The market has recently seen a few Paragon-likes, but few excite me like Predecessor did. I’ve played a few of these games, and spent quite a few hours in the original Paragon, earlier in my career. My best friend and I would stream it frequently but had our complaints about the game; in particular, Paragon was the slowest MOBA available anywhere.
While there are still ways to go with Predecessor, I’ve played a few matches on PC alongside Robbie Singh, Omeda Studios’ head. Originally, he got his start among those in the Paragon community, and here we are, in 2024, with a game built on the framework of Paragon.
Note: This article is based on the author's opinion.
As a long-time player of MOBAs, it was nice to see someone change the game up. Predecessor is based upon/uses the assets of one of those games: Paragon. Whether it was DOTA, DOTA 2, League of Legends, or SMITE, I played all the big-name MOBAs. I even played many of the ones that utterly failed—looking at you, DC Infinite Crisis.
Paragon, developed by Epic Games, shut down in 2017, but the assets are available to developers who wish to take it and create something new with it. Back in 2023, I previewed one of these called Paragon the Overprime. However, after looking at both games, I feel that despite using the same assets and gameplay engine, they’re quite different.
Frankly, the main problem I had with Paragon was it was like swimming through molasses. It was such a slow, tedious game. Matches took forever and moving around the map took even longer somehow. Between the launcher pads in Predecessor and characters simply moving faster, the gameplay feels less tedious.
To be honest, that’s perhaps the thing I enjoy the most about Predecessor. The gameplay for Paragon
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