「Blizzard Talks Overwatch s Balance Progression What Makes Tracer Rad」の版間の差分

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(ページの作成:「<br>This is what makes Overwatch all the more frustrating to me. There is a great game ready to be born out of this mess. Blizzard tends to know what they are doing. That…」)
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2025年12月3日 (水) 20:45時点における版


This is what makes Overwatch all the more frustrating to me. There is a great game ready to be born out of this mess. Blizzard tends to know what they are doing. That is why I am confused regarding how this game has achieved such universal praise, despite its shortcomings. The developer can do much, much better. In its current state, the free-to-play Gotham City Imposters offered much more in the way of depth with a similar tone and varied abilities. How Blizzard can get away with charging $40 (or $60) dollars for less than WB's beleaguered shooter, and then riddle it with microtransactions, is beyond me.

I imagine to many, Overwatch’s character designs and team-oriented style of play won’t mean much, and many of these design decisions won’t hold much interest, let alone garner much attention in the first place. Disheartening as that might sound, that may stand as Overwatch’s greatest triumph. For a game that has been developed from the ground up to be inclusive and diverse, these features and design decisions never detract from the minute to minute gameplay. In many ways, they become an afterthought, slowly sinking into the background; they play an important part of what makes Overwatch unique, without completely taking center stage and drawing focus away from the core mechanics and gameplay. That’s a level of game design that few aspire, and manage, to reach.

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 2 rewards feels far too good with a mouse and keyboard.

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.

If you're looking for a character that deals a massive amount of damage and has a relatively high skill ceiling, then you can do a whole lot worse then Genji. Hanzo's brother utilizes a combination of sword-based abilities and shurkiens not only makes him an awesome choice for kill-seekers, but also allow him to easily take out some of the most frustrating characters on the roster. Genji's primary fire allows him to throw ninja stars in three-round bursts in a straight line, making this the best option for doing large amounts of damage, though you have to be extremely accurate for any hope of success. His secondary fire allows him to throw three shurkiens in a fan, allowing you to do a smaller amount of damage, but increasing your potential for contact. Oh, and let's not forget that Genji can also climb up walls, so sneaking up on campers and snipers is an absolute breeze. Those who use a combination of his attacks, as opposed to simply sticking to one, will find themselves racking up kills at a staggering pace.
To top all of this off, none of my teammates were communicating whatsoever. Needless to say, I was extremely frustrated and decided to start playing quarterback, directing my teammates through my microphone. After getting one Tracer and one Reaper to switch to Reinhardt, who rocks a giant shield that blocks enemy bullets, I hung in the background, healing everyone possible and positioning them on the control point in a way that I felt would be successful. Granted, my tone was far more authoritative than I would like to admit, and I'm sure that my teammates probably thought I was a huge jerk, but something very funny happened after I started to take control: we won. We had a completely unbalanced team that was doomed from the start, I chose a character whose main role isn't inflicting damage and somehow I ended up empowering the team as a whole. This was such a different experience from anything that I had ever experienced in a shooter, and despite the initial frustrations, it was the single most satisfying multiplayer match I was a part of (in any game) in the past two or three years.