Tag Archives: Overwatch

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Please Excuse My Oversight

Well no review of video games in 2016 would be complete without touching on Overwatch. Like them or hate them, Blizzard seem adept in grooming a loyal purchasing base that will buy into every release so that it recoups development costs and then some. Overwatch – by nearly all metrics – is a success. It makes money hand over fist. It won numerous game industry accolades. It sports an enormous player base. It is, presumably, the shot in the arm for the company that has been mired in some bad press of whatever the hell is going on with World of Warcraft nowadays. Diablo 3 and Starcraft 2, while financially great, were critically floundering.

Overwatch and all associated images and media belong to Blizzard Entertainment and its associated artists and whatnot. But hey, at least they’ve finally expanded beyond their three rip-off IP into a sorta, maybe original but still somewhat rip-off IP!

Course, you could argue that Hearthstone was the financial and critical shot in the arm but I don’t follow Hearthstone at all. I mean, I tried it since Jeremy threw a beta invite to me. And I played it enough with its free pack until I came up against opponents which I simply could no longer beat without investing money in the game. It’s a digital collectable card game which mostly means whoever has the most disposable cash to pump into it will likely be the winner. There’s a reason I don’t play Magic (which you can dig through the archives to read) and that reason holds for why I don’t play Hearthstone.

Now, if you’ve been following the blog, Overwatch not getting my Game of the Year will come as no surprise. I’ve gone into great details about its shortcomings. But it’s been half a year and I’ve “beaten” it insofar as one can beat and endless online team-based shooter. So after half a year, where do we stand on the game?

Well, honestly, it’s still fun. And it’s still frustrating. The underlying issues are ever present. My misanthropy makes the game more of a slog when playing alone. There’s still the issue where a very small select of heroes are essentially required if you want to win matches (and often you’re hoping the enemy team is also full of selfish players that don’t want to be forced into the necessary heroes). We still have the issue of being held hostage to Blizzard’s random map choices (also rather important since as of this writing there’s a large bug that makes one hero nearly impossible to play on KOTH maps). And, of course, the window dressing of the game is still largely embarrassing. Though, I suppose Blizzard has officially made their mascot a lesbian so there’s that feather for their cap.

Blizzard as a company is pretty unapologetically evil Social Justice Warriors. They’ve done a very good job of providing lots of varied presentation in their character design and level locations lending the game a very smart, global appeal.

On the flip side, I’m still playing the game. So that’s a boon to Blizzard. It’s not the best game in its genre but it’s good enough. And more to Blizzard’s credit, they’ve been very good about supporting the game post launch. Overwatch has received two new heroes and two new maps not to mention celebrating four holiday events. The Overwatch development team stated they wanted to have “something” new released for the game every month and they’ve been pretty consistent in delivering on that goal.

Even better, the team has gone back to some original heroes and reworked their numbers and their kits. The most prominent of these changes was to a hero named Symmetra. She is basically the left over bits from Team Fortress’ Engineer character after Blizzard finished designing Torbjorn. Unfortunately for Symmetra, she was simply not good on release. I played her a bit (more than was certainly healthy) and could have written a very lengthy post covering in detail her failings. In large part, I think she was designed around her ultimate ability: the Engineer’s teleporter. Unfortunately, the way that Blizzard has implemented the teleporter has made it near universally a bum choice. So, in their rework, they gave Symmetra a choice of ultimates. She can either lay down the limited use teleporter or place a shield generator that is both more powerful than the weak personal shields she initially provided in terms of amount of health it covers and is useful in far more situations than the first point defence on hybrid maps where Symmetra had carved a very narrow niche.

And, outside of a few quality of life improvements, Symmetra was given a new ability. She can project a barrier with one thousand health that her team can hide behind. This has been a simple but fantastic ability and quite unexpected. Prior to Symmetra’s rework, Blizzard had shown no interest in actually overhauling abilities. Their usual tweaks were generally number adjustments in an attempt to push a hero into viability through sheer mathematics alone. Projected barrier not only showed that Blizzard was quite willing to simply throw out a bad idea but it ended up being a quite strong ability in its own right. Granted, projected shield is mostly great because Symmetra’s gun is a terror for the time being, but I’ve enjoyed frying witless enemies for weeks now and I hope that this continues on to the future.

The new heroes have been interesting as well. It shows an evolution in terms of Blizzard’s design capabilities. And while Sombra and Ana both come with ability kits packed with tons of utility, they’ve both also been really enjoyable to play. The earliest hero designs were a bit one note and bland so having these more unique characters in the game makes me eager to see what they’ll be trying next. And they’ve already announced that a third new hero is in the works with speculation swirling around it being a new tank. If they release a tank hero that is as enjoyable as Sombra, I’ll be over the moon (largely because no one in pubs wants to play tanks for some baffling reason).

