


It's true that it's still early days, but it's really quite refreshing to discover a shooter that won't simply rely on corridors, the undead and cheap fun-house scares for its gameplay. What with a solo narrative that's been sculpted by the brains behind System Shock 2 (it promises to jump between six characters, different time periods and vastly different settings), you may have realised that I'm firmly in the Tribes: Vengeance supporters camp - sitting in a green field and waving an Imperial flag. When experts get their hands on this game, the motion of their play will become an art form - and even when I waddle in for a blast, it'll be funny as hell. Platforms, passages, dips, hollows and a vast space that's set to be filled with 32 !f hurtling gamers make for the most intriguing multiplayer map I've ever seen: a game of CTF fought in three dimensions, with sound effects of a screaming crowd, a multitude of deployable artillery and Tribes' own patented flight models. However, my first reaction on seeing the first multiplayer map booted up, a gigantic arena where tribal combat has become some sort of extreme sport, had me swearing forcibly and loudly in abject delight. It's true that the push to broaden appeal has made it a lot more like Unreal Tournament (it's been built with Unreal technology). In my opinion though, online play is set to be absolutely ace. Streamlining controls and (in the build we saw at least) providing more rigid roles for the heavy, medium and light character classes may well make the game more saleable, but also might make the hardcore (some of whom are still sniffy about the changes made in Tribes 2 after all) a little miffed. However, Irrational is treading a fine line on the multiplayer. It certainly looks like the developer is on the right track. Packed with assailants of all character classes, deployable gun placements and armouries as well as dormitories hanging high in the air, the solo angle is a clever way of introducing the mass-market FPS-enthusiast to the way that Tribes plays online (albeit with extra strafing). The huge conical structures, connecting tubes and vast open spaces of the second solo level I saw are relatively simple, but also encourage an entirely different style of play from the stealth and horizontal-blasting of other shooters. (eternal FPS clunker) are suddenly out of the equation and there isn't anything fragile lying around that could be crushed by a heavily-armoured rookie tumbling out of the sky. It also asks a question that no previous shooter could - what would environments look like if their occupants could fly? Stairs aren't needed, ceilings are hundreds of metres high, ladders True, the graphics are big, bright and colourful rather than glitzy and heavily-detailed - but Vengeance is a game that's going to sell because of its heritage and the way it plays, rather than on gritty realism. So far so good, simply because it sets itself apart from the normal FPS template. At this point, however, the game abruptly ended when a lacklustre boost had Ms Julia tumbling into a vast metal dome, only to get several rockets to the chest from a startled sentry. After this, a mop-up operation is deemed necessary, so you and an Al accomplice set out over the snowy wastes to take out the remaining enemy troops. Rocketeers manning the anti-aircraft guns below. The first level has you manning the sidecannon of an assault ship as it drifts over snowy mountains and icy tundra, blowing merry hell out of the yellow To play, you're rammed into the tightly-fitting armour of Julia, a warrior princess trained in the ways of disc burning and physics-manipulation.
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And, even though I suspected it anyway, my time viewing the latest code of Tribes: Vengeance showed me that it's going to be pretty damn slick.

The chosen mode of transport is a jetpack and the primary fuel is gravity - while expertise in skiing, skidding and sliding is what separates a discmunching newbie from the warmongering tribal elite. But in Tribes, physics isn't some frivolous luxury: it's a way of life. Physics Is officially flavour of the month, and indeed year: every shooter worth its salt is now aware of the terminal velocity of flailing bodies and that always equals in the processes of their rolling death machines.
