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Tribes 2

Tribes 2
Developer(s) Dynamix
Publisher(s) Sierra On-Line
Director(s) David Georgeson
Producer(s) David Georgeson
Designer(s) Eric Lanz, David Meddish, Jesse Russell
Writer(s) Robert Kraft
Lead Programmer(s) Mark Frohnmayer
Lead Artist(s) Craig Maitlen
Composer(s) Timothy Steven Clarke
Platform(s) Windows, Linux
Release(s) March 29, 2001: North America
April 13, 2001: Europe
April 19, 2001: Linux
Genre(s) Action
Mode(s) Single-player

Tribes 2 is a first-person shooter multiplayer game developed by Dynamix and it was first published by Sierra On-Line on March 29, 2001 for Windows in North America, with the PAL region receiving the game on April 13, 2001. The Linux version by Loki Entertainment was released six days later. Part of the Metaltech universe, Tribes 2 is the sequel to Starsiege: Tribes and it would be the last game in the Tribes series to be made by Dynamix before shutting down on August 14, 2001.

Plot

Set in the Earthsiege universe in the year 3941, players take the roles of soldiers in one of many factions (referred to as tribes in the game): The Children of the Phoenix, the Blood Eagle, the Diamond Sword, and the Starwolf. Players can also opt to play as the BioDerms, a rebellious human-created soldier/worker species. While none of the factions differ in terms of strengths or weaknesses, each have their own appearances and backstory.

Gameplay

Tribes 2 is a team based multiplayer game that can be played on the Internet or over a local network with up to 128 people (64 against 64) or bots. With options to use either first-person or third-person perspectives, there's also a short single-player tutorial mode that teaches player the controls and rules to the games. Each match takes place on a map inspired by the Earthsiege series. Tribes 2's engine is based on an early version of the Torque Game Engine, which was used to create large maps for indoor and outdoor environments. The player can navigate around the battlefield on foot, with a jet pack, or as a pilot, co-pilot, or passenger in numerous ground and flying vehicles.

Each match is played according to one of many game types, each of which has its own set of rules for Capture the Flag, Deathmatch, Rabbit, Arena, Hunters, Siege, Gauntlet, and Bounty. Players can choose their own role and deploy a wide range of weapons, vehicles, and emplacements. Many of these devices may be left unattended to run on their own, or players can take control. Each player can also select among three armor kinds: weak but quick, strong but slow, or middle. There's also weapon and equipment loadouts that can be changed at any moment throughout the game.

From straight battle to stealth, the enormous variety of equipment and deployable objects allows players a wide range of creative play and approaches. There's plenty of jet pack-powered flying that adds vertical aspects to fighting, as well as a skiing action to slide down slopes. Playing styles can vary greatly for each player and from one instant to the next.