The holiday events have been fun too. I mean, they’re mostly awful. I think only the Halloween Mann versus Machine-esque mode was worth playing. I know I only played the Mei’s Snowball Nightmare until I got my free chest and never loaded it again. But for those seeking a bit of gameplay variety it can be nice. And they released an update to allow separate queues for the Arcade modes which is some rules variations to the standard format of Overwatch’s games.

Credit where it’s due, Overwatch is a very visually appealing game. I would say their environmental artists really knock the level presentation out of the park even as the actual design leaves so much to be desired.

And, of course, there are the hats. Everyone wants the newest hats and some people are willing to drop way too much money on buying them. I won’t. I bought the game and absolutely refuse to spend an additional dime on it. Especially since it’s steep initial cost still hasn’t been quite met even with these additional content updates. But thankfully Blizzard has an in-game currency which can be used to buy whatever you like. And play long enough and most of your loot boxes from leveling will just be dupes that give you a slow trickle of Blizzard coins to save for these events.

Overall, Overwatch is ok. It’s fun but marred by some rather horrible design decisions. However, Blizzard is committed to supporting the scarred baby and for that I’m appreciative. I’ll probably still load it up all through 2017 since its short rounds is the perfect antidote to the scarce hours of evening play available to me. Whether I continue to play into 2018 is questionable. But there are worse things one could do in their spare time.

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Overwatch’s Oversights

We interrupt our regularly scheduled story posting for a very important public service announcement.

Now that my life has calmed down a bit, I’ve been able to put more time into that little game I mentioned several months back. Apparently it’s been real popular or something. It’s hard to say. I missed a good two months following it’s launch due to being a traveller and international man of mystery (stealth brag, not sorry). At the time, I didn’t feel like doing a full review of the game because I felt I hadn’t put enough time in it to definitely say much on the matter.

Now I have.

Overwatch and all its associated media, characters and bad decisions belong to Blizzard Entertainment

Overwatch and all its associated media, characters and bad decisions belong to Blizzard Entertainment

Overwatch won’t last.

I should put up some disclaimers. First, I loved Team Fortress 2. It’s probably the game I’ve put the most time in and that’s saying something since I play Firaxis’ Civilization series. So comparisons to TF2 are not only happening but I can already tell you that Blizzard has remarkably fumbled the formula despite only needing to copy what’s already proven to work.

Second, I hate Widowmaker but thankfully she won’t feature in this little review.

Finally, I’m not a competitive player. I have other things to do in my life and that’s including a mild Steam backlog. I have no interest nor design to devote hours of my day to treating my past time like it’s a second job. The draw of TF2 was its casual atmosphere. After plugging tons of personal hours in it, I then felt like upgrading to a more competitive level to keep the game interesting. Starting in a highly competitive level while learning is merely stress and ego, neither of which are great ways to play a game that I haven’t mastered.

With that out of the way, let’s get into it.

I’ll start off by saying that Overwatch isn’t bad. It’s a fun little game that clearly has a lot of work put into it. I’ve discussed some of its design previously (and where it missteps) but there’s no denying that its visual, audio and mechanical components are solid. I think I’ve experienced one crash. It looks pretty. Too pretty for Derek to play. It sounds nice so long as you can tune out Reaper’s voice lines. Care has been taken to give each individual hero character to separate them from the others and Blizzard’s designs have been improving since launch. The maps are very colourful and detailed. And Blizzard has been prompt in address small bug fixes and balance changes.

Also, there’s a clear schedule to address one of the valid and critical negatives of the game at launch: it’s lack of content.

It’s the very lack of content that has led to this post today and to my proclamation that Overwatch will – despite checking all the right boxes to have a long lasting game like Team Fortress 2 – have very short legs in terms of replayability. Playing the same heroes and maps over and over again isn’t too bad for a multiplayer game, though certainly having a steady stream of content is great to keep retention rates high. But the glaring issues with Overwatch is built into the foundation of the game that ultimately cut these additional content additions off at the knees. And there appears to not only be no foreseeable effort to address these shortcomings but that Overwatch is, essentially, designed to fail.

For, you see, Overwatch is this odd blend of team based, competitive gameplay with casual and mainstream design philosophy. It hopes to capture the Dota/League of Legends/Heroes of Newerth crowd while also luring in the bulk of Team Fortress 2 players. It achieves neither a strong competitive environment nor a friendly, casual online community. In the end, it just ends up alienating both.

