When approaching the platformer genre, behind the pixels and slew of levels ahead of the player, what makes these titles engaging in particular is not the nostalgia grab of previous generations, but what can be expanded upon from the property. Coming from Tribute Games, the Canadian developer has dabbled in the market already with games like Ninja Senki and Flinthook. But when it comes to experimenting with the team’s next project is beyond what you could expect.

I’m referring to the upcoming action-platformer Panzer Paladin. The project initially announced in March 2019 introduces the story of a dystopian Earth where demonic forces from Hell emerges from the surface to inhabit the mortal world. To combat the hell spawn, humans discovered that the only way to counter the invasion is with demon-made weapons. However, any fleshy who wields the demonic armaments has been found to perish which spawned the creation of the ‘Paladin’ power armor.

This past weekend at PAX East, I visited the team’s booth and managed to demo a full level of the game to give for my hands-on impression of the upcoming title. Initiating the game, you fall into the level equipped with a sword and shield; going into a straightforward segment of fundamental gameplay elements. Actions like horizontal attacks, jumping, air strafe, and down strikes are apparent elements the game teaches you within the first thirty-seconds.

The game comes off to be primitive as of now, however, some enemies would drop weapons which grew my curiosity. Being met with a prompt to throw weapons revealed that you carry an arsenal of different swords and staffs that you can cycle through. Talking with the game’s Lead Animator Justin Cyr, he shared that the game is projected to feature roughly 100 different weapons in the final project.

Each differentiating between three categories: cut, pierce, and impact, every weapon holds a unique look while being subjected to one of these playstyles. The team intends for the player to diversify their actions with different weapons as some will be more beneficial against certain enemies over others. While also balancing these types, you must also be hesitant towards the durability as it will tick down during combat and be less effective when nearly broken.

Howbeit, there is an advantage to your weapon losing its edge: breaking weapons will activate spells which could devastate your opponent. Offering even more variety to the combat system than expected opens the perspective beyond just the tip of the iceberg. But be warned, Cyr did clarify that it is encouraged to cycle weapons and use to its full potential: hording weapons will hold the player down and actually amps up the difficulty if you’re not liberal with your arsenal.

Cyr continues on that the team’s intention to rotate weapons adds a coating of strategy which is suggested to be recommended for satisfying outcomes when playing Panzer Paladin.

Between the different weapons that offers varying playstyles, cycling through what you have, and balancing durability brings a strategic approach to play which we learned that many liked when watching those who tried out the demo.

Even more, weapons also hold priority over player progression as they are a necessity to making checkpoints. During different segments of the game, you will stumble upon mantles in which you will have to insert any one from your arsenal to sacrifice to ensure your advancement in the level. But this is only half the game as there is another realm of interactivity outside of the power armor.

At any point of the game, you can eject yourself from the ‘Paladin’ to pursue segments of the game as the Squire, the individual who operates the power armor suit. These encounters require the smaller character to progress through narrow passages and other obstacles to advance further in the level. Cyr acknowledges that many people who encountered the booth are in favor of abandoning the suit to play without it. Even during my demo, I found myself running through a third of the level on foot rather than in the ‘Paladin.’

The Squire is equipped with a whip which can be used to suspend between platforms and swing to the other side. Noted, while not as impactful as operating the power suit, she is nimble which does make for satisfying results once you condition to the different playstyle. Using her whip will also deal less damage to the opposing demons, so there is an up in difficulty for those who plan to pursue a vaster challenge.

Pressing Cyr on the matter of the game’s foundation and the commencement for developing, he tells that the game is built “from scratch.” Adding on, he clarifies that Tribute Games tends to move from property to property after the first entry, including DLC; some exceptions being Ninja Senki & Mercenary Kings which received remastered versions. However, Panzer Paladin is one project that will break this pattern as Cyr explains there is content planned for the future.

Telling that the base game is expected to receive additional modes and even implement support for speedrunners to tackle the title with an in-house, crafted feature. The build I played also received a vast amount of changes in contrast to the initial version that was presented at PAX East in 2019. The interface is different – resembling a likeness to UI for the final version, Cyr shares. Atop of different tweaks and adjustments, the most prominent addition is the concluding boss fight at the end.

The initial build teased the climactic battle, but was yet to be introduced until this past weekend. Spread upon 17 different levels, it is expected that there will be a slew of challenging battles ahead for the player. Determining overall playtime, Cyr estimated that standard completion duration is expected to be between 5 – 7 hours projected. But it should be put into consideration how users will pursue the game and this will fluctuate, Cyr adds.

If Panzer Paladin fancies your liking, make sure you visit the game’s Steam page to add the title to your wishlist!

Panzer Paladin is slated to arrive sometime in Summer 2020 for PC and Nintendo Switch.

Nick Moreno Content Writer

Nick has over a decade of video game journalism under his belt. Outside of writing about trending & indie releases, he has also provided coverage at multiple events across the United States including Penny Arcade Expo & E3.

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