text:
The Bomb! (These Sounds Fall into My Mind)
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"The Bomb! (These Sounds Fall into My Mind)"
Single by The Bucketheads
from the album All in the Mind
Released
1995[1][2]
Format
CD single
CD maxi-single
7"
12"
Recorded
1994
Genre
House[2]
Length
14:51 (original version)
3:24 (radio edit)
Label
Positiva
Henry Street Music
Songwriter(s)
Kenny "Dope" Gonzalez
Danny Seraphine
David Hawk Wolinski
Producer(s)
Kenny "Dope" Gonzalez
The Bucketheads singles chronology
"Whew"
(1994) "The Bomb! (These Sounds Fall into My Mind)"
(1995) "Come and Be Gone"
(1995)
"Whew"
(1994) "The Bomb! (These Sounds Fall into My Mind)"
(1995) "Come and Be Gone"
(1995)
Music video
"The Bomb! (These Sounds Fall into My Mind)" on YouTube
"The Bomb! (These Sounds Fall into My Mind)" is a house music track by The Bucketheads, released in 1995. "The Bomb!" was later dubbed into the project's sole album All in the Mind. It was a commercial hit in the UK in winter/spring 1995, reaching No. 5 on the singles chart, while it peaked in the US at No. 49 on the Billboard Hot 100.
Contents
[hide]
1 Background and release
2 Impact and legacy
3 Track listings
4 Charts and sales
4.1 Peak positions
4.2 Year-end charts
4.3 Certifications
4.4 Chart successions
5 References
Background and release[edit]
Produced by Masters at Work member Kenny "Dope" Gonzalez, and featuring samples from Chicago's 1979 track "Street Player," the subtitle of the song is a mondegreen; the actual lyrics taken from the sample are "Street sounds swirling through my mind..." Also sampled is a loop from "Holy Ghost" from the album "Money Talks" by The Bar-Kays. The accompanying video was featured on the Beavis and Butt-head episode "Prank Call," on January 28, 1996. The track once served as the entrance music for former World bantamweight and featherweight boxing champion Prince Naseem Hamed, and is featured on the soundtrack for the 2010 film The Switch.
Impact and legacy[edit]
Mixmag ranked the song number 60 in its 100 Greatest Dance Singles Of All Time list in 1996, adding:
"A quarter of an hour's worth of mirrorball mayhem, Kenny 'Dope' Gonzales' The Bomb is the ultimate disco cutup track. Shatteringly simple, the genius of The Bomb lies in the way it builds up your anticipation with a protracted burst of hard jacking drums and atonal honking before the perfect disco sample soars away into the distance. A massive hit when Positiva licensed it in early 1995, The Bomb kick-started the trend for raiding old disco 12s. Dozens of producers followed its lead, but none of them ever equalled the definitive original article."[3]
DJ Magazine ranked it number 95 in their list of Top 100 Club Tunes in 1998.[4]
Slant Magazine ranked the song 65th in its 100 Greatest Dance Songs list in 2006.[5]
The Guardian featured the song on their A history of modern music: Dance in 2011.[6]
MTV Dance placed "The Bomb!" at #10 in their list of The 100 Biggest 90's Dance Anthems Of All Time in November 2011.[7]
Track listings[edit]
CD single
"The Bomb! (These Sounds Fall into My Mind)" (radio edit) – 3:22
"The Bomb! (These Sounds Fall into My Mind)" – 14:51
CD maxi - UK
"The Bomb! (These Sounds Fall into My Mind)" (radio edit) – 3:22
"The Bomb! (These Sounds Fall into My Mind)" – 14:51
"The Bomb! (These Sounds Fall into My Mind)" (Armand Van Helden re-edit) – 8:03
CD maxi - U.S.
"The Bomb! (These Sounds Fall into My Mind)" (radio edit) – 3:24
"The Bomb! (These Sounds Fall into My Mind)" (Kenny Dope remix) – 4:32
"The Bomb! (These Sounds Fall into My Mind)" (jinxx remix) – 5:02
"The Bomb! (These Sounds Fall into My Mind)" (bonus beats) – 5:06
7" single
"The Bomb! (These Sounds Fall into My Mind)" (radio edit) – 3:22
"The Bomb! (These Sounds Fall into My Mind)" (Armand Van Helden re-edit) – 8:03
12" maxi 1 - UK
"The Bomb! (These Sounds Fall into My Mind)" – 13:58
"I Wanna Know" – 7:15
"The Bomb! (These Sounds Fall into My Mind)" (radio edit) – 3:22
12" maxi 2 - UK
"The Bomb! (These Sounds Fall into My Mind)" – 14:51
"The Bomb! (These Sounds Fall into My Mind)" (Armand Van Helden re-edit) – 8:03
"I Wanna Know" – 7:15
12" maxi - US
"The Bomb! (These Sounds Fall into My Mind)" (original mix)
"The Bomb! (These Sounds Fall into My Mind)" (Johnick Radio Edit)
"The Bomb! (These Sounds Fall into My Mind)" (bonus beats)
Charts and sales[edit]
Peak positions[edit]
Chart (1995)
Peak
position
Australia (ARIA)[8] 11
Austria (Ö3 Austria Top 40)[9] 16
Belgium (Ultratop 50 Flanders)[10] 17
Belgium (Ultratop 50 Wallonia)[11] 3
Finland (Suomen virallinen lista)[12] 14
France (SNEP)[13] 4
Germany (Official German Charts)[14] 19
Ireland (IRMA)[15] 10
Netherlands (Dutch Top 40) 12
New Zealand (Recorded Music NZ)[16] 21
Sweden (Sverigetopplistan)[17] 5
Switzerland (Schweizer Hitparade)[18] 7
UK Singles (The Official Charts Company)[19] 5
US Billboard Hot 100[20] 49
US Billboard Hot Dance Club Play[20] 1
US Billboard Rhythmic Top 40[20] 23
Year-end charts[edit]
Chart (1995)
Position
Belgian (Flanders) Singles Chart[21] 94
Belgian (Wallonia) Singles Chart[22] 25
Dutch Top 40[23] 99
French Singles Chart[24] 17
Swiss Singles Chart[25] 15
Certifications[edit]
Country
Certification
Date
Sales certified
France[26] Silver August 29, 1995 125,000
Chart successions[edit]
Preceded by
"Heartbeat" by Jimmy Somerville Billboard Hot Dance Club Play number-one single
April 22, 1995 - April 29, 1995 Succeeded by
"Respect" by Judy Cheeks
References[edit]
Jump up ^ https://www.allmusic.com/album/r225705
^ Jump up to: a b "The Bucketheads – The Bomb! - Reading For New Times – Exposing Intellect, People and Esthetics". r4nt.com. Retrieved 26 August 2017. [unreliable source?]
Jump up ^ "The 100 Greatest Dance Singles of All Time". ravehistory.homestead.com. Retrieved 2017-03-04.
Jump up ^ "DJ Magazine Top 100 Club Tunes (1998)". discogs.com. Retrieved 2017-03-04.
Jump up ^ "100 Greatest Dance Songs". Slant Magazine. 30 January 2006. Retrieved 16 April 2011.
Jump up ^ "A history of modern music: Dance". The Guardian. Retrieved 12 March 2017.
Jump up ^ MTV Dance Tuesday 27.12.2011
Jump up ^ "Australian-charts.com – {{{artist}}} – The Bomb! (These Sounds Fall into My Mind)". ARIA Top 50 Singles.
