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00:01It started with a writer and a submarine commander known as Doug the Thug.
00:06The name Tom Clancy brings a vision of the realism element.
00:10It brings a link to movies and books that are pretty much common to a large population.
00:17He was very much a decision maker.
00:19His history in the British Navy, this is the direction we're going to go and this is it.
00:24They mix the real world with the virtual one.
00:30It was something that I hadn't seen anybody really do that well before or do at all.
00:33So it was a military shooter but based on realism.
00:39And jump-started a whole new genre of gaming.
00:42Among first-person shooters which tended to be set on alien worlds or in haunted houses or in crazy dungeons,
00:50this game was set in the real world.
00:52You were fighting real enemies that real people can expect to face.
00:57It wasn't always easy.
01:00Working on Rainbow Six definitely is one of the worst stories of the company.
01:04Yet they created one of the most respected and successful franchises ever.
01:11When Rainbow Six became popular, I told my wife that it was lightning in a bottle.
01:16But it was a lot because lightning in a bottle only happens once.
01:20Gear up and get ready for the story behind Red Storm Entertainment.
01:24Am I safe now?
01:26Escorting hostage.
01:48In 1985, a rising author named Tom Clancy consults with a British officer named Doug Littlejohns
01:54for a military thriller novel titled Red Storm Rising.
01:58Doug Littlejohns is a former British subcommander.
02:02So he knew some of the real activities, whether he shared them or not.
02:06I'm sure that's all secret.
02:08But there was a friendship formed there.
02:11Ten years later, Clancy is a household name with plenty of best-selling novels under his belt.
02:17He teams with Virtus Corporations and Simon & Schuster to release a PC game based on his novel, Tom Clancy's
02:24SSN.
02:25And once again, Littlejohns lends a hand.
02:28Doug was one of the people involved with helping to provide authenticity to the SSN submarine game.
02:37While advising for the game, Littlejohns suggests that if Clancy really wants to get into gaming, he should set up
02:43his own game company.
02:44Meanwhile, Steve Reed, one of the developers for Tom Clancy's SSN, is thinking along the same lines.
02:51We saw the potential to have Clancy brought into the gaming community.
02:57He was interested.
02:58He helped found and back the company that was partially named after one of his books.
03:04So there was that heavy interest to work with Tom.
03:09And I think that was pretty much the key to getting me to join and join the second company when
03:14it was formed, which I was one of the original founding members.
03:17In November 1996, Red Storm Entertainment is founded as a joint pincher between Virtus and Tom Clancy.
03:25Doug Littlejohns is brought in as CEO.
03:30People were really enthusiastic, certainly around the industry, when Clancy announced a title, only because his properties are so strong.
03:38He's probably the most popular fiction writer, certainly among men, easily.
03:42The thought of those properties and those characters, Jack Ryan, etc., being translated to computer, was very exciting.
03:49So yeah, when they were announced, there was a big buzz.
03:53Certainly, Tom didn't want to run the company himself.
03:56So there's a person with a good background, understanding military products.
04:03I always thought it was cool that he was a commander of a submarine and all that stuff.
04:08So he had a military grounding, which was kind of neat.
04:12He was very much a decision maker.
04:14His history in the British Navy, he was definitely one of, this is the direction we're going to go, and
04:19this is it.
04:19We're headed that way.
04:20I was going into a military-style company, and he kind of had that military career working for him in
04:27the background,
04:27so there was that realism aspect that went along with that.
04:35And I think at the beginning of Red Storm, that was definitely what we needed.
04:39Because of our lack of experiences, we just needed someone there who was going to make sure that they provided
04:45that very assertive direction that the company was moving toward.
04:50It seemed to have a natural fit to have someone who has the military background, some business savvy, and a
04:57friendship with Mr. Clancy to provide a foundation for this new company.
05:02He is involved. I don't think he watches over things day to day.
05:06He had a lot of ideas on how things should work, but kind of let us run with it the
05:09way that we wanted to run with things.
05:10They'll have new ideas. They'll take them to him, and he'll either greenlight them, or he'll say, no, that won't
05:15work.
05:15And the Clancy name itself will become a franchise.
05:20In 1997, Red Storm releases their first game, Politica.
05:25The game is released in conjunction with the book of the same name.
05:30The name Tom Clancy brings a vision of the realism element.
05:35It brings the link to movies and books that are pretty much common to a large population.
05:42Although met with mediocre reviews, Politica generates $2 million in revenue for the company.
