2426: If You’re Going to Play Multiplayer, FFS Stick it Out Until the End

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I played my ten placement matches for season 2 of Overwatch’s Competitive mode earlier. Nine out of those ten games featured at least one salty asshole quitting the game early because their team lost a round — both on the team I was on and on the opposing team on different occasions — and in Competitive mode, the game doesn’t backfill positions with people queued up to play like it does in Quick Play; when you queue for a Competitive game, you’re put into a game from the very beginning rather than immediately joining one in progress if a space is available.

This was mildly annoying the first time it happened, but with each subsequent time it got more and more irritating. It’s not only bad sportsmanship to strop off in a sulk if you’re losing, it’s also a major pain in the ass to the rest of your team. It would be akin to Wayne Rooney suddenly deciding that he doesn’t feel like playing any more and wandering off the pitch in the middle of a football match. Except in Overwatch, the teams are only six people, so the loss of just one person is keenly and immediately felt.

The trouble that these early leavers have is that they can’t handle losing. They’re unwilling to accept the possibility that the team who just “lost” could enjoy a comeback in the subsequent round — this can and frequently does happen in Overwatch, which is mostly very well balanced like that — and instead ditch the match altogether, leaving their team a man or more down and on the way to what is now pretty much a guaranteed loss rather than something that could be fought back from.

What’s particularly dumb about early leavers is that when they leave a game, the match is counted as a “loss” in their records anyway, so they’re taking the worse option — a 100% chance of getting a loss versus a less-than-100% chance of getting a loss by staying and trying to help the rest of the team to a comeback.

I sort of understand. It can be demoralising to feel like you were steamrollered by another team who perhaps genuinely were more skilled than you. But it’s the very height of special snowflake syndrome to believe that you are entitled to win every game you play — perhaps these players were the kids who grew up in schools that had sports days with “participation trophies” rather than actual winners. And clawing your way to a victory when the jaws of defeat were closing on you is immensely satisfying — my favourite games of Overwatch are the ones that end up being really close, not the ones where my team smashes our opponents into the ground.

Blizzard have penalties in place for those who leave matches early, but they’re clearly not severe enough. For the Competitive scene in Overwatch to succeed, early leavers need to be actively discouraged through harsh punishments. I hope that the Overwatch team are paying attention to this problem and that it gets resolved in the next season of Competitive play.

In the meantime, if you’re an online player, do the decent thing and see your matches through to conclusion, even if they don’t seem to be going all that well. As I say, you keep playing, you have a less than 100% chance of getting a loss recorded on your all-important statistics. Leave early, however, and you absolutely definitely will get that loss. So stop being selfish pricks and play your damn matches to completion.

2375: Mommy Issues

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Overwatch has finally seen the release of its first new hero since launch, in the form of Ana, a new Support character and mother of existing character Pharah.

Ana is an interesting concept for a support character because she’s based at least partly around sniping, which in Overwatch terms has traditionally been an approach reserved for Defender-type heroes. As a Support character, however, Ana’s role is actually surprisingly well-rounded, comprising both offensive and defensive capabilities and possessing an overall feel quite unlike any of the other heroes on the roster.

Ana’s basic ability is a sniper rifle that shoots bolts that either heal allies they hit or damage enemies. In both cases, the healing or damage process isn’t immediate — it takes a second or two for the value to affect the character’s health, though it’s not quite a long-duration damage or heal over time either.

What this essentially means is that Ana is able to heal people from a much greater distance than any of the other Support characters, though the tradeoff in this case is that you have to be reasonably accurate in order to register a hit on the person you’re trying to heal. You don’t have to be absolutely pinpoint accurate, but your reticle still needs to be roughly in the right area to register a hit, unlike Mercy or Lucio, who lock on to nearby targets and affect all targets around themselves respectively.

Ana’s other abilities throw some interesting twists into the mix. Her “E” move allows her to throw a grenade that provides an immediate burst of healing to anyone caught in the blast, along with a temporary buff to healing from all sources while it’s active. Like her gun, this grenade also has a negative impact on enemy characters, in this case dealing some damage to them and completely preventing them from being healed for a few seconds.

