<\/span><\/p> There are four gameplay modes in Tribes: Ascend<\/i>, but only two of them are truly balanced and fun. Team Deathmatch has a single flag that grants the holding team double points, but in the end it just feels a bit “been there, done that.” Arena Deathmatch is even worse, placing you in a much smaller arena with a set number of team respawns. Even though you’re skiing really fast (hopefully), these modes feel uninspired and certain classes feel underpowered. They are quick diversions at best, but they don’t contain the true Tribes<\/i> experience.<\/p>
The remaining two modes — Capture the Flag (CTF) and Capture and Hold — are where the most engaging gameplay can be found. CTF truly captures (get it?) the essence of what Tribes: Ascend <\/i>is. Besides the basic “get their flag” aspect, each team has a base that they have to keep powered and upgraded in order to properly defend. A radar station and base turrets are powered by one central generator, which the enemy can destroy to cut power to everything until it is repaired. This often means that playing defense is just as vital and important as playing offense. <\/p>
Capture and Hold is a bit larger in scope, as there are five control points to manage. The team dynamic is definitely there, but it feels more disjointed. Usually, there are about two or three points that will constantly go back and forth between teams. There is no generator to take care of, but you’ll still want to make sure that the radar station and turrets are up and running while you control the point. In fact, once I repaired a turret for one of our captured points, but unbeknownst to me, it was simultaneously being captured by the enemy. Naturally, as soon as I repaired it back to its functional state, it shot me point blank in my face. <\/b>Small moments like this are what make Tribes: Ascend<\/i> so interesting to play. <\/p>
<\/p>
During matches, you’ll earn credits to spend on a multitude of things. These are different from the XP and Gold that you can spend outside of matches. Credits are earned on a per-match basis and can only be spent during that match. Credits allow you to upgrade your base, call in air strikes, or purchase vehicles. Vehicles are somewhat pointless at the moment because of how quickly they are destroyed. They just aren’t worth it for the amount of credits you have to spend to purchase them.<\/p>
The maps themselves are absolutely huge, except in Arena mode, and consist of plenty of hills used to gain speed. Map knowledge is crucial, especially in CTF, as it will allow you to set up the perfect routes to gain speed and capture the enemy flag without stopping. Luckily, Tribes: Ascend<\/i> allows you to roam the map freely whenever you wish to gain such knowledge. If you capture the flag without a lot of speed, it’s considered a “llama grab,” and the game makes sure to let you know when you’ve accomplished such a heinous<\/i> crime by awarding you a special medal. <\/p>
In fact, the game gives you plenty of medals for your in-game achievements. Such standards as Double Kill or Revenge Kill are still there, but the game has included some original ones, like the Blue Plate Special (hitting an enemy with an explosive weapon while in mid-air), to let you know it really cares. These medals are nice little rewards that make you feel good for doing something useful or impressive. <\/p>
<\/p>
While you can probably tell just from the screenshots, Tribes: Ascend<\/i> looks fantastic. Although almost every map consists solely of hills upon hills in terms of terrain, the overall aesthetic varies greatly. One map consists of snowy terrain and an icy-looking sky, while another has a deep red hue and two giant lava-filled castles. You won’t have to worry about getting the feeling of déjà-vu while playing the various maps, thanks to the huge difference in aesthetics. <\/p>
Lag seems almost non-existent, as long as you stay on your region’s server. It is not common to see players instantly teleport to where they were three seconds ago, or deal with damage not registering due to a drop in latency. Getting into a match is also really quick, with wait times often clocking in at under a minute.<\/p>
To join a game, you’ll simply pick a mode type and be placed in a queue. You can also join in on a friend’s game if you want to play together. Now that Tribes: Ascend<\/i> is out of beta, Hi-Rez Studios has also added a “Custom Server” option for players who want a slightly modified experience. Not just anyone can create a server yet (though it still says “Sneak Preview”), so you’re currently funneled into whatever specific modifications that other people have chosen. Apparently, people hate the Technician class enough to create servers banning it.<\/p>
<\/p>
Tribes: Ascend<\/i> brings jetpacks back to the FPS genre in a major way. Even if you’ve never played a Tribes<\/i> game before, Ascend <\/i>offers the perfect opportunity to jump in and see why the franchise has lasted this long. You’ll want to spend the majority of your time in the CTF mode, though, as that is what Tribes<\/i> was created for and is likely where you’ll find the most enjoyment.<\/p>
Some of the items will require either a significant amount of playtime to unlock or a quick cash payment, but if you want to support Hi-Rez Studios for making an incredible free-to-play game, you shouldn’t feel cheated by paying some extra money. Just because it is “free-to-play” doesn’t mean you can’t throw some of your money their way.<\/p>
I didn’t expect Tribes: Ascend<\/i> to finagle its way into my normal rotation of multiplayer games along with Team Fortress 2<\/i> and Dota 2<\/i>, but once I started embracing the skiing mechanic and playing as a team, I found myself booting it up more often. Given its free-to-play nature, one can only hope that the vehicle imbalances will be fixed and additional worthwhile game types will be added in the future. For now, it’s still an incredibly enjoyable and unique FPS experience that you have no excuse not to download and GO FAST.<\/p><\/p>","protected":false},"excerpt":{"rendered":"","protected":false},"author":46,"featured_media":127716,"menu_order":0,"comment_status":"open","ping_status":"open","template":"","categories":[135,1,97,94],"tags":[155,4236,3082],"article_type":[],"coauthors":[23595],"acf":[],"yoast_head":"\nReview: Tribes: Ascend – Destructoid<\/title>\n\n\n\n\n\n\n\n\n\n\t\n\t\n\t\n\n\n