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Overwatch is now a 2/10.There's a Capture Point/then Payload map from launch called Hollywood, and the attacking team starts in a movie theater; amongst the fake movie posters on the wall, you can find this one.
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It's a Blizzard game, always assume the pop culture reference is there, and you have to prove it wasn't made. BAH RAM YOUOverwatch is now a 2/10.
Puppetmaster isn't really popculture. Surprised they didn't take it out after the last movie was about the puppets committing hate crimes.It's a Blizzard game, always assume the pop culture reference is there, and you have to prove it wasn't made. BAH RAM YOU
Puppetmaster isn't really popculture. Surprised they didn't take it out after the last movie was about the puppets committing hate crimes.
But it's a cowboy with 6 arms.You could make an argument that "Six Gun Killer" is a pop culture reference to a line from "Boondock Saints" - "What if it was one guy with six guns?".
It isn't the lack of talent it's more of the unwillingness to just stick with a healthy cast of characters instead of the gameplay playing around the characters the characters play around the gameplay. A new character would fuck the dynamic of the classes in TF2 you already have the feel of each character, their personalities and they play their roles good. They each play off each other their personalities bounce about but not aggressively it's why people enjoy the dynamic of the Scout and Spy. With out "Dragon" the animated short of Hanzo and Genji you wouldn't get that these characters are related as Overwatch despite like I said on how they hyped this world of the gameplay and lore are so disconnected they're on different planets in different star systems. Of course with a game like this that's kind of blizzard's fault as these characters can't have entire conversations in game.OW characters are bland because none of the character designers have talent. This is primarily because none of the OW characters have flaws that would be fun to play off of (they're all super talented, hyper powerful, one in a generation unique, good guys). The few bad guys they have are mainly former good guys (Reaper, Moira, Widowmaker) who are all also super talented geniuses. There's nothing in the setting that would be considered fun, either. They have few links between each other and rarely interact through voice lines in a way that acknowledges one another. Even adding small details like having any of the "Overwatch" affiliated characters say a small throwaway line like "What's he doing here?" when a round starts with Reaper/Doomfist on your team would go a long way.
It's a lot easier to enjoy a setting when you understand the characters easily which is a simple thing in TF2. It's something that's expressed often and cleanly, during every action that you take and is taken against you. In Overwatch it's so far in the background and rarely seen in the game, you could play the game for hours and not realize that Reaper isn't part of the OW team, that Genji and Hanzo are related, etc, etc because these links exist in comics/the wiki page/the youtube channel, etc.
Overwatch often cites TF2 as a resource/inspiration - but the more I play the two games I wonder where they took inspiration from because I can't find any of what I would consider "TF2's essence" in Overwatch outside of they're both class-based team shooters.
Rumor is that Overwatch 2 is going to be announced this year stealing shit from another Valve game. Get ready for the franchise to be CoD'd.
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Sources: Blizzard Cancels StarCraft First-Person Shooter To Focus On …
archived 6 Jun 2019 21:11:26 UTCarchive.fo
My guess is the existing game will go F2P and this "sequel" with single-player and PvE content will be the new paid version.Why can't they do that in the existing OW engine and why on earth would they need to release a entirely new game? Does Overwatch feel "complete" to anyone over at Blizzard - because this idea sounds like an expansion pack at absolute best.
My guess is the existing game will go F2P and this "sequel" with single-player and PvE content will be the new paid version.
They might Destiny 2 the idea. The incentive is very low but the idea is to dangle features in your face and convince you that they couldn't just be implemented in the first game and force an excuse to push out a sequel.Rumor is that Overwatch 2 is going to be announced this year stealing shit from another Valve game. Get ready for the franchise to be CoD'd.
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Sources: Blizzard Cancels StarCraft First-Person Shooter To Focus On …
archived 6 Jun 2019 21:11:26 UTCarchive.fo
It's a real shame that the only thing that Overwatch didn't steal from TF2 (besides the game being fun) was the DLC structure - as TF2 has added several different game modes over the years and none of them have ever been charged for. They've added (and basically invented) payload and payload race, added Mann v Machine, PASS Time, competive mode, end of the line mode, Mannpower mode, and Special Delivery as well as a number of new maps and all free.
