General Information
Tribes 3 throws two teams into a ridiculous yet deadly capture-the-flag showdown. Players are equipped with skis and jetpacks for lightning-fast map traversal, along with an array of sci-fi weapons to take down opponents. Keeping your speed up is crucial, as you're rewarded for timing your landings on slopes and using hills to gain momentum, just as much as for accurate shooting. Mastering the art of skiing and flying can mean the difference between becoming an unstoppable force and watching helplessly as others soar overhead, picking you off with heavy firepower. My time spent somewhere between these two extremes has been incredibly enjoyable so far.
Securing the enemy's flag while safeguarding your own demands a mix of offensive and defensive skills. With six playable roles (three for attack, three for defense), you have a decent range of tactical choices. I'm drawn to the thrill of charging towards the enemy flag at top speed, so I often pick the Pathfinder class. This lightly armored, minimally armed option offers sneaky teleportation and swift movement, but leaves you vulnerable to explosions and short on heavy weaponry. For those preferring a more stationary approach, the Juggernaut class is a tank-like defender, heavily armed and armored to withstand significant damage. These powerhouses have often been my downfall, turning my fragile form into mincemeat as I dash for the flag. Each of the six classes feels distinct, with game-changing abilities like the technician's defensive turrets that bolster base protection alongside existing structures.
The essence of Tribes 3 lies in those perfect moments: hitting a slope just right, taking out an enemy, snatching their flag, and soaring across the map to score. Despite being average at best in this demanding shooter, I've experienced moments of sheer exhilaration – yelling at my screen in disbelief at my own feats. Of course, there have been plenty of humbling experiences too, like when a skilled player effortlessly decimated me and my base, making off with our flag in a flash. But these setbacks only fuel my desire to improve, and are easily overshadowed by the thrill of victory. Few gaming experiences can match the epic, high-speed PvP triumphs that Tribes' over-the-top style delivers.
Beyond the core capture-the-flag gameplay, there are additional strategic elements to consider. Teams can vie for control of smaller bases scattered across the map, which offer a tactical advantage by turning local turrets into allies. Each team's base houses a generator that, if damaged, disables all defensive systems on that side, leaving you extremely vulnerable to enemy rushes. This adds another layer of offense and defense to manage alongside flag protection. You can even destroy the opponent's radar dish, crippling their ability to track battle progress on their HUD.
Sadly, these extra targets don't seem to matter much in the grand scheme. Rushing straight for the enemy flag usually works best. Even taking out the radar dish, which should be a game-changer, doesn't do much. Enemies are easy to spot anyway, with their names visible from far away. It takes a lot of effort to attack these side structures, and you could win faster by just grabbing the flag a few times instead of trying for a small advantage.
The main problem with Tribes 3 is its lack of content, despite being fun at first. As an Early Access game, this isn't shocking. The developer, Prophecy Games, has big plans to add more maps and modes – but right now, all but the most dedicated players might get bored quickly, like I did. It would help if they brought back stuff from older Tribes games, like popular modes such as Rabbit or Bounty, or my favorite vehicles like the Beowulf or HAVOC. Hopefully, they'll add more during Early Access, but for now, it's pretty bare-bones.
Besides the main 16v16 casual mode, there's a ranked 7v7 playlist. It's mostly the same, just with more serious players. Having fewer players does feel different, though. There's less chaos, so you can focus on strategy, and each player's actions matter more. Some less useful tactics in casual play, like destroying enemy base defenses, become a bit more important here. There's also a silly time trial minigame where you ski and boost through rings for a high score, and custom matches where you can tweak the game's rules. You can do things like make players super fragile or give them unlimited jetpack fuel – it's mostly for laughs, but can be pretty fun.
Tribes 3 also has some puzzling design choices and minor glitches that bugged me during my playtime. It's strange that I can only host three others in my party when teams have seven or 16 players. This led to awkward situations when we had more than four people online and couldn't join the same games. I can't see a good reason for this limit. In the ranked playlist especially, you'd think they'd want to encourage full team communication – not just within the four-person party, which seems like an odd restriction. Custom matches are the exception, but then you're short on players unless you have lots of friends or are willing to deal with the ups and downs of LFG.
There are also some annoying bugs. My group often encountered one where our party would randomly split into different matches or get separated. We'd have to restart the game to fix it. I'm sure these initial hiccups will be sorted out, but for now, they can be frustrating.
Verdict
Tribes 3: Rivals brings back the core thrill of this beloved high-speed shooter series. It nails the key elements that made the franchise iconic. But as an Early Access title, it's missing a lot compared to earlier games - no extra modes or vehicles yet. I've had a blast getting back into the groove and becoming a sky-dominating pro again. There are some odd party size limits and occasional glitches, but it's still fun. I'm hopeful ongoing updates will flesh out the game more fully. For now, much like piloting its jetpack warriors, Tribes 3 delivers an exciting ride that may run short on content pretty fast.