With the French publisher Ubisoft still all in on Rainbow Six: Siege, a sense of nostalgia for the PS3 series Rainbow Six: Vegas has been brewing for quite some time now. First released on PC and now out today on PS5, Ready or Not looks to fill that space.
The hardcore, intense shooter makes you a SWAT commander, as you breach and clear strongholds and rescue any of the hostages that might be inside. It's playable alone or in co-op, and after developing a strong community that loves the game on PC, Void Interactive is looking to make a similar splash on consoles.
We caught up with art director Mark Ronson to learn more about Ready or Not, which is out now on PS5 for £39.99 / $49.99.
Push Square: To start, please could you introduce yourself and Ready or Not? How would you pitch the game in a sentence or two?
Mark Ranson: I am Mark Ranson, the Art Director at VOID Interactive, focusing on the character, environmental, 2D, and visual tone and mood of Ready or Not meets to our quality standard.
In Ready or Not, you assume the role of the LSPD SWAT commander where you and your team will respond to this growing threat across missions involving active bomb threats, barricaded suspects, hostage situations, and more. Every officer is expected to follow the rules of engagement regardless of the offenses committed — that is the weight of responsibility, the weight of the badge.
What weapons and gear do you recommend for beginners on PS5 to choose to start with?
The gear in which you as the player choose to take into the mission is entirely up to your own best judgement of what the situation might require, and from a player perspective, what gear you wish to try out and use.
Ready or Not has all of its weapons and gear available from the jump and its purely down to the player to choose which they feel is best, whether they want to run a longer rifle which has harder stopping power but might struggle in narrow spaces, or perhaps a fully none lethal pepper ball gun to safely deal with suspects. This is an entirely personal preference, and each mission provides its own challenges that will impact which gear you should think about taking into hostile environments.
Has the enemy AI been adjusted at all to accommodate for PS5 players using a controller?
The experience of Ready or Not, and, in particular, the discussion around our AI antagonists, has remained pure to the vision for both console and PC players alike. We continue to strive to have that level of challenging engagement regardless of the platform and emphasis was focused on making the gamepad as intuitive as we can as a natural transition away from the mouse and keyboard.
The tactical pacing of Ready or Not lends itself well in PlayStation and Xbox environments seamlessly, where having a mouse is not strictly an advantage, and one would go so far as to say the controller support has its own advantages. So really depends on player preference but no, we have not adjusted the AI to accommodate the hardware.
In a game designed around realism, it's possible for players to only pull the trigger a handful of times in any single mission. How do you design and balance a game where one of its core features — the shooting — might only be used a few times compared to a standard FPS?
It certainly has its nuances compared to a lot of other shooters where the standard formula is very much “if it moves, shoot it”. Ready or not actively discourages this behaviour, it is your job as a trained SWAT officer to only resort to violence when the situation absolutely calls for it based on R.O.E (rules of engagement).
With that, we had to pay close attention to other areas where our gameplay would be exciting and engaging for the player such as those tense moments, like when you are in a standoff with someone who may or may not pull a gun and you have a split second to decide, when breaching and clearing rooms, or when checking for traps and balancing lethal and less lethal options for the player.
Given that every bullet is potentially a life-or-death situation for the player and the AI, there is a lot of consideration for the design in spaces around direct combat and more importantly, how the player is moving through these spaces where around every corner danger could lurk. Our job was to create a tense and foreboding atmosphere and a gameplay style that encourages a slower, methodical, more cautious playstyle, whilst maintaining a very high sense of adrenaline when chaos does unfold and you are in direct engagement with a suspect.
Are there plans to add a PvP mode at all?
We are always keen to explore options to scale and grow Ready or Not and hear from our fans on what they would like to see be incorporated or brought into the game down the road. PvP is something that is always a possibility in the future.
Since the full PC launch in December 2023, the game has managed to sustain a healthy and committed player base. While the focus is on single player and co-op missions, it's going for a similar vibe as Rainbow Six: Siege. Despite competition from such a popular game, what do you think has worked for Ready or Not in cultivating a big and enthusiastic community?
I think what worked for Ready or Not is that we filled a gap in gameplay and aesthetic stylings against the shift with Rainbow Six: Siege that is chasing fast-paced and lighter-toned FPS gaming audiences. A better comparison for Ready or Not would be to its predecessor Rainbow Six: Vegas or SWAT 4.
In Ready or Not we strive for a dark rich narrative, modern gameplay mechanics, and style that doesn’t hold the player's hand. This raw experience is something that a lot of games have moved slightly away from, allowing us to really shine in that market to tell the stories that we wish to tell.
