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Tribes 2
Developed by: Dynamix
Published by: Sierra
Reviewed By:
Jason Brown
Game Was: Supplied
05/02/01

"Team Combat on an Epic Scale"

The original Tribes was released over two years ago, and began in the eyes of many what has become the team-based online action game. Following in its shoes were Team Fortress, Counter-Strike, Unreal Tournament, and countless others. However, all were basically the same iteration of a like idea. None so far have managed to make a truly revolutionary leap forward, or to truly connect the players as a genuine team dynamic. Tribes 2, the sequel to the original, promised all.

Finally released after years of waiting, developer Dynamix has overhauled the graphics engine, improved the sounds, added a story and an off-line mode, as well as a score of new gameplay features. To top it off, Tribes 2 now allows hundreds of players to compete in the same servers. However, is the game truly the revolution it promised? Tribes 2 presents a conundrum - it promises and delivers innovation, but at the same time it is still the same, basic gameplay concept with all of the requisite strengths and weaknesses of its predecessor.

"We can make a new beginning, all of us. Together we need not choose war."

Tribes 2 has an interesting and somewhat odd set up for play. Once installed, there will be two shortcuts created. One is for Off-Line play, with the other for Online multiplayer. Unfortunately, the game has an entirely different program to run for the single player game, and there is no way to switch between the two without exiting. So, you will need to configure your options for each side of the game, which is quite a nuisance. 

The Off-Line mode basically consists of 6 training missions. Though a full-fledged campaign was promised, these missions are nothing more than tutorials with a small plot interspersed in-between. The game mechanics do not lend themselves well to the static, small games of the tutorial, but it does a good enough job of teaching "New Bloods" the basics of gameplay, as once you go online, the competition and action is cutthroat. Also, the in game interface is explained, and it's true ease of use, power, and intuitiveness is shown. 

The only lingering complaint I have, which remains from the first game, is that the Commander Screen, where orders can be given, is still hard to use, at least at first. Thankfully, it is nowhere near as complex as the last one and it takes a bit of getting used to uncover its usefulness, and it is a vast improvement over its successor.

Of a sad note, though, is the uselessness of the manual. Covering none of the advanced gameplay concepts, or even a basic summation of what the story is supposed to be, the manual is pathetic. Giving no statistics of any real use, most, if not all, of the information from the manual can be gained from the tutorial or in game practice. I would truly have preferred a more in-depth look at hosting options and maps, and I also would have liked to see a more comprehensive explanation of weapons, uses, and functions. I also would have liked more information on the voice communication support. Overall, the manual must be the single worst part of the Tribes 2 experience.

Online is, of course, where Tribes 2 comes alive. Upon the first load of the Online portion of the game, the sheer usefulness and ability of the finder is realized. The finder is used to not only search for and join games, but to select player models, voices, and various other customization options, much like the first game. However, it is immediately evident that much work has been done to improve and simplify the overall experience. 

Equipped with new "Community" sections, the new interface allows for email to be sent and received, clans to be managed, online forums and chats to be accessed, and a regularly updated news page for announcements. There is even a new Buddy List system for tracking and joining with friends. All in all, Tribes 2 has one of the most functional, attractive, and easy-to-use systems. All of these features equate to a speedy joining process, an unparalleled amount of features, and easy access and usage of the ever-active Tribes community. (note: the community features are at this time down due to the unexpected load on the servers, but should be working in full order soon)

Who Framed Roger Rabbit?

Once a suitable game has been found, the action begins. Tribes 2 is a fast paced, visceral action game. Though veering slightly away from the twitch-based approach to concentrate more on strategy and placement, Tribes 2 takes the gameplay model built by the first one up a notch. Scores of new gameplay modes have been added: from standard Capture the Flag (CTF) and Capture and Hold (CnH), to the base Tribes II modes (both fairly self-explanatory), to Unreal Tournament-esque Siege.

However, completely original and innovating modes have also been added. Bounty, a new variant on Deathmatch, gives each player a target to pursue. The player must kill only that target, for points, or the player currently hunting him. Another new type, Hunters, a hybrid between CTF and Deathmatch, involves players, or in the case of Team Hunters, teams, collecting flags dropped by killing enemies, and then returning them all to the Nexus for points. The more flags collected, the more points given when the flags are turned in. 

Rabbit, much like an all versus one game, is one of the most inventive of all game modes ever devised. In Rabbit, one player has the flag while everyone else tries to kill him. The longer he maintains control, the more points he receives. Despite being new, fresh, and innovating, many players seem stuck to the old favorites of CTF and CnH; and what a shame it is. Unfortunately, few servers have yet to adopt the newer gameplay modes, which often are the most fun. 