05:48There's a word of mouth that it's not too far before you bump into someone who's either passionately read all
05:55of his books or seen all of the movies.
05:58And so, in name alone, that allowed us a pretty nice limelight to start off a company.
06:05As we know, when you're dealing with games, the proof is actually in the product.
06:10So, the name doesn't provide victory.
06:15It just provides a nice sense of attention.
06:23What Red Storm has planned next for the Clancy name will change the face of first-person shooters forever.
06:30Bravo! Go!
06:32Man down! Man down!
06:33Red crew rely.
06:36In position.
06:46With their first game, Politica, behind them, Red Storm Entertainment focuses on something completely different.
06:54A first-person shooter called Tom Clancy's Rainbow Six.
06:58Working on Rainbow Six definitely is one of the war stories of the company.
07:03It's easy to see that when you're starting out as a small, independent company, that there is a make-or
07:12-break sense of, you know, you have to have a strong product.
07:17We were really trying to establish a brand, and, you know, that's a huge hurdle for a new, young company.
07:24It was first announced on our cover, our PC Gamer cover, as a bit of a surprise.
07:28People were sort of looking at us askance, like, you know, why is this game here?
07:33And we thought we were taking a bit of a flyer on that one.
07:36We'd seen the game, and we knew it was wonderful.
07:39But no one else really knew what it was or what it was about, so when we put it on
07:42our cover, we, that's considered in our office one of the biggest gambles we ever took.
07:47As development starts, Clancy makes a critical call.
07:51It must have a heavy focus on realism.
07:55Well, it imposed difficulties, but I wouldn't say that's the reason why the game would be difficult.
08:04You have to try to portray the game as realistically as possible.
08:08You have to stay true to what the fans feel are realistic, and sometimes those are two very different things.
08:13To ensure that the game gets the day-to-day operations of counter-terrorist teams right, Clancy meets with the
08:19development team regularly.
08:21Oh, he came down several times for Rainbow Six.
08:24We had several meetings with him where he critiqued some of the story and talked a lot about plot and
08:29the main premise for the team.
08:31It's kind of a long line this way, basically.
08:33Long line, long line.
08:33He hooked us up with a lot of good advisors, some ex-special forces operatives, and people like that, that
08:40were able to help us get the correct feel for the game.
08:43Okay, where are you going?
08:45You look confused.
08:47We have all of Jane's guides. We have references. We have people within military organizations, within law enforcement, within all
08:54sorts of levels of government.
08:55Put your body almost straight up.
08:57Who we use as contacts that we talk to and say, how is this really going to happen?
09:02You're going to execute a hostage rescue into these rooms.
09:05Is this kind of a situation actually going to occur in the real world?
09:09You're going to have to take scientists and radioactors' exfiltrate back out.
09:13Is this how you would actually go about this type of an engagement?
09:19It gave us experiences that we'd never had. We went down to an H&K training facility.
09:28We were able to actually shoot MP5s, and they ran us through kill houses and threw us to the ground
09:33and showed us how they would treat hostages if they had to subdue them and take them out,
09:37or how they would treat terrorists if they surrendered, and then they would have to apprehend them, and showed us
09:42correct techniques.
09:43And, of course, that's one of the important reasons why it was great to have Tom Clancy.
09:47It's cool to have him on board because he has those contacts and he has that knowledge.
09:52Rainbow Six is created at the same time as the book it's based upon.
09:56In art history, we have created products that have occurred after the books have been written,
10:02and this is a case where the concept was co-created and the game was really the leading edge.
10:09The book followed along nicely in parallel, and then at a certain point, they both became unique within themselves.
10:19Armed with a clear goal, and hardened with real-world counter-terrorism training, work on Rainbow Six shifts into high
10:26gear.
10:33We were all really excited about it because it was our first big game, first big experience, and so we
10:38were looking forward to it.
10:39The majority of staff was working on that product.
10:42We were putting in about 60 to 80 hours a week for about six to eight months,
10:46so working through weekends and holidays and things like that.
10:49Really, we learned a lot about how to make games
10:53because that product was an incredible stress and burden on the company to get it done.
11:03In 1998, Red Storm releases Tom Clancy's Rainbow Six.
11:08The novel is released weeks later.
11:10Both are a success.
11:11Sales of the Rainbow Six game helped the company reach $16 million in revenue that year.
11:21Your mission is to disarm all explosive devices and neutralize the aggressors.
11:26At first, it was staggering.
11:27In position.