Jump up ^ "Austriancharts.at – {{{artist}}} – The Bomb! (These Sounds Fall into My Mind)" (in German). Ö3 Austria Top 40.
Jump up ^ "Ultratop.be – {{{artist}}} – The Bomb! (These Sounds Fall into My Mind)" (in Dutch). Ultratop 50.
Jump up ^ "Ultratop.be – {{{artist}}} – The Bomb! (These Sounds Fall into My Mind)" (in French). Ultratop 50.
Jump up ^ Pennanen, Timo (2006). Sisältää hitin - levyt ja esittäjät Suomen musiikkilistoilla vuodesta 1972 (in Finnish) (1st ed.). Helsinki: Tammi. ISBN 978-951-1-21053-5.
Jump up ^ "Lescharts.com – {{{artist}}} – The Bomb! (These Sounds Fall into My Mind)" (in French). Les classement single.
Jump up ^ "Offiziellecharts.de – {{{artist}}} – The Bomb! (These Sounds Fall into My Mind)". GfK Entertainment Charts.
Jump up ^ Irish Single Chart Irishcharts.ie (Retrieved March 30, 2008)
Jump up ^ "Charts.org.nz – {{{artist}}} – The Bomb! (These Sounds Fall into My Mind)". Top 40 Singles.
Jump up ^ "Swedishcharts.com – {{{artist}}} – The Bomb! (These Sounds Fall into My Mind)". Singles Top 100.
Jump up ^ "Swisscharts.com – {{{artist}}} – The Bomb! (These Sounds Fall into My Mind)". Swiss Singles Chart.
Jump up ^ UK Singles Chart Chartstats.com (Retrieved March 30, 2008)
^ Jump up to: a b c Billboard Allmusic.com (Retrieved March 30, 2008)
Jump up ^ 1995 Belgian (Flanders) Singles Chart Ultratop.be (Retrieved September 20, 2008)
Jump up ^ 1995 Belgian (Wallonia) Singles Chart Ultratop.be (Retrieved September 20, 2008)
Jump up ^ "Single top 100 over 1995" (pdf) (in Dutch). Top40. Retrieved 17 April 2010.
Jump up ^ 1995 French Singles Chart Disqueenfrance.com Archived 2009-02-14 at the Wayback Machine. (Retrieved January 30, 2009)
Jump up ^ 1995 Swiss Singles Chart Hitparade.ch (Retrieved September 20, 2008)
Jump up ^ French certifications Disqueenfrance.com Archived 2011-12-12 at the Wayback Machine. (Retrieved September 20, 2008)
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Categories:
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text:
Tom Clancy's Rainbow Six Siege
From Wikipedia, the free encyclopedia
This is the latest accepted revision, reviewed on 9 January 2018.
Jump to: navigation, search
Tom Clancy's Rainbow Six Siege
Developer(s)
Ubisoft Montreal
Publisher(s)
Ubisoft
Director(s)
Xavier Marquis
Producer(s)
Sébastien Labbé
Designer(s)
Daniel Drapeau
Programmer(s)
Jalal Eddine El Mansouri
Artist(s)
Po Yuen Kenny Lam
Writer(s)
Li Kuo
Composer(s)
Paul Haslinger
Ben Frost
Series
Tom Clancy's Rainbow Six
Engine
AnvilNext 2.0
Platform(s)
Microsoft Windows
PlayStation 4
Xbox One
Release
WW: December 1, 2015
Genre(s)
Tactical shooter
Mode(s)
Single-player, multiplayer
Tom Clancy's Rainbow Six Siege is a tactical shooter video game developed by Ubisoft Montreal and published by Ubisoft. It was released worldwide on December 1, 2015, for Microsoft Windows, PlayStation 4 and Xbox One. The game puts heavy emphasis on environmental destruction and cooperation between players. Players assume control of an attacker or a defender in different gameplay modes such as hostage rescuing and bomb defusing. The title has no campaign, but features a series of short missions that can be played solo. These missions have a loose narrative, focusing on recruits going through training to prepare them for future encounters with the White Masks, a terrorist group that threatens the safety of the world.
It is the eleventh entry in the Tom Clancy's Rainbow Six series and the successor to Tom Clancy's Rainbow 6: Patriots, a tactical shooter that had a larger focus on narrative. However, Patriots was eventually cancelled due to its technical shortcomings, and the team decided to reboot the franchise. The team evaluated the core of the Rainbow Six franchise and believed that letting players impersonate the top counter-terrorist operatives around the world suited the game most. To create authentic siege situations, the team consulted actual counter-terrorism units, and looked at real-life examples of sieges. Powered by AnvilNext 2.0, the game also utilizes Ubisoft's RealBlast technology to create destructible environments.
Announced at Electronic Entertainment Expo 2014, it received four nominations from Game Critics Awards including Best of Show. The game received a generally positive reception from critics, with praise mostly directed to the game's tense multiplayer and focus on tactics. However, the game was criticized for its progression system and its lack of content. Initial sales were weak, but the game's player base increased significantly as Ubisoft adopted a "games as a service" model for the game and subsequently released several packages of free downloadable content. The company also partnered with ESL to make Siege an eSports tournament game. Two years after the game's initial launch, the game had 25 million registered players.
Contents
[hide]
1 Gameplay
1.1 Modes
2 Setting
3 Development
3.1 Origin
3.2 Gameplay design
3.3 Sound design
4 Release
5 Reception
5.1 Sales
6 References
7 External links
Gameplay[edit]
Tom Clancy's Rainbow Six Siege is a first-person shooter game, in which players control an operator from the Rainbow team. Different operators have different nationalities, weapons, and gadgets.[1] The game features an asymmetrical structure whereby the teams are not always balanced in their ability choices.[2] The Counter Terrorism Units (CTUs) available for play include the FBI Hostage Rescue Team, the British SAS, German GSG-9, Russian Spetsnaz and French GIGN, each of which has four operators per unit (other units were later added through downloadable content, see below). Players also have access to a "Recruit" operator who can choose from a more flexible assortment of equipment at the expense of having no unique gadget. Players pick an operator from any unit before a round starts, and are not allowed to change operators during a round. An in-game shop allows players to purchase operators using the in-game currency, "Renown", which is earned at the end of matches from actions performed in-game. The different gameplay modes award renown at different rates, with ranked matches offering the largest renown multiplier potential per match. Renown can also be affected with the addition of "boosters" which give the player a 100% increase in all renown earned for 24 hours (real time not play time). Renown can also be purchased using real-world currency.[3] Renown can be used to purchase weapon customization options, which allow players to put attachments such as silencers and scopes on their weapons.[4]
In ranked play, when a round begins, the attackers choose one of several spawn points from which to launch their attack. The attackers are then given control over wheeled drones to scout the map in search of enemy operators and targets,[5] while the defenders can use security cameras to spot the attackers.[6] Maps in the game are designed to encourage close quarters combat, and players cannot respawn until the end of a round. Defenders can also put up destructible barricades and reinforce walls to make them indestructible unless you have an appropriate operator. Players who were killed by opponents can enter "Support Mode", which allows them to gain access to drone's cameras and security cameras so that they can continue to contribute to their team by informing them of opponent locations and activities.[7][8] Matches generally last only a few minutes.[9] Teamwork and cooperation is encouraged in Siege, and players need to take advantage of their different abilities in order to complete the objective and defeat the enemy team.[5] Communication between players is also encouraged.[5][10] The game also has a spectator mode, which allows players to observe a match from different angles.[11]
An alpha gameplay screenshot of the game, showcasing the Hostage Mode. Players can destroy structures like walls to spot targets.