It’s the worst aspects of Dota and Team Fortress 2 while grossly under delivering on their best qualities.

How did this happen? Well, simply, it lacks one small yet critical element that kept bringing me back to Team Fortress 2: dedicated servers.

But first, what is a dedicated server? For these games, it’s a standalone server that does not require parent company to own in order to run the game. In TF2 when you logged on, in order to actually play with others you’d need to open a list of available servers and manually join them. Certainly, this is an additional step between the player and their play. I can see how it would be confusing or intimidating for new players to learn this system since it’s not just a matter of finding the server which offers you the best ping. Since these dedicated servers were run independent of Valve, they also had a tendency for operating under their own rules.

last_bastion-0-0-1024x576There were Valve dedicated servers too, of course. Depending on where you lived, however, you likely had moderate latency connecting to them at best. Every online game runs better when you reduce latency as much as possible. Team Fortress 2 shone when you also found great servers nearby.

Since the owner of the server could dictate the rules of the game, there were numerous factors of which to be wary. Some servers would offer benefits to the owner or his friends through the use of game cheats and the like. Some would give preferential treatment to donors or the like. Some preferred certain maps and play modes. As such, the players each server attracted were different and it was rather natural for communities to sprout up. Over the years, I’d cultivated a list of places that I especially enjoyed. These were usually friendly servers with a certain level of moderation to keep cheaters and trolls banned while also emphasising a certain average skill level. They mostly favoured capture point maps too, because that was my favourite game mode, but there were usually voting options to determine the next map and this function was found on most servers including Valve’s official ones.

And here we get into the crux of my issue with Overwatch.

Leaning more on the competitive angle, Overwatch tracks players skills to formulate a player skill score. Since the game is reduced to such a low team size (6 players), finding a good balance of skill between teams is more important than Team Fortress where one or two poor players can often get lost in the chaos of the game. Having one poor player in a team of twelve is less disadvantageous than one poor player in a team of six.

However, Overwatch couldn’t possibly develop a player skill rating from private dedicated servers especially since Blizzard wouldn’t be able to account for mods or cheating. Thus, everyone is forced onto Blizzard’s servers. This is similar to how Dota 2 works and for Dota 2 it is a system that serves the players best. Unfortunately, it’s led to some severe issues with Overwatch.

For one, there’s absolutely no control over the map selection in Overwatch. You hit the “Quick Play” option in the menu and then you wait for Blizzard to shuffle you around with the other players in the area before cramming you all into a server to duke it out. As such, you have no idea who you will be playing or where you’ll be playing going into a match. For Dota 2, this isn’t an issue because there’s only one map and one game mode. But in Overwatch there are four game modes (King of the Hill, Attack and Defend, Payload and a hybrid of Attack and Payload) and three different maps per mode. I say three because the fourth Hybrid map, Eichenwalde, was released on August 1st and in the two months since I’ve played it three times.

But, ho boy, have I played Ilios and Hanamura a lot in the meanwhile!

Overwatch basically makes it a gamble every evening as to what you want to play. If someone had introduced me to Team Fortress 2 and informed me that there would be a chance every time I logged in that I would have an entire evening filled with Arena type maps mixed with the odd 2 Fort rotation, I’d have given it up on the spot.

Seriously, Team Fortress 2 has amazing content because it’s received many years of updates but also because its design team have learned from their mistakes. I can happily enjoy TF2 without worry I’ll ever step on the stalemate prone and incredibly poorly laid out boards of 2 Fort. And even if against all my desires it happens to come up in a server rotation I could simply quit and find another server that wasn’t playing that map.

Course, Valve updated its server options so you could have a “Quick Play” option and then you simply pick which game mode you’d like and you’d be shunted into a Valve server that only played those maps. Of which you could still vote on what ones will load. Needless to say, I pick capture point every time.

But with Overwatch, I simply have to wait until the random number gods deem me worthy of playing a decent map all the while I pay my dues in the grindfest that is Hanamura. And I’m not certain entirely convinced the Overwatch hero gameplay is suitable for king of the hill. At the very least, Ilios Lijiang Tower and Nepal do not make compelling arguments for it. But we’ve seen with the Arena mode in TF2 that some game modes are not suitable for some shooting design. Thankfully, Valve was able to remove Arena (though still leave it for any masochists who may truly be devoted to it). I’m not certain Blizzard have that luxury with Overwatch. Most certainly they don’t now when there are so few map variations in rotation.

ana-screenshot-004And this is the sort of problem that will only continue to compound as the game receives more content. If in two months I’ve only played Eichenwalde three times, how often can I expect to play a new release? What if they make a game mode that I really love? I could go a whole weeks without seeing it and must throw myself into the well of Ilios in the meanwhile. This is the exact opposite goal of releasing more content. You want the player to be excited for fresh gameplay, not annoyed that they’re held against their will in your old maps.