Her Left-Shift ability, meanwhile, is something of a game-changer: it’s a dart, shot out from her sidearm, that puts anyone it hits to sleep, causing them to collapse to the floor and be completely immobile for a few seconds. This is an absolute godsend against characters who can be difficult to push through such as Bastion, since it allows you to take the pressure off for a moment — just long enough to sneak in and finish the job. It’s also good for interrupting powerful Ultimate abilities from characters such as Reaper and Pharah.

All in all, Ana seems to be a strong addition to the roster. Her healing capabilities aren’t up to Mercy and Lucio’s standards, largely due to the accuracy requirement, but they’re solid enough, but her real benefit is the addition of some solid offensive skills. Her main weakness is in her mobility; unlike the two previous sniper characters Hanzo and Widowmaker, Ana has no means of easily getting up to higher ground, and so must either do her work from ground level or find more roundabout means of getting to good vantage points.

2353: Be a Better Sportsman, Online or On the Field

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One thing that I don’t think school P.E. lessons focused on enough was good sportsmanship. The people who were good at sports did well and enjoyed themselves; the people who were bad at sports (like me) got picked last for teams and put in places where they didn’t have to do much, like goalkeeping. (Which always seemed a bit weird to me, given that the goalkeeper is the last line of defense in a football match and consequently should probably be quite good at protecting the goal. I was not.)

The upshot of this unfortunate tendency was the reinforcement of these positions: the people who were good at sports continued to be good at sports and grew to expect everyone on their team to be on their level and would sometimes even become abusive towards those who they perceived to be not pulling their weight; the people who were bad at sports grew increasingly bitter and resentful of games that, while competitive, should be fun.

Bad sportsmanship hurts everyone. It means the good players don’t get to nurture up and coming talent, help people improve and introduce new players to the activity they love, making them more likely to be able to get a good game. And it means the less skilled players feel ostracised and like they will never have an opportunity to learn more about something they might actually be quite interested in.

It’s unfortunate that this happens in online games, too. I don’t play a lot of competitive multiplayer games, but I can comment on it a bit with regard to Blizzard’s new title Overwatch, whose ranked competitive mode launched late last night.

For the most part, the Overwatch community actually seems pretty good; the game is a team game with variable character skills and statistics, so everyone needs to cooperate to achieve a common goal. If you don’t, you lose; it’s pretty simple. Unfortunately, there are players out there who seem to believe that if they just make unhelpful comments and call the rest of their team “noobs” that they somehow have the moral high ground and are justified in complaining and whining.

The trouble, I think, is that this particular type of player doesn’t like to lose. It’s more than that, even: this particular type of player thinks that they have a right to win every game they play. Whether this is due to overconfidence in their own abilities, a misplaced sense of entitlement or having grown up in the obnoxious “everyone’s a winner!” culture of many educational establishments these days, I don’t know, but it’s not a helpful way to be.

A competitive, two-team game by its very nature has a winner and a loser. Every time. You cannot rely on always being the winner — more than anything, that would make the game itself pretty pointless if the outcome was already known before you started. And being on the losing side doesn’t make that game a bad experience, either; some of the most interesting, exciting Overwatch matches I’ve had to date have come when I’ve lost, but it’s been close. And in those matches where it wasn’t close, I can usually learn something from the experience. You take it on the chin, you try again, you get better — perhaps you even help out people you were playing with that you know could do something differently.

What you don’t do is rage and piss and moan at the rest of your team (or worse, just say “………”, which is pretty much the least helpful thing you can possibly say — literally saying nothing is more helpful than that) because that sure as hell isn’t going to make them want to play with you again.

