Compare Xfield Paintball 3 prices across 50+ stores and find the best deal. Developed by XField Paintball SAS. Published by XField Paintball SAS. Released on 5/30/2017. Available on PC. Genres: Action, Multiplayer, First Person, FPS / TPS.

A PC paintball FPS built around 5v5 elimination on licensed pro tournament maps, with parabolic ball physics that actually change how cover works. Rough at launch and still rough now.

Paintball as a competitive FPS is a genuinely interesting premise. You swap hitscan for parabolic projectile physics, meaning paintballs arc and drop in flight, and cover that would save you in any other shooter can be crested with a well-angled lob. On paper that changes crossfire dynamics, punishes static players, and rewards map awareness. The maps themselves are modeled on real professional paintball layouts, including layouts from NXL and Millennium Series competitions, which gives the arenas an authenticity you won't find in a random indie arena shooter. The licensed gear from brands like Dye, HK Army, and Valken is name-dropped heavily in the marketing. In practice almost none of it is accessible inside the game. Here is where the optimism runs out fast. At launch, ranked mode, equipment customization, and tournament brackets were all greyed out in the menu, locked features that had no timeline for activation. The only functional mode was a quick-play elimination queue running up to 5v5, and finding even one other person to fill that lobby was reported as a multi-hour endeavor by multiple reviewers shortly after release. There are no bots. There is no offline mode worth the name. The training option drops you into an empty map with no AI to practice against. When players do connect, the netcode has been widely criticized for lag and crashes. Movement feels stiff, geometry clipping is a real problem, and keybinds reportedly reset on relaunch. Mouse sensitivity is buried inside an active match rather than the main menu, which for a shooter is the kind of oversight that tells you everything you need to know about how tested the PC version was before shipping. The physics hook is real enough that you can see what the developers were aiming for. Shooting over inflatable bunker cover by angling shots on a parabola, coordinating crossfire from opposite flanks, pre-planning team routes before a round starts using an in-game tactics board: these ideas belong in a good competitive FPS. None of them function reliably enough in this build to evaluate properly. The tactics drag-and-drop interface was broken for most reviewers. The post-death screen is a hard cut to nothing, no killcam, no spectate, just a wait screen until the round ends. For a multiplayer-only game that lives and dies on engagement loop, losing the ability to watch your teammates after elimination is a significant design failure. Bottom line from a shooter perspective: the physics concept earns a second look, the maps have real bones, and the licensed paintball authenticity is a genuine differentiator in a niche with almost no competition. But an empty player pool, locked features, absent bot support, zero graphics options, and control issues that would be bugs in early access all add up to a package that is very hard to recommend to anyone who actually wants to play right now rather than wait and hope. If the servers are empty on your first session, that is your answer. Fred, Scout Team

Xfield Paintball 3
ActionMultiplayerFirst PersonFPS / TPS

Xfield Paintball 3

May 30, 2017XField Paintball SAS
GamerScout Says

A PC paintball FPS built around 5v5 elimination on licensed pro tournament maps, with parabolic ball physics that actually change how cover works. Rough at launch and still rough now.

PC
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About Xfield Paintball 3

Paintball as a competitive FPS is a genuinely interesting premise. You swap hitscan for parabolic projectile physics, meaning paintballs arc and drop in flight, and cover that would save you in any other shooter can be crested with a well-angled lob. On paper that changes crossfire dynamics, punishes static players, and rewards map awareness. The maps themselves are modeled on real professional paintball layouts, including layouts from NXL and Millennium Series competitions, which gives the arenas an authenticity you won't find in a random indie arena shooter. The licensed gear from brands like Dye, HK Army, and Valken is name-dropped heavily in the marketing. In practice almost none of it is accessible inside the game. Here is where the optimism runs out fast. At launch, ranked mode, equipment customization, and tournament brackets were all greyed out in the menu, locked features that had no timeline for activation. The only functional mode was a quick-play elimination queue running up to 5v5, and finding even one other person to fill that lobby was reported as a multi-hour endeavor by multiple reviewers shortly after release. There are no bots. There is no offline mode worth the name. The training option drops you into an empty map with no AI to practice against. When players do connect, the netcode has been widely criticized for lag and crashes. Movement feels stiff, geometry clipping is a real problem, and keybinds reportedly reset on relaunch. Mouse sensitivity is buried inside an active match rather than the main menu, which for a shooter is the kind of oversight that tells you everything you need to know about how tested the PC version was before shipping. The physics hook is real enough that you can see what the developers were aiming for. Shooting over inflatable bunker cover by angling shots on a parabola, coordinating crossfire from opposite flanks, pre-planning team routes before a round starts using an in-game tactics board: these ideas belong in a good competitive FPS. None of them function reliably enough in this build to evaluate properly. The tactics drag-and-drop interface was broken for most reviewers. The post-death screen is a hard cut to nothing, no killcam, no spectate, just a wait screen until the round ends. For a multiplayer-only game that lives and dies on engagement loop, losing the ability to watch your teammates after elimination is a significant design failure. Bottom line from a shooter perspective: the physics concept earns a second look, the maps have real bones, and the licensed paintball authenticity is a genuine differentiator in a niche with almost no competition. But an empty player pool, locked features, absent bot support, zero graphics options, and control issues that would be bugs in early access all add up to a package that is very hard to recommend to anyone who actually wants to play right now rather than wait and hope. If the servers are empty on your first session, that is your answer. Fred, Scout Team

Tags

steamParabolic Projectile Physics5v5 EliminationLicensed Tournament MapsNo Bot SupportTactical Pre-Round PlanningSport FPSPeer-to-Peer NetcodeEmpty Player Pool Risk

System Requirements

Minimum

Memory
4 GB RAM
Storage
1 GB
Graphics
Nvidia GTX 760
Processor
Intel i3
System requirements
Windows 7

Recommended

Memory
8 GB RAM
Storage
1 GB
Graphics
Nvidia GTX 770
Processor
Intel i5
System requirements
Windows 10

Reviews & Ratings

No ratings available

Game Info

Developer
XField Paintball SAS
Publisher
XField Paintball SAS
Release Date
May 30, 2017

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