Paladins Strike Articles RSS Feed | Paladins Strike RSS Feed on en Launch Media Network HRX 2018: Paladins Strike Hands-On Impressions Thu, 04 Jan 2018 18:26:58 -0500 Jonathan Moore

Let's get something out in the open before we go any further: I'm a big Paladins fan. In fact, it's probably my favorite competitive shooter of the last five years. Sure, it helps that I'm halfway decent at the game and don't die every three seconds, but it's also because Paladins is a damn fine shooter -- and a damn fun game to play. 

So when I finally got my hands on Paladins Strike at HRX 2018, I was pleased to see that it mostly takes the tried and true Paladins desktop formula and re-imagines it for that little computer you carry around in your pocket. Does that mean it's the perfect MOBA experience for mobile devices? Of course not. There are a few things that don't necessarily suit my fancy at first blush. But none of the negatives "ruin" the experience -- or even make it uncomfortable for that matter. 

The TL;DR? Paladins Strike may stumble a bit, but it ultimately forges the right balance between MOBA and shooter for a mobile audience -- something that's not necessarily easy to do.  

Starting up Paladins Strike, the first thing I noticed was that it was easy to move around. Although that's programming 101, some games get mobile touch controls completely wrong. However, the controls in PS are smooth and responsive. Running behind cover and maneuvering around walls and other obstacles wasn't difficult in the slightest. Although it took a minute or two to really get comfortable with playing Paladins with touch controls after dozens of hours using a mouse and keyboard, the scheme and movement parameters felt natural. 

Primary attacks, on the other hand, seemed a bit touchy and slightly counterintuitive. As much as I'll sit here at my ivory desk and praise the fluidity of the game's movement, shooting is a bit stiffer and problematic: moving your right thumb in a circular motion to shoot isn't always swift or easy. And having to press the primary attack button to fire your initial volley for characters like Viktor is fine and dandy, but then having to press it again after every reload is a bit tiresome -- especially when holding the LMB on Paladins' desktop version keeps firing even after reloading. 

Sure, it's a small gripe, but it's worth pointing out all the same -- and one veteran players will notice. 

Another change revolves around HP. Health pickups are strewn around the map this time around, meaning you won't auto heal while hiding or from abstaining from combat like you can in Paladins desktop. But that's not necessarily a bad thing. In fact, introducing health pickups does two things I really enjoy: it gives PS an old-school vibe and it modifies the base game's strategy, keeping you in the action longer and making engagements more interesting. Hiding has its perks, but frantically running toward a health item while an enemy's on your tail is invigorating. 

And that's something magnified by the game's maps, which are (reasonably) large and full of interesting twists, turns, and barriers that funnel action down specific lanes. Sporting a fixed, isometric camera that varies in position per map, Paladins Strike keeps you on your toes by obfuscating your enemy behind clever angles and in-game assets. Sure, it can be difficult to spot enemies at a distance or see enemies charging down lanes since you don't have the same field of view you have in an FPS -- which can sometimes maybe lead to inopportune deaths -- but it acts as a good stand-in for the verticality found in the game's desktop cousin.

If you're not used to MOBAs in general (or maybe have poor eyesight), you could easily lose track of your character in some of the larger confrontations in Paladins Strike. At times, action turns into a muddy mess of characters, explosions, and special abilities that can be hard to visually sift through. It's not a large hurdle to overcome -- and considering how fast-paced Paladins is in general, isn't really surprising -- but perhaps that can be tweaked a bit before the game's official release. 

During our demo, there were 20 champions readily available covering all of Paladins' classes. I didn't get to play them all, but Viktor, Pip, and Tyra felt great in the mobile environment across match types, which fall into one of three 5v5 modes. Summons sees players capturing objectives on the map; Siege sees players completing the same Paladins Siege mode we're already familiar with; and Deathmatch sees players racing toward 30 eliminations as fast as they can. 

From what I can tell, you'll be able to get daily rewards, gain levels, and almost everything else you've come to do in Paladins. This mobile version of the game might be MOBA focused and play a bit more like SMITE than you'd expect, but it's still Paladins at its core -- and I'm excited to see where it goes from here. 

Paladins Gets Battle Royale Mode, New Content, and Mobile Edition Thu, 04 Jan 2018 10:45:04 -0500 Jonathan Moore

It's been a big year for Paladins, but things are about to get bigger. Unveiling a slew of new additions for the MOBA shooter at its HRX keynote, Hi-Rez Studios plans to give fans plenty to cheer about in 2018 with new champions, new skins, new mounts, and a new mobile experience.

But possibly the biggest announcement came when the studio said it would be jumping into the arena de Battle Royale with Paladins: Battlegrounds. Sharing similarities with other popular shooters in the Battle Royale subgenre, such as PUBG and FortnitePaladins: Battlegrounds looks to set itself apart with unique gameplay elements and a more fantasy-oriented setting. Todd Harris, Executive Producer of Paladins said: 

Riding on a mount through this massive fantasy-themed map, looking for gear and cooperating with your team, Paladins: Battlegrounds delivers some of the feel of open-world MMO PvP but all within a 20-minute match.

Specifically designed with team play in mind, Paladins: Battlegrounds looks to keep the survival gameplay and fog-based barriers that have become emblematic of the Battle Royale subgenre, but infuse that design with ability-based gameplay where attacks, buffs, and debuffs hold true to the core Paladins formula. With massive maps up to 300 times larger than a typical Siege arena, Battlegrounds will feature 100 players exploring, surviving, looting, and scavenging legendary gear around the map -- and, of course, scoring frags. 

According to Hi-Rez, Paladins: Battlegrounds will be free to all players when it releases sometime this year. Anyone attending the Hi-Rez Expo in Atlanta this weekend will be able to jump into the game's alpha version on the showroom floor. 

Looking toward the mobile front, Hi-Rez also announced that Paladins would be making the jump from TVs, monitors, and laptops to players' hands in the form of a brand-new mobile game, Paladins Strike. Currently in development and without a firm release date, Paladins Strike merges the base game's MOBA-centric champion gameplay with the view of a top-down shooter. Players can currently sign up for testing at 

As for the additions to the Paladins base game, Hi-Rez also announced the game's 35th Champion, Moji. While no abilities for the new Champion were revealed during the keynote, Moji is part of the Leipori species and able to take the fight to the front lines on a two-headed dragon.

And while Moji brings variety to the game's Champions, those looking for a bit more range in Paladins' core modes and maps can look to the just-revealed Team Deathmatch mode. Differing from Onslaught by eschewing King of the Hill elements and focusing solely on team kills, Team Deathmatch also brings with it a new map in Trade District, upping the total number of maps in the game to 11. 

Finally, it was revealed that Battle Cats will be the new mount type in Paladins. Twitch Prime members will have exclusive access to the Primal Prowler, the game's first free Battle Cat, as well as the Twitch Prime Bomb King skin and other undisclosed content. PC players will have access to TDM, Moji, and Battle Cats beginning next week, with console players having access one week later. 

Stay tuned to GameSkinny for more news and information on Paladins, Paladins: Battlegrounds, and Paladins Strike as it develops.