{"id":72266,"date":"2025-05-23T09:51:28","date_gmt":"2025-05-23T09:51:28","guid":{"rendered":"https:\/\/www.ginx.tv\/interview-creative-director-siege-x-changes"},"modified":"2025-05-27T12:56:19","modified_gmt":"2025-05-27T12:56:19","slug":"interview-creative-director-siege-x-changes","status":"publish","type":"post","link":"https:\/\/www.ginx.tv\/en\/rainbow-six-siege\/interview-creative-director-siege-x-changes","title":{"rendered":"Rainbow Six Siege Creative Director Reveals Why Siege X Changes Took So Long to Roll Out"},"content":{"rendered":"

Rainbow Six Siege<\/a> hits an impressive milestone this year with its ten-year anniversary which, for a paid live service title, is no small achievement. So, how do you go about updating and improving a game that already has so much history? Ubisoft’s answer is Siege X — a major free update that adjusts, overhauls, and adds a variety of features.<\/p>\n

The most notable addition is that of Dual Front, a new 6v6 mode that places attackers and defenders on the same team, which we previously had some hands-on time with<\/a>. But, speaking to Alex Karpazis, Creative Director of Rainbow Six Siege, it’s the smaller updates arriving with Siege X that could prove to be the most impactful to overall gameplay, such as improved audio.<\/p>\n

“It’s so important,” Karpazis said. “<\/span><\/span>There’s no other game like it where you get the thuds and the blasts in the distance<\/span><\/span>, <\/span>and then you get closer and closer to the threat and you can hear it just around the corner.<\/span><\/span> <\/span>It’s really satisfying, especially when you can play off of it and actually capitalize on it.”<\/span><\/span><\/p>\n

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