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Interview: Out Today, Ready or Not Is the Modern, Relentless Rainbow Six: Vegas for PS5

Interview: Out Today, Ready or Not Is the Modern, Relentless Rainbow Six: Vegas for PS5

By on July 15, 2025 0 10 Views

With the French publisher Ubisoft still entirely invested in Rainbow Six: Siege, a wave of nostalgia for the PS3 series Rainbow Six: Vegas has been developing for a considerable time. Originally launched on PC and now available on PS5, Ready or Not aims to fill that void.

This hardcore, thrilling shooter puts you in the role of a SWAT commander, where you breach and clear strongholds, rescuing any hostages that may be trapped inside. It can be played solo or in co-op mode, and after fostering a dedicated community that enjoys the game on PC, Void Interactive seeks to make a similar impact on consoles.

We spoke with art director Mark Ronson to gain further insight into Ready or Not, which is currently available on PS5 for £39.99 / $49.99.


Push Square: To begin, could you please introduce yourself and Ready or Not? How would you summarize the game in a couple of sentences?

Mark Ranson: I am Mark Ranson, the Art Director at VOID Interactive, concentrating on the character, environmental, 2D, and overall visual tone and atmosphere of Ready or Not that meets our quality standards.

In Ready or Not, you take on the role of the LSPD SWAT commander, where you and your squad will respond to an escalating threat across missions involving active bomb threats, barricaded suspects, hostage situations, and more. Every officer is expected to adhere to the rules of engagement regardless of the offenses at hand — that is the burden of responsibility, the burden of the badge.

What weapons and equipment would you suggest for newcomers on PS5 to start with?

The gear you, as the player, choose to take into the mission is entirely dependent on your own judgment regarding what the scenario requires, and from a player standpoint, which equipment you wish to experiment with and employ.

Ready or Not has all its weapons and equipment accessible from the outset, and it’s purely up to the player’s choice which they believe is most effective, be it a longer rifle with greater stopping power, which may struggle in tight spaces, or perhaps a fully non-lethal pepper ball gun to handle suspects safely. This is entirely a matter of personal preference, and each mission presents its own hurdles that will influence what gear you should consider taking into hostile situations.

Has the enemy AI undergone any adjustments to accommodate PS5 players utilizing a controller?

The experience of Ready or Not, particularly concerning our AI adversaries, has stayed true to the vision for both console and PC users. We continue to aim for that level of challenging interactions regardless of the platform, with a focus on making the gamepad as intuitive as we can for a seamless transition from mouse and keyboard.

The tactical pacing of Ready or Not integrates well within PlayStation and Xbox environments seamlessly, where using a mouse does not necessarily confer an advantage, and one might even argue that controller support has its own benefits. Thus, it ultimately depends on player preference; however, no, we haven’t modified the AI to suit the hardware.

In a game centered around realism, it’s feasible for players to only fire their weapon a handful of times during any single mission. How do you design and balance a game where one of its core components — the shooting — might only be utilized a few times compared to a typical FPS?

It certainly possesses its subtleties compared to many other shooters, where the usual formula is quite simply “if it moves, shoot it.” Ready or Not actively discourages this mindset; it is your duty as a trained SWAT officer to resort to force only when the scenario absolutely necessitates it based on R.O.E (rules of engagement).

Consequently, we had to pay close attention to other elements where our gameplay could be thrilling and engaging for the player, such as those tense moments, like when you’re in a standoff with someone who may or may not draw a weapon, requiring a split-second decision, or when breaching and clearing rooms, or while searching for traps and balancing lethal and less-lethal options for the player.

Because every bullet represents a potential life-or-death moment for both the player and the AI, there’s significant consideration given to the design in spaces around direct conflict, and more critically, how the player moves through these areas where danger may lurk around any corner. Our task was to create a tense and daunting environment along with a gameplay style that encourages a slower, more methodical, cautious approach while maintaining a heightened sense of adrenaline when chaos ensues and you confront a suspect directly.

Are there aspirations to introduce a PvP mode at any point?

We are always eager to explore options for scaling and expanding Ready or Not and are keen to hear from our community about what they would like to see incorporated or added to the game down the line. PvP is something that remains a possibility for the future.

