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Review: Overwatch

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작성자 Amelie
조회 2회 작성일 25-11-24 20:04

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D.Va's first ability, her Boosters, allow her to rapidly fly in whichever direction the reticle is facing for a handful of seconds. Not only is this a wonderful method for getting to an objective or getting out of trouble, but it also allows her to cause a bit of damage whenever she comes in contact with an enemy. In addition to the Boosters, D.Va also has access to the Defense Matrix, which functions as a smaller version of Reinhardt's shield (essentially absorbing all incoming fire).

She's pretty interesting because her two primary abilities do not work without each other. What kind of makes her Tracer is how the Blink and the Recall work together. We have some heroes where the abilities might compliment each other, but they might not be as tightly tied together like that. From the beginning, she originated as a "whole" hero with those three abilities (the Blink, the Recall and the Pulse Bomb). With other heroes, we've gone through iteration where we thought, "Hey, we really like these two abilities, but we're going to work on this third one and change it all later."


The skies are a nightmare for ground-bound heroes if Iron Man is in play, thanks to his ability to fly combined with the powerful weapons built into his suit. If he activates his Armor Overdrive, his repulsor blasts become explosive, which, paired with his fast aerial movements, makes him an overpowered character at times and a menace to the online commun

I can't think of any other instance in a game, outside of maybe Super Time Force , where you have to think about your actions moving forward and consider how they would replay backwards. What went into her design, since you have to think about balancing your signature character's accessibility with higher-level play?

What goes into making maps that feel appropriate for all of these heroes at the same time. In terms of creating maps and creating heroes, what is the chicken and what is the egg? Which comes first, and how do you design Overwatch's maps to maintain the balance that's so critical to every moment of its gameplay?

That's a great question. We've definitely changed a lot of things since the Beta; we've made a ton of decent tuning changes to the heroes. One of the things that I really wasn't expecting was the community that formed around the game, and how quickly they were able to get good at the game. We had daily tournaments with extremely good Overwatch players playing the game, and the design team watches every single one of them and we shocked at how good they were. We like to think we're pretty good at the game, since we're developing it, but these people are on an entirely different level. It made us realize that the tuning that you need to do for the low level on a hero isn't always the same as the tuning that you need to do for the high level.

Rather, there’s a more pressing issue that has become increasingly more important as we enter (or instead, have already entered) a new era of video games that evolves from out its infancy as but a mere medium or a hobby…and transforms into an industry, a business. And that’s self-awareness; the notion that, perfectly fine as it is to show pride, professionalism and posterity as a creator/director/manager/whoever (be it for consumers, audiences or share-holders alike) it’s just as important to take your eye just that little bit out of the epicentre and look beyond the stained-glass windows to your splendid ivory towers. To see how the industry might be perceived-come-translated across to the community. No matter the intensity. Oh yes…there are obviously so many other matters to attend to such as…perhaps…not treating consumer bases like docile piggybanks; not deliberately miscuing information; not letting every nit-picking, social media-sappy, correctness-avid serial complainer dictate the who, what, when & why of your games.

Early on in the project, our hero designer Jeff Goodman came to me and we had a couple conversations. During one of them, he said, "Just so you know, there's going to be a flying hero in the game, so just be prepared that people are going to be able to get anywhere on any of your maps." We've tried to keep that possibility open. Even when we were designing Temple of Anubis we knew that we really wanted there to be strong teamwork. In the first part of that map, there's a choke that each team needs to get through, and there are these big gates that are there before you get to the first control point. We very intentionally made it so that every hero has to funnel through that area. Certain heroes can bypass it pretty easily; Tracer can squeak through different areas and Winston can jump over the top if he wants to, but the majority of the team has to go through the front of that thing. We really wanted to force a team to work together to basically crack simply click the next internet site nut that's on the other side.

[Hardcore Gamer] Out of curiosity, how many people are working on Overwatch? I'm often shocked when games developed by larger teams manage to maintain any semblance of personality or flair as a result of the sheer number of voices piping it at once.