The game features heavy emphasis on environmental destruction[12][13] using a procedural destruction system. Players can break structures by planting explosives on them, or shoot walls to make bullet holes.[14] Players may gain tactical advantages through environmental destruction, and the system aims at encouraging players to utilize creativity and strategy.[14][15] A bullet-penetration system is featured, in which bullets that pass through structures deal less damage to enemies.[13] In addition to destruction, players can also set up heavy-duty fortifications on walls and deployable shields around them for protection; these can be destroyed through breaching or by utilizing operator specific melee-weapons like sledgehammers.[16] In order to stop attackers' advance, defenders can place traps like barbed-wire and explosive laserwire traps around the maps.[17] Vertical space is a key gameplay element in the game's maps: players can destroy ceilings and floors using breach charges and can ambush enemies by rappelling through windows.[5] Powerful weapons like grenades and breach charges are valuable, as only limited numbers can be used in a round.[9]
Modes[edit]
At launch, the game featured 11 maps[18] and 5 different gameplay modes. With the downloadable content (DLC) – an additional four maps from season one and the first map from season two – there are currently 16 maps with two more slated for release by January 2018. The gameplay modes featured include:
Hostage: a competitive multiplayer mode, in which the attackers must extract the hostage from the defenders, while the defenders must prevent the hostage from being rescued. A secondary manner of winning can occur if the attacking or defending team accidentally damages the hostage, causing the hostage to "down"; if the opposing team can prevent revival of the hostage, and the hostage bleeds-out and dies, they will win the round.[19]
Bomb: a competitive multiplayer mode, in which the attackers are tasked with locating and defusing one of two bombs. The defenders must stop the attackers by killing all of them or destroying the defuser.[20] If all attackers are killed after the defuser is planted, the defuser must still be destroyed for a defending victory.
Secure Area: a competitive multiplayer mode, in which the defenders must protect a room with biohazard containers, while the attackers must fight their way in. The match ends when all players from one team are killed or the biohazard container is secured by the attackers when there are no defenders in the room.[21]
Terrorist Hunt: a solo[22] or cooperative multiplayer mode for up to five players. Players take on the role of either attackers or defenders, and must fight against waves of enemies controlled by artificial intelligence.[23][24]
Situations: the game's most significant single-player component, with 11 scenarios that serve as introductions and tutorials to the game's mechanics.[25]
Tactical Realism: a variation of the standard competitive multiplayer modes, added with the release of the Operation Skull Rain DLC. The game mode features a heavier emphasis on realism and teamwork, removing most of the heads-up display (HUD) elements, the ability to mark opponents, and the ability to see teammates' contours through walls, while also featuring the addition of a realistic ammo management system.[26] This not featured any more but some aspects are in the other multiplayer modes.
Setting[edit]
Angela Bassett performed voice works and motion capture for Six, the director of Team Rainbow.
Three years after Rainbow Program's deactivation, there is a resurgence of terrorist activities, with the White Mask being the most prominent. The terrorists' goals are unknown, yet they are causing chaos across the world.[27] To counter this rising threat, the program is reactivated by a new leader who is simply known as Six (voiced by Angela Bassett).[28] Six assembles a group of special forces operatives from different countries to face and combat the White Masks. Recruits go through multiple exercises to prepare them for future encounters with the White Masks, training to perform hostage rescue and bomb disposal. Eventually, the White Masks launch a chemical attack on a university (called Bartlett University), and the recruits are sent to disarm the bombs and eliminate the enemy presence. The operation is a massive success, though there are casualties. The story ends with Six affirming that the reactivation of Team Rainbow is the best and only choice in a time filled with risks and uncertainties. Team Rainbow is ready for their next mission – to hunt down the leader of their enemy – and they stand prepared to protect and defend their nation from terrorists.
Development[edit]
Origin[edit]
See also: Tom Clancy's Rainbow 6: Patriots
This entire project was born and has grown out of an in-depth study that looked to distill what the Rainbow series is at its core in terms of both fantasy and gameplay. At the end of the day, the Rainbow Six fantasy about being part of the greatest counter-terrorist organization and impersonating the best of the best operators, working as a team, [and] carrying out dangerous operations (hostage rescue) anywhere on the globe
—  Andrew J. Witts, game designer of Rainbow Six: Siege[29]
The game's predecessor was Tom Clancy's Rainbow 6: Patriots, a tactical shooter announced in 2011. It had a focus on narrative, and the story campaign features many cut-scenes and scripted events. However, the game fell into a development hell shortly after its announcement. The game's outdated engine and frequent change of leadership hindered development progress, and game quality was not up to par.[30] In addition, it was planned to be released on seventh-generation video-game consoles which were not capable of processing certain game mechanics. Seeing the arrival of a new generation of consoles, the team wanted to make use of this opportunity to create a more technologically advanced game.[31] As a result, Ubisoft decided to cancel Patriots, and assembled a new team of 25 people to come up with ideas to reboot the series.[32]
To make the new game feel refreshing, only certain multiplayer elements were retained as the small team took the game in a different direction. They evaluated the core of the Rainbow Six series, which they thought was about being a member of a counter-terrorist team traveling around the globe to deal with dangerous terrorist attacks – operations which are usually intense confrontations between attackers and defenders.[29] However, the team wanted to fit these ideas into a multiplayer format which would increase the game's sustainability.[33][34] These became the basic concept ideas for the game. As the development team hoped that the game can be replayed frequently, the team decided to devote all the resources into developing the game's multiplayer and abandoned the single-player campaign.[35]
Development of the game officially began in January 2013. Ubisoft Montreal, the developer of Patriots, handled the game's development, with Ubisoft's offices in Barcelona, Toronto, Kiev, Shanghai and Chengdu providing assistance.[36][37] The game was originally called Rainbow Six Unbreakable, a title that reflected not only the game's destruction mechanic but also the mindset of the development team, who had to deliver a game that was once stuck in development hell.[33] According to Alexandre Remy, the brand director, the team was confident in their new vision for the game but very nervous when they revealed it, realizing the change of direction would likely disappoint some fans.[32]
Gameplay design[edit]
The 150-person team consisted mainly of first-person shooter veterans or longtime Rainbow Six players.[33] Despite having prior knowledge on how these types of games work, the team decided to study historic examples of counter-terrorist operations, including 1980's London Iranian Embassy siege, 1997's Lufthansa Flight 181 hijacking, and 2002's Moscow theater hostage crisis to ensure that the portrayal of these operations was accurate and appropriate. The team also consulted counter-terrorism units, such as the National Gendarmerie Intervention Group (GIGN), for their opinions on how they would react during a hostage rescue situation.[38] According to Xavier Marquis, the game's creative director, having a hostage rescue mission in the game helped create an immersive story. By allowing players to assume control of an operator tasked with saving innocents, it gives them an objective and a priority. They must be careful in dealing with the situation and try their best not to hurt the hostage. This further promotes teamwork between players and prompts them to plan before attacking, and further makes the game more realistic, tense and immersive.[39] To make the game feel more realistic, the team introduced a mechanic called "living hostage" to govern the hostage character's behavior – e.g., coughing if there is dust in the air or shielding herself if there is nearby gunfire.[40]
