![]() The interface is somewhat nonstandard, but it becomes intuitive quickly and really works well for a tactical shooter. Finally, you can use the digital pad to quickly look to the left and right without affecting your aim. You can sprint for short distances, and make diving, sliding belly flops, which are great for getting behind a barrier while being chased by a hail of paintballs. You can also toggle your snap direction so you peek up over an obstacle rather than to the side. You snap in the opposite direction of the hand that's holding the marker, and you can switch hands with the B button. With that in mind, the left trigger is used for "snaps," which are essentially leans. Since paintball is pretty much the ultimate tactical shooter (one hit anywhere and you're done), utilizing cover is the key to survival. There's elimination (paint everybody on the other team), center flag (grab a flag from the center of the arena and take it to a net hung in the other team's backfield), and capture the flag (a traditional two-flag game). Matches are three-on-three, five-on-five, or seven-on-seven in one of three tournament types. Rather than the more traditional "woodsball," where players don fatigues and wander around in the forest, the game simulates "speedball," a generally faster-paced game played in small, enclosed arenas. The equipment list includes everything from markers, air tanks, and barrels (all licensed from actual manufacturers such as Tippmann and JT) to fashion accessories like shoes and jerseys. You also accrue experience points that increase your basic skills and earn credits that you can trade for better equipment. Eventually, you'll gain access to pros such as Greg Hastings, Matty Marshal, Nicky Cuba, and other people you've never heard of unless you're really, really into the hardcore paintball scene. As you win tournaments, more-skilled teammates become available for recruitment. You then choose a team of up to six other 'ballers to take on the road with you. ![]() You create a character using one of several extreme-sports archetypes (punk girl, surfer guy, and so on), and assign him or her skills in four different categories: speed, accuracy, reload, and marker ("marker" being paintball-speak for "gun"). The game is structured as a series of bracketed tournaments that take place in more than 20 venues across the US, Europe, and Asia. Or at least that was our theory before Greg Hastings' Tournament Paintball, which manages to combine the extreme sports and shooter genres with surprisingly good results. Scientifically speaking, having that many layers of abstraction is bound to dilute the thrill of combat. That may be in part because shooters and real-life paintball are both war simulations, making paintball-themed shooters a simulation of a simulation. The bottom of the game barrel is pretty much hammered together with terrible paintball titles.
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