But even if Blizzard adds a queue option for only certain game modes (a highly dubious direction considering their player base is already split between Quick Play and Competitive Mode) there’s the other issue that irks me. Queue for matches. It happens way too often.

Once again, it has the Dota 2 system where, after every match, you’re returned to the title menu and await matchmaking to find you a new game. And yet again, for Dota 2, this works. But Dota 2 matches are anywhere from thirty minutes to an hours. Having a one to five minute wait between games is actually a much needed break. As such, when a match is found, there is a heavy incentive to stay in the game and harsh leaver penalties.

But Overwatch matches are closer in length to TF2. Rarely do these go over ten minutes. You can have them as short as two or three. In Quick Play, there is no punishment for leaving and you’ll be shunted back to the queue if teams become unbalanced. Typically this is from players leaving. Sometimes, you’ll have a few back and forth matches with the same teams (or even players rotating between teams) and you’ll be thrown back into the queue again anyway.

And my average wait for a match is at least forty five seconds. You can wait up to several minutes for a game. So, imagine sitting down for a night of Overwatch and your first match ends up as Lijiang Tower. You get steamrolled in the first match of the King of the Hill and it’s done in two minutes. Three members of your team quit from frustration. You’re thrown back to the queue. You wait a minute and are matched into Nepal. You stomp the first map, move to the second and manage to drag it out for five minutes. Your team gets frustrated when you lose and two drop so you’re down a player in the third map and it’s over immediately since you can’t contest the point and by the time you get a full team the enemy is already entrenched. You’re thrown back to the queue. You wait two more minutes for a map. You’re back filled into Lijiang Tower as the final members of a team getting beaten badly and don’t have the time or position to change things. You’re thrown back to the queue.

It can feel like a quarter of your time in Overwatch is waiting to play. And there’s no way for Blizzard to address this. Even if they make separate queues to address their map rotation problems, they’ll just be extending the wait time for the next match. You can’t get rid of the waiting for matches because the game only functions if you have two teams of six players each all of relatively same skill level.

In comparison, Team Fortress 2 you can have half empty servers and it’s fine. You can have maps repeat several times, put them on 20 minute timers, have map change votes in the middle of matches and be spending all this time fighting back and forth. And, funny enough, you still get the sense of progression that people love from competitive modes because you still have scoreboards at the end of the match. You can tell when you’re improving whether by taking down that really skilled server regular in a one versus one or by pulling obviously strong plays.

And as for Dota, waiting five minutes for a match is actually nice for a break if you’ve been playing for forty minutes in a tight back and forth game. You’re committed to a long game when you get in so waiting for an even match is that big of a problem.

This doesn’t even touch the benefit of seeing regular faces in the same place and forming friendships online. Your team in Overwatch, unless you are entering the queue with someone from your friend list from the start, are just faceless nobodies who mostly don’t communicate with you anyway. They’re little better than bots. And I can’t really argue with people being quiet. What’s the point in being friendly and interactive with individuals that you’re only going to see at most for ten minutes before the game forces you to shuffle up and play with others.

It’s funny, because I’d picked this game up because my friends were playing it. But as they slowly stop playing (and I keep at it because I’ve paid money and want to get my value’s worth) I dreaded going into solo queue. I’d done that in Dota and it’s absolutely dreadful. But solo queuing in Overwatch isn’t that bad since no one talks. Sure, you’ll get the odd asshole that you have to mute but then he’s shuffled away after five or so minutes replaced with another muted nobody with some lame battletag referencing a Blizzard product. It’s a rather soulless exercise that makes you feel you’re just running the hamster wheel in order to get better for no real gain.

You’re grinding but there aren’t any rewards to grind for. You’re mostly returning again and again for the chance that maybe, just maybe, you’ll load into Eichenwalde this time and be able to push to the third half and actually explore the castle for once.

But instead you launch into yet another Hanamura meat grinder.

Style and Substance

Alright, so Overwatch is releasing tonight and there’s excitement in the air. Blizzard has been rolling out its marketing machine in celebration and we’ve been treated to several comics and video shorts in order to flesh out the game a bit more before the mayhem of players flood the servers.