The environmental destruction mechanic was one of the game's most important elements. When the game's development was begun, The developer's in-house team completed their work on RealBlast Destruction, an engine that "procedurally breaks everything down" and remodels the environment.[41] The development team thought that this technology fitted the game's style and gameplay, and decided to use it.[42] This aspect of the game became increasingly important during development, and the team spent an extended period of time making sure that these destructions were authentic. As a result, the team implemented a materials-based tearing system, in which environmental objects of different materials show different reactions to players' attacks.[13] To render the game's texture, the team used physically based rendering, even though it was ineffective during the game's early stage of production due to issues with the game's engine. A material bank and substance painter were utilized to create textures for environmental objects when they were damaged or destroyed. The team also implemented subtle visual cues to help players identify whether a structure was destructible or not, as opposed to "distracting" players with more-obvious hints.[43] The destruction mechanic prompted Ubisoft to change their level-design approach, as they had to ensure that the level was still logical and realistic when parts of the environment were destroyed.[44]
According to Ubisoft, "teamwork, tactics, and tension" were the game's three most important pillars. The team initially worked on a respawn feature, allowing players to rejoin after they are killed in the game. However, following several internal tournaments, the team realized that some of their employees would always win a match. They concluded that the respawn system worked to the benefit of strong players and placed individual skill above teamwork,[45] which did not fit the developer's focus on game tactics. Removing the respawn feature meant greater consequences for taking risks, and players had to rely on their teammates in order to survive and achieve objectives. According to Chris Lee, the game's designer, the team initially worried that the system would only appeal to hardcore players. However, after several testings, they found that the removal of the respawn system provided new challenges to strong players and forced them to cooperate with their teammates – while it rewarded weaker players who were willing to take their time, plan their actions, and be strategic.[46][47][48]
The gameplay system was designed to allow players to have a lot of freedom. As a result, the team implemented the "Golden 3C Rules", which represents Character, Control, and Camera.[49] Players are always controlling their own actions and movements, and the team intentionally avoided any animation that would disrupt the players. As a result, actions such as setting explosives, or placing a breach charge, can be cancelled immediately so that players can react and shoot. The game's camera only moves when the player moves, as the team feared that the changes of camera angle may lead to players' in-game deaths. A free-lean system was introduced to the game so that players can have more control on their line of sight.[29] According to Ubisoft, this input-driven control mechanism makes the game feel more "natural" and "fluid". This is because it allows players to concentrate on planning and coordinating, rather than thinking if the camera or environment will interfere their actions.[50]
Several gameplay elements were scrapped or removed from the final game. One of the features of its predecessors, artificial intelligence-controlled squadmates, were removed from single-player missions. This decision was made because the team wanted players to play with a squad controlled by actual players rather than computers. The team once considered adding a map editor so that players could design their own maps, but this plan never came to fruition. Hit markers, which would indicate an injury inflicted on an opponent, were removed because the team feared that players would abuse the system by "peppering the walls with gunfire" and use hit markers to locate enemies. Players cannot jump in the game, as real-life counter-terrorist unit operators do not jump while carrying out their missions.[47]
Sound design[edit]
According to Louis Philippe, the game's audio director, the team originally used intense music and sounds to create tension. However, the team decided to scrap this idea, realizing that the best way to create a tense atmosphere is to create the sounds of other players, which are often unexpected. The team created Navigation Sounds, in which the sound a player made is determined by their operators' weight, armor, and speed. Gadget deployment such as fortifying and breach-charging create louder sounds that may reveal the player's presence. The team thought that this would be enjoyable for players and influence their gameplay experience.[51] The game's music was composed by Paul Haslinger, who had worked on the score of the previous Rainbow Six games and the Far Cry series. His co-composer was Ben Frost, who debuted his first video game soundtrack with Siege. Leon Purviance assisted Frost and Haslinger in composing the music.[52]
Release[edit]
Rainbow Six Siege stall at Gamescom
Ubisoft announced the game at their press conference during Electronic Entertainment Expo 2014.[53] In August 2015, Ubisoft announced that they had delayed the game's release from October 10 to December 1, 2015, in order to give additional time for the team to balance the game for cooperative multiplayer play.[54] A closed alpha-testing was held by Ubisoft on April 7–13, 2015, in which players could play an early version of the game in order to help the development team test their servers and core gameplay loops, and to provide feedback.[55] Ubisoft held a closed beta, starting on September 24, 2015, for further testing. The company originally wanted to hold another round of testing with the release of the game's open beta on November 25, 2015, but they delayed its release to November 26 due to matchmaking issues.[56] Players who purchased Siege for the Xbox One could download Tom Clancy's Rainbow Six: Vegas and its sequel, Tom Clancy's Rainbow Six: Vegas 2 for free.[57]
The game had multiple versions for players to purchase. A season pass was announced on November 12, 2015. Players who bought this version of the game could gain early access to operators offered in the DLCs and receive several weapon skins.[58] The game was also released alongside its Collector's Edition, which included the game's season pass, a hat, a compass and bottle opener, a backpack, and a 120-page guide.[59] A Starter Edition was released on PC in June 2016, featuring all the maps, modes and weapons of the standard edition, and included two operators plus enough Rainbow 6 Credits to purchase two more of the player's choice (players could purchase the rest of the operators with Renown or Rainbow 6 Credits). The Starter Edition was cheaper than the main game, and was initially available for a limited time.[60] In February 2017, the Starter Edition became permanently available via Uplay.[61]
According to Ubisoft, the game adopted a "game as a service" approach, as they would provide long-term support for the game and offer post-release content to keep players engaged. The management team initially doubted the idea, but eventually decided to approve it.[32] The title was supported with many updates upon launch, with the company introducing fixes to bugs, and improvements on both matchmaking and general gameplay mechanics.[62][63] They also introduced an auto-kick system, which automatically removes players from a match when they kill a friendly player,[64] and launched the BattleEye system in August 2016 to punish cheaters.[65] All downloadable content maps was released to all players for free.[66] The team avoided adding more modes to the game because most would not fit well with the game's close-quarter combat.[67] Downloadable content for the game were divided into several seasons, with a Mid-Season Reinforcement patch which added new weapons and modified some of the operators' core abilities.[32] This post-release content was developed by the Montreal studio in conjunction with Blue Byte in Germany.[68]
Downloadable content and expansion packs
Year
Name
Release date
Notes