Since the comprehensive PC launch in December 2023, the game has managed to maintain a vibrant and dedicated player base. While the emphasis is on single-player and co-op missions, it’s aiming for a similar atmosphere as Rainbow Six: Siege. Despite competition from such a well-loved title, what do you believe has contributed to Ready or Not in fostering a large and passionate community?

I think what has worked for Ready or Not is that we filled a niche in gameplay and aesthetic style against the trend with Rainbow Six: Siege, which is targeting fast-paced and lighter-toned FPS gaming audiences. A more fitting comparison for Ready or Not would be to its predecessor Rainbow Six: Vegas or SWAT 4.

In Ready or Not, we aspire for a dark, rich narrative, contemporary gameplay mechanics, and a style that doesn’t coddle the player. This raw experience is something that many games have gradually moved away from, enabling us to truly shine in that market and tell the stories we wish to convey.

How do you manage the balance between your vision for the game and what the player community requests, particularly if it diverges from your aspirations?

As part of game development, it is crucial to remain authentic as creatives; however, the reality is that we do not exist in isolation, and while crafting these experiences, the audience must always be considered in every decision made. It is perpetually a balancing act between meeting our audience’s needs and our game’s vision.

I should mention that for the most part, we believe our audience has been quite aligned with our direction, often coinciding, which allows for steady progress toward those ideals. When divergence occurs, it’s always a matter of assessing the audience’s needs, their significance, and whether we can implement modifications that align with both our audience’s desires and our vision for Ready or Not.

How has the process of porting to consoles been? Will you be leveraging any PS5-specific features like haptic feedback and adaptive triggers?

Porting to consoles is always a challenge, irrespective of the game or studio involved. Numerous considerations and adjustments must be taken into account, including dedicated controller support and the translation between the player and the UI experience.

However, we have indeed fully utilized the capabilities of modern console hardware to deliver an even more immersive experience.

experience. With Ready or Not, this holds true with haptic and adaptive triggers, which can generate an even more engrossing experience for a first-person shooter title and perhaps even more so with a realistic SWAT FPS like Ready or Not.

Now that the console versions are released, what comes next? Is VOID Interactive aiming to intensify support for Ready or Not with the entire team behind it, or are you investigating new ventures for the future?

We will persist in supporting Ready or Not in a post-launch setting as we turn our attention to our expanding fanbase now across both PC and console platforms. As a component of the Ready or Not: Digital Deluxe Edition, we’ve already teased additional DLC content that is planned post-release. While we haven’t disclosed much regarding it just yet, it should be anticipated for 2026.

What is the one aspect of Ready or Not that thrills you the most, yet doesn’t receive the recognition it warrants?

I wouldn’t necessarily assert that this is an element that lacks attention. Ready or Not boasts an amazing fanbase that has engaged with and explored many facets of the experience as a whole, so it would be challenging for me to identify something specific that has been overlooked.

However, what excites me the most, and has always done so, are those meticulously crafted experiences that we as developers forge where the player feels something truly profound from playing Ready or Not. This ranges from that sensation of fear and tension, cautiously taking each slow step into the unknown on the other side of the door, or encountering a scene that is disconcerting and makes the player feel uneasy.

There is a unique joy in witnessing the player confront the chaos when a surprise gunfight breaks out, the surge of adrenaline, and the inevitable quiet that follows the storm as they try to regain their breath.

It’s really those and many other instances that I relish watching which excite me when seeing individuals play Ready or Not. Our ambition was to craft these moments for the player, so it always feels gratifying when I see people experiencing and appreciating them – especially now that on console, we have the opportunity for an entirely new audience to engage with these moments for the first time.

Why should the Push Square community be eager to experience Ready or Not?

Ready or Not already boasts a vibrant community since our Early Access and 1.0 launch on PC. Console players have the uncommon advantage of stepping into the game on Day 1 and already being welcomed by an enthusiastic player base who share the same excitement. With cross-play, there are no restrictions to interactions among the community and organizing games together.

Furthermore, the narrative of Ready or Not is rich and thought-provoking, ensuring it will certainly be an outstanding first playthrough, with the added advantage of extensive replayability tied to each mission.


We extend our gratitude to Mark Ronson for addressing all of our inquiries, and to James Haseltine for facilitating the interview. Ready or Not launches today, 15th July 2025, on PS5 for £39.99 / $49.99. Will you be trying out the game? Share your thoughts in the comments below.

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