Tom Clancy’s Rainbow Six Siege – Operation Para Bellum
Developer: Ubisoft Montreal
Publisher: Ubisoft
Platform: PlayStation 4, Xbox One, Windows (Reviewed)
Release Date: 7 June 2018
Price: Free / $29.99 USD – Available Here
Video Review
Overview
Tom Clancy’s Rainbow Six Siege is into its third year of content. Following the CBRN-themed “Operation Chimera” is “Operation Para Bellum.” The second content drop is all about Italy. The new map Villa is set in the Italian country side and is full of twists and turns. To balance out the two attackers from “Operation Chimera” are two defenders from Italy’s Gruppo Intervento Speciale (GIS), Alibi and Maestro.
Story
While story was never a huge part of Tom Clancy’s Rainbow Six Siege, I have always enjoyed reading the backgrounds Ubisoft Montreal provides each operator. The operator backgrounds have become longer and more fleshed out in the past few releases, and I’m glad Ubisoft is continuing the trend with “Operation Para Bellum.” I am actually starting to see more of Rainbow Six Siege’s backstory finally appearing with this update, with references to political intrigue involving Rainbow in Alibi’s psychological profile.
Alibi and Maestro feel like characters from opposite ends of the spectrum. Alibi is an immigrant from the former Italian colony of Libya and comes from an upper middle-class background. On the other hand, Maestro is the oldest son of a poor, working class family.
Gameplay
Alibi is a lightly armoured defender designed to hide the identity of teammates from outside overwatch and Lion’s ability. Additionally, she comes with three Prismas that creates a clone of Alibi that is designed to draw fire and tracks the location of any enemy that interacts with the Prisma. The clone is dressed up in Alibi’s default skin and holds her Mx4 Storm submachine gun. For context, I played Rainbow Six Siege heavily in the first few weeks after launch. Since then, I have only put in a few hours in the game and am no where near an experienced player anymore. I quickly realized after my first few rounds that Alibi is not a newbie friendly class. To use the Prismas effectively, a good Alibi needs to know player habits and map layouts while having a good dose of creativity. A well placed Prisma provides important information about the opposing team, which goes a long was in a game like Siege.
Maestro is a much slower character armed with a nearly indestructible camera that can trade invulnerability for a small laser to chip away at enemy health. As its only vulnerable to explosives or when the hatch is open for the laser, Maestro’s ability is a bit easier to use to less experienced players like me. The camera is tougher than Valkyrie’s cameras, but the larger size of Maestro’s cameras means they can only be placed on walls and floors. The cameras can see through smoke like the new indestructible cameras and can be an absolute pest when used correctly.
The weapons in “Operation Para Bellum” are a bit of a mixed bag. Alibi and Maestro both have access to the ACS12 automatic shotgun, the Bailiff 410 shotgun revolver, and the Keratos .357 revolver. I found the ACS12 to be great at blowing open holes in walls and that’s about it. The rate of fire and recoil are a bit too high compared to the shotgun’s effective range. Both revolvers work well enough, though I’m secretly sad that one of Beretta’s many semi-automatic pistols did not make it into the update. Alibi’s exclusive weapon is the Mx4 Storm SMG. It’s damage is on the lower end, but it makes up with a fast rate of fire. Maestro’s exclusive weapon is the ALDA 5.56. Like the Storm, it doesn’t do much in damage either. The ALDA 5.56 more than compensates with a high rate of fire and impressive hip fire accuracy. The thing is a beast and I love it.
I find with the growing number of maps in rotation, it is getting harder and harder to spend more time on the newest maps. But finally getting onto Villa is a load of fun. It’s a large map with lots of tightly pack rooms. The resulting twists and turns leads for intense close quarter battles that showcases what Rainbow Six Siege is all about. A few long hallways are scattered in to break up the action, letting designated marksman have some fun, too.
Visuals & Audio
Like many operators in Rainbow Six Siege, Maestro and Alibi’s character design are probably more military fantasy than actual accuracy. It works in Siege’s favour as it makes the game look a lot more interesting. Both are geared in a manner that reflects their armour and speed ratings. The red berets are a nice accentuation to their dark green uniforms, which appears to be pretty close to Italy’s vegetata pattern. The voice acting is solid, though I can’t vouch for the accuracy of the Italian accents.