The only slight exception to that is competitive mode (6v6) but that's primairly to stop people who are banned from rejoining matches and/or hacking.
For those who won't want to read the article, OW2 is compared by (alleged) Blizzard employees as "Similar to Left 4 Dead".
Why can't they do that in the existing OW engine and why on earth would they need to release a entirely new game? Does Overwatch feel "complete" to anyone over at Blizzard - because this idea sounds like an expansion pack at absolute best.
Overwatch was a complete rush job after Titan was shuttered, they needed something. Anything. I'm honestly surprised the game runs as good as it does considering they just went "okay Titans fucked what can we do with some of these assets we have left?" And someone went, well....."TF2 doesn't really have a successor" and they went "okay GO GO GO"
The thing is probably barebones under the hood, it's probably why they haven't been able to expand the game properly, the thing held together with duct tape and copper wire.
I think the reason why they're in the corner is because they have this "time to kill" idea from other FPS games where there's so many options on staying alive the only way to negate these options is through ultimate abilities. This sort of thinking is to prioritize the idea of fairness as because nobody in theory will be dying extremely quickly thus it's easier for more put together teams to withstand the attrition and end up in a stalemate where the only strategy will be hoping someone messes up. TF2 is more centered around understanding the team you're on so survivablity actually is a team based mechanic and loadout management rather than in OWs case of what character you picked.I think their inability to expand the game is tied to the design philosophy, instead of any programming issues. One of the main intentional differences between TF2 and OW is how long it takes to kill someone. In TF2 death is fast and very frequent - where as in OW it's a much longer, drawn out process (barring some exceptions).
The biggest, beefiest character in TF2 (a heavy, while being overhealed by a medic) has 450 HP - which means he will still be oneshot killed by 2 classes (Sniper, Spy) and killed very easily by other classes in under 3 seconds. Compared to a beefy OW character, Reinhardt, who has 300 health, 200 armor, and a rechargable 2000 HP shield - cannot be oneshot killed by anything in the game. He would need to be headshotted twice in a row, without ever deploying his shield or getting healed, to die. His shield with it's 2000 HP, represents more health than the entirety of your team, should you be the only tank on it (Average HP in OW is ~200-250 for DPS/Heals).
The game is hard to expand because they've fundamentally put themselves in a corner with the game systems (HP pools, hard counters, armor + extra armor + shields + equippable shields) and you can't really expand the game to be anything other than what it is unless you fundamentally change a large number of the systems - drastically altering the game they've been pushing for years. They can't really make tank characters less "tanky" because that's the entire point of having a "tank". If people die too fast there isn't a point for "healers" either.
EDIT - Or if you don't like TF2, compare OW kill times to R6: Siege, CS:GO, or any other popular team-based shooter. OW's meta/classes line up more with an MMO (with Tank/DPS/Healer) than a class shooter.
I think the reason why they're in the corner is because they have this "time to kill" idea from other FPS games where there's so many options on staying alive the only way to negate these options is through ultimate abilities. This sort of thinking is to prioritize the idea of fairness as because nobody in theory will be dying extremely quickly thus it's easier for more put together teams to withstand the attrition and end up in a stalemate where the only strategy will be hoping someone messes up. TF2 is more centered around understanding the team you're on so survivablity actually is a team based mechanic and loadout management rather than in OWs case of what character you picked.
Come to think of it it has the MOBA issue when it comes to how players treat each other or should treat each other. The dynamic of the team is really strict you pretty much have to play with everyone else as characters lean on each other like you mentioned with Reinhardt. Everything feels like flimsy glue that needs to be pressed together forcibly otherwise the whole structure will fragment and fall apart.I also think this is where a lot of the toxicity comes from is that very core gameplay design - when one of your teammates isn't doing what they're supposed to (ex - tanking, shielding, healing, or specifically killing counter DPS) it becomes immediately apparent when the situation falls apart. When your Reinhardt charges off a cliff by accident, it leaves you exposed and you will likely be killed and get mad about it - because your team is missing a key piece, you're likely going to get team wiped or pushed way back in your pursuit of the objective.