And what you absolutely shouldn’t do is go off in a strop because you’re not absolutely dominating the other team, which is what happened to me in one game I played earlier today. Said player decided he had the “perfect” way to play and wanted everyone to fall into line with him, regardless of where his teammates skills’ and expertise lay. The match was pretty even — our opponents scored 2 points on offense, then we scored 2 points on offense, then our opponents scored another 1 point on their final round of offense, meaning we still had the potential to win, or at least draw and push the match into Sudden Death… and Salty McSaltyson decided that no, he wasn’t going to stand for having to actually put in some work to winning, he would, instead, leave the match altogether, leaving us down a team member and thereby at a significant disadvantage. Shortly afterwards, another player left in frustration, putting us two people down and therefore completely unable to be competitive at all. The rest of us, to our credit, carried on playing until the “you can leave without penalty when this timer expires” timer expired, but then it fell apart, leaving our team with a loss that could have been avoided. It was a shame, since it had been a great match up until then; our opponents were gracious and apologetic about it, so at least it wasn’t a completely negative experience, but still.

That one player being a twat spoiled the match for eleven other people. I doubt he even thought about that when he clicked “leave game” and accepted the penalty the game gives you for leaving Competitive games early — but it really did spoil the whole match which, like I say, could have gone either way in that last round.

Be a better sportsman. Accept that sometimes you win and sometimes you lose. And if you think you’re better than other people — you might well be! — how about actually offering them some advice and help to get better rather than just being a dickhead? Everyone benefits in the long term.

2328: Play of the Game

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I’m really enjoying Overwatch. In fact, I’d go so far as to say I think it’s the first competitive multiplayer game that I’ve actually wanted to “git gud” at enough to be truly competitive in the online sphere. I don’t know if I actually have the skills or the talent to be able to do that, of course, but I’ve been performing reasonably well in the current “Quick Play” mode — effectively a “pre-season” warm-up — and getting a good feel for characters. So much so that when the proper Ranked Play mode makes an appearance in the near future, I feel confident stepping in and attempting to prove my worth.

Overwatch is also helping me to understand the appeal of e-sports. I’m still not entirely sure I would ever want to sit and watch a game of Dota 2 or something (as opposed to actually getting stuck in and playing it) but, playing Overwatch, I certainly feel something while I’m playing. It’s particularly thrilling to claw back victory from the very jaws of defeat, and all of Overwatch’s various game modes are well constructed to always make this a distinct possibility, meaning it’s pretty rare to feel like you’re being completely dominated unless your team is particularly incompetent.

It’s quite entertaining to see the varying reactions of people you play against. Competitive gaming culture has, for the most part, instilled the impulse to type “gg” (Good Game) after a match has concluded — the online equivalent of a friendly handshake after a sports match — and more often than not you’ll see this shorthand pleasantry being exchanged once the victor has been decided. (It’s occasionally accompanied by “wp”, which means “Well Played”).

But there are some people out there who don’t like losing. Some people like the guy who responded “no” to my “gg” after one match because he lost, and he didn’t like losing. People like the guy who, in all caps, told his entire team to uninstall the game and that they were a “useless fucking team” after losing; he didn’t like losing, either. And people like the guy who judged everyone on which character they picked, with sniper Widowmaker obviously being “for noobs”.

Then, of course, there was the Chuckle Brothers my friend James and I encountered earlier, who starting sniping at each other in chat during the match and gradually escalated to threats to “wreck” each other. I may have prodded the fire a bit, but it was too hilarious not to troll a little bit; by the end of the match they’d both made themselves look like complete douchebags to the other participants, and one in particular (who was on the opposing team, who lost against me and my comrades) seemed to think that the fact he’d killed my character several times somehow made him superior than me and the rest of my team.

Me, I don’t mind if I win or lose, because games of Overwatch are good fun, and the game is balanced well enough that I’ve only had one or two matches that I felt were completely imbalanced, and that was largely because the opposing side was using unconventional tactics that none of us knew how to counter. (Six Torbjorns is a force to be reckoned with… until you figure out Roadhog and Pharah.) It’s a competitive game, after all, so by its very nature there has to be a winner and a loser in each and every match. If you want to win more, you practice and get better, just like anything — just like real sports. There’s no sense getting angry and throwing a tantrum over it, because, more likely than not, that’s just going to alienate you and make you less likely to be able to put a coherent team together — and coherent teams with good communication will always perform better at this sort of game.

