![]() Completing all three objectives in each of the sub-maps nets the most experience points (working toward a progression system that Ubi wouldn't talk about), but you have the option to extract early instead of pressing on.Įxtracting early ensures that your operator doesn't go down, which you really want to avoid thanks to Extraction's "MIA" mechanic. One time we had to carry special foam injectors capsules into an alien node to foam it up and destroy it, which was neat. Sometimes we had to destroy noxious nests while parasites continuously spawned or lure a superpowered alien into a trap. The only variable that really mattered to our group were the objectives themselves, which are picked from a pool of 12. Every map is divided into three "sub-maps" with layouts that don't change, but the order that they appear in do-the lab environment our mission started in could be the last area in your run, for instance. Enemy types, mission objectives, and where those objectives appear are procedurally generated. Luck also has a small part in a mission's difficulty. Instead of my HP slowly chipping away after a dozen swipes from L4D zombies, I'd be on the ropes after only two or three scrapes. It was hard to tell from only a few playthroughs of one mission, but I got the sense that these "special" parasites are pretty common spawns that might even appear as often as a standard meandering parasite. The variety is pretty impressive, though it's possible only a few types can spawn in a single mission. L4D veterans will recognize the bloater-type zombie that wants to blow up in your face, but the other ones we fought were more original-a spiker that shoots needles, a trapper that can also blind players, and a rooter that sends out slowing area-of-effect attacks from far away. There are seven special parasite types that can appear in a given mission. We hadn't seen this objective yet and it had been quiet up to that point, so the sudden aggression caught us all off-guard. My group ended up failing our second mission trying to protect a node as a bunch of parasites pushed us from every direction. Some mission types also seem to be more dangerous than others. I got caught up in the ooze a few times and was promptly pummeled by the basic meandering parasites that had given me no trouble before. So, when exactly is it not safe? That can depend on how well you manage that black ooze I mentioned earlier, the "Sprawl." Nests are constantly pumping out the stuff and standing in it slows you to a crawl, making you an easier target for enemies. ![]() I was surprised at how often I felt relatively safe in this dangerous environment. It's also seemed like it was possible to completely clear out an area by destroying the parasite-spawning nests scattered around. ![]() I'd often find one or two in a room standing still, waiting patiently to be shot in the head. Normal parasite enemies are about as weak as L4D zombies, but they don't bunch up into hordes. Maybe that's why the enemy groupings were so sparse. The speed is naturally suited for Siege's close-quarters shootouts, but it feels a bit weird in a zombie game. Like Siege, the default speed here is a light jog that's significantly slower than most FPSes. ![]() ![]() Extraction's slower pace can be chalked up to its source material: Rainbow Six Siege. ![]()
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