We took a look at Hi-Rez Studios new MMO Shooter Paladins that has just gone into closed beta, getting free access to this phase of testing we were able to check out the current iteration of this team based point capture focused shooter. We originally checked the game out at GamesCom last August and were suitably wowed with what we got to play, so we were kind of looking forward to seeing what was different and how the game had developed since then. There’s quite a few comparisons on the game being a “shooter MOBA”, even from our own site we’ve called it such, but personally this reviewer doesn’t really see it (unless we’re going literal with MOBA being “Multiplayer Online Battle Arena” and calling all shooters MOBA…). This is nothing like SMITE, nor any other traditional MOBA, it is a shooter through and through, and a fairly good one at that.
The pace of combat is generally pretty well executed, though the maps are a decent size every player comes with their own personal mount that they can jump onto and traverse the map at speed pretty quickly. Combined with players from both sides always having a reason to head to the same objective location (to attack, defend or capture a point) it means you rarely go more than 15 seconds after spawning without getting into another fight. The matches are a good length and suitable for the casual crowd, however the length of the matches owe to a few things we’re less than happy about as we’ll touch on below.
Most of the features were accessible, but our primary “Play” option was a casual game with a team of 5v5 on what appears to be the only map in rotation for this phase of beta, or at least the night we were playing, as we ended up on Enchanted Forest for the few hours we played. Thankfully we did get the chance to check out Temple Ruins whilst at GamesCom so we were able to compare the maps; honestly it didn’t feel like there was much different about them other than the general theme/graphical look of the locations. The map layout was similar with two opposing team bases some open terrain and three capture locations that randomly activated alternately, but even between maps these capture points were extremely similar (an open bowl like area surrounded by rocks, a more enclosed area with surrounding buildings, and a more built up town with a central square surrounded by upper levels).
We had a choice of nine different characters and we had a go at most of them, we had our best and our worst game with Ruckus, a little Goblin in a mech suit, able to deal out some serious damage, particularly when combined with one of your Card talents to do more damage when on a capture point. With one team we got on the point and the support guys were great, helping keep us alive whilst we soaked up some damage and churned out some attacks, on the flip side the next time we played we always seemed to be the only person actually trying to get on the capture point and so would either die trying to get to it, or not be able to hold onto it long enough to summon the Siege Cannon that would make its way to the enemy fort to start shooting down its doors.
Whilst we do not doubt with more experienced players there would be more aggression to get on the capture point instead of passively trying to kill the enemies on there and capturing it when they’re dead (which rarely happens) it did highlight a few issues for us. Firstly the team can really suffer with a bad composition of characters, we’d say you need at least two tanks that can shield or soak on the point, or a main tank and a healer; capturing the points is the name of the game and without these it’s practically impossible. Second of all the points are captured really quickly, as points don’t tick down when you are off them or when the other team is taking it, it’s the first to stay on long enough to summon the Siege. The issue is that you rarely go a battle fully manned, once your siege heads into the base and dies then the next capture point times down for a spawn, and usually one or two of your team have died whilst simply trying to get out of the enemy base. Turning up to a fight you can either go in and try and fend the enemy team off the target solo (really hard to do if they have tanks and healers) or wait around for your team to arrive, by which point the enemy team have nearly taken the point already. If your tank goes down when attacking then your DPS guys simply can’t seem to outkill the characters on the point, and that kinda sucks.
The characters themselves are generally quite diverse, but our biggest problem is that you only get two main skills with each character and a third movement/dodge ability. The skills are fairly unique and really define the characters and some have great utility to be used in different circumstances such as Buck’s Q ability “Cataclysm” which summons a large wall of rock that blocks enemy attacks and movement, it makes not only a great shield but also way to stop a dying/fleeing enemies escape so you can secure the kill. Unfortunately there are other skills that don’t always feel that useful and are a little bit situational (such as Cassie’s Scout ability to show where enemies are) and so you feel like you’re a skill down and don’t have that much use off your main left mouse button and we really feel the characters need more default abilities.
There are elements of customization through the Card skill feature, and it’s here where we think the in match levelling has attracted the “MOBA” theme, but realistically acquiring new abilities when you level up is a staple to every MMORPG out there. Players collect or craft specific cards for their Champions and each time they level up in a match they get a choice of one of three randomly drawn cards from their collection; there’s a lot of customization and strategy behind your available Cards and overall we think it’s a decent little system that works well.
Right now we’re happy that the game is in closed beta as hopefully when we next check it out things will be a lot more padded out because as fun as the games are they really do start to feel quite repetitive being on the same maps and playing the same modes over and over. We feel the game needs an injection of added content, but if the DEVs are going to rely on the “MOBA” mentality and feel like they can get away with a single map/mode such as the likes of League of Legends, then we think they’re going to struggle; this isn’t the MOBA genre and there’s plenty of shooters out there that do offer a lot more. If it can then great, if not then personally we think other shooters are going to overshadow it.
CONCLUSIONS
- Pros: A good selection of diverse characters, exciting and constant combat, in-game Card levelling, simply and effective crafting system
- Cons: The maps are too similar, not enough skills for each character, points can be captured too quickly
Final Score: Still in Closed Beta
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