11:28The reviews and whatnot that came in were generally very, very good.
11:33A contact.
11:34They knocked us in the areas that we were expecting to get knocked on because we were new.
11:37We didn't have a new high-speed engine, but a lot of people loved the gameplay,
11:42and they loved the tactical problem-solving that you had to do.
11:46So it was very exciting.
11:47In position.
11:48And very rewarding.
11:50Among first-person shooters, which tended to be set on alien worlds or in haunted houses or in crazy dungeons,
11:57this game was set in the real world.
11:59Alpha, go.
12:00You were fighting real enemies that real people can expect to face.
12:05Man down.
12:05Man down.
12:06Need some backup now.
12:08And there was an element of authenticity to that that no other game had really even attempted to do.
12:14It succeeded brilliantly in rendering that real environment.
12:19Bravo.
12:20Go.
12:20That was what was different about Rainbow Six.
12:22That's what was unique.
12:23It really felt like a real tactical situation as opposed to running away from an alien carnivore.
12:30Bomb neutralized.
12:33Not only is Clancy pleased with the results, but so are the people that he writes about in his books.
12:39We had a lot of SWAT people, a lot of military people playing our game and giving us feedback, sending
12:46us emails.
12:47Under fire.
12:48Tango down.
12:50Man down.
12:51Man down.
12:51That was sort of affirmation and confirmation that we had done a very good job of representing those forces well.
12:57Tango down.
12:58Rainbow Six creates an entirely new subgenre.
13:02Squad-based tactical shooters.
13:04Development of an expansion pack called Eagle Watch and a full sequel to Rainbow Six begins right away.
13:10We decided to launch additional material in forms of mission packs and that actually created a wonderful cycle for the
13:18company where we offset full production of large scale games against producing some of the additional mission pack materials.
13:27And then we had basically nine months to get a sequel out to a hit game.
13:31That's not a very big period of time in gaming standards.
13:35We had a very robust feature set that we were trying to put in to make sure that we stayed
13:39loyal to the fans, but also to ourselves.
13:42The name of their first sequel is Rogue Spear.
13:45So now we could push for that stuff to get into Rogue Spear, and everybody was so very passionate about
13:50it and very excited about it.
13:51Escorting hostage.
13:52In September 1999, Tom Clancy's Rainbow Six Rogue Spear is released and becomes another instant hit.
14:00Red Storm's revenues for that year hit $60 million.
14:03Rogue Spear was a chance to really sort of flex and really try to experiment and do some new stuff.
14:08Buoyed by their success, Red Storm decides to try something new, but the results will be just shy of disastrous.
14:16Mission failure. A hostage was killed.
14:23Come with me.
14:24Right behind you.
14:25Escorting precious cargo.
14:26After the release of Rogue Spear in 1999,
14:31Red Storm tries to break away from the first-person shooter genre it's known for.
14:37We've had a few other types of games that haven't been these major brands.
14:42Some of them have been other Clancy-style games, where they were attached to a series of his books.
14:49There were Shadow Watch and Ruthless.com.
14:53But the results are disappointing.
14:56You want them all to be great, but sometimes they're not going to work well.
14:59And we're just lucky that we've had some good successes to counterbalance the ones that haven't done so well.
15:05But we're still proud of them, because we know that the people really put their heart and soul into them.
15:09They worked really, really hard, and unfortunately, sometimes it just doesn't happen.
15:13Red Storm decides to return to what they do best.
15:18Realistic tactical shooters.
15:19They really found what they did well, which was the tactical shooters, and they made amends on that.
15:25In May 2000, the company is acquired by French publisher Ubisoft for $45 million.
15:34With a new publisher and newfound resources, work begins on Red Storm's next big game.
15:40But it isn't part of the Rainbow Six series.
15:42We wanted to diversify a little bit.
15:44We wanted to make sure that we had other things that we could rely on,
15:47and make sure that we were creating and we could do different things.
15:50Starting from crash.
15:50Ghost Recon takes the gameplay style of Rainbow Six.
15:54Let's go outdoors. Let's go military.
15:57Instead of being part of a counterterrorist team,
15:59the game puts you in the boots of an elite special forces unit in the army.
16:03We really tried to take that whole concept of squad, military-oriented,
16:07and to really just sort of, a good analogy, sort of take the safety off.
16:11Because you had to be very careful in Rainbow Six and Rogue Spear
16:14of making sure you were only engaging terrorists,
16:16and that you weren't hitting hostages and whatnot.
