Everyone online plays with the Sweetness marker. If you start a game with any other marker enabled, you're a noob, and no one will ever be your friend.
Of course, you can't make baseless accusations of your fellow players in the PC version, because there's no built-in voice support. We can't foresee anyone setting up a TeamSpeak server for Renegade Paintball, either.
The game's built-in field editor is a nice touch. You can take an existing map and tweak it to your liking, adding and removing a host of environmental features and obstacles. On PC or Xbox Live multiplayer, you can start a game based on your custom map, and joining players will automatically download it. Some players creatively place obstacles to allow for jumps to high ground.
Unfortunately, the multiplayer sessions--both on the Xbox and the PC--are riddled with bugs. On the Xbox, you'll be dropped to the lobby at the end of every match. In speedball, sessions are over very quickly, compounding the problem. It's tough to get six players together at any given time at this point, so to risk losing them after every game is a terrific annoyance. An Xbox Live update is supposedly forthcoming to address this problem, but it wasn't available at press time. On the PC, you'll often be dropped from the host entirely, but you'll still be allowed to continue playing (and you'll be wondering why no one is getting fragged). Both versions will usually repeat the end-game message twice, probably due to lag problems. As you can't sort by ping, it's impossible to anticipate server performance.
You can also play with buddies via system link or split screen, with about equal results. Theoretically, a system link could allow you to play with 14 dudes, none of whom would have much fun. As a result, they'd never come over to your place again, and instead they'd start a club dedicated to hating you. In both single-player and multiplayer (on both consoles), load times are far from great.
Renegade Paintball looks much better still than it does in motion. Although the texture work is universally bland, and the marker models are clearly where the most time was spent, the overall look isn't bad. In motion, however, Renegade Paintball chops up, both on the Xbox and on a wide variety of PCs. This problem is especially apparent during the prematch flybys, where you survey your map a few painful frames at a time. Patching the game to its latest available version helped a bit, and it reduced the frequency of black-screen crashes in campaign mode.
Seriously, paintball magazine editors in a paintball game?! Does anyone actually care about these people?
Renegade Paintball's audio consists of two or three painfully generic rock instrumentals featuring the same tired power chords. There's also an announcer, who encourages you to "run like a sissy," and who generally assaults your manhood. This is only entertaining to 10-year-olds, some of whom mimicked the announcer over Xbox Live. Many of these chatterboxes were on the opposing team, but we could hear them anyway, because all speech in Paintball is broadcasted to everyone. This makes voice chat a party line rather than a tactical feature. Unless you develop an elaborate code, you can't broadcast your orders over the unsecured airwaves.
Splat Magazine's Renegade Paintball is decent by the standards of bargain-bin paintball games, but it can't compete with the mainstream shooters of the past generation. Unbalanced AI, poor shooting control, and shoddy design at every level of the experience make this extreme sports title unworthy of your $30.