Rainbow Six Tactics game director says Ubisoft moved away from the 'smoke and mirrors' experience and Mario + Rabbids helped it understand 'the metrics of tactics'
Rainbow Six Tactics game director Martial Potron says Mario + Rabbids helped the team understand "the metrics of tactics" He says it borrowed the "DNA" of the series, and it was a different experience from working on Ghost Recon Potron adds that he had to change his developer habits when working on
<![CDATA[ <article> <ul><li><em><strong>Rainbow Six Tactics</strong></em><strong> game director Martial Potron says </strong><em><strong>Mario + Rabbids</strong></em><strong> helped the team understand "the metrics of tactics"</strong></li><li><strong>He says it borrowed the "DNA" of the series, and it was a different experience from working on </strong><em><strong>Ghost Recon</strong></em></li><li><strong>Potron adds that he had to change his developer habits when working on </strong></li><li><em><strong>Rainbow Six Tactics</strong></em><strong> </strong></li></ul><p><a href="https://www.techradar.com/gaming/no-you-cannot-do-the-game-100-percent-without-killing-rainbow-six-tactics-game-director-confirms-players-cant-do-a-complete-no-kill-playthrough-since-some-missions-require-players-to-kill-enemies-that-are-out-of-range-for-non-lethal-takedowns"><em>Rainbow Six Tactics</em></a> game director Martial Potron has said the development team borrowed the "DNA" of the studio's turn-based game series, <em>Mario + Rabbids</em>, for tactical level design inspiration.</p><p>"Mario + Rabbids helped us shape some parts," Potron told TechRadar Gaming in a recent interview about the upcoming <em>Siege</em> spin-off. "The team, especially the level design team that came from Mario + Rabbids, really helped us to understand the metrics of tactics."</p><p>The game director explained that,<strong> </strong>instead of keeping in line with the series' first-person style, <a href="https://www.techradar.com/gaming/rainbow-six-tactics-game-director-says-the-xcom-style-turn-based-genre-felt-like-a-natural-fit-for-the-spin-off-when-you-look-at-rainbow-six-its-dna-is-tactical-its-just-that-its-first-person">the team chose a turn-based tactics genre because it felt that Rainbow Six's DNA is already "tactical."</a></p><p>Speaking more on inspiration, Potron explained that some of the "core rules" for him as someone who worked on <em>Ghost Recon</em> are to design an experience that players would expect; "smoke and mirrors," as he puts it, in terms of lethality or enemy behaviors to "make the experience cinematographic," but the turn-based tactics genre is different.</p><p>"In tactical, everything is very precise," he said. "It's pure. It's like chess. So we had to change a bit of our mindset to adjust to this philosophy."</p><p>Poltron continued: "This is a bit of a paradigm shift for us in terms of habits. It's 15 years of my habits that I need to shift."</p><p><em>Rainbow Six Tactics</em> launches in 2027 for PC, <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>.</p> </article> ]]>