Year 1 Operation Black Ice February 2, 2016 The DLC introduces a new map, a frozen yacht in Canada. It also introduces two Canadian operators, Frost and Buck. Frost can use a trap to incapacitate enemies, while Buck has an under-barrel shotgun.[69]
Operation Dust Line May 11, 2016 The DLC introduces a new map set in the Middle East, which was described as "a mix of old and new construction with open air pathways".[70] It also introduces two new operators, Blackbeard and Valkyrie. Blackbeard has two shields that can be mounted onto his rifle, while Valkyrie has three Black Eye Cameras.[71]
Operation Skull Rain August 2, 2016 The DLC introduces a new map set in Brazil, and two Brazilian operators called Capitão and Caveira.[72] Capitão has a tactical crossbow which can be loaded with asphyxiating bolts, that will burn oxygen within a certain radius, or smoke grenade bolts that create a thick cloud of smoke. Caveira has an ability called Silent Step, which allows her to interrogate an immobilized enemy for the location of other enemies.[73]
Operation Red Crow November 17, 2016 The DLC introduces a new map set in a skyscraper in Japan, and two Japanese operators called Hibana and Echo. Hibana possesses a weapon that launches up to three sets of six explosives that can break reinforced walls, while Echo uses a drone capable of releasing sonic blasts to disorient enemies.[74]
Year 2 Operation Velvet Shell February 8, 2017 The DLC introduces a new map set in Spain, and two Spanish operators called Mira and Jackal.[75] Jackal is a tracker who can reveal the location of enemies by tracking their footprints, while Mira can create one-way windows on walls which can be ejected, leaving a space for operators to fire through.[76][77]
Operation Health June 6, 2017[78] Operation Health is an update that fine-tuned many of the game's aspects, including fixes to hit boxes, spawn killing and audio issues.[79] This resulted in the delay of season 2's content and the cancellation of a map.[80]
Operation Blood Orchid September 5, 2017[81] The DLC introduces a new map set in Hong Kong, two Hong Kong operators named Ying and Lesion, and one Polish operator named Ela.[82] Ying utilizes candela cluster charges that can be thrown or attached to a surface to stun enemies. Lesion uses poison mines that slow and cause damage to an enemy overtime when triggered. Ela possesses proximity concussion mines that can be attached to multiple surfaces to disorient enemies.[83][84]
Operation White Noise December 5, 2017[85] The DLC introduces a new map set in South Korea, two South Korean operators named Dokkaebi and Vigil, and one Polish operator named Zofia. Dokkaebi is able to hack cameras and enemy phones to make them ring, giving away their positions through sound. Vigil is invisible to enemy drones and cameras. Zofia carries a double barreled grenade launcher capable of launching explosive or concussion grenades.[86]
Year 3 Operation Chimera TBA The DLC, in addition to introducing a new map and two new operators, will include a coooperative multiplayer timed event named "Outbreak".[87]
Ubisoft also envisioned the game as an eSports game. The company had their first meeting with David Hiltscher, vice president of ESL, in late 2013. ESL offered feedback on the game's balancing and helped the developer to ensure that the game was suitable for competitive play.[88] The team focused on introducing new operators to provide variety for eSports viewers after the game's release, a decision inspired by modern multiplayer online battle arena games such as Dota 2, as this type of game often has 80–100 playable characters.[89] ESL and Ubisoft officially announced Tom Clancy's Rainbow Six Pro League, a global tournament for Windows and Xbox One players. The competition was held at Intel Extreme Masters eSports tournament on March 4, 2016.[90] A European team, PENTA Sports, became the champion of the first season of Rainbow Six Pro League after defeating another team, GiFu, at the final of the tournament held in May 2016.[91] In 2017, It was revealed that Pro League Year Two would return, but Xbox One tournaments would not be featured.[92]
Reception[edit]
Reception
Aggregate score
Aggregator
Score
Metacritic (PC) 78/100[93]
(XONE) 74/100[94]
(PS4) 73/100[95]
Review scores
Publication
Score
Destructoid 8/10[96]
Game Informer 7/10[97]
Game Revolution [98]
GameSpot 8/10[99]
GamesRadar [100]
IGN 7.9/10[101]
PC Gamer (US) 90/100[102]
Polygon 6/10[103]
VideoGamer.com 8/10[104]
The pre-release reception of the game was positive, with critics praising the game's design and tensions created during matches.[24] The game received four nominations from Game Critics Awards: Best of Show, Best PC Game, Best Action Game and Best Online Multiplayer Game.[105] The game eventually became the winner of the Best PC Game category.[106]
Tom Clancy's Rainbow Six Siege received "generally favorable" reviews from critics, according to review aggregator Metacritic. Critics generally praised the game's destructive environment, tactical nature, map design, and its focus on teamwork. However, the lack of content and the game's microtransactions were subjected to criticism.
The game's multiplayer was widely praised by critics. Chris Carter from Destructoid praised the game's open-ended nature, which made each match unpredictable and helped the experience to stay fresh even after an extended period of playing.[96] GameSpot's Scott Butterworth appreciated the title for allowing players to make use of their creativity in approaching a mission.[99] James Davenport from PC Gamer echoed this thought, and he described Siege as a "psychological race" in which players are constantly trying to outwit their opponents.[102] Ryan McCaffery from IGN also praised the tactical possibilities, which make the game "tense and riveting".[101] The large number of operators available for players to choose were praised by both Carter and Matt Bertz from Game Informer, who commented that they added depths and variety to the game and that players could experiment to see which pairs of operators can complement each other.[97] However, McCaffery was disappointed by the lack of variety of game modes, and commented that most players usually neglect the mode's objectives and opted to simply eliminate their opponents.[101] Terrorist Hunt received divisive opinions from critics. Carter thought that it was more relaxing,[96] and Butterworth thought it was exhilarating. However, Bertz criticized its lack of variety, weak artificial intelligence, and its less-intense nature when compared with the player-versus-player modes.[97] Martin Robinson from Eurogamer also noted that the mode only ran at 30 frames per second, which limited its appeal.[107]
The game's focus on tactics was praised. Bertz applauded the tactical nature of the game, as it fostered communications between players. However, he noted that teamwork may not be possible if players did not have a headphone and microphone.[97] Arthur Gies from Polygon echoed these comments, stating that the game's over-reliance on teamwork meant that when teammates were not communicating, the game would not be fun to play.[103] The "No Respawn" system was praised by Butterworth for making each match feel intense, as even the best player needs to think tactically in order to win.[99] Jonathon Leack from Game Revolution enjoyed the scouting phase of a multiplayer match, which encouraged players to communicate with each other and coordinate their attacks.[98] However, Gies noted that the placement of game objectives does not vary much, thus making the scouting phase meaningless. Both Bertz and Butterworth agreed that the game's competitive nature increases the game's replay value.[97][99] Ben Griffin from GamesRadar praised the destruction mechanic for bringing tactical depth to the game.[100]
The gameplay received mixed reviews. Both Bertz and Griffin criticized the game's incompetent hit detection system, which made the experience unfair.[100] Bertz described the game's gunplay as "servicable",[97] while Leack noticed a delay in shooting, which drags the game's pace and leads to a steep learning curve. However, Leack appreciated the game's map design, which opened many possibilities. He also praised its attention to detail and sound design, which can often make a multiplayer match feel like a "great action film".[98] Bertz was disappointed by the lack of customization options, which did not offer long-term progression for the players.[97] Butterworth similarly criticized the progression system for being slow. As players cannot play as the same operator in the same match, he was often forced to play as the generic "recruit" character when he was only at the beginning stage of the game. He also criticized the limited weapon customization options, which barely affect gameplay.[99] McCaffery described customization as the "least interesting" aspect of the game, and claimed that most gameplay features were locked when players started playing.[101] Griffin, Gies, and Steven Burns from VideoGamer.com were annoyed by the microtransactions featured in the game,[104][103] with Griffin describing it as a greedy attempt by Ubisoft to make more money,[100] though Davenport did not mind these features as they were limited to cosmetic items and could be unlocked through earning Renown.[102] Bertz was annoyed the lack of clan infrastructure, which may cause players troubles when they were finding matches,[97] while Griffin thought that map rotation often felt random and was disappointed that players cannot vote to decide which map they are going to play next.[100]