I’m very interested to see how Blizzard plans to implement the ranked system into Overwatch; while I’ve never played Starcraft 2, I understand its online ranking system is pretty comprehensive and gives you a good idea of where you stand in relation to the rest of the community, so I’m expecting something similar here. I’m also expecting the game to have a good, long lifespan; Blizzard has a good track record of continuing to support its games over time — particularly those with multiplayer components — and with Overwatch proving as popular as it apparently has been so far (the amount of fan art out there already is insane!) I think we’ll be seeing Overwatch tournaments and leagues for a good few years yet. And, for the first time, I want to be part of them.

2323: Gateway Games

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There’s a good piece in the latest newsletter from Glixelthe upcoming new website that my brother’s working on in collaboration with the folks at Rolling Stone. The article focuses on Blizzard’s approach to game design, and how they rarely do anything completely new, and instead take an established formula that is often regarded as impenetrably complex or difficult to get into (especially once a community has been established) and make it accessible to the masses.

This isn’t a matter of “dumbing down”, though. No, it’s rather intelligent game design: it strips out the complicated things that more “hardcore” games have in them as a means for players to show their skills, and instead focuses on the core experience, creating an “easy to learn, hard to master” kind of situation.

The most recent example of this is, of course, Overwatch, which takes the basic formula set in something like Team Fortress 2, strips out all the complicated bits that have been bolted on to that game over the years, and makes an enjoyably easy to get into but tactically rich multiplayer shooter that pretty much anyone can enjoy. But Blizzard’s past work fits this mould, too, with perhaps their most famous work being World of Warcraft, which successfully made massively multiplayer online RPGs — traditionally not particularly user-friendly experiences — accessible and enjoyable to the masses.

It’s not just Blizzard that does this, of course. There’s great value in producing solid “gateway games” to particular genres, as they provide a means for people to learn about potentially new favourite styles of game without getting bogged down in complicated rulesets and techniques. Hopping genres from multiplayer shooters to dungeon crawler RPGs, Experience Inc’s Demon Gaze provided an excellent jumping-on point for me to learn how these traditionally challenging, complex games worked, and built up my confidence to tackle the significantly more complicated, difficult and long Dungeon Travelers 2. Elsewhere, Codemasters’ GRID series strikes an excellent balance between arcade-style handling and the greater realism of more “sim”-like racing games such as Gran Turismo and the early Forza games. Cave’s Deathsmiles is a good introduction to bullet hell shooters. Dead or Alive 5 is a good game to learn about one-on-one fighting games, particularly with its excellent tutorials and practice modes.

Board games do this, too. Some of the most popular and well-respected board games out there are “gateway games” to more complex experiences. Ticket to Ride, for example, teaches players about dice-free mechanics, set collecting and strategic unit placement without overcomplicating things with unnecessary rules. The Settlers of Catan is a great introduction to “building” games where you have to manage resources in order to construct various things. And deckbuilding games like Ascension and Star Realms can lead naturally into more customisable card games such as Android: NetrunnerMagic: The Gathering and suchlike.

Some people never move beyond these gateway experiences, and that’s absolutely fine. To be perfectly honest, I think I’m most comfortable with the simpler end of the spectrum when it comes to board games in particular, and I’m definitely digging the simplicity of Overwatch, as recent posts have doubtless made clear. What’s important about these experiences, though, is that they’re inclusive, allowing more people to enjoy hobbies traditionally thought as complex and difficult to get into than ever before. And having more people to play with is pretty much always a very good thing indeed.

2320: Never Pick One Main

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This advice is true for many different class-based games, be they massively multiplayer online RPGs like Final Fantasy XIV or competitive games like Dota 2 or, indeed, Overwatch. (Yes, it’s another Overwatch post, for which I make no apologies.)

Overwatch is an interesting case study, though, in that unlike the other examples I gave above, you can change your character and indeed your complete role in the team at any time — either immediately after dying or if you’re back in your base. This leads to a whole new interesting metagame where your team isn’t bound by the principles of the “holy trinity” of tank, healer and damage-dealer (or, in Overwatch’s case, the holy quartet of tank, support, offense and defense) and can instead evolve and change as a match progresses according to the team’s needs.

Because this is such A Thing in Overwatch, you absolutely shouldn’t pick a single character and “main” them like in other character-based games like competitive one-on-one fighters. At the bare minimum, you should be familiar with a hero in each of the four roles, and ideally you should at least know what every hero is capable of, even if you’re not particularly skilled in playing as them.

