The new era of siege was torn between the past and the future.

When I played the dual front mode for the first time, I spent almost three minutes wandering the map for almost three minutes before I was shot by someone who was clearly crouched before I appeared. I felt like I entered the horror game with the military cosplay.

That moment is almost summarized as Rainbow Six Siege X. It still has the bones of the tactics that have defined it in the last decade, the bone of the high steak shooter. But now, it is trying to be mandatory, obligations or overwatch 2 when you are wearing new clothes, speaking new languages, and sometimes for violations and liquidation. It is a game in the middle of the conversion of identity, and depending on how long it has been around the siege, it can be felt like the evolution or betrayal of welcome.

Dual front is a siege to be better or worse

The core of the siege is a dual front and a new 6v6 mode that reimirates the core dynamics of the series. You are attacking and defending at the same time on the mirroring map of Earth. It is divided into the largest map of siege attacks, modern, huge, and the structure of board games. Theoretically, it is a test of multitasking and adjustment. Team trade, push it into the enemy's territory, and collide with the task of the neutral zone. In fact, it is often confused and strange and has been stretched for a long time aimed at stopped by sudden death.

Part of this problem is how map design and gameplay loops cross. The earth is open with a large, open, and laborable appearance, and the mode's Respawn system means that there is almost no clear front line. It is easy to be caught by a person who has been caught for 5 minutes while choking through the empty courtyard.

The tension, which is a slow burn before the rapid death, has always been part of the siege, but here it feels more randomly and feels more disconnected from the careful plan we know and love. Dronning is helpful, and the mode still rewards listening and smart play, but it depends more on chaos than adjustment because everyone can constantly avoid and switch operators.

It's a faster and brilliant siege, but it's not necessarily better.

By credit, the dual front is fast, fluid and sometimes thrilling. Remove the round infrastructure and leave the interval. It will appeal to the new players used for live service shooters, which are permanent death. However, it is difficult to ignore how much the original identity of siege attacks in translation has been lost. Gadgets, such as VALKYRIE's cameras and Echo's drones, feel like a relic of a slow and intentional game. The tactical layer still exists, but sometimes it feels like wearing a chess game in this new context.

It still surrounds its core, but sometimes the core is buried.

If I hear it critical, the siege is not bad. In fact, many things that are added to the core experience are especially impressive if they jump into one of the traditional modes of the game. Lighting inspection gives more familiar maps such as borders and chalets. Neon signs and steel shine a lot to the world. The new first -person shadow adds more strategies to a small but meaningful glimpse and positioning. And the improvement of audio is excellent. It adds a hint of a better reverb, a clear direction and a contextual joke between the operator.

The communication wheel is another noticeable thing. It's not groundbreaking because it's quite clean from APEX LEGENS. But it runs well and finally offers a middle point between microphone communication and foolish ping. It is especially useful while seeing the cam. Now you can release the ping to deliver certain information without giving up the enemy's location.

Exercise has also received some thoughtful upgrades, such as a softer rapper system that can run along with momentum preservation vaults and walls and round edges.

To be honest, these changes don't fundamentally change the feeling of the game, but they are forgiving a bit more and getting closer to their unique shooting game fans.

Nevertheless, for all modernization, some of the biggest swings of the siege x feel as if they belong to other games. For example, re -spraying in a dual front weakens the powerful signature tension at first. You made all the decisions because you could make all the decisions last. Now there is always another opportunity, which makes it feel less meaningful. Add the complexity of attack and defense at the same time and add secondary goals such as hostages in the middle of the game to sometimes swell.

Some siege X is obtained, and still needed

In other words, it is clear that Ubisoft is thinking about longevity. Siege X is not a fall, but a replatforming. This game is now available for free, and on board experience, operator unlocking system and updated UI finally feel more smooth than a date. It is easier to approach and is working modernly. And if it is faster and more actions for new players who want more action gameplay, it's not difficult to know why dual front exists. I hope it will not sacrifice the slow and smart roots of the game.

Missing and personal preferred are all kinds of campaign mode. The siege has spent a 10 -year speech line, cosmetics and seasonal trailers to create a complex and knowledge world, but there was no appropriate single player story. The dual front can bring new things to PVP, but it doesn't scratch it for a deeper and more story -oriented experience. Of course, as a live service game, Siege X is clearly built for long -distance transportation and always has a chance to follow that path.

Battle between old -fashioned siege attacks and a new era shooter

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But now Siege X is a fascinating update between two identities. In 2025, I want to respect the great siege attacks by accepting to keep the snipers relevant. Sometimes the needle is performed brilliantly. In other cases, I hope that the bank is attacking the bank with several friends.

Siege X is a bold and uneven evolution. It is more sophisticated and ambitious, but less concentration, less ground, and sometimes less fun. Whether you like it or hate it depends entirely on what you want in the siege attack for 10 years.


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TONBOW SIX SIEGE X of TOM CLANCY

3.5/5

Released

June 10, 2025

ESRB

Mature 17+ / blood, drug reference, strong language, violence

developer

Roobicoft Montreal

Multiplayer

Online multiplayer, online cooperative

Cross platform play

All platforms

Cross storage

All platforms



Advantages and disadvantages

  • The core siege still provides strategies and tensions.
  • Significant improvement of visuals, sound and overall luster.
  • Wise change in quality of life helps to modernize your experience.
  • Veteran players can escape to faster and more casual dual fronts.
  • The new mode struggles to balance the identity of innovation and siege attacks.

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