Credits

Staff Roll

  • Producer/Director: David Georgeson
  • Associate Producer: Daryl L. Nichols Jr.
  • Lead Programmer: Mark Frohnmayer
  • Software Engineer: John W. Alden, Kelly Asay, Clark Fagot, John Folliard, Bradley Heinz, Lincoln Hutton, Greg Lancaster, David Moore, Brian Ramage, Mitch Shaw
  • Designer: Eric Lanz, David Meddish, Jesse Russell
  • Art Director: Craig Maitlen
  • Artist: Robert Caracol, Ian Christy, Jade Dhabolt, Jon Lanz, David Lauck, Matthew Reynolds, Paul Rheinfelder, Thomas Van Velkinburgh
  • Writer: Blake Hutchins
  • HTML Community: Joe Gartska, Pat McCarthy
  • Director of Quality Assurance: Gary Stevens
  • Compatibility Lab Supervisor: Pat Callahan
  • QA Supervisor for Core Game: Ken Eaton
  • Quality Assurance: Abhishake Behl, Angus Campbell, Aaron Denke, Trent Donelson, Jonalee Gil, Phil Kuhlmey, Craig Marshall, David Peterson, Robert Quattrone Jr., Connor Salisbury, Cody Yarbrough, Drew Zilm
  • Quality Assurance Internationalization: Frank Matzke, Markus Rafflenbeul
  • Motion Capture Direction: Troy McFarland
  • Motion Capture Performer: Donald Hom
  • Installer: Chris Mahnken
  • Special Thanks: Mark Brenneman, Nels Bruckner, Barry Drew, Tim Gift, Gerald Harrison, Shannon Holder, Jared Keller, Ti-Ning Kwa, Joseph Maruschak, Rick Overman, Helen Pai, Michael Price, Scott Rudi, Shawn Sharp, Neal Skorpen, Weston Tracy, K. Maren Wyatt, Scott Youngblood
  • Business Unit Manager for Sierra Studios: J. Mark Hood
  • Brand Manager: Lee Rossini
  • European Brand Manager: Djamil Kemal
  • Europe / Asia Marketing Manager: Michael Fuller
  • Asia Brand Manager: Deana Erickson
  • Director of Marketing: Koren Buckner
  • VP of Marketing: James Veevaert
  • Channel Promotions: Michael Whitehead
  • Web Development Manager: Guy Welch
  • Marketing Assistant: Michael Cowan
  • Public Relations Manager: Hillary Crowley
  • Director Creative Services: Laura Kleinhofs
  • Creative Director for Creative Services: Brandon Walker
  • Sr. Account Manager Creative Services: Kevin Lamb
  • Package Design Group: Moore Design Group
  • Production Manager: Sheri-Lou Stannard
  • Manual Layout: Kim McGovern
  • Sound Effects: EFX/Wilshire Studios, CS Productions Inc.
  • Voice Recording: Bad Animals
  • Voice Processing: CS Productions Inc.
  • Music: Timothy Steven Clarke, and Score! Studios
  • WON.net: Aaron Hunt, Erik DeBonte, Colen Garoutte-Carson, Max Klaiser, Brent LaPoint, Neeraj Murarka, Mike Nicolino, Lee Olds, Ross Perez, Darren Robinson, Brian Rothstein, Jeff Routledge, Dean Webster, Kelly Zmak
  • Voice Talent: John Armstrong, Mark Berry, Kiamalise Budak, Kymberli Colbourne, Craig English, Kit Harris, Jay Hopper, Mike Madeoy, Dex Manley, Kate Myre, Matt Reidy, Gary Schwartz, Jen Taylor

Linux Credits

  • Linux Version: Loki Software Inc.
  • President: Scott Draeker
  • Programming: Sam Lantinga, Joseph I. Valenzuela, Michael Vance
  • Installer: Sam Lantinga, Stéphane Peter
  • Q/A and Support: Andy Mecham, Mike Phillips
  • System Support: Rafael Barrero
  • Editor: Kayt Sorhaindo
  • Graphic Artist: Jason Kim
  • Business Manager: Yvonne De Sollar
  • Customer Support: Brandon Carter
  • Beta Testers: James Atwill, Brandon Beattie, Fionn Behrens, Jonathan Bowser, Patrick Calhoun, Wayne Chang, Nash Clemens, Mike Delaney, Matthew Eaton, Rodney Gordon II, Pavan Gupta, Christopher Hahn, John Hall, Jesse Hanna, Steven Hatfield, David Hedbor, Matt Helsley, Simon Hill, Gareth Hughes, Zephaniah Hull, Guy Hutchinson, Joshua Kleiner, Geoff Lewis, Jason Lundy, Gregory McLean, Patrick McNeill, Jeff Mrochuk, Patrick Mullen, Prof Dr. nao, Jody Newell, Bob O'Brien, Kyle Olsen, John Osborne, Chris Osgood, Jon Revie, Michael Ritner, Aron Rosenberg, Yuri Sagalov, Marinus Schraal, SKILL5, Ryan Stotts, Dan Temple, Terry Warner, Chris Watkins, Michael Whitten

Reception

Tribes 2 received "generally favorable reviews" according to the review aggregation website Metacritic. Kevin Rice of NextGen said of the game, "It's not terribly friendly toward newbies, and the system requirements are stiff, but wow... There's nothing else this incredibly good for team-based multiplayer mayhem."[1]

The game was a success commercially. Dynamix's Dave Georgeson stated that sales had topped 200,000 units and were continuously increasing at the time of the company's collapse in November 2001.[2] According to PC Data, sales in North America alone reached 245,069 units by the end of 2001. This generated $9.7 million in revenue.[3] Edge declared it the 70th best-selling computer game in the United States from January 2000 and August 2006, with total sales of all Tribes computer games released between those dates topping to 480,000 units in the United States.[4]

External Links

References