Overwatch belongs to Blizzard and all the wonderful people who make it. Check it out at www.playoverwatch.com

Overwatch belongs to Blizzard and all the wonderful people who make it. Check it out at www.playoverwatch.com

Sounds a bit familiar right?

Here’s some background. I’m a Team Fortress 2 player. I didn’t jump on board when the game was released but I was certainly playing it when you had to purchase the Orange Box in order to get it. Lovely game that I’ve sunk way to many hours to post here. Was it perfect? Of course not. But over nine years it was interesting to see the evolution of design and for Valve to hone in on the content they wanted to release. There were many bumps and, personally, I don’t hate the cosmetic and shift to free to play like a lot of other stodgy old guards.

I’m more annoyed by the drop/craft mechanic for items and I still hate item set bonuses though it looks like Valve has pretty much patched those out now. There’s still some balance issues but at this point, I feel they’re inherent in the game’s design. It’s one reason why I’m way too ready for a Team Fortress 3 if Valve ever decides to get around to making it.

But I don’t want to discuss game mechanics and I especially don’t want to compare game mechanics with Overwatch. I don’t have enough time in the second game to have really great arguments yet and if you want to see my initial impressions from the open beta, I wrote a rambling blog post the other week.

No, instead I want to discuss something that is far easier to compare between the two games and that’s its marketing.

Team Fortress 2 belongs to Valve. It's old as dirt and can be got on Steam.

Team Fortress 2 belongs to Valve. It’s old as dirt and can be got on Steam.

Mostly, I want to rant against Blizzard’s bizarre direction for their supplementary material.

First, let me just get this out of the way. The videos are pretty. They look like a Pixar animated short and capture that cartoon aesthetic perfectly. The animations are top notch and it is brimming with detail and liveliness. But this Pixar element also seems to be it’s biggest problem.

Namely, I don’t know who on earth Blizzard is marketing to with these videos. I’m not sure they do. When I say the shorts look like Pixar mini-movies, this extends well beyond its appearance. For instance, there’s a surprising number of children in these things with two of them – the latest Hero video being a prime example – that the shorts focus on. The action within them is comically juvenile as well. Here we see people shot with rockets, sniper rifles, automatic pistols and sawed off shotguns with nary a scratch. More often, individuals are just punched or kicked – superhero fashion – with there being nary any damage done to them as though everyone in the Overwatch world is made of rubber.

Contrast this with Team Fortress 2’s videos. Meet the Pyro is a fantastic comparison, not least because it walks this very tight line between comedy and carnage. It simultaneously leans on its cartoon style to excuse the excessive amount of violence within it while also managing to turn that very element into one of horror. TF2 doesn’t ever present itself with any resemblance of realism. The dismembered heads of a soldier’s enemies are line up on a fence while he lectures them is a rather grotesque concept but because it’s visuals are so unrealistic it’s easy to disassociate from any real sort of inhumane behaviour. The Pyro walks away from a street filled with the charred and chopped up corpses of his enemies whistling a little tune and it works within the style and world that Valve have crafted.

bx32wbpuape1okkdjusoSoldier 76 doesn’t. It’s hard not to see the parallel’s between Blizzard’s shorts and Valve’s Meet video series. And it’s equally hard to not see the finesse that one executes them and the bubbling issues of the other. We don’t know anything about Soldier 76 at the end of it. That’s because the emphasis is entirely on the little girl who is neither a character within the game or even what Blizzard is attempting to market. In Hero, the cartoon style is used to create a juvenile world attempting desperately to overcome it’s unrealism to mimic reality as close as possible. A robot is being beaten by a group of thugs, the framing clearly meant to communicate how great an injustice this random act of cruelty is. The aforementioned movements and animation are all trying to make it seem like these are real, sympathetic characters. Because so much effort is breathed into making these characters seem real it makes the moments like when Soldier 76 is beating a thug’s head in with a burning pinata even more jarring. Despite the thug seemingly being unharmed by the assault, it comes across far more distressing than the Pyro driving a fire axe into the face of the Heavy.

It’s weird. It makes the audience feel weird. There’s this directional conflict between playful violence and serious real world consequences. Soldier 76 beats the shit out of a group of thugs who all seem to be “Batman puts people to sleep” sort of unconscious mixed with moments where he’ll blow a gunman up with rocket fire or others who fall from rooftops seemingly dead.

