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Tribes: Ascend

2012

  • shooter
  • role-playing (rpg)
  • sport
  • adventure
  • action
  • science fiction
  • open world
  • multiplayer
  • co-operative

The story

Tribes: Ascend is the fourth major installation into this series of multiplayer FPS, centred around speed and pure teamwork, with the primary game mode of capture the flag.

What it’s like

Bright, fast, and chaotic: sun-washed sci-fi arenas with wide open skies, glossy metal and saturated colour, and bursts of orange and blue from jetpacks, flags and explosions cutting across the screen. The camera sits close behind the player, so motion feels physical, with a rush of air, the whoosh of skiing down slopes, and the thump of vehicles and heavy weapons layered over a driving electronic score. The sound is loud and busy, rarely quiet. The mood is exhilarated and competitive, a high-energy, team-driven rush rather than anything brooding, best for a weekend session with friends or a burst of fast, skill-based play. Matches are quick, momentum-driven, and punctuated by sudden reversals as flags change hands. Violence is cartoonish and constant: gunfire, rockets and vehicle wrecks, with no gore or sexual content and little that disturbs. It is hard to master, with a steep learning curve and punishing mid-air precision. It suits players who want frenetic, cooperative team competition and do not need anything gentle or contemplative.

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