- Release Year: 2008
- Platforms: Windows
- Publisher: Ubisoft Entertainment SA
- Developer: Ubisoft
- Genre: Compilation
- Perspective: First-person
- Game Mode: Single-player
- Average Score: 85/100

Description
Tom Clancy’s Rainbow Six: Collectors Edition is a compilation of three tactical shooter games set in the Tom Clancy universe. It includes Tom Clancy’s Rainbow Six 3: Gold Edition, which features the base game and its first expansion pack, Tom Clancy’s Rainbow Six: Lockdown, and Tom Clancy’s Rainbow Six: Vegas. Players take on the role of elite counterterrorist operators from the international organization ‘Rainbow,’ tackling high-stakes missions and terrorist threats around the world. The game emphasizes strategic planning, teamwork, and precise execution in a variety of challenging scenarios.
Tom Clancy’s Rainbow Six: Collectors Edition Reviews & Reception
metacritic.com (85/100): Rainbow Six is the most realistic, challenging, and fun game to play that was ever made.
Tom Clancy’s Rainbow Six: Collectors Edition Cheats & Codes
PlayStation
Pause the game and hold L1 before entering sequences. Can also be entered at the main menu.
| Code | Effect |
|---|---|
| L1 + Triangle, Circle, Circle, Triangle, Square, X, Triangle | Make terrorists disappear |
| L1 + Square, Square, Circle, Triangle, X, Triangle, X, Triangle | Gain extra ammo |
| L1 + Triangle, Square, Square, Triangle, X, Circle, Square, Triangle | Unlock all doors |
| L1 + X, Circle, Square, Triangle, Triangle, Square, Circle, X | Show all maps |
| L1 + Circle, Circle, Square, Triangle, X, Triangle, X, Circle | Invincible hostages |
| L1 + Triangle, Triangle, X, Circle, Circle, X, Square, Square | Revive health |
| L1 + Square, Triangle, Square, Square, Circle, Circle, X, Triangle | Show the ending |
PlayStation (CodeBreaker/Action Replay)
Enter via hardware device (e.g., CodeBreaker).
| Code | Effect |
|---|---|
| 8007D4300001 | Entire team invincible |
| 8007D4340001 | All levels unlocked |
| 8007D4440001 | Show credits |
| 8007D4480001 | Hostages can’t die |
| 8007D44C0001 | No terrorists spawn |
| 8007D4580001 | All doors unlocked |
| 80052BAE2400 | Infinite ammo |
PC (Base Game)
Press ” during gameplay to open the chat window, then type codes.
| Code | Effect |
|---|---|
| TEAMGOD | God mode for entire team |
| AVATARGOD | Player-only god mode |
| 5FINGERDISCOUNT | Refill ammo |
| BIGNOGGIN | Big head mode |
| MEGANOGGIN | Huge head mode |
| CLODHOPPER | Enlarge hands and feet |
| NOBRAINER | Disable enemy AI |
| 1-900 | Heavy breathing/large torsos |
| EXPLORE | Toggle victory conditions |
| SILENTBUTDEADLY | Flatulent footsteps |
| FASTACTIONRESONSETEAM | Flatulent footsteps (alternate) |
| STUMPY | Deform character limbs |
| TURNPUNCHKICK | Switch to 2D character models |
PC (Gold Edition)
Press ‘ during gameplay to open the chat window, then type codes.
| Code | Effect |
|---|---|
| DEBUGKEYS | Enable debug mode |
Tom Clancy’s Rainbow Six: Collectors Edition: Review
Introduction
For over two decades, the Rainbow Six franchise has stood as a cornerstone of tactical shooter design, blending cerebral strategy with visceral action. Tom Clancy’s Rainbow Six: Collectors Edition (2008) compiles three pivotal entries—Rainbow Six 3: Gold Edition, Lockdown, and Vegas—into a single package that traces the series’ evolution from hardcore tactical simulations to Hollywood-worthy spectacles. This review argues that while the collection showcases the franchise’s adaptability, it also reveals the tensions between realism and accessibility that continue to define modern military shooters.
Development History & Context
Studio Origins & Technological Ambitions
Developed by Red Storm Entertainment—founded in part by Tom Clancy himself—the original Rainbow Six (1998) emerged from a desire to translate Clancy’s techno-thriller novels into a game emphasizing planning over reflexes. The studio’s acquisition by Ubisoft in 2000 cemented the series’ future, enabling larger budgets but also pushing the games toward broader audiences.