Alive2-600x400Alive – perhaps Blizzard best short so far – struggles with this issue as well. That video is following Widowmaker – an assassin for hire contracted to kill a religious robot – who has seemingly no excuse for being so gentle with her foes. Whenever it shows Widowmaker combating the hired security, she’s politely knocking them out but at the height of the video’s climax she takes a shot at the protagonist’s heart which – when the character zips out of the way – turns out to have been a headshot against her mark. The video offers no explanation for this sort of extreme behaviour and, once again, grounding the video in real life like moments as a religious rally for a robot-human civil rights activist makes the juxtaposition between the two tones stand out even more.

Basically, the content of the videos appears as though Blizzard is targeting children. But the framing of the videos is entirely adult.

And I can’t tell if Blizzard is attempting to avoid some sort of controversy over their videos or if they simply can’t decide on a direction for them.

I mean, it can easily be argued that Team Fortress 2 desensitizes its players to extreme violence. Rockets will explode characters into blood giblets that bounce across the ground. In Meet the Sniper, we see the titular character headshot his mark and for the bullet to pass through and strike the bottle of a Demoman behind him wherein glass fragments shatter into his one good eye. The Demoman then stumbles around bleeding profusely and blindly firing off his grenades until he falls into some canisters and dies in an explosion.

It’s hyper violence but it’s meaningless because the characters themselves are so exaggerated. This isn’t just in their form – which features over sized hands, diminutive legs, broad torsos and they like to create vivid and distinct silhouettes between the characters – but also in their behaviour and personality. These characters couldn’t possibly exist within any world striving for an ounce of realism. They entirely consistent within the Team Fortress world but that world is so far removed that the violence is hardly analogous to anything anyone would ever experience in reality.

Overwatch, however, sanitizes its violence. Kills – if they even seemingly occur amongst the hail of bullets, machine gun fire, rockets and grenades – always happen off screen. If something were to actually be violent and in your face it has consistently happened to robots which, conveniently, don’t emote in any real fashion and certainly can not bleed, bruise or otherwise communicate any real pain. When violence is enacted on a human, they always appear to survive through some magical superheroic constitution. Necks or limbs aren’t broken from falls from tremendous heights. Characters are shot at but never actually hit. Explosions make targets simply vanish.

overwatch5The worst a character can seemingly accrue is getting several cuts in their jacket and a light dusting of carbon. It is, once again, the way one would treat violence in a mindless children’s show.

However, this is a game which players are tasked with actually eliminating their rivals via the same bullets, rockets, swords and whatnot. I can understand not taking Team Fortress’ cartoon approach where, even if someone has a hole blown through them the most you might see is some undetailed bone shape and an over-exaggerated emote of pain. But despite TF2’s desensitization there’s no question or ambiguity that these individuals are dead.

It feels more honest than Overwatch’s “everyone pretend to fall asleep.” More importantly, TF2 demonstrates that you can have a lighthearted and fun tone without resorting to juvenile cheats that talk down to its audience. Honestly, if Overwatch keeps shooting for these emotional vignettes, they have to start including some actual stakes to the characters. Have your characters bleed. You don’t need the over-the-top cartoon gore like TF2 and, honestly, that wouldn’t work in the first place.

MeetPyroBut having Yakuza run around with arms flailing like a Sunday morning cartoon comic panel then thirty seconds later attempt some grave conversation about sacrifice, honour and familial obligation just comes across as incredibly tone deaf. It speaks more to a creative team afraid to commit to a direction and instead flops between the two. If you want realism then make the consequences of your violence real. If you want cartoony consequences then make your stories cartoonish narratives like the Sniper trying to explain the difference between assassin and crazed gunman to his parents over a pay phone.

It just goes to show that even if you’ve got a good style it doesn’t immediately equate to having good substance. You need to pair the two and ensure your style, tone, atmosphere and character are in line.

Happy Overwatch launch!

Cheers, love! First impression’s here!

So, apparently there’s this thing called Overwatch. You may have heard of it. Maybe you haven’t. Either way, there was a beta recently and I got in on it. So did a bunch of my friends. They all loved it. Now I’m left with a question of whether I should buy in on it or not.

Thus, I get to make a blog post as I talk my way through it!

Let’s start at the beginning. What is Overwatch?

Overwatch belongs to Blizzard Entertainment and all rights and such are theirs.

Overwatch belongs to Blizzard Entertainment and all rights and such are theirs.

Well, it’s a team based, class based, competitive online first person shooter. That’s a lot of tags. Shortening it down, it’s essentially Team Fortress 3 made by Blizzard instead of Valve.

It’s hard to shake the comparisons between Overwatch and Team Fortress. Both games are colourful shooters. Both games require players to compete in teams to claim objectives on the map. Both games allow you to choose which character you’re going to play with each character possessing different weapons that make them suitable for different roles in your strategies. You have snipers who sit on the back lines eliminating key targets. You have front line soldiers that engage the enemy head on with their overwhelming firepower and health. You have medics that keep your team mates healthy and contesting objectives.

