UBISOFT RAINBOW SIX SIEGE - THE CEMETERY
Title | UBISOFT RAINBOW SIX SIEGE - THE CEMETERY |
Brand | UBISOFT |
Product/Service | VIDEOGAMES |
Category |
A02. Script |
Entrant
|
CLM BBDO Paris, FRANCE
|
Idea Creation
|
CLM BBDO Paris, FRANCE
|
Idea Creation 2
|
PROXIMITY Paris, FRANCE
|
Production
|
HENRY Paris, FRANCE
|
Production 2
|
MJZ UK London, UNITED KINGDOM
|
Production 3
|
JUICE FILMS SA Cape Town, SOUTH AFRICA
|
Production 4
|
MATHEMATIC Paris, FRANCE
|
Production 5
|
KOUZ PRODUCTION Paris, FRANCE
|
Credits
Benjamin Dessagne |
CLM BBDO |
Executive Creative Director |
Stéphane Santana |
CLM BBDO |
Executive Creative Director |
Linnéa Kavsjo |
CLM BBDO |
Copywriter |
Clément Payen |
CLM BBDO |
Art Director |
Damien Veillet |
CLM BBDO |
Copywriter |
Nicolas Carlotti |
CLM BBDO |
Account Director |
Audrey Brahic |
CLM BBDO |
Account Manager |
Anaïs Courbez |
CLM BBDO |
Account Manager |
Geoffroy Sardin |
Ubisoft |
Sales & Marketing President |
Guillaume Carmona |
Ubisoft |
Marketing Vice President |
Lionel Hiller |
Ubisoft |
Marketing Vice President |
Cedrick Delmas |
Ubisoft |
Marketing Director Senior |
Jeremy Somville |
Ubisoft |
Brand Manager |
Emeric Fouque |
Ubisoft |
Brand Manager |
Clement Neel |
Ubisoft |
Brand Manager |
Emmanuel Devezeaux De Rancougne |
Proximity Paris |
Vice-president |
Nicolas Orsoni |
Proximity Paris |
Planner |
Lauren Weber |
CLM BBDO |
Head of PR |
Julien Sanson |
CLM BBDO |
Head of Production |
Jean-Luc Bergeron |
Henry |
Producer |
Yannick Dupas |
Henry |
Production Manager |
Henri Hobson |
Henry |
Director |
Bruno Porret |
Henry |
Sound Engineer |
Sylvain Pierre |
Henry |
Sound Designer |
Marine Sellem |
Henry |
Music Supervisor |
Maxime Hervé |
Superpitch |
Additionnal Arrangement |
Write a short summary of what happens in the film
In Ubisoft's new ad for Rainbow Six Siege the viewer witnesses a man recalling all of his previous deaths and gets a glimpse of the action behind them. The story plunges you deep into the psyche of a man - the player - before launching the game. It starts out on a quiet emotional moment with (what we think is) a mourning man in a cemetery. But it won’t take long until we’re drawn into the man’s story and we understand that, in fact, he is the one who died… and not just once. It’s his names on all the gravestones. After reflecting on his mistakes, he then meets up with his Rainbow 6 teammates and launches into the action with a dynamic breaching sequence. The spot finishes with the poignant message: “Every life is a lesson”.
Cultural / Context information for the jury
This is a deeply human story. Its relatable thematic core, reminding us how we can only move forward in the game—and in life itself—if we’re truly willing to learn from our past mistakes. Our mistakes are what makes us who we are, and they ultimately give us the skills to prosper and grow. Our hero is forging his emotional strength by revisiting all of his past failures, but instead of merely mourning them, he’s analysing them in order to avoid his previous pitfalls, and triumph over them with improved tactics. This intensely relatable theme gives us a great context to build from. This film is a testament to the passion and determination of the gamers who don’t give up, but instead work hard to achieve victory and become better versions of themselves.
Provide the full film script in English.
Script - The Cemetery
We open on a figure kneeling by a gravestone. His head is down as he starts to
speak to the stone. It’s a touching moment in our cinematic film. He speaks out loud but focussed on the journey ahead...:
“Never saw it coming. Happened so quickly.”
“One shooter, one bullet. Straight to the head.”
We reveal the name on the stone. His face shifts from solemn contemplation to a look of reminiscing. It’s touching, but it’s not a brutal emotional hit. We’re starting to shift in our emotional connection to our character, or rather his connection to his own story… His
voice is gaining a sense of composure… but it’s not fully strong yet.
“And this one…I lay down an explosive…Death toll: one…me. A rookie mistake”
The camera now begins its journey forward through the graveyard, past the field of memories. As we pull forward, he walks towards us. The pace is slow, and the camera
moves from our first stone past others, shifting slightly up, as we pull focus to
reveal a new name… the same name. It makes us stop and think. What? Wait…
We realize that he’s mourning a death of his character, and not the friend or
family member we originally thought. This shows us the intense emotional connection
that we feel within the world of the game; it’s raw, powerful and poignant.
“A hidden trap by the window. Always double check before going in.”
Now the story is really unfolding. This is another death of himself that he is describing.
“Stupid falls...Stupid falls...Stupid falls…”
Our hero and the camera have continued to move throughout this contemplative
yet nostalgic beat… pushing past other gravestones that we don’t quite see
the names on. The mystery is truly intriguing, and our character gives us no clues; now we’re really fascinated as he says…
“Shooter lying in ambush. Saw him... too late.…too late, too late, too late.”
He keeps moving without stopping, throwing an almost fearful glance in its
direction… and this unusual reaction is deeply compelling.
Now we REALLY want to know what happened there… but just as the mystery
in his face joins the mystery of the shot, we are pulling forward. The camera
continues to lead us through this field of memories, occasionally finding stones
whose faces become visible with the name…
“Stabbed in the back”
Without realizing this, the camera is getting quicker, drawing us toward our mysterious goal.
“C4 under the floor.”
Our character picks up his pace, catching up… and he stops before the camera does, as we drift away. He stares down at a gravestone that has caught his attention. This pause is almost shocking, as up until now, he has been building his confidence and becoming more composed.
“And this one… I rushed out. Straight into a claymore. It’s good to be bold but not to be greedy”
We see his face swell with determination and confidence, empowered by the
skills he has learned from this litany of failures. The camera starts to move around him into profile, and then we see him catching up. We pass by sound design moments of his deaths.
“I know all my deaths by heart, every spawn kill, every headshot, every stupid mistake and miscalculation.”
It’s a growing crescendo of sound design that matches our building pace and our dynamic sense of energy.
“But I assure you, I’m not the one who will die today!!”
It’s at this point that we see our first ‘other people’ and we then find three
friends joining the fray., adding growling tension. One of them hands him a shield. They are already geared up. The fast pace, the building tension in sound, clicking of guns, footsteps and his hurried speech shouting as he runs towards the house. The
camera rolls around them all and pulls back… reversing the relentless forward
motion, as it tilts back and reveals them all running in tactical formation, into
the iconic house that any gamer will recognize, and any non-gamer will see as
the beginning of an epic story that’s about to unfold. The sound design flows into tactical excitement, with a controlled and professional sense of confidence and precision. With the rising speed of his pace, his rising voice, and the introduction of his colleagues means we are feeling on the
edge of our seats.
This all happens as the super comes up, on the garage door. The sound design perfectly bridges us into the gameplay footage, and it rushes us into the story in the most dynamic way imaginable.
(Super)
EVERY LIFE IS A LESSON
Transition into gameplay footage.
Rainbow Six SIEGE