The Era of Constrained Innovation
The early 2000s were defined by technical limitations that shaped the series’ design. Raven Shield (2003) leveraged the Unreal Engine 2 to deliver detailed urban environments, while Vegas (2006) utilized Ubisoft Montreal’s refinements to prioritize cinematic set-pieces. The shift from PC-centric design (Raven Shield’s complex menus) to console-friendly interfaces (Vegas’ radial wheels) mirrors the industry’s pivot toward living-room gaming.
Narrative & Thematic Deep Dive
Plot: From Global Threats to Personal Stakes
- Raven Shield: Expands on NATO’s confrontation with neo-fascist terrorists in South America, weaving in historical loot from WWII-era Croatia. The narrative is delivered through mission briefings and dossier files, reinforcing Rainbow’s role as a globetrotting crisis solver.
- Lockdown: Focuses on the Global Liberation Front, a bioterror group threatening to unleash a deadly virus. The plot introduces personal stakes with sniper Dieter Weber’s capture, though critics panned its B-movie dialogue.
- Vegas: Marks a tonal shift, pitting Rainbow against a flamboyant terrorist leader in Sin City. The script embraces blockbuster tropes—think Die Hard meets 24—while retaining Clancy’s geopolitical intrigue.
Themes: Secrecy vs. Spectacle
The collection juxtaposes Rainbow’s founding ethos—“absolute secrecy, plausible deniability”—with the series’ later embrace of bombast. Vegas epitomizes this tension, trading Raven Shield’s methodical recon for helicopter crashes and neon-lit shootouts.
Gameplay Mechanics & Systems
Core Loops: Tactical to Cinematic
- Rainbow Six 3: Gold Edition: The crown jewel. Raven Shield demands meticulous planning phases, where waypoints, breach points, and squad loadouts determine mission success. The Athena Sword expansion adds verticality and AI that flank intelligently.
- Lockdown: Simplifies planning in favor of on-rails action, introducing regenerating health and scripted sequences. Its “run-and-gun” approach divided purists.
- Vegas: Refines console controls with cover mechanics, third-person peeking, and AI teammates who mirror player actions. The ACES progression system, rewarding stealth and headshots, became a template for later Ubisoft titles.
Flaws & Innovations
- UI: Raven Shield’s PC-exclusive planning interface feels archaic today, while Vegas’ radial menus remain intuitive.
- Multiplayer: Raven Shield’s cooperative missions birthed a diehard community, still active via fan servers. Vegas’ adversarial modes, though polished, lacked the depth of its predecessor.
World-Building, Art & Sound
Visual Identity: Realism vs. Glamour
- Raven Shield: Austere textures and muted palettes mirror its grounded tone—think embassy corridors and rainforest outposts. Lighting is functional, emphasizing shadows for tactical advantage.
- Vegas: Embraces spectacle with neon-drenched casinos and particle-heavy explosions. The shift to Unreal Engine 3 allowed for dynamic destruction, though some environments felt sterile.
Sound Design: Immersion Through Audio
From Raven Shield’s piercing gunfire to Vegas’ echoing casino floors, audio cues sell the lethality of combat. Voice acting varies wildly: Raven Shield’s NATO briefings exude gravitas, while Lockdown’s villains border on parody.
Reception & Legacy
Critical & Commercial Performance
- Raven Shield: Praised for depth (PC Gamer: 93/100) but criticized for brutal difficulty.
- Lockdown: Derided as a “step backward” (IGN: 6.5/10), with clunky AI and repetitive missions.
- Vegas: A mainstream hit (Metacritic: 88/100), credited with bridging tactical and action audiences.
Industry Influence
The collection captures the series’ DNA—planning, permadeath, precision—that inspired SWAT 4, Door Kickers, and even Rainbow Six Siege. Yet its gradual shift toward accessibility foreshadowed Ubisoft’s broader pivot to open-world templates.
Conclusion
Tom Clancy’s Rainbow Six: Collectors Edition is a time capsule of tactical shooter evolution. While Raven Shield remains a masterclass in tension and teamwork, Vegas proves the genre could thrive without sacrificing spectacle. For historians, it’s a testament to Clancy’s vision; for players, a reminder that Rainbow Six was never just about shooting—it was about thinking.
Final Verdict: A flawed but essential anthology, offering both nostalgia and a roadmap of how shooters grew up.