How do you handle the push and pull between your vision for the game and what the player base is asking for, if it differs from your aspirations?
As part of game development, it is always important to be true to yourselves as creatives however the reality is we do not live in a vacuum, and whilst creating these experiences your audience always must be considered in every decision you make. It is always a balancing act between the needs of our audience and the vision of our game.
I should say that for the most part we believe that our audience has been very much on the same page and often they align, which allows for forward progress towards those ideals. When they depart from each other it's always looking at what those needs of the audience are, the significance, and if we can look to incorporate some changes that fit our audience's needs and our vision for Ready or Not.
How has the porting process to consoles been? Will you be taking advantage of any PS5-specific features like haptic feedback and adaptive triggers?
Porting for console is always a challenge, no matter what game or studio you are. There is a lot of considerations and reworks that need to be taken into account, such as dedicated controller support and the translation between the player and the UI experience.
However, we have absolutely taken full advantage of the modern console hardware to bring an even more engaging experience. With Ready or Not, this is true with haptic and adaptive triggers, which can create an even more immersive experience for an FPS title and perhaps more so with a realistic SWAT FPS like Ready or Not.
Now the console ports are out, what's next? Is VOID Interactive looking to double down on Ready or Not with support from the entire studio, or are you exploring new projects for the future?
We will continue to support Ready or Not in a post-release environment as we look towards our growing fanbase now across both PC and console platforms. As part of the Ready or Not: Digital Deluxe Edition, we’ve already hinted at additional DLC content that is planned in post-release. We haven’t given much in the way of details on it as of yet but should be expected for 2026.
What's the one thing about Ready or Not that excites you the most, but doesn't get the attention it deserves?
I would not strictly say this is an aspect that does not get attention per se. Ready or Not has incredible fans that have encompassed and covered many of the experience as a whole, so it would be hard for me to pinpoint something specific that has been over looked.
However, what excites me the most, and always has, is those hand-crafted experiences that we as developers create where the player feels something really deep down from playing Ready or Not. This varies from that sense of fear and tension, carefully taking each slow step towards the unknown on the other side of the door, or coming across a scene which is unsettling and makes the player uncomfortable to be around.
There is a certain joy that comes from seeing the player experience the chaos of a surprise gun fight erupt, the spike of adrenaline, and the inevitable hollow stillness and quiet that comes after the storm and they struggle to catch their breath.
It's really those and many more moments I enjoy watching and that excite me when seeing folks play Ready or Not. And it really was our goal to create these moments for the player, so it always feels good when I see people experiencing these and enjoying them – even more so that on console, we have the potential for a whole new audience to experience these moments for the first time.
Why should the Push Square community be excited to play Ready or Not?
Ready or Not already comes with a thriving community since our Early Access and 1.0 release on PC. Console audiences have the rare benefit of stepping into a game on Day 1 and already being greeted by a fervent player base who are just as excited. With cross play there aren’t any limitations to interactions amongst the community and setting up games together.
Meanwhile, the narrative of Ready or Not is rich and contemplative, that it will definitely be an exceptional first-time playthrough, with the added benefit of the massive replayability associated with every mission.
We would like to thank Mark Ronson for answering all of our questions, and James Haseltine for making the interview possible. Ready or Not releases today, 15th July 2025, on PS5 for £39.99 / $49.99. Will you be checking the game out? Let us know in the comments below.





Comments 36
Can't wait to get home fire up the old pro and get playing this something to finally make me lay down the switch 2 till dk on thursday
I always think of the old Canadian teen drama of the same name when this weird police fetish Sim game is mentioned, lol. 😂🤡
@EVIL-C I always think of the fugees song ready or not 😂😂
The mission with the shipment container is absolutely brilliant. It’s a great, well made game, that I still can’t decide if it means to be as critical of SWAT and their superiors as it is.
I've been excited to get this but I wonder why it's being released late on physical disk (next month).
Sure wish you’d have asked why they felt the need to censor the game on PC.
@dskatter it's only irrelevant things been censored anyway so just ignore the freaks and enjoy
I've been following this for so long. So glad it's finally making the console jump. I miss those single player tactical fps' of old so much. Everything nowadays has been simplified and/or become multiplayer focused in Rainbow Six, Ghost Recon,etc unfortunately.
@Dutch91 I don’t care for censorship on existing products. PC gamers bought a product and had it changed so they could port it to console.
Just because you’re okay with it doesn’t mean it’s a good thing.
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@dskatter as I understand it, they had to censor a few small things(nothing game changing) to get it on console. As they are a small team I believe they only want one build of the game going forward, not 2 separate builds.