Single-player was generally considered a disappointment by critics, with Situations receiving mixed reviews. Carter described it as one of his "favorite non-campaign additions" as the mode gave players incentive to return due to its rating system. Butterworth described it as a "surprisingly robust" mode, and thought that there were great tutorial missions that help players to understand gameplay before trying multiplayer.[99] However, Bertz criticized it for its lack of replay value,[97] and Griffin noted their short length.[100] McCaffery thought that it served as a competent tutorial, but its solo play nature meant that players could not practice teamplay and tactics.[101] Davenport criticized the narrative in Situations, which he thought was not meaningful.[102] Many critics were disappointed with the lack of a single-player campaign or a cooperative campaign,[97][98] but Butterworth believed that the strong multiplayer components can compensate for this absence.[99] Gies noticed certain network issues would affect the single-player.[103]
Many critics generally had a positive opinion on the package. Bertz thought that the game's multiplayer design had laid a great foundation for the game, but it was not taken advantage of due to the small number of game modes.[97] Leack felt that Siege's tight focus on tactical gameplay had "provided something unlike any other game on the market".[98] Butterworth found the game very unique and that there was "nothing else like it" when he put aside the game's minor annoyances.[99] Griffin wrote that the title felt very fresh, as most games in the market did not value tactics.[100] Davenport similarly praised the game for being very concentrated and making no compromises on gameplay design, which in turn make the title one of the best tactical multiplayer shooters on the market.[102] Gies recognized the game's potential but thought that they were overshadowed by the game's numerous technical annoyances, frustrating progression system and its lack of content.[103] Robinson was impressed by the game's multiplayer mode, and that the overall package could be considered as the year's best multiplayer game. However, he questioned Ubisoft for releasing the game with so little content while still selling it at full-price.[107]
Sales[edit]
In May 2015, CEO of Ubisoft Yves Guillemot announced that the company expected the game to outsell Far Cry 4's seven million sales over the course of its lifetime because of post-launch support.[108]
At the game's launch, it debuted at number six in UK Software Charts, selling 76,000 retail copies across all three platforms.[109] Critics thought that the launch performance was underwhelming and lackluster.[110] However, through continued post-release support and updates, the player base had doubled since the game's launch.[111] Following the summer 2016 launch of the third DLC, Skull Rain, the size of the player base had a 40% increase, and the title had more than 10 million registered players.[112] Two years after launch, the game remained as one of the top 40 best-selling retail games in the UK.[44] The strong performance of Siege, alongside with Tom Clancy's The Division (2016) and Tom Clancy's Ghost Recon Wildlands (2017) boosted the total number of players of the Tom Clancy's franchise to 44 million in 2017.[113] The post-launch success for Siege further solidified Ubisoft's belief in the model of "game as a service". Future Ubisoft multiplayer-focused titles – such as For Honor – adopted this structure, in which the company would provide free DLC and updates several years after the game's official release.[114] In August 2017, Ubisoft announced that the game had passed 20 million players and that the game was played by 2.3 million players every day.[115] Two years after the game's launch, Ubisoft announced that the game has passed 25 million registered players.[116]
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Jump up ^ Pereira, Chris (July 25, 2016). "Rainbow Six Siege's Next Big Update Detailed". GameSpot. Retrieved June 15, 2017.
Jump up ^ Chalk, Andy (November 10, 2016). "Rainbow Six Siege: Operation Red Crow DLC comes to season pass holders next week". PC Gamer. Retrieved December 6, 2017.
Jump up ^ Martin, Liam (February 8, 2017). "Rainbow Six Siege Velvet Shell release time, date: PS4, Xbox One, PC schedules Confirmed". Express.co.uk. Retrieved June 15, 2017.
Jump up ^ Hillier, Brenna (February 2, 2017). "Rainbow Six Siege teaser introduces us to second new Operation Velvet Shell operator, Mira". VG 247. Retrieved June 15, 2017.
Jump up ^ Hillier, Brenna (January 30, 2017). "Rainbow Six: Siege Velvet Shell teaser gives us our first look at new operator Jackal". VG 247. Retrieved June 15, 2017.
Jump up ^ Newhouse, Alex (June 2, 2017). "Rainbow Six Siege's Operation Health Update Brings Significant Hitbox Changes". GameSpot. Retrieved June 15, 2017.
Jump up ^ Chalk, Andy (June 2, 2017). "Rainbow Six Siege 'Operation Health' priorities include maps, hit boxes, and Glaz". PC Gamer. Retrieved June 2, 2017.
Jump up ^ "Rainbow Six Siege Year 2 Season 2 delayed three months for "Operation Health" as Ubisoft shores up tech and resolves issues". VG247.com. Retrieved 2017-12-20.
Jump up ^ Pereira, Chris (September 11, 2017). "Rainbow Six Siege Blood Orchid Update Out Now With New Operators And A Map". GameSpot. Retrieved September 14, 2017.
Jump up ^ Smith, Rebecca (August 23, 2017). "Rainbow Six Siege Free Weekend and Operation Blood Orchid Details". True Achievements. Retrieved August 28, 2017.
Jump up ^ Pereira, Chris (August 23, 2017). "Rainbow Six Siege's Three Blood Orchid Operators Detailed". GameSpot. Retrieved August 28, 2017.
Jump up ^ Wright, James (August 26, 2017). "Rainbow Six Siege Operators: Blood Orchid DLC REVEAL for PC, PS4, Xbox before free weekend". Daily Star. Retrieved August 28, 2017.
Jump up ^ Jones, Gary (December 5, 2017). "Rainbow Six Siege White Noise release date: PS4 and Xbox One update times CONFIRMED". Express.co.uk. Retrieved December 6, 2017.
Jump up ^ Gach, Ethan (November 19, 2017). "Rainbow Six Siege's Operation White Noise Adds Invisible Cloaks And Phone Hacking". Kotaku. Retrieved December 6, 2017.
Jump up ^ Purchese, Robert (November 20, 2017). "Rainbow Six Siege teases a cooperative zombie mode for Year 3". Eurogamer. Retrieved December 6, 2017.
Jump up ^ Wunderl, Steffie (May 10, 2016). "Building Rainbow Six Siege into an eSport". Red Bull. Retrieved June 15, 2017.
Jump up ^ Arif, Shabana (February 6, 2017). "Rainbow Six Siege is all about new operators and maps, not new game modes". VG 247. Retrieved June 15, 2017.
Jump up ^ Dransfield, Ian (January 29, 2016). "Rainbow Six Siege gets a $100,000 tournament". Digital Spy. Retrieved June 15, 2017.
Jump up ^ Higgins, Chris (May 19, 2016). "What does Rainbow 6: Siege need to make it as an esport?". PC Gamer. Retrieved June 15, 2017.
Jump up ^ Chalk, Andy (March 16, 2017). "Rainbow Six Pro League Year Two goes PC exclusive". PC Gamer. Retrieved June 15, 2017.
Jump up ^ "Tom Clancy's Rainbow Six Siege for PC Reviews". Metacritic. Retrieved November 30, 2015.
Jump up ^ "Tom Clancy's Rainbow Six Siege for Xbox One Reviews". Metacritic. Retrieved November 30, 2015.
Jump up ^ "Tom Clancy's Rainbow Six Siege for PlayStation 4 Reviews". Metacritic. Retrieved November 30, 2015.
^ Jump up to: a b c Carter, Chris (December 2, 2015). "Review: Tom Clancy's Rainbow Six Siege". Destructoid. Retrieved December 2, 2015.
^ Jump up to: a b c d e f g h i j k Bertz, Matt (December 4, 2015). "A Slimmed-Down Combatant Struggles With The Weight Of Expectation - Rainbow Six: Siege - PC". Game Informer. Retrieved December 4, 2015.
^ Jump up to: a b c d e Leack, Jonathan (December 8, 2015). "Tom Clancy's Rainbow Six: Siege Review". Game Revolution. Retrieved December 8, 2015.
^ Jump up to: a b c d e f g h Butterworth, Scott (December 4, 2015). "Tom Clancy's Rainbow Six Siege Review". GameSpot. Retrieved December 4, 2015.
