Depending on the stage goal of one of the always three-stage missions, you should also adjust the choice of your operator. In keeping with this, it suddenly became essential to use one’s gadgets, from claymore to sticky grenades, cleverly – and above all, at all. After all, you buy a silencer with a not exactly small damage reduction. It also became more important to be quiet and build your loadout accordingly. Suddenly, short detours back to the medpack you just left behind in supposedly safe areas became risky ventures, where it is best to have someone escort you. On “Fierce” there was suddenly more movement on the map, the opponents were suddenly less static and waiting, their types were mixed up better. Until the time had come and we played it the way it was intended. In between there was nothing.Īnd that was anything but satisfying. The suspense curve was mostly flat until then, almost putting us to sleep until we were either suddenly overrun or ended the mission too comfortably. Only when, after two long sessions, we were allowed to tackle the third of four levels of difficulty – “Heavy” – did a game get going that previously had no intermediate tones between idle and escalation. The tactical co-op shooter just didn’t feel “right” on the first two difficulty levels. I’ll admit it didn’t start out well for me and Rainbow Six: Extraction.