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Edge - April 2016

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H<br />

P<br />

Y<br />

E<br />

PArAGOn<br />

Grux is a powerful roamer,<br />

specialising in emerging<br />

suddenly from the jungle<br />

to lay waste to isolated<br />

opponents. Visually, he<br />

comes from the same<br />

school of design as<br />

Gears Of War’s Locust<br />

for the team that’s able to lay claim to it,<br />

and victory is a matter of coordinating a<br />

multi-pronged, asymmetrical campaign across<br />

three fronts that translates into a territorial<br />

advantage and, in turn, the ability to lay siege<br />

to the enemy base and win the game.<br />

Paragon includes all of these familiar ideas,<br />

but each of them has been recalibrated to<br />

work in three dimensions. The setting is a<br />

futuristic but ruined temple complex, covered<br />

with vegetation and set into a mountainside.<br />

Unlike any other game of this type, the lanes<br />

are on an incline. In Dota or LOL you might<br />

talk about ‘top’, ‘middle’, or ‘bottom’ lane due<br />

to their position on the isometric map: here<br />

the same terminology is appropriate due to<br />

their physical position relative to one another.<br />

Top lane, off to one side, is the highest point<br />

on the map. The mountainside curves down<br />

from there towards mid, and then there’s a<br />

sharp drop-off towards bottom lane.<br />

This is a major point of difference between<br />

Paragon and Hi-Rez’s Smite, the game it’s<br />

closest to: the latter is played in thirdperson<br />

but for the most part takes place on a 2D<br />

plane. Paragon’s topological variety allows it to<br />

do away with RTS-style fog of war, necessary<br />

in Smite, because lines of sight are naturally<br />

obscured by the environment. You can see<br />

clearly from top lane down to mid and<br />

bottom, if you look, but you’re just as likely<br />

to miss the assassin sneaking up on you<br />

because of a rocky outcrop or a ridgeline.<br />

Paragon’s jungle takes the form of a pair of<br />

sunken valleys between raised lines, separated<br />

physically by staircases and visibly by a tree<br />

canopy – you can’t see what’s happening<br />

down there at all unless you place wards, and<br />

shaking an enemy pursuit in this winding,<br />

disorienting area feels surprisingly like it<br />

does in more traditional games of this type.<br />

Each lane’s ‘towers’ take the form of a<br />

paired crystal and an arcane cannon set into a<br />

nearby part of the environment. The crystal is<br />

the thing you destroy, but you’re always aware<br />

of fire coming from above you. Raised areas<br />

around key chokepoints offer the opportunity<br />

for a defending team to (literally) get the drop<br />

on their opponents, and failing to keep track<br />

of who is where for a moment can be fatal:<br />

a little like failing to keep an eye on the<br />

minimap in a traditional MOBA, but rooted<br />

in environmental design rather than the UI.<br />

Within this new context, Paragon’s current<br />

character roster is relatively traditional.<br />

Gunslinger Twinblast offers an easy way in<br />

for shooter players, fulfilling the carry role<br />

with high damage output that scales as the<br />

match progresses. Gideon represents Paragon’s<br />

take on the MOBA mid-laner: a high-DPS<br />

mage with built-in teleport and a high-impact<br />

Ultimate. The experience he gains in a solo<br />

lane translates into teamfight-turning power<br />

around the map. His detailed character model<br />

and the flashy visual effects that surround his<br />

moveset rest on top of a design that has a lot<br />

of Dota in its DNA – even his Ultimate, Black<br />

Hole, shares its name and theme with one of<br />

that game’s most famous abilities.<br />

Paragon’s characters come into their<br />

own when their abilities interact with the<br />

environment. Support caster Dekker has a<br />

These are familiar ideas, but<br />

they have been recalibrated<br />

to work in three dimensions<br />

stun in the form of a projectile ball of energy<br />

that can be bounced off walls to catch targets<br />

unaware, and frontliner Steel can shove<br />

enemies with a charge attack: towards his<br />

team, away from his team, or even off a cliff<br />

and into the jungle as the situation (or<br />

accident) dictates.<br />

As characters level up they earn Card<br />

Points, which are spent on unlocking upgrades<br />

from a deck of cards that players assemble on<br />

a per-character basis before each game. In<br />

minute-to-minute play, this doesn’t feel<br />

much different to an item store in a<br />

traditional MOBA, but being able to unlock<br />

and tweak new bonuses outside of a match is<br />

new. The implementation of the card system<br />

is the roughest part of the current alpha, and<br />

the most difficult to assess in a limited play<br />

session. It suggests the kind of longterm<br />

depth that will sustain interest, but it also<br />

presents the biggest barrier to entry in terms<br />

of learning. How deftly Paragon walks that<br />

line will be crucial, but the game certainly<br />

sets a promising precedent elsewhere. n<br />

action replay<br />

Both the PC and PS4<br />

versions of Paragon<br />

will feature a<br />

powerful suite of<br />

replay tools that can<br />

be used to pore over<br />

your past games. You<br />

can filter the replay<br />

timeline for particular<br />

moments and slow<br />

down time to take<br />

note of everything<br />

that happened. The<br />

development team is<br />

looking into ways to<br />

allow players to share<br />

links that will<br />

instantly load<br />

particular parts of a<br />

replay: as Paragon<br />

stores game data and<br />

not raw video, this<br />

can be done very<br />

quickly. Epic envisages<br />

the tool acting as a<br />

teaching aid, allowing<br />

skilled players to<br />

illustrate guides with<br />

relevant replays. The<br />

studio also wants to<br />

support the creation<br />

of highlight reels and<br />

machinima, and<br />

the feature also has<br />

clear implications<br />

for the game’s<br />

competitive future.<br />

43

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