You can read guides about this, but the best way I’ve found to learn which hero is good against which opponent is simply to experiment and see what happens. That way, you’ll naturally figure out which heroes you enjoy playing and who they’re effective against.

I have a number of heroes that I’ve started gravitating naturally towards so far. I intend to expand my repertoire over time, but for the moment here are my favourites.

In the offense role, I’m a fan of Tracer. Her rapid fire guns immediately hit their target when you fire them, so there’s no need to lead targets in the same way as you need to with those who shoot more obvious projectiles — you still need at least a reasonable degree of precision, though. Her absolute best features are her special abilities, though. Her Blink ability lets her teleport a short distance up to three times in succession, letting her quickly dart across doorways and passages that are covered by dangerous sentry types such as Bastion or Widowmaker. And her Recall ability is great for confusing an enemy, as well as providing a means of self-healing by not only rewinding her location, but also the value her health was at a few seconds ago.

For defense, I like Mei. Her Ice Wall ability is great for blocking off specific routes and funneling the opposing team down a route you can cover more easily. Her weapon also has a great deal of flexibility; the short-range “ice thrower” acts a bit like a flamethrower only, you know, colder, and also has the added benefit of freezing enemies, initially slowing them and eventually freezing them completely for a brief moment. Her alt-fire, meanwhile, fires an immensely accurate icicle bolt that proves devastating to snipers such as Widowmaker, dealing a huge chunk of damage in a single hit at medium to long range. Combine this with her ability to freeze herself, making her temporary invulnerable while self-healing, and her Ultimate, which causes a freeze and damage effect over a decent-sized area, and you have a great defensive hero who is more than capable of going toe-to-toe with dangerous, occasionally insurmountable-seeming threats like Reinhardt.

In the tank role, I enjoy D.Va. D.Va is interesting to me in that she’s not necessarily designed to soak up a huge amount of damage in the same way as some of the other tank characters, but is instead a rather mobile unit that can put out a good amount of close-range damage while having much better survivability behind enemy lines than the Offense heroes. Her absolute best thing, though, is her Ultimate, which self-destructs her mech suit, taking anyone in a significant radius with it, including herself if she doesn’t get out of the way. What’s fun about this ability is that you can combine it with her mech suit’s jump jets ability, effectively “throwing” the self-destructing mech at the enemy team from a distance while she skips off happily into the distance. Also she’s adorable.

Finally, in the support role, I’ve had most success with Lucio. A speedy character with a passive “aura” effect rather than a more active healer like Mercy, Lucio is an excellent support character who is very capable of putting out a decent amount of damage in his own right. His decent mobility thanks to his high speed and Wallride ability allows him to move unpredictably and avoid damage, while the relatively short cooldowns on his abilities let him provide either speed boosts or decent healing to nearby companions on a pretty consistent basis. Not only that, but the fact his buffs and healing work as an aura mean that he can concentrate on wrecking some fools while he’s benefiting the team, meaning he can help out in several ways at once.

I’m sure I’ll discover new favourites in the near future, but for now these are the ones I’ve had the most success — and fun — with.

2319: Pass into the Iris

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Overwatch is still excellent.

I’m tempted to leave it at that, but I should perhaps qualify my statement.

It’s difficult to pin down a single, truly appealing element of it because there are so many, and that’s perhaps it’s biggest strength: there’s something in there that will appeal to most people who are at least vaguely receptive to the idea of competitive first-person shooters.

For me, the absolute best thing about it is its accessibility. There’s a wide variety of different heroes, some of which are more difficult to use, but all of which are rewarding. Plus some absolutely wonderful balancing has clearly gone into the game’s development, since each hero has a clear “counter” that is eminently suitable for dealing with them when they start giving you grief.

It’s a game with accessibility for casual players, in other words, but one which has sufficient depth to keep competitive players interested in the long term. It will be interesting to see how the community as a whole takes to the ranked competitive games when they launch soon, and whether the game as a whole takes off as an e-sport.

