It's a minor annoyance, but it just seems kind of silly that the developers put all this effort to make the co-op integrated into the story - and then remove the player from the story with a cheap tactic like that.įans of tactical shooters and action games will enjoy pairing up with their buddy as Bishop (player 1) and Knight (player 2) through the streets of Vegas. If both players die within this time period it's game over. And while you can revive your AI teammates, you can't revive your co-op partner, instead he has a 10 second re spawn timer. One thing I found odd is only the primary player is capable of controlling the AI teammates. Instead of a button to engage it, I'd simply count down and call out targets. In fact, there were times when I found myself working with a teammate doing things that Army of Two built in as a feature for instance the co-op sniping aspect. This game naturally enforces cooperative aspects. You need to make sure all directions are covered, and you'll need to make sure the tangos are dropped quickly. Working with teammates is critical as timing is everything with entering areas. The first Vegas introduced one of the best implementations of a cover system in a shooter to date, simply hold the left trigger to hug cover, while the left analog stick moves you out of cover in the direction you press. The 4-player co-op is still available in the terrorist hunt missions, which pit your team against a set number of terrorists on a multiplayer map.įor those that have never played a Rainbow Six game, the series is a tactical shooter with tons of guns and some incredibly realistic damage and weapon modelling. Rainbow Six Vegas 2 corrects this by making it a seamless experience, but only allows two players to play through the entire game. While the single player campaign was available in 4-player co-op, you could only do missions individually and then drop back to the menu. 360 screen prompts etc.One of the biggest complaints with the original Vegas was the lack of a seamless cooperative experience. Not played through the whole game on the SD yet, but it seems to be working properly without need to mess with any ini files. If you change the steam deck input template to 'game pad with mouse trackpad' I was then able to enable 360 support in game menu. If you do have any further questions for us at all, please let us know. We're also limited in the assistance we can offer on the platform but there are the Steam Deck forums where you're welcome to reach out to other players for their advice on this. Has anyone gotten R6V2 to recognize the Steam Deck controls so you can enable controller support? If so please share.Īs Rainbow Six: Vegas 2 is currently noted as being 'Unsupported' on Steam Deck, there's no we're unable to guarantee that it completely run on or support the Steam Deck platform. I’ve seen several people online say they got it working but no one offered any advice on how to do it. I’ve tried everything and can’t get the game to recognize the Steam Deck controls as an Xbox controller so you can enable controller support in the options menu. I saw that this game has a lot of controller support issues and editing a specific ini file will fix it. It works but without the button prompts it makes a game like this a pain to play. However, you have to use custom controls to map the keyboard and mouse controls to the Steam Deck. So I tried playing this game on the Steam Deck and it runs great.
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