Test de Rainbow Six Extraction

In 2018, to accompany its eighth extension, Operation Chimera, Rainbow Six Siege temporarily welcomed the OUTBREAK game mode. It took the agents in the city of Truth or consequences, in New Mexico, to intervene following the transformation of its inhabitants by an infectious agent, the Virus Chimera, arrived at Earth aboard a noted capsule. —IDENTIFIED.

Extraction takes place a few years after these events while the virus resurfaces in different cities in the United States. But in the meantime, an agency has been put in place to study and contain such events: React (Rainbow Exogenous Analysis and Containment Team), including the Six-seat Rainbow agents (the rest are NPCs).

If the first missions are happening through three places of New York, progress allows us to access three additional places in San Francisco, then three in Alaska to finally be able to return to the three places that the players have been able to discover during the Operation Outbreak, Truth Gold Consequences.

I will not hide it: I’m not a JC player. So if I have some Knowledge of Rainbow Six Siege, I have not played (nor at the Outbreak event so). So, I started in extraction for me to find the classic formula of this kind of games (Shooter JCE Coop) and I was quite quickly surprised by the formula that the game is actually proposing. In the lot, good surprises and disturbing surprises. But no surprise definitely bad.


The first meeting with the title gameplay takes place during a tutorial, solo. The game makes us discover recognition with a drone, moving and removal. Throughout the tutorial, the game encourages us to adopt the lowest possible approach: eliminate enemies one by avoiding alarming them.

Sooner or later, one is trying to a more direct method. We quickly see that we are far from a The Division in which the enemies are ball sponges and the players are rather very well. In extraction, basic enemies fall very easily… and players too. It suffices for an enemy who arrives at one side that we did not watch, who attacks us at a distance or that benefits from a moment of weakness (and they are not so rare) to be placed in a precarious situation.

If one is no longer on a JC title and there have been various adjustments compared to Siege and Outbreak, we remain quite close to the title of origin in its mechanics and its survivability.

In terms of actions, one is equipped with a main weapon and a secondary weapon, of two REACT gadgets (a qualified explosive, the other of material) and one can also use the power of the agent. You can also ping a little all we want. And there are different elements of destructible decorations and others that can be barricaded. However, there is less use of verticality than in seats for players (unlike parasites).

Each level is divided into three areas (the areas are not always addressed in the same order), each with a different objective randomly decided to each new incursion. And there are a lot of possible goals. Once the goal is made, it is possible to use a SAS to visit the following area: Each new area offers a better reward, but also a slightly raised challenge. At any time, it is possible to go to the point of extraction of the area and stop the mission, objective reaches or not.

Note that only three players, the first player who activates an extraction point or a SAS has no effect. The second starts a long timer before the action carried out is triggered. And the third tilt the timer to 5 seconds for a quick trigger.

In the different areas (and in the SAS), there are different refueling crates: crates of ammunition (to restore ammunition for both weapons), Cases REACT (to recharge the REACT gadgets), capability crates (for Reload the power of agent when it has a number of finished uses) and care kits (gives bonus life). The Case applies only to the player who recovers it, but the crates of ammunition usually have two charges.

Note that we start with a certain amount of ammunition and explosive gadgets, but that it is not the maximum we can carry. You can start with 300 bullets for a weapon and 3 smoke grenades and go to 600 balls with a munitions box and 6 grenades with a React box.

Killing enemies and succeeding goals saves experience. Experience makes it possible to advance on the one hand an account level (which allows unblocking more gadgets React, more agents, more destinations, more difficulties, more game modes, more cosmetic elements) and on the other hand a level of agent (which makes it possible to unblock more weapons, more cosmetic elements, to enhance power, the stats as well as to unblock a liability).

If we fall in combat, an ally can take up once. The next time, we are automatically covered with a foam that protects us like a cocoon. At that moment, an ally can bring us back to a point of extraction to save us. Otherwise, we are captured by the parasites and this agent is no longer playable until we have returned with another agent in the area where he fell to deliver it (this rescue is then the objective of the zone)

The experience won by a fighting agent is recovered only once the agent saved. However, this one does not benefit from success bonuses.