It’s rather enjoyable to be in at the very beginning of what is clearly going to be a thriving game with the longevity of Valve’s classic Team Fortress 2, a game to which Overwatch is often compared, and not unreasonably so. However, where I found Team Fortress 2 to be completely intimidating (due to the fact that by the time I had a computer and Internet connection that could handle running it, everyone else who had been playing for years was infinitely better than me, and it felt impossible to get any better), with Overwatch I’m finding it easy to contribute to a team effort, pick the right heroes for the right situation and help get the job done.

What seems nice about the community as a whole — at least on PC, I can’t speak for the console versions — is that the player base isn’t afraid to have a bit of fun. Earlier tonight, for example, I had a game where the opposing team started out by posting three Winstons (a giant Tesla cannon-wielding gorilla with a rather refined voice and attitude) outside our base, and gradually, as the match progressed, everyone else participating switched to Winston too, until by the end of things we had an absolutely chaotic melee made up of twelve mutant gorillas all going all HULK SMASH on one another at once. The results of that game really didn’t matter in the end, because everyone involved had such a great time, and of course it was followed up with a couple of other matches in which everyone picked the same character again. Six Reinhardts bearing down on you is certainly a sight to behold, though this situation helped me realise Pharah’s value in that she can leap high into the air and rain rocket death down on Reinhardt from above while staying well out of range of his big-ass hammer.

Overwatch is a game that hasn’t forgotten a core reason we play games is, well, to play. It’s a consistently joyful, smile-inducing experience that the vast majority of the community seem to play well and with a good attitude; you get the occasional ragequitter yelling “uninstall the game now” when their team loses, but they are relatively few and far between in my experience so far, and when this happens most people just shrug and move on. Overwatch’s excellent matchmaking coupled with the significant player base means that their team slot will be filled in a matter of seconds anyway, so it’s no great loss to the other players if that person wants to ragequit.

Assuming Blizzard keeps supporting Overwatch as much as it claims it will — we’re promised free new heroes and maps on a fairly regular basis; the only “premium” paid content is the ability to purchase the Loot Boxes containing skins and other customisation items that you acquire for free every time your account levels up anyway — I can see myself playing it for a long time. And it’s a nice feeling to find a multiplayer experience like that: it’s one I can easily share with friends, since there’s none of the MMO issue of you “outlevelling” each other, getting to different stages and being unable to play together due to the disparity in your characters’ power levels, and its 5-10 minute matches make it eminently friendly to the more busy people I know who perhaps only have half an hour here and there to play some games together.

So yes. Overwatch. If you’ve been on the fence about grabbing it but you like the sound of it, stop hesitating and grab it. Then we can go and shoot some fools together.

Cheers luv.

2316: Overwatch is Out, and It’s Awesome

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Well, it’s here: the only multiplayer-only first-person shooter I think I’ve ever actually been genuinely excited to play and be on board with from day one: Blizzard’s Overwatch.

The servers went live at a little after midnight my time, and aside from one incident where I lost connection from a game, everything seems to be running extremely smoothly. I am happy about this.

Here is a list of reasons why I like Overwatch when I typically haven’t got into other competitive first-person shooters:

  • It has characters. Call of Duty is boring to me because soldiers are boring. Overwatch has a wide variety of characters that includes cute girls. So that’s a win.
  • There’s no complicated metagame. No challenges to unlock weapons, no perks to worry about, no loadouts, no higher-level people dominating you through use of higher-level unlocks: everyone is on an equal playing field.
  • The “you must be this skillful to play” barrier is lower than a lot of other shooters. The thing that puts me off a lot of competitive shooters is the fact that it’s extremely difficult to learn how to play them effectively when some 10-year old can snipe you from halfway across the map before you’ve even got anywhere near the objective. Overwatch’s characters cater to a wide variety of skill and confidence levels, and most don’t require pinpoint accuracy to have a good time with.
  • The objectives are simple to understand but challenging to complete. The game modes may be straight out of Team Fortress, but they work. The Overtime mechanic makes for some genuinely exciting last-second turnarounds, too.
  • The weapons are satisfying. Each character only has one or two weapons at most, and they’re all great fun to use. They make good noises and feel powerful.
  • The game gives excellent feedback. Through the use of sound and HUD elements, Overwatch keeps you nicely informed on what’s going on. If you’re getting shot in the back, a nearby character will tell you. If you’re successfully hitting an enemy from a distance but can’t see it very well, a sound effect lets you know that your shots are on target. And most characters’ HUDs are designed so that you don’t have to take your eyes off the action to know important information.
  • The abilities give characters unique identities. Not only that, but you need to know the best ways to avoid and/or counter these abilities. That keeps things interesting.
  • The support characters are more than just healbots. Most of them are more than capable of putting out respectable damage, too, and some even have other interesting abilities to support the team.
  • D.Va. Say no more.

