Graphics and sound play a key role in getting players "into" the game. The first and most noticeable graphical enhancement is the use of a goggled vision mode while playing. The edges of the screen are encased in the framing of goggles and even have a neat warping design that attempts to make it feel like you're really behind the goggles of a Rainbow Six member. To top it all off, as you take damage, the goggles will fracture and crack to show just how much damage you're taking. It's not the most original of ideas, but coupled with some of the game's other special effects, it’s a nice touch.
Beyond the effects, Lockdown does suffer from some noticeable problems – namely the stiff character animations. These problems aren't likely to become too much of a distraction since you'll spend a good part of the game in dark, cramped hallways and if you're doing a good enough job of leading, your squad will remain well hidden (and protected) throughout most of your mission.
Ten other "personalities" replace the otherwise generic soldiers that made up your team in past games. Once again, the aim is to give each of these characters, which include females, their own personalities that come out in the form of radio-chatter during mission. For example, if you have Loiselle (a self-described ladies man) in your group, he'll flirt with any female members of your team. This brings up interaction between group members, since some -- like Ayana – will coldly shoot him down.
Those who are able to get into the game will find that the experience does bring you a little closer to everything; or something like that. Personally, I was able to see where the developers were pushing things, but the only time I ever really "felt" for my squad was when one would die during a mission. However, my mourning wasn't for the loss of a loyal comrade, but because I was one gun short and needed to reload.