First Impressions of Paragon’s Early Access

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I recently got my hands on Paragon, the new MOBA from Epic Games, at the beginning of its Early Access phase, and from what I’ve seen, the game already lives up to its hype. I was especially struck by what makes this game different than the deluge of genre copycats I’ve seen in recent years, and each new element made me more excited to continue playing.

Is it A Pure MOBA?

The phrase “Paragon is a MOBA” is repeated numerous times throughout Epic Games’ early tutorial videos, making it clear that they are not trying to redefine the genre. Despite the nuances of this entry, the company’s message seemed to be that the game was made for MOBA purists. Lanes and towers sit in a familiar configuration, the jungle is stocked with familiar buffs, and all of the traditional roles and game mechanics are in place. Last-hitting is critical, and recalling to base to upgrade items retains its familiar flow.

This presented a paradox, as I asked myself, “how can a new MOBA sticking to the traditional script introduce so many new mechanics and still be considered a true MOBA?” After digging deeper and playing as much as possible I found the answer elusive, and I’m not entirely convinced that it’s as pure an entry as the developer claims. It was not any loyalty to MOBA purism that struck me, but rather the exciting new twists Paragon brings to the table.

What Makes it Different?

Paragon features five major modifications to the traditional MOBA design: the card system, manual targeting, Travel Mode, Harvesters, and the 3D playing space.

The card system breaks from the traditional MOBA item system, but does not stray from the core experience. The card system reminded me of predefined item sets, in that I was able to take a predefined set of items and related upgrades with me into a match, rather than filtering for what I needed among the entire shop on the fly. However, with Paragon’s card system, players cannot access any items outside of the set they bring. In that respect, it’s like taking an item set into a match without the ability to deviate from that set.

I found deck-building slightly confusing at first, due to its novelty and the current lack of fleshed-out tutorials. After posting a few questions on Reddit and being enlightened by the community, it began to feel simple and intuitive. Reliable information on building decks is sparse at the moment, but more knowledgeable players release guides regularly, and Epic Games provides tutorial videos with tips on building decks for each hero.

Manual targeting may be one of the reasons that Paragon is getting such positive attention in the competitive scene. No auto-targeting of any kind is present, with even basic attacks requiring solid aim and a clear line-of-sight. I found myself missing the mark frequently, which added a satisfying appeal to continue practicing.

Travel Mode allows players to traverse the map quickly at any time with no cooldown. Official tutorials stress that Travel Mode is not intended for use in battle, as any damage taken while using it roots the player in place. However, I saw Travel Mode used in battle regularly despite the danger of being rooted if not handled perfectly.

Harvesters are a new jungle mechanic which passively generates Amber, the resource used to purchase and upgrade cards during a match. They introduce a new concept to early and mid-game leveling, and a new reason to venture into enemy territory to disrupt opponents’ XP-gain.

Paragon is not the first game to feature 3D graphics, but it is the first major MOBA title that features targeting and attacking in a 3D space. The map is laid out at different levels, allowing for 3D positional advantage, as defenders can try to snipe attackers from above, or attackers can change levels quickly with movement abilities. Some ultimate abilities leave heroes floating in mid-air, while intended victims have the opportunity to shoot upwards to interrupt the caster. This brings the feel of a third-person shooter into the game. I found this reminiscent of a proper third-person shooter title, as spacial awareness literally took on a new dimension.

PC and PS4 Players in the Same Arena

PS4 and PC players are mixed among both teams, with small icons used to differentiate the two. Without a lobby implemented yet, only random, skill-based matchmaking is available. It often appears that PC players have a higher kill/death ratio than their PS4 counterparts, but some matches feature a console superstar who scores well above all other players. This proves to me that console players may have a steeper climb to the top, but that it is still possible to develop a high level of skill using a controller.

I’ve played on both platforms throughout Early Access and have not felt a significant impediment when using a controller compared to a keyboard (other than navigating menus, which is much more convenient and quick for PC players). Being confined to the 16 pre-set dialogue choices available to console players while the PC players on the team communicate freely can feel awkward. In a recent match a clan recruiter offered positions to everyone on my team, but I could only watch the conversation in silence behind my controller. That should not pose too large of an issue for serious players, as console players can locate teams online and use a service such as Teamspeak on their smartphones or nearby laptops to communicate with their PC teammates. I joined up with a new team in my first week, and found the Teamspeak app on my phone to be a great way to communicate with my PC player teammates.

Dave Ingram has written news and commentary in the video game industry since 2009, focusing on MMO games and eSports. As an indie game developer and long-time writer in the area of small business entrepreneurship, Dave brings a unique perspective to news and editorials.