Overall
“Operation Para Bellum” is a solid addition to Tom Clancy’s Rainbow Six Siege. Maestro is a nice, straight forward defender wielding a beast of a machine gun. I like the creative opportunities Alibi offers and look forward to seeing some ridiculous gameplay footage of more skilled players than me on YouTube. My only real complaint is that the ACS12 shotgun needs to be tweaked as it feels a too difficult to control for its actual damage output.
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With a roster featuring over forty different dinosaurs, many of which have been shown off in movies so far, and a large number of original dinosaurs that have never appeared in films. This of course ranges from the iconic tyrannosaurus and velociraptor as well as triceratops and ceratosaurus. Players will need to construct an expedition base where dig teams will be sent out to various locations across the globe to dig up various fossils and minerals that can all be sold for some quick cash or harvested for dino DNA. It takes about 50% DNA viability to begin incubating any dinosaurs that you have unlocked though the lower the percentage you have not only do you have a chance of failing to incubate the creature, wasting time and a lot of money, but the dinosaurs will also have a shorter lifespan.
Other than gathering enough DNA to incubate dinosaurs and then making sure that they are happy with their enclosures, most of your time in Jurassic World Evolution will be spent balancing your relationship with the three divisions that assist you in running the park. These divisions are Science, Entertainment, and Security with all three of them assigning players random themed mission as you play through the game. The mission are generally themed around the division handing them out, with Entertainment asking for special photos being taken of dinosaurs in their enclosures, Science requesting specific dinosaurs or genome data be acquired, and Security usually testing the limits of the park or, more dangerously, requesting carnivores be brought into the park.
Those who are looking for a game with plenty of park management will find themselves left out in the dark when it comes to Jurassic World Evolution. The only thing that players generally need to worry about is keeping visitors happy by having healthy dinosaurs and the occasional shop where they can buy food and little gifts. There is no way to micromanage the guests that appear in the park nor any reason to be concerned about the cleanliness or entertainment values of the park. In fact, there aren’t even major repercussions to having dinosaurs running rampant through the park other than a small dip in attendance for a short time. In fact, guests seen running from a hungry carnivore will immediately calm down and return to their pattern once the threat is tranquilized.
The only major disasters that can occur tend to be in the form of sabotage from an unhappy division or power outages caused by powerful storms that can tear through some islands. Even then, as mentioned earlier, the worst outcome you can have here is a temporary loss of income and potentially the death of a dino that ended up on the wrong side of a carnivore.
The voice work is interesting to say the least as you can tell that the developers gathered as many voice actors as they could from the original works but you will notice that a few of the bigger names, outside of Jeff Goldblum, are performed by people with similar sounding voices.

As the game even states, players shouldn’t worry too much about how their character looks unless they really find themselves fond of customizing hair styles and coloration options, as you will likely end up dead before you even get past the second dungeon. You see, with the way that Monster Slayers is set up, you will earn various bits of fame with the overarching Guild with this fame being able to unlock powerful boosts to various character classes, companions, and other new abilities that will make your time in the dungeons easier.
Outside of these carried over elements actually progressing a character is very straightforward. Various classes have special abilities and cards that are exclusive to them and while they all play a bit different, progression is still handled the same way. As you travel through a dungeon’s square by square setup, you will gain experience and level up when defeating monsters. Leveling up will reward players with more health and an option to gain a new card for your deck, upgrade a card in your deck, increase your total Action Points or Mana, and more with every five levels adding the ability to pull an extra card to your hand every turn.
Once you actually enter combat the card based combat is simple to learn but can be incredibly tricky depending on the foes you are facing and the cards that your current class has available. Almost every card will require the use of either Action Points or Mana with most classes having the ability to regenerate points per turn or gain mana with the use of cards. It is possible to delete cards from your inventory occasionally as well as level up cards as mentioned earlier and this allows players to create a far more focused deck that is more likely to pull stronger cards than pull a garbage hand. Unfortunately this does mean that there is a lot of trial and error as well as luck when it comes to facing off against enemies in combat.
The game features very little in the form of dialogue other than being able to give your player character a number of different male and female voice options that will play canned phrases while traveling through a dungeon. The one real standout happens to be the voice of the narrator that plays through combat.
