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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 />
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