Tom Clancy's Rainbow Six - Computer and Video Games

Computer and Video Games

Tom Clancy's Rainbow Six/Tom Clancy's Rainbow 6
Genres Tactical shooter
Developers Ubisoft Montreal
Ubisoft Red Storm
Publishers Ubisoft
First release Rainbow Six
May 15, 1998
Latest release Tom Clancy's Rainbow Six: Shadow Vanguard
March 17, 2011
Official website Official Website

The first game was developed by Red Storm Entertainment, while the novel was being written. The game later spawned a number of sequels and expansion packs. Red Storm was later acquired by Ubisoft, who currently develops and publishes the games. Mobile phone versions of the game are developed and published by Gameloft.

Rainbow Six and its sequels defined the tactical shooter genre, forcing players to focus more time and effort on stealth, teamwork, and tactics rather than on sheer firepower. With some of the more recent releases; however, the game has taken on more of a "mainstream" first-person shooter approach in an attempt to appeal to a wider audience by moving away from the tactical planning aspect that made the game popular in the first place. This is due to several factors, the most prominent being the buy out of Clancy-owned Red Storm Entertainment by Ubisoft Entertainment.

The latest game has changed the series title to Rainbow 6.

Read more about this topic:  Tom Clancy's Rainbow Six

Famous quotes containing the words video games, computer and, computer, video and/or games:

    It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . today’s children have substituted television viewing and, most recently, video games.
    Marie Winn (20th century)

    What, then, is the basic difference between today’s computer and an intelligent being? It is that the computer can be made to see but not to perceive. What matters here is not that the computer is without consciousness but that thus far it is incapable of the spontaneous grasp of pattern—a capacity essential to perception and intelligence.
    Rudolf Arnheim (b. 1904)

    The analogy between the mind and a computer fails for many reasons. The brain is constructed by principles that assure diversity and degeneracy. Unlike a computer, it has no replicative memory. It is historical and value driven. It forms categories by internal criteria and by constraints acting at many scales, not by means of a syntactically constructed program. The world with which the brain interacts is not unequivocally made up of classical categories.
    Gerald M. Edelman (b. 1928)

    It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . today’s children have substituted television viewing and, most recently, video games.
    Marie Winn (20th century)

    Whatever games are played with us, we must play no games with ourselves, but deal in our privacy with the last honesty and truth.
    Ralph Waldo Emerson (1803–1882)