Despite having just done this a month ago, I can’t be mad. It’s actually a good sign to see the indie first-person shooters on Xbox getting better at mimicking the feel of the larger retail games. They still have a ways to go in content and accessibility, but the gap is closing as of late. Paintball War (80 MSP) is another competent entry to add to the list, and it’s not the only FPS to fall back on paint or nerf guns as a means to an end. I guess developers feel that paintballs provide a non-violent solution to a violent concept, or maybe they’re just fans of Sherwin Williams’ very eco-unfriendly advertising.
By now you know the drill; assuming the persona of your avatar, you (and up to 15 others) battle it out over Live in a usually bright and multi-leveled arena map. In Paintball War, that map is called Avatar Town, and features the standard open spaces, back alleys, dead-ends, and rooftop vistas you’d expect in a shooter.
Using the formula popularized by those retail games we shall not mention, you level up, eventually gaining access to better guns (you start with a single-fire, unlimited ammo gun, but improve to an assault rifle or SMG early on, both of which will need quick refills after use), weapon skins and attachments, and special taunts. Achieving a certain amount of kills in a row grants you perks (killstreaks) that include recon, dual-wield, invisibility, and a ‘paint strike’ (think ‘mortars’), either dropped on your position or guided to a location. These ‘perks’ are also found in-level, in the form of cards that respawn on a timer after being picked up.
The biggest difference and advantage that Paintball War holds over something like Avatar Laser Wars 2 (compared here because of their release proximity), is its ability for you to host an offline match against bots (ALW2 allows you to explore the stage, but there are currently no bots or plans to add them that I’m aware of). Granted the A.I. bots that are here are idiots (they run at walls or get stuck on stairs often), but it does allow you to level up at a steady clip (I reached level 15 in just over seven matches), pick up the cadence of the action, and learn the map’s layout and item drops before taking your talents online. Thankfully, offline unlock progress does not carry over, meaning you’ll have to earn your camos and attachments. No boosting, fellas.
Games like this are made for online play, naturally, and here, too, is where the existence of ALW2 tops Paintball War slightly. There’s certainly a subset of players that appreciate the chaotic, run-and-gun types like Doom and Unreal Tournament, and may be happy to see that in play in PW. The game tries to accommodate that style, and does so surprisingly well, but the controls aren’t as immediately responsive. The limited ammo before refills and short lifebars, too, don’t lend themselves to that fast-and-loose feel. That makes its mixture an acquired taste. (EDIT: A recent patch has tweaked the controls and adjusted ‘killstreak’ card spawns. The ammo in each clip has been increased, and you can now equip a shotgun.)
The online portion itself, though, runs pretty smoothly. I didn’t notice much lag at all (granted the most players I ever encountered at once were 7, and mostly at night), even with people joining in and dropping out, nor did I experience any freezing or dropped games over ten+ matches. This is a definite plus, and may mean more to you than content.
In the end, Strange Games Studios‘ Paintball War isn’t a bad game at all, especially for a dollar, but with what’s come before it, it’s late to the party and isn’t bringing any side dishes you haven’t tasted before. It’s absolutely worth a look if you can’t get enough FPS in your life, but with the spotty available matches and random-feeling, run-and-gun nature, you’re really better off with ALW2, which does everything here (minus the bots), and just a little bit better.