^ Jump up to: a b c d e f g Griffin, Ben (November 30, 2015). "Rainbow Six: Siege review". GamesRadar. Retrieved November 30, 2015.
^ Jump up to: a b c d e McCaffrey, Ryan (November 30, 2015). "Rainbow Six Siege Review". IGN. Retrieved November 30, 2015.
^ Jump up to: a b c d e Davenport, James (December 3, 2015). "Rainbow Six Siege review". PC Gamer. Retrieved December 3, 2015.
^ Jump up to: a b c d e Gies, Arthur (December 10, 2015). "Rainbow Six Siege review". Polygon. Retrieved December 10, 2015.
^ Jump up to: a b Burns, Steven (December 4, 2015). "Rainbow Six Siege Review". VideoGamer.com. Retrieved December 4, 2015.
Jump up ^ Futter, Mike (June 24, 2014). "E3 2014 Game Critics Awards Nominations Announced". Game Informer. Retrieved June 25, 2015.
Jump up ^ "2014 Winners". Game Critics Awards. Retrieved June 25, 2015.
^ Jump up to: a b Robinson, Martin (December 3, 2015). "Rainbow Six Siege review: Six Pack". Eurogamer. Retrieved June 16, 2017.
Jump up ^ Dyer, Mitch (May 12, 2015). "Ubisoft Updating Rainbow Six Siege 'For a Long Time'". IGN. Archived from the original on May 14, 2015. Retrieved May 14, 2015.
Jump up ^ Leack, Jonathan (December 7, 2015). "Rainbow Six Siege Isn't Selling Well, and It Deserves Better". Game Revolution. Archived from the original on December 9, 2015. Retrieved December 9, 2015.
Jump up ^ "Just Cause 3 and Rainbow Six Siege underwhelm in UK charts". GameCentral. December 7, 2015. Retrieved June 16, 2017.
Jump up ^ Ingenito, Vince (August 10, 2016). "More People Are Playing Rainbow Six Siege Now Than At Launch". IGN. Retrieved June 16, 2017.
Jump up ^ Makuch, Eddie (November 3, 2016). "How's Ubisoft Doing? Here Are the Key Takeaways From Latest Earnings Report". GameSpot. Retrieved June 16, 2017.
Jump up ^ Nunneley, Stephen (May 16, 2017). "Tom Clancy games have 44M players thanks to The Division, Wildlands, Rainbow Six Siege". VG 247. Retrieved June 16, 2017.
Jump up ^ Dring, Christopher (November 22, 2016). ""No more DLC that gamers have to buy for the full experience" - Ubisoft". Gameindustry.biz. Retrieved June 16, 2017.
Jump up ^ Nunneley, Stephany (August 5, 2017). "Rainbow Six Siege has 20M registered players and 2.3M play everyday". VG 247. Retrieved December 6, 2017.
Jump up ^ Purchese, Robert (December 6, 2017). "Rainbow Six Siege hits 25 million players as Operation White Noise launches". Eurogamer. Retrieved December 6, 2017.
External links[edit]
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Centurion Card
From Wikipedia, the free encyclopedia
Jump to: navigation, search
Front side of a card.
Hong Kong Centurion Invitation Kit
The American Express Centurion Card, known informally as the Amex Black Card, is an invitation-only charge card issued by American Express[1] to platinum card holders after they meet certain criteria. There are three different issues of the Centurion Card: personal, business, and corporate.[2]
Contents
[hide]
1 History
2 Features
2.1 Availability and fees
2.2 Benefits
2.3 Former benefits
2.4 Publications
2.5 Elite cards
3 AmEx Black Card vs. Black Card
4 References
5 External links
History[edit]
In 1991 American Express introduced the Centurion Card to cater to the very wealthy. The card was initially available only to selected users of the company's Platinum Card. To become a Centurion cardholder, one must meet American Express eligibility criteria. Cardholders are required to pay an annual fee, and in some countries also an initiation fee. (In the United States, the initiation fee is $7,500 in addition to the $2,500 annual fee from each cardholder).[3] In addition to a variety of benefits, the card itself is made of anodized titanium[3] with the information and numbers laser etched into the metal. (It should be noted that in some markets the plastic version of the card is still issued, with or without the titanium card.) The plastic card and 2014 and earlier Centurion cards include embossed information on the card. The Centurion 2015 Card introduced laser etching. In some locations, such as Israel, EMV "chip" plastic cards which also include the ExpressPay contactless payment technology are issued. American Express created the card line amid rumors and urban legends in the 1980s that it produced an ultra-exclusive black card for elite users who could purchase anything with it.[4]
Features[edit]
Availability and fees[edit]
The Centurion Card is invitation-only after appropriate net worth With American Express, credit, and spending criteria are met.[3] American Express does not publicly disclose the requirements necessary for getting or keeping a card, except that the cardholder needs to have a substantial net worth, as well as having been a Platinum card holder.[3]
While the eligibility criteria are subject to speculation, most reliable sources agree that Centurion Card holders have historically spent US$250,000 or more per year on lower-level American Express cards, and have annual household incomes of around US$1.3 million and net worths of at least US$16 million.[5]
Centurion Card annual fees
Country
Annual fee/limit
United States US$2,500 (US$2,500 for each additional card member) plus one-time joining fee of US$7,500[6]
United Kingdom £2,200 (US$2,970) (unlimited) plus one-time joining fee of £2,500
Canada C$2,500 (US$1,886) plus one-time fee of C$5,000 (US$3,772)
India ₹200,000 (US$2,976) plus one time fees of ₹250,000 (US$3,720)
France, Spain, Italy, Netherlands €3,000 (US$3,390) plus one time fee €3,000 (Italy)
Germany, Austria €5,000 (US$5,650) plus one-time fee of €4,000 (US$4,520)
Switzerland CHF 4,200 (US$4,263) (unlimited)
Australia A$5,000 (US$3,717) (increased from A$4,300 (US$3,197), effective 11 July 2012) plus one-time fee of A$5,000 (US$3,717), effective 11 July 2012
Japan ¥365,000 (US$3,355) (increased from ¥197,000 (US$1,811), effective 1 January 2008)
Hong Kong HK$38,800 (US$4,999) plus one time fee of 4999 (increase from HK$19,800 (US$2,551), effective 30 May 2013)
China (People's Republic of China) CN¥ 18,000 (US$2,709) issued by China Merchants Bank (CMB) and Industrial and Commercial Bank of China (ICBC) pursuant to a license from American Express
Singapore S$7,490 (US$5,421) (unlimited) plus one-time joining fee of S$7,490 (US$5,421)
Kuwait US$4,000 for Titanium-based Centurion. Issued by American Express Middle East (Bahrain) (Same applies for Bahrain, United Arab Emirates, and Qatar)
Mexico Mex$56,000 (US$3,000)
Brazil R$4,250 (US$1,218)
Argentina AR$20,000 (US$1,355)
Saudi Arabia ر.س 11,250 (US$3,000) (unlimited)
International Dollar Currency Card (IDC) US$4,000 plus one-time fee of US$4,000
International Euro Currency Card (IEC) €4,000 (US$4,520) plus one-time fee of €4,000 (US$4,520)
Israel US$2,043 (~₪8,000), where payments can be made either in ILS or in US$.