But even with the similarities go beyond the game play and into the design itself. Valve spent a lot of time creating unique characters with grand personalities and visual designs that made them easy to stand out amongst a crowd. These characters have unique dialogue for greeting each other or slaying certain opponents. They’re fun and well-developed which is certainly beyond the faceless soldiers of games like Halo or Battlefield.

Course, what really makes this a spiritual successor is that Blizzard essentially lifts Team Fortress elements wholesale into their version. Take Mercy, the Overwatch support. Though she’s rocking a strange sort of futuristic angel aesthetic, her weapon is a staff that projects a beam to her allies to heal them. The Medic from TF2 has the Medigun that projects a beam to his allies to heal them.

Where the two games diverge is that TF2 is a bit closer to a classic shooter. Each class has three weapon slots: a primary gun, a secondary and a melee weapon. In Overwatch, every character has a melee attack but they all do the same damage and most Overwatch characters don’t have a secondary weapon. Overwatch also pulls a bit from Dota-like/MOBA design in that every character has two abilities and an ultimate.

The ultimate, however, works essentially like the TF2 ubercharge on the medic. Each class charges their ultimate, typically by dealing damage (though supports like Mercy can charge on healing – much like the Medic) before the ultimate can be deployed. The other abilities work on a cooldown system with a number of them being mobility related.

That’s the gist of the game and, as you can see, there’s a reason I call it “Team Fortress 2 with more bullshit.” But let’s quantify that last bit of my impression.

Team Fortress 2 only has nine classes – three in the assault, defence and support category. Overwatch has 21 as of this article split over four categories of attack, defence, tank and support. How Overwatch reached its large number, however, was by basically splitting the TF2 classes into multiple separate heroes.

This leads to one annoyance of mine with Overwatch. The heroes are more limited than TF2 classes because they’re stripped of options.

overwatchThe easiest comparison is to compare Overwatch’s Pharah with TF2’s Soldier. They both serve the same function of being a frontline fighter for the team equipped with a rocket launcher and possessing superior mobility compared to the other classes. The Soldier, however, is a fairly skill intensive class who utilizes his rocket launcher to perform a manoeuvre called the “rocket jump.” This is accomplished by shooting your feet with your rocket launcher while you are jumping in the air to provide yourself with a significant vertical and speed boost at the cost of taking splash damage from the explosion of your rocket.

In comparison, Pharah has an ability called Jump Jet that propels Pharah into the air before going on an eight second cooldown.

On one hand, I recognize that the rocket jump is both unintuitive and difficult to perform for new players. I’m not even certain it was part of the original TF2 design so much as it was discovered by players and then incorporated by Valve. There are jump maps for practising and honing the rocket jump ability and the mobility around the map that a very skilled Soldier has is unparalleled.

For Pharah, it’s mostly a liability. She has far less mobility from her jump jet and it provides very little horizontal coverage not to mention you don’t have any sideways control. You can use her concussive blast to give you a bit of a faster push but that’s it. I may be bad at rocket jumping but I can get around faster than this. Even worse, it makes Pharah really easy to hit and track in the air. Which is awful in a game that possesses a sniper that can shoot her out of the sky like a clay pigeon. To add insult to injury, Pharah’s rocket launcher doesn’t even have the knockback that the Soldier’s rocket launcher has so it’s near impossible to rocket juggle your opponent.

To add insult to injury, Pharah doesn’t have any secondary weapons to swap to. She just has her rocket launcher. As a Soldier, it’s very common to swap to your shotgun especially when dealing with multiple enemy engagements or if you’re facing a Heavy. Pharah simply has to reload and hope she doesn’t get blown up like a chicken. And this isn’t even covering the issue that there is far more health floating around in Overwatch than in TF2 on heroes and Pharah’s rockets have much smaller splash radius.

This is a long-winded way of saying that Pharah is kind of bad in Overwatch. But it also addresses one of the issues I have with Overwatch. The way the game is designed is for a rock-paper-scissors between heroes. Pharah is countered by Widowmaker. Widowmaker is countered by Winston. Winston is countered by Reaper. Reaper is countered by McCree. McCree is countered by… well…

The idea is that you need to swap your hero to match what your opponents are running. There’s this element in TF2 in that if you’re facing Engineers, you grab a Demoman. But that sort of hard countering was more a criticism against the game than not. Competitive play revolved around really only Scouts, Medics, Demomen and Soldiers (with the odd Sniper). People wanted the other classes made useful but it’s just the nature of design that those four rose to the top.

