
For those of you who enjoyed Paragon, it has been an exciting summer! Epic Games closed down Paragon in April 2018, but quickly offered a permissive license for re-using the game's assets within the Unreal Engine.
Those seeds have borne fruit, and there are now three successor projects in a playable state: with two more still in early development stages.
Due to their shared origins, it is no surprise that many of the teams' priorities are similar: including responsive gameplay, competitive balance, community involvement in the development process, and eventual availability on consoles.
Of course, that lends the question: what makes things different? I reached out five developers to teach me more about their projects and what to expect in the months and years ahead.
The Interviews
- rgsace on Predecessor
- Ryan Red on Fault
- opolisprime on Project CORE
- UG Luke on Ethereal: Clash of Souls
Unfortunately, it wasn't possible to arrange an interview with the team behind Overprime on this occasion, but you can still read a little about it.
Closing Remarks
As you will have noticed, all teams were given the same questions, and I would like to thank each of them for agreeing to participate in this article.
No interview can cover everything a team is engaged with, but I am delighted we got to touch on so much! It is always a pleasure to hear first-hand how creative and talented people are thinking about the genre in such diverse ways.
I have come to see Paragon's legacy, its "gameplay, community, and assets", as a launchpad: one that will send each of these teams on unique trajectories. Best wishes to all with their innovations and finding their own versions of success!
For those interested in more Paragon content, a review of mine from 2018 is still well worth the read.
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