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NovemberReview: Overwatch
It's really that feeling of working as part of a team, mastering the characters and controlling the map that makes Overwatch such a joy to play, even without getting the content you want for your favorite character. In one match, my team and I made a last defense on a capture map. Our Bastion entered turret mode to spray one entry point, and Reinhardt held up his shield at another with Zarya close behind, supplying him with a personal shield. Soldier 76 sprinted to the front to deal heavy damage with Mercy flying behind providing a damage boose. All the while, a Widowmaker hid at the very back, ready to snipe enemies that somehow made it past our defenses. In a world filled with so many "go-it-alone" multiplayer shooters, having a game like Overwatch that offers so many unique ways to play as a team is refreshing and fun.
With all of that gushing out of the way, I'd like to pinpoint the exact moment where I realized that Overwatch was a special experience, at least for me. While the PC audience is far more knowledgeable about team composition than its console counterparts (as a result of sheer time played), I found myself on a team where the other five players thought it would be a good idea to choose three Tracers and two Reapers. If you don't know anything about Overwatch, you should know that a balanced team consisting of offense, defense, tanks and supports is going to succeed far more often than one where every player is in one category. Considering that Tracer is the squishiest offensive hero and Reaper is an offensive character that isn't going to be able to do damage at range, I found myself at a loss. Generally when I'm attacking a central control point, I enjoy picking someone like Junkrat, https://Overwatchtactics.com whose bouncing grenades can cause absolute chaos. Unfortunately, this hero was out of the question, as my more casual teammates would not be able to succeed without a healer. It's for that very reason that I chose Mercy, who can beam health into any allies that she aims her staff at.
The game also does its best to highlight the contributions of all players, regardless of playstyle. In-game kills, captures, ‘blocks’ and defends are handed out quite liberally, and your contribution to taking out an enemy (for example) is rewarded with points and an on-screen message, regardless of whether you landed 1 point of damage or 100. A single ‘play of the game’ is shown off at the end of a game, and these highlights often include players in support roles, who didn’t contribute offensively. An MVP system between matches also allows players to cast their vote for an MVP, rewarding a player based on conditions such as kills, captures and damage dealt, along with more defensive plays like ‘most healing’ or time spent freezing enemies. It’s an excellent addition that de-emphasizes the importance of pure offensive play, and it helps (in addition to the other aforementioned design choices) to cultivate a sense of team play, rather than a lone wolf approach to victory.
Despite what my love of recent independent titles like Hyper Light Drifter , Firewatch and The Banner Saga 2 might suggest, I have a strong history with games of a more bombastic persuasion. My most played game of all time, Call of Duty: Modern Warfare 2, found a way to capitalize on the combination of my love for multiplayer chaos and my susceptibility to addictive feedback loops. Granted, I would never claim that Modern Warfare 2 is some sort of godlike game, but there was something about its complete lack of balance and downright brilliant map design that tapped into a very specific portion of my mind.
There's a number of good explanations as to why Overwatch is such a fantastic game, but none greater than Blizzard's clear emphasis on making a shooter that feel awesome to play. Every character is immediately readable, meaning that the more that you play, the more knowledge you gain and, thus, the more your strategy evolves. Throughout my time with Overwatch, I have yet to encounter a dropped frame or a moment of lag, despite having every graphics setting maxed out and the servers existing in a beta state. Its shooting is as tight as a Call of Duty or Counter-Strike game, and the sheer number of colors on screen at any given moment finds a way to fill me with glee during even those frustrating moments when your team is getting throttled. Outside of playing Overwatch at the past two PAX Easts, it found a way to completely fly under my radar, and I couldn't feel dumber for brushing it off. At this moment, the only negative thing that I can say about it is that I do not want to spend a moment playing it on a console, as Overwatch feels far too good with a mouse and keyboard.
It should be noted that it is possible to create custom matches, banning a specific character. After learning about this when trying to research online why this title has received the acclaim it has, I tried to jump back in to see if I can create a public game that anyone can join and no one plays Bastion. The servers were down.