Review: XBLIG: Avatar Paintball

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This review originally appeared on XBLARatings.com.
After some “sit down time” with Avatar Paintball, I’ve got to say that it’s a great starting place. The game has obviously been treated with more care than many other Indie Games out there. A lot of work went in to making what is a genuinely good game, though a little more public feedback and play testing I’m sure would have lead to the resolution of my biggest complaints.

In Avatar Paintball, we are treated to an Xbox Live Indie Game with multiplayer online supper through Xbox Live, and a Leaderboard. This is among the most advanced XBLIG’s I’ve played. And while it may not have quite the graphcis of other games out there, even other indie games, but it’s not always about looks. The game itself is fast paced enough to keep you entertained – you don’t have to wait 30 seconds to respawn everytime you’re “painted.” The many powerups in the game, including super speed, invisibility, teleportation and more, all make the game quite interesting. You could be chasing after someone who is leading you right in to a trap.

Some graphical glitches bother me from time to time – fences in the game are only a pixel thick: meaning that, at the right angles, fences don’t even appear on your screen. While most of the game has a cartoony feel, it is a perfect environment for your avatars to play, with many buildings sporting familiar names of other Xbox Live Indie Games from the same developer. This is kind of funnym but the self promotion gets shameless when you press buttons that to find out what they do, and the demo of the game prompts you to buy it every five seconds. Some things, like some of the shrubbery near the buildings, looks out of place and poorly texture mapped, but that may be a graphical complaint not many others will notice.

It’s funny that after spending a few hours in the game, I have no recollection of there being music in the game – if there was, it was neither memorable nor annoying, so let’s just consider that a plus! If you’ve ever played the Xbox Live Arcade Game “Texas Hold’em” for more than 5 minutes, you’ll understand “annoying.”

The game is not without its faults, however. The over the shoulder, 3rd person view is abhorrent for aiming. You’ll go through half of your ammo hopper each time you encounter an enemy, because there is no targeting reticle. It’s a good thing ammo is readily available throughout the map, but perhaps stocking more ammo would be easier.

Avatar Paintball offers upgrades, but they are only unlockable by getting many points built up over a long “career” (so to speak). The more multiplayer games, or single player training sessions you go through, the more points you get to unlock better guns – but the point values for those guns are so high that most players will never get to them. If some players do, the players that haven’t, aren’t likely to stand much of a chance against the more advanced players, either. I’m guessing skill-based match making wasn’t a concern when this game started using Xbox Live’s multiplayer feature.

Finally, the lack of a jump does make me feel a little bit stagnant. While the map is big, there’s only one of them, and at least a little bit of “verticle” may have made the game more interesting. Auto-Aim could solve the problem of looking up or down, it could be relatively straight forward levels of “verticle” – but an ability to jump would come in handy – not just when you back yourself into a corner, but when you see an enemy you want to get to.

A future revision may cure some of these problems, and frankly at the $3 price point, I want just a little more from my indie games. But it’s an excellent start and I hope to see more solid work from DigitalDNA, especially when the demo is shamelessly begging for your Microsoft Points.

The game, itself, I would give a 4.5/10 – but the fun level still gets at least a 6, because you may just want to have a little fun wasting time some nights, and Avatar Paintball may just be a good way to do that.