![]() The Protean was easily the highlight of the demo, offering a challenging, mechanically complex boss fight. We then had to coordinate, having one squadmate distract while the other two dealt damage from behind. After we cleared two-thirds of his health bar, Evil Sledge mixed things up by raising an impenetrable shield negating all damage from the front. ![]() My best surprise of the demo was the sole boss fight my squad encountered, a zombified version of Sledge in possession of the classic videogame boss "big buy" move set: slow, telegraphed attacks and punishing gap-closers. However, I could see virtuosity with environmental destruction being something that comes with experience, a dividing line between good and great players. Other than one of my squadmates getting creative with the Sledge's titular hammer, blasting through walls to get past bottlenecks and big groups of enemies with a modicum of stress, I didn't notice many opportunities to use Siege's crumbly wall tech to our advantage. Rainbow Six Siege's signature environmental destruction is sort of present in Extraction, but it's not as heavily emphasized here. I like the added consequence to getting downed on a mission, but I could do without the little quick time event you have to go through when you pull one of your guys out of the goop-think the arm-wrestling minigame from the Witcher 2 with a less friendly UI and you're basically there. MIA rescue requires you to pull your operator out of an Archaean cocoon and take them to an extraction point. You'll automatically receive an MIA rescue objective in one of the mission areas the next time you launch an operation in the same city. If an operator is fully downed while on a mission and not placed in an extraction zone, they will have to be "rescued" before being made available to use again. No matter how good one single character is, you won't be able to rely on them for every mission. I also think it helps balance Extraction's large selection of operators and forces you not to play favorites for too long. I was reminded of tactics games like XCOM or Darkest Dungeon where you manage a pool of heroes who face persistent consequences for any threat to their fragile constitutions. Once you've suffered some damage to your main health bar, it won't go away until after the operation is complete.Įven then, your operator will have to take missions off to fully recuperate, with the number of operations increasing based on how much damage they suffered. Health restoring items and abilities only add temporary hit points that slowly tick away over time. You'll want to be precious with your operators as damage is extremely persistent both in and out of missions. My squad took this option when we felt we had taken too much damage or suffered a KO too early into a mission.ĭespite the ongoing health crisis, we will be going through with our return to office plan. In addition to airlocks leading to the next part of the mission, each area has an extraction point where you can place downed squadmates for rescue or even leave the mission early, cutting your losses and forgoing the potential rewards of the rest of the next objective. Typical objectives include eliminating enemies or enemy-spawn points from stealth, hostage rescue, taking down elite enemies, or defending a position for a set amount of time. Missions are separated into three sub-areas with their own objectives punctuated by L4D-style safe rooms called airlocks. ![]() That's not what I expected, but I found this gameplay loop pretty refreshing. Extraction's basic rhythm is like if you stretched Left 4 Dead's witch encounters into a full game-entire arenas of cautious exploration punctuated by explosions of loud violence. That game-over, as well as most of my squad's wipes and near-wipes on later missions, all came from alerting our enemies and initiating pitched combat when we weren't prepared. I was assured by Ubisoft reps that I was quite good at the game and had picked it up fast, but my dying halfway through the tutorial implies otherwise. ![]() ![]() Extraction's operators start each mission with limited health pools, and even the most schlubby, goomba-esque Aracheans hit hard. ![]()
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