Also, though each category is well equipped with maps, many of them seem to be lackluster and somewhat uninspired. All games suffer from some maps that simply don't jibe, but what compounds the problem are the selection of maps that were chosen to be imported from the first game. Many old favorites, such as Broadside, my all time favorite map of any game, have been left out. My only hope is that some intrepid member of the fan community will take up the cause and bring old friends new life.

"We need not choose war", but I do!

Regardless of the game type chosen, the core action is the same. Viewed through the first-person perspective, though third person is also available (Which is a huge help for situations involving piloting vehicles and aircraft.), and played on maps ranging in size from small to continental, Tribes 2 is very much a tactical action game. With three different armor classes dictating the gameplay, there are near endless options and ways to play. 

Armor can be changed at any time, and each has its own advantages and disadvantages. Scout, or light armor, allows blazingly fast movement, but very low armor. Scouts are also very light, so they can stay in the air much longer than the others with the use of the jumpjets. Able to pilot any of the multitude of vehicles in the game, Scouts are also the sole users of sniper rifles. They are great for reconnaissance or evasionistic gameplay. 

Assault, or Medium armor, allows one more weapon to be carried than the Scout, for a total of four. Assaults have more armor, but are heavier and move more slowly. The Juggernaut, or Heavy armor, can carry five weapons, but moves incredibly slowly. Also, Juggernauts are the only of the three classes to be able to use the powerful Fusion Mortar, but cannot pilot any vehicles at all. Juggernauts are aimed specifically for stationary, turret-like gameplay. Each of the classes is perfectly balanced and incredibly different. Each has a strategy and play all its own.

In addition to the classes, an enormous variety of weapons, as well as packs, add-ons to the armor, and vehicles are available. Weapons range from an Electron Flux Projector (ELF) to the famed Spinfusor, and each has its own purpose and strategy behind it. Nearly none of the weapons fire projectiles fast enough to hit the target dead on immediately. So they must be aimed and frequent interpolating of trajectories is required for accurate firing. Half educated guessing, half strategy based on the environment, each gun is a challenge to master. 

Adding immensely to the strategy of the game, players must guess as to where their target will be moving so as to actually manage to hit them. Deceptively hard to master, this type of gameplay can create nerve-wracking firefights among groups of players lasting for minutes. Also, each weapon has specific uses and very deliberate strategies to accommodate hugely varying styles of play. 

Most weapons can take hours to truly develop and master which always leaves a new strategy to discover and a new weakness to exploit. Groups of mixed armors will usually win as they can take advantage of the weaknesses of the others, but players must work together, help each other, and combine their efforts to truly succeed. Having so many different combinations together creates not only incredible variety, but also a type of teamwork hard to find online. Regardless of the outcome, this is what Tribes was made for, and this type of combat is what drives the game, no matter how it is played.

Packs are add-on kits to a player's armor that improve or add a certain feature. For example, the Cloak Pack allows a player to become and move invisibly, though the pack eats energy extremely quickly. There are even scores of deployable packs available for players to go so far as to create their own minibase, or at the very least, to help defend and secure key locations. 

Notable also is Repair Pack, which allows players to repair other players, buildings, and vehicles. One can play the entire game as a "Janitor" who merely makes rounds repairing bases and turrets. On the subject, Tribes 2 has an even wider range of vehicles. Now, Bombers with separate Tailgunners, Pilots, and passengers, as well as Tanks, with gunner and driver, add even more depth to the team atmosphere. However, since it's hard to communicate exactly what to do or where to go, the game often makes the player feel isolated, as if he or she is simply doing their own routine unable to interact with others. This, of course, is one of the major, elusive, problems of today's online games. 

Vehicles are suspiciously hard to pilot with precision. For example, it is next to impossible to accurately shoot with the scout Fighter Shrike. Whether this was intentional or not is unknown, but this renders the combat effectiveness of the Shrike to almost nil. As an aside, I also would have preferred a greater weapon variety on some of the vehicles, namely the aforementioned Shrike. Having no air-to-air missiles at all, I relished the idea of midair dogfights, and was sorely disappointed to find no ability to do so at all.

A Completely New Look?