Outside of competitive play, you could certainly get really good with Spy, Pyro, Engineer and Heavy. Their weapons just simply didn’t have the flexibility and power of the others. Partly because of the role they filled but that didn’t stop Valve from trying to release a bunch of different weapons in an attempt to elevate those classes. It’s the reason I’m excited for an actual TF3 because I’m curious to see how Valve would design a game from the ground up knowing what they know now about balance.

But, Overwatch is made by Blizzard and we’re already seeing some of the mistakes that Valve made. While we have this rock-paper-scissor design which encourages a rotating class swap during a match, the reality is that some heroes simply end up being better than the others and those are the ones you see on teams again and again. Widowmaker, Lucio, Winston and McCree have taken over the early strategies. You can see this in public play as well. Widowmaker is such a powerful class that she shows up in nearly every match. McCree is perhaps the best solo character with a stun and incredible burst damage.

My concern is that the design space of Overwatch is going to exacerbate this inequality. Because heroes are restricted to a single weapon and their abilities have such narrow application, if they don’t have answers to the popular hero choices then they’ll simply not be played. McCree’s kit is so good in a general sense that his only real counter is to not engage him. But that basically leaves Widowmaker as the best way to fight him, assuming maps allow sightlines that put him in the open. But there’s not a lot of ways to really counter him and you can’t really change his abilities because he was designed to keep other heroes from having no answers and running out of control (Genji and Tracer).

If there isn’t a good answer to McCree then either he’ll be seen everywhere and a vast swathe of heroes will basically shrink from play. Or, he’ll be weakened and the prior heroes that were running out of control will squeeze out the others. Or they have to design yet another hero to counter McCree and hope that hero doesn’t spiral out of control.

game_overwatch_bg.0nVQq.0.0I also think that there’s far too much emphasis placed on accessibility. I don’t say this as some elitist “git good” competitive player. I mean that there’s a number of heroes designed to be played by basically someone who has never picked up a game in their life and still be effective even against the high skill heroes. How this achieved, however, is by making the new player friendly heroes with a really low barrier of entry but a really high performance. It’s the Engineer problem if the Engineer were actually made even stronger than he is in TF2. Bastion and Winston are the two heroes that stand out. Bastion has some of the highest damage output without any real effort. You put yourself in sentry mode and mow down enemies with just the click of a button. Winston doesn’t even need to aim, possessing a lightning gun that hits everything on your screen assuming you’re close enough.

Bastion is essentially playing the Engineer’s sentry gun. His immobility provides a weakness but, just like the sentry, he can ruin beginners who aren’t coordinated. And the best counters to Bastion require more skill to execute than the Bastion play meaning that new players are going to have to face the inevitable “get good” comments before they can get past the issue with Bastion.

Winston, currently, is just really good which is why he shows up in competitive so frequently. His leap and gun will do about half the health of most heroes that aren’t tanks in a few seconds. Two Winstons will kill them outright if coordinated. There hasn’t been a good counter to this yet. There could very well not be a good counter to it.

In TF2 the beginner classes were Pyro and Engineer and, as I mentioned, while they had a low barrier of entry they also had a low skill ceiling so the better you got, the less you saw of them.

My other big concern is that a lot of the Overwatch maps are awful. TF2 had awful maps at the start (Hello 2Fort) but I’m sad that Overwatch didn’t learn any of the good map design lessons that Valve did by studying the later releases. Overwatch also doesn’t have dedicated servers so there’s currently no way to avoid the worst maps and you simply have to play through them when they come up in rotation. And I don’t know anyone that likes Hanamura.

So this has been 2,000 words of griping. What’s the issue? Clearly it’s bad.

Well, the game is fun. There are some heroes that are quite entertaining, even if I have far more complaints that I can’t put into a short blog entry. And all my complaints come back to a single point – this isn’t TF3. Overwatch makes me want to play a game that doesn’t exist. So I’m left with an unfixable issue. Do I pass on this because it’s not perfect enough? Or do I explore it more because at least it’s willing to start exploring the concept of a sequel. Or do I just stick with TF2?

I mean, I still like TF2. But it’s core issues are still present on top of the fact the game is nine years old. It’s a little bloated and at this point it’s a bunch of bandaid solutions piled on top of each other. I think a TF3 would be fantastic but there’s no sign in sight that Valve has any intention of doing it.

So… yeah. I don’t know. Overwatch is fun. Flawed but fun and I don’t know what to do.