Now I’d better go to bed before I get tempted to stay up all night blasting fools… doubtless there will be a lot more of this over the next little while, though!

If you’re playing Overwatch on PC, feel free to add AngryJedi#2260 as a friend. If you do so, let me know if it’s on the North American or European servers, because Blizzard inexplicably region-locks its friends lists rather than having one global one.

2304: Blizzard’s New Phenomenon

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I know I wrote about Overwatch the other day, but having been, well, present on the Internet for the past few days I think it’s fairly safe to declare that Blizzard has an honest-to-goodness phenomenon on its hands.

Overwatch’s open beta (read: free demo — the best marketing tool they could have possibly used) ended at the start of this week, but people haven’t stopped talking about it since. They also haven’t stopped producing fan art, incorporating Overwatch characters into memes and cartoon strips, discussing strategies, taking the piss out of people who play nothing but Bastion and admiring Tracer’s admittedly fine posterior.

It’s kind of remarkable, really, because it seems to have come out of nowhere and evolved organically without a trace of interference from the marketing or PR machines. A few weeks ago, I knew very little about Overwatch and had little interest in it; after a couple of days with the beta on both PS4 and PC, I’m well and truly sold and am happily enjoying the wealth of fan-made content that’s been produced seemingly in just the last few days.

Blizzard has always been a somewhat unconventional developer-publisher, producing wildly popular games that eschew popular conventions — mechanically, aesthetically and even functionally. Their insistence on using their own proprietary client Battle.Net to distribute, update and even sell their latest games initially drew criticism — particularly in the case of Diablo III — but as the world has become more and more comfortable with the idea of being always online and multiplayer-centric titles, these complaints have started to fade into the background until now, Blizzard’s ecosystem allows it to have extremely successful titles without having to rely on the more established distribution channels such as Steam.

Overwatch’s stealth marketing is another example of this. While there have been TV spots, video ads and site takeovers for the game, it has never felt like an aggressive marketing push in the same way that a Call of Duty or a Battlefield sees. Instead, Blizzard chose to rely on the most powerful marketing tool in the world these days: word of mouth. Putting their absolute confidence in their game and releasing it to the public for free for a few days achieved more than any multi-million dollar marketing campaign ever would; it allowed people to try the game for themselves and either confirm that yes, they did want to play it, or, in many cases, sate their curiosity as to what it was all about. In more than one case, the satiation of that curiosity has led to additional sales.

So why is Overwatch such a phenomenon? Well, a lot of it has to do with its striking visual design — it’s immediately recognisable — but I think the biggest contributing factor is its wildly varied selection of playable characters. There’s something for everyone in Overwatch’s cast, whether you’re into moody, dark types; big, stompy robots; hot girls; cute girls; frightening muscle-bound girls who probably have a Tumblr page; Westerns; sci-fi… there’s a bit of everything. And somehow despite this massive variety in its cast, Overwatch feels coherent and none of its characters feel like token inclusions.

This, naturally, leads to people picking favourites — never underestimate the power of the waifus! — which, in turn, leads to people producing fan-created content based on their favourite characters. And, from there, other fans can enjoy this content and express how much they like their favourite character through sharing these fan-made productions or engaging with the artists. Over time, a whole meta-community outside of the game builds up, even bringing in people who don’t actually play the game but just like watching it, or appreciate the art direction, or like the look of the characters.