Despite the much-touted technical wizardry that has gone into the new Tribes 2 engine, it doesn't look horribly new or different. In comparison to today's best, the Tribes 2 engine features comparatively poor textures, simplistic architecture, and most of all, less bang for your buck. The hills and rolling landscapes are more realistic and curved, but at the same time, they sometimes seem drab and almost boring. The textures are somewhat generic, but they do convey the landscape well enough. 

The high point, however, are the special effects. These truly shine, and really create amazing immersion. They add a special awe factor to combat, and truly stress just how powerful everyone is. Also, the explosions, especially those of vehicles, deserve special praise. There's very little like the feeling of thankfulness and wonder that one gets as a jump is made at the last second out of a flying bomber the moment before it collides with 3 surface to air missiles. Looking back and seeing the bomber torn to bits, almost in slow motion, is simply breathtaking and humbling.

Puzzling, is the "chuginess" of the engine. Frequent pauses and rendering glitches occur even on P4 1.4 Ghz systems. Unable to be run in 32 bit, the game is simply a system hog. Adding insult to injury is the fact that the engine is not as amazing as it could be. It would be understandable if Tribes 2 had the latest and greatest technical wizardry, but as it stands the game is far from it. 

Despite these engine slow downs Tribes 2 does look good, and any game that can render as much action on screen, as well as simply being able to handle the vast outdoor terrain, deserves praise. Moreover, the realistic landscapes make the suspension of disbelief needed to be immersed in a game just that much easier to attain, but the frequent spurts of video lag summarily dismiss much of that.

Aura of Aural Competence

Aurally, the game delivers, although it is not groundbreaking. Explosions rumble, machinery whirrs, and to support it all is a fast moving, unobtrusive soundtrack. Though the tunes are not ones you'd likely find yourself humming, nor are they memorable, they do convey the tone of the game, as well as compliment the fast-paced action. They certainly aren't anything that will knock your socks off in delight, nor do they do anything particularly remarkable to the state of gaming music in general. 

I, for one, would have preferred a more thematic, orchestral approach. Truthfully, I liked the soundtrack from the original Tribes much more. On the other side, though, the sound effects are all perfectly recorded with meticulous care, and sound like they should. 

That's very high praise for sounds, believe me. Of interesting note, the music is presented in simply named MP3 files which not only allow for listening outside of the game, but also allow one to replace the music with your own when the provided soundtrack gets tiresome. (note: the Run Lola Run soundtrack fits the game perfectly, and worked as an outstanding action enhancer).

"A Multiplayer Revolution?"

Tribes 2 promised a strategic shooter: 

It succeeds through its deep gameplay, strategic situations and environments, as well as enormous depth and options. 

Tribes 2 promised to revolutionize multiplayer gaming: 

It does build and improve upon an established gameplay concept, but does not offer much beyond a more thorough realization and expansion of the idea. However, the game does succeed in being immensely fun, addicting, and nearly endlessly replayable. Tribes 2 is the realization of true 100 player-plus servers, and truly large-scale combat. However, it does not radically change the accepted concepts of team-based gaming. 

Lastly, Tribes 2 promised to take team-based combat to a new level: 

Here, it both succeeds and fails. Laying the framework for team-based action through optional voice communication support and hot-keyed, menu speech, Tribes 2 does not at the moment allow the level of planning, cooperation, and team effort as, say, we find in Counter-Strike.

Due to the massive field of play, it's often hard to coordinate with friends and it is even harder to form groups who can stay and work together. But, through the community support, mod-ability, and replayability, clans large enough to handle warfare on the Tribes scale could emerge. In the end, though, it takes much more effort than before to work as a team. And that, truly, is Tribes 2's biggest downfall, even though it never severely detracts from the fun.

You can purchase Tribes 2 at Compuexpert for $34.90.

Pros Cons
Intense, strategic multiplayer action Maps occasionally repetitive and uninspired
Replay value and depth No true multiplayer revolution
Mass of options and abilities Sub-par graphics engine

FINAL RATINGS: (Scale of 0 to 100)
Manual/Interface: 82
Sound/Music: 82
Graphics: 78
Gameplay (Double Rated): 92
OVERALL RATING: 85

Golden Nugget

System Specs
Required Recommended Reviewer's
PII 400 PIII 500 N/A
64MB RAM 128MB RAM N/A
3D Accelerator 3D Accelerator N/A

Links of Interest:

Official Homepage for Tribes 2

3D Gamers hosts a collection of official Tribes 2 downloads including:
- the latest patch(es)
- required files for a dedicated Linux server

Rich's Short Take

The Fan Site: Tribes Center

The Tribes 2 Gold Guide Page

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