16:18Well, with Ghost Recon, it's more of a military assault.
16:22Ghost was a nice change for us because we wanted to see what we could do
16:28in the same type of play space, but we wanted a little bit more room.
16:33We wanted the ability to go into some different settings
16:38and some different type of play experiences that we did not have
16:42when producing the Rainbow style of games.
16:46Once again, the Red Storm team does some intense research
16:49to make sure they get the details right.
16:52We took some trips down to Fort Bragg, North Carolina,
16:54to check out their land warrior system.
16:56So we had some contacts there,
16:57and they were showing us some of the latest technology.
16:59So we looked to try to include some of that philosophy into the design
17:02with the command map and giving orders on the fly.
17:07So we were looking for ways to take the planning
17:09out of this pre-action experience and pull it into the action
17:14so that it was more of a definite cause-and-effect relationship
17:17between what the engagements were and what you needed to do.
17:20Seems quiet enough.
17:22Too quiet.
17:23Producing something like Ghost Recon,
17:25you might say it was a hard product.
17:29It had the largest staff working on it.
17:32It was our first major product after the acquisition.
17:37We really want this to be good.
17:39We have one of our artists who worked on Ghost Recon.
17:44He has full military tack gear,
17:46and he runs around outside with a fake airsoft gun
17:50just because he wants to know how the arms move
17:53when he has full gear on.
17:55Because the mo-cap that we get,
17:56we don't usually put people in full gear.
17:58So he wants it to be that realistic.
18:00He wants to know what it feels like
18:02so that he can adequately model the character motions.
18:06In 2001, Tom Clancy's Ghost Recon is released.
18:09Once again, a game from Red Storm is showered with praise,
18:12including a Game of the Year award from PC Gamer magazine
18:15and sales reaching 1.8 million units.
18:20It's a tremendously good feeling when you ship something
18:24and you get awards of praise from your peers
18:29or from magazines.
18:33Even the simple tip of the hat on someone's personal website,
18:37they're all equal in praise.
18:40There's someone saying they enjoyed your game.
18:44Meanwhile, the Rainbow Six series continues without Red Storm.
18:48We really wanted to invest the time we needed into Ghost Recon,
18:52but we also didn't want to walk away from our Rainbow franchise.
18:56You know, it's your baby.
18:57You brought it up, you raised it,
18:59you were there from the very beginning,
19:00and then it's sort of like sending it out into the world
19:02to go to somebody else.
19:04Alpha, go, go, go!
19:05After the acquisition,
19:06it was perfect for us to go up to Montreal and say,
19:09look, you know, this is what the next version should be like,
19:13but we can't do this now.
19:14We can't do this in-house.
19:15So can any of your teams do this?
19:18That's the start of a collaboration
19:19that has finished now with the GMing of Raven Shield,
19:24Rainbow Six 3.
19:26The reins to the Rainbow Six franchise
19:28are taken by Ubisoft Montreal,
19:30although the transfer goes smoothly.
19:33At times, you sort of see things,
19:34and you're like, oh, wait, is that right?
19:36And then other times, you see things,
19:37and you go, wait, that's actually wrong?
19:38Let me show you what's correct.
19:40You know, and so you need to shift this over here.
19:42And so there were times where they actually did some stuff
19:44that was very innovative,
19:44that we were excited to see,
19:46especially in the on-the-fly commands window
19:48where you can just point to a door and tell people,
19:50open door.
19:51Yes, sir.
19:52It was like, excellent.
19:52That's a great innovation.
19:54The franchise needed that.
19:56Ubisoft Montreal releases Rainbow Six Raven Shield in 2003.
20:00Meanwhile, Red Storm looks to the future,
20:03and the Clancy brand continues to expand
20:05with games like Splinter Cell.
20:10We continue enjoying to make these style games.
20:13There's always some features
20:15that you weren't able to get into the last version,
20:18and I think that's what drives most of us
20:20to wanting to keep going and going
20:23with the same type of game,
20:25is that there's more that we can do with this.
20:28You're not supposed to be here.
20:29There's more variations,
20:31and we just want to keep going.
20:34Today, Rainbow Six has sold 7 million copies worldwide,
20:37and its legacy continues to be felt by the gaming world.
20:40They've been a very big influence.
20:43That really impacted with gamers,
20:45this sort of new take on real environments
20:48and real tactics and real enemies.
20:51And that all goes back to Red Storm
20:53and the gamble they took on Rainbow Six.
20:57Let's get back in one piece.
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