Rainbow Six Tactics game director says the game's 15 Operators have 'unique' loadouts so they didn't 'overlap' with each other — but there was still room for 'community favorites' and 'operators that were impossible to not include'
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 says players can't repeatedly play their favorite Operators because of the game's fatigue and injury system — 'It's a way to push players to use their tools and shuffle their roster'
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, it's just that it's first-person'
'No, you cannot do the game 100% without killing' — Rainbow Six Tactics game director confirms players can't do a complete no-kill playthrough since some missions require players to kill enemies that are out of range for non-lethal takedowns