
Tom Clancy’s Rainbow Six Extraction Demo
Siege's gunfeel transplanted into a slow-burn PvE co-op wrapper - works best with two friends who actually communicate, falls apart everywhere else.
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About Tom Clancy’s Rainbow Six Extraction Demo
I came into Extraction as someone who has logged way too many hours in Siege, and the first thing I noticed was how good it felt to pick up a weapon. The shooting mechanics are pulled almost directly from Siege - precise, weighty, with that same satisfying snap when you click on a head. If you have muscle memory from the competitive side, it transfers immediately. The problem is that everything surrounding that core gunfeel is considerably thinner than it has any right to be. The game drops squads of up to three into incursions across four locations - New York, San Francisco, Alaska, and Truth or Consequences, New Mexico. Each location is split into sub-maps separated by airlocks, and the further you push, the harder the Archaean enemies get. You choose how deep to go before calling an extraction, which creates a genuine risk-reward loop: bail early and stay healthy, or push the third zone for bonus XP and risk your operator going MIA. That MIA system is the most interesting thing here. Lose an operator and they are stuck in the map until you go back in with a different character to rescue them. It forces roster rotation, which keeps things from going stale, and there is real tension in a rescue run. The 18 operators each bring modified versions of their Siege kits - Doc still heals, Alibi's decoys pull Archaeans off patrol routes in ways they never could in PvP, and Pulse's sensor picks up nests and ammo caches instead of heartbeats. Operator progression adds permanent upgrades per character over time, which gives the loop direction. But here is where the patience wears thin. There are only 13 distinct objective types across the whole game, and you will see every one of them within a few hours. After that, the procedural placement of enemies and mutations keeps individual runs feeling slightly different, but the objective rotation becomes predictable fast. The maps visually blur together too - so much Sprawl (the black alien goo that slows movement) covers every surface that New York and Alaska end up reading as the same dark corridor. Solo play is a specific kind of miserable: the game is online-only with no pause function, the MIA mechanic punishes lone players harder, and Blinding Spores that teammates can shoot off each other become near-impossible to counter alone. Public matchmaking is also inconsistent - difficulty is tied to region, so if you want Critical difficulty, you are locked to the Truth or Consequences maps in public queue. With two communicating friends, Extraction clicks into something genuinely tense and occasionally great. Slow-rolling through an incursion, whispering about patrol routes, deciding whether to push the third zone with one operator down - that headspace is exactly what Siege's co-op Outbreak mode hinted at years ago. The cross-play and cross-progression support is a nice touch for mixed-platform friend groups. Post-launch content support has been limited, and the community acknowledges the game arrived with a smaller content pool than the price tag originally justified. It is what it is at this point - a finished product with a dedicated but modest player base. Queue times are reportedly still reasonable in North America and Europe. Fred, Scout Team
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Game Info
- Developer
- Ubisoft Montreal
- Publisher
- Ubisoft
- Release Date
- Jun 15, 2023


