Rainbow Six Siege is more popular and better than ever. That's one point for 'make something actually unique and stick with it,' zero points for 'give up and lay everyone off'

Rainbow Six Siege X
(Image credit: Ubisoft)

Rainbow Six Siege is having a moment. The tactical FPS is one week into a major update that introduced a new name (Siege X), a wild 6v6 mode, modernized maps, and most consequential of all, a new price point: After holding out for 10 years, Siege is finally free-to-play.

Siege X is now more popular than ever, sustaining the kind of top-five Steam numbers that it used to only reach during free weekends. That boggles my mind, because to me, Siege has always felt like a game that's just a handful of disasters away from collapse.

Above: In Dual Front, defenders aren't spotted for going outside, a fact some players are still getting used to.

It took time, experience, multiple leadership regimes, and a lot of mistakes for Siege to become the best (so far) version of itself. The big vibe shift came a few years ago, when Ubi officially slowed down on new maps and operators and instead focused on reworking existing systems, an initiative that has resulted in my favorite changes to Siege since launch, like attacker repick, attachments 2.0, operator reworks, a shooting range, match replay, and the secondary hard breach gadget.

Siege X is the culmination of Ubisoft slowly learning how to care for Siege. It's a mature update, targeting fundamental features and improvements that have been a long time coming:

  • Rebuilt audio: Sound now travels realistically down hallways and through walls with believable reverb. It sounds better, but it's also more accurate and consistent.
  • Modernized maps: Five popular maps got a graphical pass with new 4K assets, moody new lighting, and "destructible ingredients" that change how they're played. Gas pipes can explode to kill players or deny areas. Fire extinguishers create smoke clouds.
  • Communication wheel: Better late than never, Siege finally has Apex-style contextual pings, so I can now point at a wall and ask teammates to reinforce it, or ping a hallway and declare it "all clear."
  • Clash rework: The latest of a series of reworks that are so substantial that this is basically a new operator. Clash can now place her shield on the ground, creating a piece of cover for herself that also slows enemies with a shock.
  • Advanced rappel: Now you "sprint" on a wall and steer around corners while rappelling, a small movement change that saves so much time.
  • Pick & Ban 2.0: Instead of banning four operators at the start of the match, teams now ban one each round, speeding things along and encouraging teams to ban reactively based on the previous round. So, so much better.
  • Enemy outlines: Long ago, Siege made all its maps bright and flat-looking so players couldn't hide in dark corners. Now that the good lighting is back, enemies now have the slightest red outline so they stand out in darkness. Sounds blasphemous for Siege, but it's inoffensive so far.
  • First-person shadows: See your shadow? So can the enemy team!

rainbow six siege x dual front mode

(Image credit: Ubisoft)

There was a time when I would read a list of changes like that and think, "OK, but where are the two new operators and one new map that we used to get every three months?" But now I'm a bit older, busier, and aware that Siege has more than enough stuff. Maybe 73 operators' worth of gadget interactions is as much as my brain can hold, and 27 multi-story complexes is more map than I'll ever hope to master.

I like to think we're entering Siege's best years—seasoned gunplay, strong maps, impactful operators, less obtrusive (but still present) bugs, and a confidence in its identity so strong that it can take major swings like a 6v6 mode.

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Morgan Park
Staff Writer

Morgan has been writing for PC Gamer since 2018, first as a freelancer and currently as a staff writer. He has also appeared on Polygon, Kotaku, Fanbyte, and PCGamesN. Before freelancing, he spent most of high school and all of college writing at small gaming sites that didn't pay him. He's very happy to have a real job now. Morgan is a beat writer following the latest and greatest shooters and the communities that play them. He also writes general news, reviews, features, the occasional guide, and bad jokes in Slack. Twist his arm, and he'll even write about a boring strategy game. Please don't, though.

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