Yes censorship can be bad, but this is hardly anything. More sales, more players, bigger and better future.
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@dskatter I think the long and short of it is that they had to censor the game to be compliant with PS5 and Xbox platform terms of service. They went with PC parity to reduce the risk of bugs and potential time spent managing multiple versions, which I can respect.
From what I've read, the changes they made were just reducing nudity and references to sexual violence against minors. I get the argument for "immersive realism," but I don't think these changes fundamentally change what the game is and I for one am not going to lose sleep over the changes they made.
@Dutch91 Dude, you can make your point without insulting anyone.
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Wow, I must have missed some backlash!
That said, I always lean on the side of anti-censorship. If it doesn’t affect the game, all good, it’s just the way I roll.
I’m just saying that I’m surprised it wasn’t even brought up in the interview. It was a golden opportunity for the devs to clear up any existing misunderstanding.
@dskatter Trolls gonna troll. Good riddance to that feller.
PC players have turned on this game in a major way. Stands at Mostly Negative now on steam.
@Frmknst you can play it as a full single player campaign, called commander mode. You take control of 4 ai teammates. You have to look after their welfare, carry out missions correctly. You can swap them out, fire and hire. Some missions flow into others. 20 missions in the main campaign, plus others they've added.
Much more than just a multiplayer game. Personally think it's a bargain compared to some of the full priced AAA games we get these days.
I wonder if pras.wyclef and Lauryn hill 🤔 from the awesome rap group the fugees is gonna be in this game.word up son
Would love a raindow 6 vegas remake, was one of the first online shooters i enjoyed
@Frmknst In the UK it was originally £39.99 right up until release and now it’s suddenly £44.99. I’m really interested in the game, but I’ll wait for a sale.
@Damage99 who cares what PC nerds think though. If they don’t like something it’s usually good
@Frmknst It's a full single player campaign with over 20 maps....and a coop mode for you and your buddies. It's hardly a "simple multiplayer shooter".
Anyone played solo? How is it?
@Nightcrawler71 @Overmind its good once you get your head around the controls. I had to run through the tutorial a couple of times to before it clicked.
Its a bit like Rainbow 6 vegas but with a deeper combat system, alot slower pace and with more confined maps. Your not working your way across a map from point A to B but clearing out an apartment block, Gas station etc binding civs and perps to secure the area with the aim of non lethal force, although you can shoot anyone but it effects your final evaluation. Its very slow too. You move at a snails pace, as you would expect a swat team to do so. No running and sliding behind cover like an Action man etc. Team AI for the most part seem solid and do what you tell them to do. Im enjoying it alot. Its the kind of game that will really come alive with a group of friends that work together as opposed to the 🤡s i jumped in to an online match with that all split up and subsequently got themselves killed one by one 😂 its fun solo tho.
They should refund all of us who purchased the game on pc because removing features post release for console money 100% sets a bad precedent , i have uninstalled the game myself these devs are thieves.
The trailer looks very interesting, but also looks like a very frustrating game as far as difficulty. I'll pass.
Bought this game and loving it. I don't need to dismember dead bodies or see naked sex crime victims to enjoy it, not sure how that became such a big controversy but I really think that would have zero impact on what I enjoy about the game.
I am simply a big fan of tactical shooters, especially the old SWAT and Rainbow Six games. This one definitely feels more like SWAT than classic R6 and that's not a bad thing, I would honestly call this the only true sequel to SWAT 4 that really carries on what that game accomplished.
Have to give a shoutout to the gunplay and controls as well. The dualsense triggers feel great and the guns all seem to have their own distinctive and realistic feel. They have just the right amount of customization, and feel great to use. Game also has a proper focus on providing solo play while offering online coop as well. This is what I have long desired in a new first person shooter.
@Romans12 It's actually not that frustrating at all as they have 3 difficulties. In the hard difficulty yeah, hardcore experience, but I was playing on the middle difficulty and it's more forgiving than you would think. From what I have seen of the easy difficulty I doubt anyone should have much trouble.
@Romans12 its not that bad buddy. I did the 1st mission solo with a raknk of A+ on my first go. Its just one of those games that rewards a bit of thinking as opposed to opening a door and just firing off rounds. Ordering your team to flash and clear a room is your friend 😊
I love it! This is a game i’ve been waiting for too long.
@Kiefer-Sutherland I was just going to ask about pricing... had it wishlisted for a while and I'm quite sure it jumped up a few quid! Actually thought it was closer to £35 originally, but that extra tenner puts me off a bit... 🤔
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