Once returned to the base (that the mission is successful, whether abandoned in progress, that the agent be extracted in his cocoon or after his release), the basic health of the agent becomes the one he had at the end. For example, if we have not lost any basic point of living, its basic health will remain at 100; If he finished at 63 point of life, his basic health will be 63; If it was extracted in cocoon, its basic health will be 5. With a basic health too weak, the agent will not be playable for the following mission. If his health is high enough, we will have the choice to go on a mission with, but we will start the mission with this amount of health, or we can leave with another agent and let him rest. At the end of a mission, depending on how we performed, the agents stayed at the base will recover more or less health until you come back to the maximum of 100 point of life (all recover as much, but the more we garner of points of experience, the more effective care).


We start the game with 9 agents, and we can unlock 9 more by progressing in the account level.


Each agent has his own identity. It goes through the appearance, but also by available weapons, power and statistics.

At level 1 of the character, we have the choice between a main weapon and a secondary weapon. These weapons can have up to three modifiable elements (viewfinder, barrel and handle) to adapt it to the lens and / or our preferences (all options for each item are available directly, without having to unblock them in advance). Then at levels 3, 6 and 9, one unlocks one to two new weapons (to finish 3 or 4 main weapons and 2 secondary weapons per character). If it does not provide full freedom, we still have the assurance of having at a moment a weapon that we like or who can be more adapted if necessary (the pumps have surprisingly no silent and sometimes the discretion is necessary).

At level 1 of the character, we have a unique power. If you do not unlock new powers to vary its gameplay (you have to change characters for that), are unblocking at levels 2, 7 and 10 of the improvements to enhance power. What is interesting is that all powers are useful, but none is indispensable. That means that even if we can be sad not to temporarily use a character who we like, that does not disable us. And we do not feel obliged to play a character we love less just to have his power in the group.

At level 5, each character gets a passive bonus. The same liability is often shared by several characters, usually with a similar role. The effect is more or less interesting. A character thus gets the possibility once on the ground to get up alone by killing enemies. While another starts simply with more ammunition. The liabilities that seem the most common are those who make more life to an ally than one reports or who make us more life when noted.

Finally, each character has two stats: speed and protection. The first increases the speed of movement and the second reduces the damage received. The characters start with 4 points divided between these two stats and, at levels 4 and 8, increases one of these states of 1 to 3 points each time.

Note that everything is predetermined. Characters are played and advancing, but our only possible decisions are skins to apply them and what weapons and gadgets board for a mission.


If the base of the game is to go to 3 players (one can go less, but this is not recommended and there’s no bot to complete the group), each with a different agent in an area to accomplish the objectives of each of the three areas, the different layers are added to bring a little more depth.

The first layer is done in parallel rather than over it. For each destination, there are a series of side objectives to be achieved (as discreetly kill 3 enemies base, mark an enemy that does not detect us, etc.). These objectives are three sets, and we must complete a set in order to address the following set. Each goal achieved gives access to some lore, but also to experience (the amount increases with each set and each destination) and cosmetic items. It is a fairly effective method to encourage them to return to an area and test different choices of agents and equipment to achieve these goals successfully.

However, these objectives are personal and progression is not shared with other players.

The first overlay is the choice of difficulty: there are 4 levels of difficulty. The first provides a first set of enemies and ensures that there is no modifier. The second recommended for 3 minimum level agents, offers a bit more enemies and 50% have a modifier, against the experience gained is increased by 50%. The third level recommended for at least 6 agents, offers all the enemies (or ten), 75% chance of having a modifier and 75% experience bonus. The last recommended for agents from level 8, offers all enemies, guarantees a modifier, but twice the experience.

Modifiers that can appear in the second level of difficulty, called Mutations parasitic, provide effects increasing the difficulty of the mission for example by making them invisible enemies or strengthening nests armor.

