Overwatch

3 min read

Deviation Actions

jollyjack's avatar
By
Published:
22.8K Views
It’s like Team Fortress 2, just less fine tuned and you have to pay for it.
That’s an accurate assessment, but I don’t think it’s really right to compare the two because of their different approaches to development, and what the final products actually are.
Team Fortress 2 was built, 100%, with gameplay in mind, right down to the visual designs of the different classes. They don’t look they way they do for purely aesthetic reasons, they look like that so each can be identified at a glance (with stupid hats on or not). You will not mistake a Heavy for a Scout. All of those brilliant “Meet the….” animations that fleshed the characters out? Those were developed after the fact and intended to continually promote the product. If those had never existed, the game would still be excellent.
Overwatch, by comparison, is more interested in the concept of character than gameplay. Who the cast are and the world they inhabit are of equal importance as gameplay, if not more so,  because if you take the former away, the latter would feel rather lacklustre.
The game feels less like it’s trying to mimic other class-based FPS games and more like it’s trying to emulate Street Fighter 2, what with the flamboyant and varied cast, special moves and far flung locations. Even some of the promotional images I’ve seen appear to pay homage to the covers of famous Capcom artbooks.
Whether that is something that works is entirely down to the player. If you like to immerse yourself in a fiction, you’ll probably enjoy Overwatch more than someone who is after a well-balanced game, because it’s not quite there yet. And with the special-moves being what they are, it’s not really likely to EVER get there. Victory in any multiplayer game should be down to the skill of the player, not gimmicky and over-powered on-hit kills. A massive dragon that can pass through walls, killing all in its path, or a guided, rolling bomb that wipes out everyone in a massive area, may look deliciously metal, but they feel rather cheap as far as gameplay is concerned. The ability to wait for a meter to reach maximum is not a skill worthy of reward.


Overwatch - 2016


The cover to Capcom Design Works - 2001
© 2016 - 2024 jollyjack
Comments148
Join the community to add your comment. Already a deviant? Log In
ShawnLeroy's avatar
A bomb... that follows the directions of the player... and wipes everything in its path out? Good God. Someone forgot how to game design.