
Therien: "The first game had a bit of an odd ending (a slightly rubbish 'to be continued' affair -Ed), and we knew that, but at some point you just have to ship the game, right? If we had done that without the notion that we would do a second one, I would have felt terrible about it. So it's really about filling in all the gaps and making sure that there was closure to the original's story.


So we wanted to go to Vegas' old town to show what the terrorists had been up to while we were going around quickly in Mexico. Back In Town:Ĭambiotti: "We really weren't done with the Vegas storyline and so we still had a lot of things that we wanted to do, both in the sense of location and in the sense of the story.

AFTER THE DISAPPOINTING ending of the original Rainbow Six: Vegas, we were as happy as Tom Clancy's accountant when we heard that the developers were making a return trip to the glitzy, gambling capital of the world for a sequel.Īfter tracking down the team in Canada using sophisticated satellite GPS technology (and a phone), we shoved a snake cam under the door of the Ubisoft Montreal studio to listen in on lead multiplayer game designer Jean-Pascal Cambiotti and game designer Philippe Therien discuss how they avoided massive copyright lawsuits from Vegas hotels, what happens when terrorists become over-friendly, and getting professionals to fit into tight spandex and crouch and crawl around on the floor.