Russia ₽150,000 (US$2,237)
Taiwan NT$160,000 (US$4,839) plus one-time fee of NT$160,000 (US$4,839) Note: minimum annual income (NT$3,500,000)[7]
Lebanon ل.ل 3,000 (US$3,000)
United Arab Emirates DH 11,000 (US$3,000)
Sweden kr 30,000 (US$3,504) plus one-time fee of (US$3,504)[8]
Benefits[edit]
The card, available for personal and business use, offers services such as a dedicated concierge and travel agent; complimentary companion airline tickets on international flights on selected airlines with the purchase of a full-fare ticket; personal shoppers at retailers such as Dot & Vic's Rathon Station, Big Billy's Beef house Livingston, Gucci, Escada, and Saks Fifth Avenue; access to airport clubs; first-class flight upgrades; membership in Sony's Cierge personal shopping program and dozens of other elite club memberships.[3]
Hotel benefits include one free night, when at least one paid night is booked during the same stay, in every Mandarin Oriental hotel worldwide once a year[3] (except for the New York City property),[9] and privileges at hotel chains like Ritz-Carlton, Leading Hotels of the World, and Amanresorts. All of the benefits mentioned above are for United States-issued cards. American Express Centurion Cards issued in other countries may include different benefits. The card has amenities, including Delta SkyMiles Platinum Medallion status.
The card also features complimentary enrollment in Easirent Car Hire Platinum Service and the Avis Rent a Car President's Club.[10]
Initially it came with an extensive travel insurance all year round no matter how the trip was paid for but since 2012 this insurance is limited to trips which are paid with the card only. (In Australia, the insurance covers all trips, even if paid with another method or frequent flyer miles).
The titanium-crafted "Centurion" card was first issued as an upgrade for all plastic U.S. "Centurion" cards in the first half of 2006, with the titanium version being rolled out to certain other countries as well.
Some Centurion customers have purchased automobiles using the card or made purchases exceeding €1 million (US$1.36 million).[citation needed] The card has no preset limit in theory. In practice the authorization is decided upon past payment and spending patterns; the largest purchase ever made on one was US$170 million for Amedeo Modigliani's "Nu couché" painting purchased at a Christie's auction house by Liu Yiqian.[11] It was suggested that the reason for funding the purchase through the credit card was to circumvent Chinese money laws that restrict the transfer of money by citizens out of the country to just $50,000.[12]
The benefits offered to Centurion cardmembers are vast, but they appear to be based on the benefits offered to American Express Platinum cardholders, but with many enhancements.[13]
Centurion Card members, like Platinum Card members, get complimentary access to the American Express Centurion Lounges at several US airports. They also get unlimited access to Priority Pass lounges around the world.[14] However, at busy times, Centurion members have access to areas reserved for them. There are also drink options at the bar that are exclusive to Centurion members. As of 2015, they have a Champagne option of Veuve Clicquot and a single malt scotch by Balvenie.[15]
Former benefits[edit]
Several original Centurion program benefits have been discontinued, including:
Continental Airlines benefits, which ceased in October 2011
Starwood Preferred Guest Platinum elite benefits, downgraded to Gold (from January 2006, same as Platinum card)
Hyatt Diamond Elite benefits
American Airlines Admirals Club benefits, which ceased on March 21, 2014[16]
Publications[edit]
Black Ink
Categories
Luxury magazine
Frequency
Seasonal
Publisher
American Express
Year founded
2004
Since the inception of the card, members have received a copy of Departures, which is also sent to all Platinum Card cardholders. In 2004, American Express Centurion members in the US began receiving an exclusive "no name" magazine, which was not available by any other means. Starting with the Spring 2007 edition, this magazine was officially titled Black Ink. The magazine is available only to individual Centurion cardholders, not to the business-edition customers.
European, Asian, and Australian Centurion members receive quarterly the Centurion magazine published by Journal International GmbH (Munich, Germany).[17] In June 2011, the Centurion magazine website was launched, offering daily updates for Centurion Card members. According to Journal International, the average age of a Centurion reader from Europe or the Middle East is 49 years. Centurion has been published since 2001 and has a circulation in Europe and the Middle East of 44,100, in Asia of 13,900, and in Australia of 6,000.[2]
Elite cards[edit]
The Centurion Card is part of an elite credit card segment created for a very small and exclusive range of clients around the world.[3] Other such cards include:
Palladium Card
AmEx Black Card vs. Black Card[edit]
Black Card LLC successfully registered "Black Card" as a U.S. trademark in 2009. However, American Express contended its Centurion Card was widely known as "the Black Card" before the launch of the Black Card (then Visa card), despite never seeking to trademark that name itself. American Express filed suit against Black Card LLC in February 2010, claiming that the trademark was obtained improperly and sought injunctive relief.[18] This suit was concluded in November 2011, with the U.S. District Court for the Southern District of New York ruling that Black Card, LLC's trademark of the name "Black Card" should be canceled on grounds that it was merely descriptive.[19] (See also American Express Marketing and Development Corp, et al. v. Black Card, LLC, 2011 U.S. Dist. LEXIS 133151 (S.D.N.Y. November 17, 2011.)
Today, Black Card LLC uses the registered trademark under license as a MasterCard issued by Barclays Bank Delaware.[20] It has similar features, such as the members-only Luxury Magazine in print and digital form.[20][21]
References[edit]
Jump up ^ Sullivan, Paul, "American Express’s New Service for Its Wealthiest Cardholders", The New York Times, January 24, 2011
^ Jump up to: a b pe.pdf American Express Centurion/Departures - Media Kit, Europe & Middle East 2010
^ Jump up to: a b c d e f g Chevalier, Michel (2012). Luxury Brand Management. Singapore: John Wiley & Sons. ISBN 978-1-118-17176-9.
Jump up ^ "Black American Express Card". Snopes.com. December 6, 2006. Retrieved December 11, 2010.
Jump up ^ Frankel, Matthew (2014-08-24). "Is The American Express Black Card Really Worth It? The Centurion card, or "black card", is the most exclusive credit card in the world, but is it worth the high cost?". Fool.com, 24 August 2014. Retrieved from http://www.fool.com/investing/general/2014/08/24/is-the-american-express-black-card-really-worth-it.aspx.
Jump up ^ "Cardmember Agreement" (PDF). American Express. 2014-03-31. Retrieved 2014-06-18.
Jump up ^ Taiwan TV news 2015-11-24 on department clerk leaking client's card on FaceBook
Jump up ^ "Medlemsvillkor för American Express® - Kort" (PDF). 2017-06-26. Retrieved 2017-06-26.
Jump up ^ American Express page about hotel benefits Archived July 24, 2011, at the Wayback Machine.
Jump up ^ Official American Express Centurion Card Interactive Tour
Jump up ^ "Family will fly free for life after $170m purchase on American Express black card". Mercury News. Retrieved 2015-11-24.
Jump up ^ Thestar.com
Jump up ^ The Ultimate Guide To The American Express Centurion Card
Jump up ^ American Express Centurion Card Benefits
Jump up ^ American Express Black Card: What Is This Secret Card?
Jump up ^ Scott McCartney, "The Airport Lounge Arms Race," Wall Street Journal, March 5, 2014.
Jump up ^ "About Us". Centurion. Archived from the original on 17 August 2013. Retrieved 19 October 2013.
Jump up ^ American ExpressCard LLC - Complaint and Jury Demand, February 20, 2010; retrieved from Scribd, July 2, 2010
Jump up ^ [1] AMEX Wins Cancellation of BLACKCARD Trademark Registration, Ryan Gile, November 22, 2011
^ Jump up to: a b "MasteCard Black Card". Footer.
Jump up ^ "Luxury Card Benefits". LuxuryCard.com.
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