Thoughts on Paladins Strike

It’s been a while since I gave a new mobile title a whirl, and Paladins Strike was a game I pre-registered for so that I could check it out when it was available. As regular readers will know, I’m a fan of much of what the developers Hi-Rez Studios have created in the past, from the Smite franchise to Paladins, which this mobile title is based on. Smite Tactics is still a thing too, though I understand why people aren’t too keen on the company due to some things that happened with Tribes, etc. I wasn’t so thrilled myself about some of the monetization that was going on that Isey covered so well earlier this year. Honestly I hadn’t played it for a couple months before he had talked about this stuff and haven’t played it since then. At least they went back on the whole thing, and I’ve actually given some thought to playing it more often again, been in the mood to revisit some old titles I spent a lot of time on… things like League of Legends, Awesomenauts (actually played that one a little over the weekend) and Smite. Anyway, let’s get back to the main event!

Paladins Strike showed up on my Google Play store at some point a few months back and I ended up hitting the preregister button. I had forgotten all about it until I was notified that it was ready for download. I’ve had it installed for a bit but finally found the time this weekend to check it out and I was fairly impressed! The game plunks you down into a tutorial mode, and explains the above control scheme to you. I was wondering how they would translate the gameplay of a team based shooter to a mobile platform, but it seems to work well enough despite utilizing the touch screen. You’ll move your champion with one thumb and aim/shoot with the other. Extra buttons are present to represent the abilities of characters that you’ll already know if you played the full Paladins game.

As you can see from the above screens, this looks more like a traditional MOBA and not a first person shooter. Despite being set up in a different fashion, the rest of the game is nearly identical to Paladins. The characters are the same and have the same abilities, and though the maps aren’t the same, they do feature capture points and payloads to push, just like in the original game.

The menus and interface are spot on in look and feel compared to the original Paladins. There is a cheeky monetization system that might lure some folks in… some free spins for chests and things await, and you can of course pay real money to buy skins and things. I’ve been known to do these things in the past but I don’t see myself spending money on this one. It’s an interesting title, but not money worthy at this point.

I played a round after the tutorial and felt like the game ran pretty smoothly over Wi-Fi. I didn’t test on pure phone signal, but I assume you wouldn’t want to play it under those conditions due to lag. I felt like most people didn’t really try to dodge or move around much, our enemies just funneled into our team and were slaughtered over and over again. I can see where the game could be fairly competitive but hardware lag is probably a thing on some phones. It was fine for me but it’s always hard to say with all the hardware that’s out there. I’d check it out if you’re looking for something a little more involved on your phone, but otherwise you’re probably better off playing on PC or a console.