Retro Gamer

Panzer Paladin

THE SUBTLE ART OF HITTING BADDIES

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We’re covering all kinds of media this month. We look at the latest games, but also check out the new tome from Bitmap Books and bathe our ears in remixed Amiga tunes

Mythical creatures are attacking Earth, and only the Panzer Paladin can save us! Piloted by the rescue android Flame, it must slay the likes of Anubis and Medusa, keepers of mystical weapons that have some connection to the ongoing supernatur­al invasion. All you have to do is pick a country that’s currently undergoing attack, which you can do freely as in the Mega Man games, and launch yourself into battle.

For the majority of the game, you’ll be in charge of Grit, the hulking Panzer Paladin robot. He’s capable of swinging his weapon from both standing and crouching positions, and can block certain projectile­s with his shield when not moving or attacking. Some enemies can do this too, making for exciting mini duels. He can also attack upwards – doing so mid-jump essentiall­y provides a double jump – and can strike foes downwards in mid-air, allowing you to bounce between enemies. It’s also possible to perform a back-dash to quickly escape trouble and keep your shield facing the right direction. Controllin­g Grit feels great and there are plenty of satisfying combat opportunit­ies within this game.

However, what makes Panzer Paladin really interestin­g is its use of weapons. Throughout the course of your adventure, you’ll pick up a variety of new weapons from downed foes and in the environmen­t. These are all broadly categorise­d as cutting, piercing or impact weapons, which matters when you’re facing off against enemies with weapons of different types. While some weapons are more durable than others, all will break with enough use – but before they do, you have a few ways to sacrifice them effectivel­y. When you reach a checkpoint, you must

insert a weapon in order to activate it. Alternativ­ely, throwing your weapon gives you additional range and damage, or intentiona­lly breaking it casts a magic spell that grants beneficial effects such as boosts to attack and defence, healing, or increased weapon durability.

Your weapons take on additional importance beyond combat functions, too. You can only have four equipped at any time, with the excess making their way into your inventory. Between each stage you’ll have the opportunit­y to trade them away for health boosts, and you’re greatly advised to do this in the early going because if you begin to carry too many, your ‘spirit burden’ increases. This leads to a state of heightened danger, expressed as additional boss battles – these are risky, but they do offer unique, powerful weapons so as your confidence grows you may choose to trigger them.

There are times when you’ll leave Grit behind and control Flame directly – sometimes out of necessity, as she’s smaller and thus able to reach otherwise inaccessib­le spaces, but at other times voluntaril­y to access health refills and bonuses. Flame can’t pick up weapons and has considerab­ly less health than Grit, but has access to a Castlevani­a-style whip that doubles as a way of swinging across gaps. These sections tend to be less fun, as the satisfacti­on of the combat system is lost and Flame is just a bit too fragile for her own good, but thankfully they represent a minority of the action.

While the game is broadly well-designed, we did spot the odd flaw. These most commonly involved enemies being placed in awkward platformin­g spots – one hit in mid-air will halt your momentum, usually resulting in a plummet down a pit. This wouldn’t be so bad, but the stages have too few checkpoint­s for their length. However, the bigger problem is the boss fight design. They’re visually impressive and a lot of work has clearly gone into their attack patterns, but so long as you keep hold of your weapons during a stage, it’s all too possible to just brute-force your way through encounters by simply casting plenty of spells. But if you fail to beat one at the first attempt, you won’t regain your weapons upon death, so you’d better hope for a full inventory.

Still, Panzer Paladin is quite satisfying at most times, and it’s well-presented too. The game uses an ‘8-bit plus’ aesthetic, with pixel art reminiscen­t of the NES and visual effects that would be far beyond it. The detail of the anime-inspired story scenes would have been astonishin­g back in the late Eighties, while the artists have embraced the garishness of the NES look to great effect.

The music takes a similar approach, based around chiptunes with the odd additional flourish, and is enjoyable in the moment but doesn’t stick with you post-game. There’s also plenty to do for those that do fall in love with the game, with modes including a tougher Remix mode and the option to create your own weapons.

Panzer Paladin is an accomplish­ed action game with some neat ideas, varied stages and some very satisfying combat, which unfortunat­ely has a couple of flaws that prevent it from hitting the heights of retro-inspired classics like Shovel Knight. It’s still a solid option though, so if you like your platformer­s with plenty of slicing and dicing, it comes recommende­d – particular­ly if you’re especially patient or skilled.

In a nutshell

Although it isn’t quite as refined as we might have hoped, Panzer Paladin is an enjoyable throwback platform hack-and-slasher. The combat is simple, responsive and fun – just how we like it.

>> Score

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 ??  ?? »[Switch] The back dash works in mid-air, which is useful when fighting the Horseman.
»[Switch] The back dash works in mid-air, which is useful when fighting the Horseman.
 ??  ?? »[Switch] Combat feels wholly natural – you never feel particular­ly constraine­d or lacking in options.
»[Switch] Combat feels wholly natural – you never feel particular­ly constraine­d or lacking in options.
 ??  ?? »[Switch] Bosses can be impressive­ly big and well-animated, but fight design can be undermined with mechanical abuse.
»[Switch] Bosses can be impressive­ly big and well-animated, but fight design can be undermined with mechanical abuse.
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 ??  ?? »[Switch] There’s certainly a lot of colour to be seen in Panzer Paladin – it’s a perfect antidote to bland, muted worlds.
»[Switch] There’s certainly a lot of colour to be seen in Panzer Paladin – it’s a perfect antidote to bland, muted worlds.
 ??  ?? »[Switch] Surprising­ly, large enemies like this are often less trouble than the smaller ones.
»[Switch] Surprising­ly, large enemies like this are often less trouble than the smaller ones.
 ??  ?? »[Switch] Falling platforms and exploding floors are just some of the environmen­tal obstacles you’ll face.
»[Switch] Falling platforms and exploding floors are just some of the environmen­tal obstacles you’ll face.

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