From this second level of difficulty, it is also possible to have an objective asking to enter a special uniqueness to face enemy with the power of an agent copied.

Progressing sufficiently, it also unlocks new game modes.

The first, the assignments, simply to repeat missions with additional rules. Veteran mode, the friendly Fire is added, the HUD is simplified and the remaining bullets in the charger when charging is lost. In fashion back to the wall, we suffer the assaults of enemies still more dangerous and must release the passages used by the reconnaissance drone (which I am not convinced of the utility). In the fashion hit the nest (I do not have the official translation), enemies are grouped in areas of high density barricaded, with many nests intensified activity to be cleaned.

The second, the Maelstrom Protocol offers a challenge evolve over weeks and allows agents, from the selection of the week, to face Pests in 9 successive zones. Each area is more dangerous, with fewer resources and less time to complete. This challenge yields experience, exclusive cosmetic items and also REACT credits, the currency used in the game store (and therefore obtainable for a fee).

The third and last, crisis events, arrives punctually and lasts a few weeks. The first crisis is expected to occur some time after the launch of the game in order to allow time for players to reach a level sufficient to expect the challenge.


Unsurprisingly the part of Ubisoft there is a shop. This is not really present in the game before its launch, so it is not possible to judge its content and the prices (but you can expect to have something similar to what is in other games of the editor). The positives are that the vast majority of cosmetics are obtainable playing, and it will be possible to get paid playing elements rather than necessarily through the portfolios. The negative point is that we can get into a discreet foray amid Pests with a fluorescent orange ally, which does not necessarily help for immersion.

For cons, the deluxe edition of the game (€10 more only) contains various cosmetic items probably exclusive, reduced to the game store and above boosts experience for crisis whose impact will discover when the first crisis point the tip of his nose.

Always unsurprising on the part of Ubisoft, the game has no big defects from a technical point of view. It’s not perfect, we ended up once with a group player who could no longer recharge and shoot with his weapons and another time I did not see the pings of my allies, and they did not see mine. But overall, there are not really worries to report. And the options, especially those of accessibility, are quite comprehensive.

There is still a surprise to report: The Buddy Pass, allowing any owner of the game to play with up to two friends who do not have the game. This pass not being active before the launch of the game, I did not have the opportunity to try it and see any limitations, but, on the principle, the idea is perfect. The game is demanding so play alone or with strangers is not encouraging, power instead bring friends to play is much more attractive. For Ubisoft, this system makes it possible to test the game in the best possible conditions (with friends) to people who do not have the game and could then pass the course and buy the game.

In the same spirit to allow people to play together, it is possible to play in an area accessible to the group leader, but that other players have not yet unlocked.


If I have been able to get an idea about the game, I unfortunately did not have time to progress sufficiently to see the modes of play to unlock and see the importance that recognition and discretion can take when the difficulty Increases enough (but I admit that I have trouble imagining so present on seeing the few images of the Maelstrom protocol that Ubisoft shared).

By placing his gameplay halfway between the JC and JCE, Rainbow Six Extraction offers an atypical, disturbing, but not necessarily unpleasant formula. There are elements that we question the real utility. And there is especially this demanding dimension, punitive, which contributes a lot to the atmosphere while making it possible to make the best use of this imposing panel of playable characters.

Note that if the game does not really leave the mistakes, it does not give the impression either. Finally, apart from times when one loses half of his life because of a poison cloud who had already virilized, but I do not doubt that people will complain and that it will be quickly improved. In the meantime, you have to keep a margin of safety before crossing a space where such a cloud was present.

By cons, Rainbow six extraction becomes de facto a title a little niche that will affect fewer players than if he had frankly kissed the Dimension JCE (time to die, construction of faster characters, etc.). What is a little pity, because the title is clean, well packaged (the amount of cinematic to accompany the story has been a good surprise) and has an honorable rate.

That said, siege had a shy launch before finally succeeding in his place, maybe extraction will succeed a new surprise and will also repeat such an exploit?

Test directed by Parker from PC versions provided by the publisher.

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