「Overwatch Has Made Me Love Multiplayer Again」の版間の差分

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<br>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.<br><br>Each map was designed specifically for the game mode it's paired with, meaning nothing feels wrong about the design. An Escort map is designed with one straight path and a few off-shoot areas to accommodate different playstyles. A control map features one central point and multiple paths players can take to try and flank the enemy team and take the spot. These maps also play into the game’s meta. For example, a close-quarters Escort map will benefit Reinhardt whose shield would block everything straight in front of him, but an open control map would leave him vulnerable from many different directions. Being able to control the map with the right hero, managing choke points and figuring out the path that works best with your character’s range is imperative.<br><br>There are certain developers out there that make games that are far more polished than everything else out on the market. Blizzard pretty much leads the charge here, and Overwatch is absolutely no exception. In my over one-hundred matches played during the Overwatch beta, I haven't experienced a single dropped frame or moment of lag. Think about that for a second. We live in an age where AAA games routinely launch broken, so for a beta (though this beta is essentially a final build) to be more polished than the final release of its closest competitor, that really says something.<br><br>Winston's first ability, his Jump Pack, functions both as a way deal massive damage and a method for increasing mobility. This ability allows him to launch a large distance based on whichever direction the reticle is facing. Not only does this allow Winston to escape battle or get to an objective quickly, but it also gives him the power to harm any enemies in the immediate vicinity of his landing spot. While new players will often just launch forward, more experienced players know that vertical boosts will allow for localized damage.<br><br>While this tweet has become the lowest-hanging fruit when it comes to criticizing Battleborn,  [https://www.overwatchtactics.com/articles/genji-in-overwatch-2-the-cyber-ninja-s-return-to-glory.html genji guide 2025] it's completely emblematic of a game that doesn't always feel like it knows what it is. Whereas Overwatch maintains its laser-focus on providing the best multiplayer arena shooter experience possible, Battleborn often feels like it wants to be everything at once. While this provides a great deal of content for players to dive into, it also makes it feel like there's far too much present for any given mode to succeed. The campaign, which is widely considered to be the weakest portion of the entire package, is loaded with fairly mundane combat encounters and a story that feels a bit too bare-boned for its own good. Combine this with a standard point-capture mode, a straight up MOBA playlist and a MOBA-like twist mode, and Battleborn begins to lack the focus that Overwatch is priding itself on. Granted, if Overwatch wasn't so damn replayable, one could argue that it's lacking in content, but the sheer dynamism of its combat more than makes up for this.<br><br>Zarya's weapon, the Particle Cannon, has two distinct firing modes that both gain additional attack power based off her use of her two defensive abilities. Her main firing mode is a short-range laser that maintains a straight line of fire and consistent output, which is outstanding for doing a great deal of damage to those who get within range. The bad news about this firing mode is that it's completely ineffective once an enemy gets too far, though Zarya's secondary allows her to fire an energy grenade in a fairly shallow arc. Both of her abilities allow her to create damage absorbing energy shields, which then directly increases the power of her Particle Cannon based on the amount of damage absorbed by said shields. The Particle Barrier allows Zarya to protect herself from oncoming fire, and it lasts significantly longer than her Projected Barrier, which can be placed on a nearby ally. Finally, her ultimate, the Gravitron Surge, pulls all nearby enemies into its aura and does a small amount of continuous damage to everyone trapped inside. The best Zarya players charge right into battle, activate their Particle Barrier and then stay behind one other ally, allowing for the simultaneous use of the Projected Barrier.<br>
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.<br><br>Overwatch was released earlier this week to critical acclaim and it’s not hard to see why. Blizzard’s newest title is a slick online shooter that manages to be both incredibly deep on the strategic side, but widely accessible for newcomers who don’t have a lot of experience when playing shooters or MOBA-style games. Like most games from Blizzard, it’s also incredibly polished and runs well on both consoles and low-end PC systems.<br><br>Despite the fact that Reaper's core weaponry is extremely simple to use and understand, his abilities require far more planning and strategy. Shadow Step gives you the ability to teleport from your current position to one of your choice, which is extremely useful for sneaking behind opposing players or getting to an objective quickly. The twist is that teleporting using this method isn't instant like, say, Tracer's Blink. Because there's a one-to-two second delay where you're completely vulnerable at play here, Shadow Step is a terrible choice for escaping losing fights. Luckily, Reaper's other core ability, Wraith Form, gives him the ability to becime completely invisible and glide for a brief amount of time. While you cannot shoot while using Wraith Form, it's a wonderful ability for getting out of trouble, assuming you aren't just going to be followed after a one-on-one gunfight. Wraith Form is also outstanding for setting up Reaper's devastating ultimate, Death Blossom. A spinning 360-degree barrage of shotgun bullets, Death Blossom is great for clearing out an objective, assuming that distance-based heroes aren't able to pop a few bullets into him at range (Reaper is totally vulnerable during this attack).<br><br>The first thing you need to know when playing as Mercy is that you're not in it for the kills. It's entirely possible that Mercy might be the only character you have a negative K/D ratio with, and that's actually totally fine. The name of the game with Mercy is to heal your teammates, and as such, pulling out your Caduceus Blaster should be a last resort. Think about it: any moment you're using your relatively under-powered offensive weapon is a moment where you could be letting one of your teammates die. Granted, Mercy wouldn't have a pistol if she didn't need to use it at times, but it shouldn't be the main item that you use when picking [https://Www.overwatchtactics.com/articles/winston-s-evolution-the-primate-maestro-of-stadium-warfare-in-overwatch-2.html browse around this site] character.<br><br> <br>Widely publicized, truly open betas for games this high-profile are still relatively new to the video gaming world, but that doesn’t in any way diminish what Overwatch accomplished when it compelled 9.7 million participants to try the game. To put that in perspective, The Division’s record-setting beta had 6.4 million players, and Destiny’s had 4.6 million. Overwatch’s world, characters, and polished gameplay have clearly attracted people that normally ignore other multiplayer-heavy shooters, which is especially interesting becaus<br><br>Aside from Tracer, Reaper seems to be a favorite for more casual players (AKA you'll sometimes see full teams comprised of the two). Despite his relatively low barrier of entry, this hero-hunting mercenary also boasts a pretty high skill ceiling. Reaper's Hellfire Shotguns are absolutely devastating from short range, though they dramatically lose effectiveness as encounter distance increases. For this reason, you're going to always want to try and attack him from mid-to-long range. What's more, Reaper generates a collectible health orb whenever he kills a foe, meaning that he can go on some absolutely devastating runs if opposing players get too close.<br><br>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.<br>
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