In short, Blizzard would have to do something absolutely spectacular right now to fuck up Overwatch. I’m really looking forward to giving the full version a go at the end of the month, and if you’re up for a multiplayer rumble in its wonderfully colourful world, be sure to hit me up.

2301: Overwatch

0301

I decided to give the game everyone seems to be talking about — Blizzard’s new first-person shooter Overwatch — a bit of a go this weekend. They were running an open beta, after all, so there was no risk whatsoever involved in downloading it and giving it a shot.

And what do you know — it’s actually pretty good. I’m not sure if I’m sold enough on it to want to pick up a copy when it comes out later in the month, but I certainly enjoyed the time I spent with it over the last couple of days.

For those who have perhaps heard of Overwatch but not found out any more information about it, it is, in many ways, similar to Valve’s classic Team Fortress 2 in that two teams made up of various different characters with different capabilities face off against one another in order to complete an objective of some description. In the game as it stands at the moment, the objectives on offer include a “king of the hill” type affair, where over the best of three rounds, each team has to control a particular area on the map for a certain amount of time; an “attack and defend” situation, where one team has to defend a point against assault from the other team; an “assault” variant, where the attacking team has to escort a slow-moving “payload” vehicle from one end of the map to the other while the other team stops them; and a mode that mixes the “attack and defend” and “assault” objectives together.

Like Team Fortress 2, the different characters have different roles on the team. Offensive characters are nimble but fragile, with their weapons and abilities concentrating on inflicting damage efficiently. Defensive characters have the ability to do things like lay down turrets or, in the case of one particular character, turn themselves into a turret. Tank characters have a huge pool of health points so are designed to act as a distraction for the other team. And support characters generally have some sort of useful ability to help the team out — usually some form of healing, buffing or both.

Where Team Fortress 2 only had one character of each archetype, though, Overwatch has several, each of whom has a unique weapon and loadout of special abilities. Weapons have clips of ammo and have to be reloaded when empty, but you have infinite clips, so there’s no hunting around for ammo or any punishment for spray-and-pray gunplay. You can restore your health by returning to your home base, similar to how Blizzard’s MOBA Heroes of the Storm works. And if you find a hero isn’t working out for you, you can switch either when you die or when you’re in your base.

Overwatch strikes an excellent balance between simplicity and tactical depth. The characters are all easy to learn in terms of mechanics, but applying their weapons and skills to situations throughout a match is the real challenge. That and not blowing yourself up in some instances; my favourite character so far, D.Va, has the ability to self-destruct her mech suit, killing anyone nearby, which is an absolutely devastating skill, but also very likely to take you with it if you don’t immediately run away.

There’s also a fun metagame that doesn’t fall into the Call of Duty trap of excessive challenges and skill levels: you simply have an experience level, which gives you a “loot box” every time you level up, and the items in the loot box are randomly selected skins, animations, spray paint logos and voice clips for the various characters in the game. None of these have any effect on the characters’ abilities — they’re just there as cool collectibles as an incentive for players to keep playing. The choice to make Overwatch a full-price game rather than a free-to-play affair also seems quite sensible, too; while some may balk at paying full whack for a multiplayer-only game, there’s a substantial amount of content in here, both heroes and maps, and Blizzard claim that they’re going to support the game post-launch with new, free add-on content rather than paid DLC. A round of applause for them, then; doubly so since their parent company is Activision, who loves milking the annual Call of Duty installments dry.

The other nice side-effect of it being a full-price game is that everyone has access to everything from day one. Everyone can pick a favourite character and get to grips with them without having to wait for them to come around in a free-to-play rotation; everyone is, in other words, on a level playing field to begin with, with no advantage given to someone who has paid up for characters, boosters or whatever.

As I say, I’m not yet sure if I’m convinced enough by the beta to hand over 50 quid for the full game when it releases later in the month, but I will say it’s the most fun I’ve had in a first-person shooter for a very long time indeed, and I generally don’t go in for competitive first-person shooters. The beta seems to have had some positive attention, too, so hopefully it will enjoy a solid community for some time — long enough for it to be worthwhile for Blizzard to keep adding new content.

If you want to give it a go for yourself, I believe you have until Monday morning to try it out. Better hurry!