a wall of (incredible disruptive) brilliant bluish-green light. And since it can bounce off surfaces, a skilled pool player (or just someone half decent at geometry) can block multiple sightlines across an entire room with one carefully placed roll. It’s worth noting that this cover is purely sensory – players (including Sens and their allies) can’t see through it, but anyone can shoot through it or walk through it, no problem. The only exceptions to this rule are Glaz and Warden, who can both see through the wall with their respective gadgets.
†[Sens] is certainly not a counterpoint to a specific playstyle, but can help enable something we’ve seen in the past that’s really strategic for your line of sight,” Karpazis said. “Whether you put down a cigarette or something and you’d have a Glaz on your team, and Glaz could work with that, while the team around you would perform on a different front. That’s extinguished and Sens is breathing a little more fresh air into that kind of strategy where now you can definitely take a Glaz with you, run into a field with Sens and then do some interesting plays around that. And it also gives more value to defenders like Warden, where he can really see through Sens’s temper. And so it’s not so much of a niche choice now. He has a little more purpose in a lineup.”
I enjoyed the short time that I got to play as Sens. Like Azami, the operator of Y7S1, Sens can transform the battlefield in interesting ways, disrupting even the most carefully crafted plans by creating a wall anywhere. Most Operators’ gadgets are placed or fired and that’s it – you walk away from them and they do their thing, or it’s a one time use. But Azami and Sens are using gadgets with an impact that lasts both instantaneously and for a few seconds so they can be felt by multiple members of both teams – both operators have introduced the consideration that any line of sight you’ve been relying on for years can now be felt at any time. suddenly be taken away from you. That can destroy any strategy.
The addition of Sens, like Azami, should help shake up strategies long established in Siege, and promote more opportunities where the winning team is made up of those who can think better and adapt to a changing situation, not to whichever side. has more experienced players. This isn’t to say that I think the Year 6 Operators are bad, but when it comes to Siege, the Year 7 Operators (so far) are the type I’d like to see more of.
“I think Year 7 will have some creative gadgets that will allow players to express themselves a lot more,” Lacombe teased.
Overall, there’s plenty to look forward to in regards to Siege Y7S2. And while longtime Siege players will probably enjoy the new firing range and Sens, I think these additions make an even more ideal draw for new and expired players. Year 7 is quickly going to be a great year for Siege, with a strong looking season 2 following a great season 1. Still no sign of those in-game quips I’d like to hear, but there’s plenty else to keep people busy in the meantime.
Rainbow Six Siege Year 7 Season 2 launches in June.
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