Index Few but good ways Maps for all tastes Colorful is beautiful! A look at the technique Overall Overwatch is a game that exudes personality from every pore while telling absolutely nothing through a game narrative. In fact, there is no story or campaign mode dedicated to leading us into the game world and introducing us to its various aspects; it would almost seem that there is no story told or written that acts as a common thread to the game, but in reality this is not the case. In the Overwatch universe everything takes on meaning, because every single piece of information relating to the characters or settings is told to us from the outside through additional elements alternative to the game that make up the narrative medium. The excellently crafted short films and the descriptions that accompany the works of art manage to frame everything in the large mosaic that we will find before us. Say no to plagiarism. Get a tailor-made essay on 'Why Violent Video Games Shouldn't Be Banned'? Get an original essay The characters, told in their most emotional side, go beyond their skills and gaming capabilities and manage to get closer to the player and capture him in their world. Naturally none of this is flaunted in the game which therefore remains a bit thin in this respect, but once explored it is easy to identify the various recurring elements and remain involuntarily fascinated by them: Winston and Hanzo, just to name a few, are characters who in the games they carve out their space thanks to the short films dedicated to them. Overwatch therefore preferred to tell the narrative background outside of the game rather than insert it into a dedicated component which would have risked distorting the nature of the game. For all those who have not delved into the story behind the game, it can be summarized that the Overwatch division was called to reunite after a period of inactivity to resolve the galactic disputes that are arising and each of its members has decided to join part of it after particular events that marked its past. Few but good ways Let's now talk about the most interesting and varied part for a 'multiplayer only' game like Overwatch: the gameplay structure. According to modern definitions that dot the current gaming landscape, this game can be called a first-person shooter with MOBA elements. This is not only because every single character has their own weapon with which to shoot at enemies, but also because for each of them there are always two skills with countdowns that can be activated, which significantly expand the gameplay possibilities. Added to these is another special called ULTRA with which, after having loaded the dedicated bar, it will be possible to spread panic among the enemy ranks. Among other things, the frenzy of the gameplay and the structure of the maps on multiple levels seem to harken back to the arena fps of the 90s. However, team play is common to much of the competitive world and is one of the founding elements of Overwatch. After a short tutorial and some warm-up games against the artificial intelligence, we launched into the main mode of the experience, which is quick play. The actual modes present will be 4: conquest, transport, control and the last which is nothing more than a hybrid of the first two. Regardless of the objective of each of these modes, the main aim of the games is to garrison an area with the greatest number of characters in order to conquer a control point or be able to advance on the map by escorting a transport to its destination. In the end, the key to winning any type of match is to maintain supremacy in a portion of the map, as opposed to a more classic deathmatch where the player who manages to make the greatest number of kills wins. Obviouslyin this sense, depending on the role of attackers or defenders that we will have to play, it will be better to choose characters with skills more or less dedicated to guarding an area or attempting a decisive sortie. This is because in Overwatch each character has unique characteristics that make it suitable for certain situations, so much so that they have been divided by the developers themselves into four types, namely attack, defense, tank and support. The most tactical part of a game is adapting your team to the situation you will have to face: a balanced approach is sometimes not enough to break through enemy lines and you need to use a greater number of tanks to better resist enemy fire, so just as it is also necessary to veer towards a defensive structure when, after having conquered the disputed area, we are forced to protect it. Maps for all tastes The games therefore express an unusual dynamism not only in terms of gameplay which always requires maximum attention given its speed and the need to constantly time the use of skills, but also in terms of game development. The team as well as the attitudes of individuals will change during this and several times in which we will be forced to change characters or try an alternative access route in order to continue on the maps. Speaking of maps, there's a lot to say here as the work done by Blizzard is truly remarkable; there are twelve in total and they are all built around the mode that characterizes them: the result is that since the beta each one has been perfected to be as balanced as possible. The symmetry of those dedicated to the control mode alternates with the linearly progressive structure of those dedicated to conquest or transport, where particular bottlenecks or inlets could slow down the advance of the attackers if not even stop it if adequately exploited. The interesting thing about the maps is that they can be explored differently depending on the character. With the more mobile ones, including the Hanzo or WidowMaker snipers, it will be possible to climb into areas inaccessible to tanks such as Zarya and Roadhog and thus open new paths to reach the objective or carve out a secluded lookout position from which to strike enemies. blow after blow. Colorful is beautiful! Overwatch is one of those games that grabs you in a whirlwind of color and doesn't let you out. The cartoonish graphics of the game can act as a decoy for any type of player, starting from the little ones. It is impossible not to be fascinated by those bright pastel colors that fill the simple but extremely characteristic polygons of the various settings and characters. Their silhouettes are well defined and have a color that distinguishes them and which is reflected in the characteristic elements of the main outfit. Genji with green, Junkrat with yellow, Widowmaker with purple and Torbjorn with red access, are easily recognizable through these color references with which they are sprinkled. A separate discussion must be made for the maps which are also very simple from a polygonal point of view, perhaps too simple given the competing productions. Fortunately, this deficiency is overcome thanks to a strong characterization of the environments, using characteristic elements taken from the various countries from which they are taken; Ilium is dotted with white houses on top of a cliff overlooking the sea, Hollywood is instead represented by the sets of the studios and so on. Thinking that all this work was done on twelve maps is absolutely another positive note in the overall evaluation of the game. The music itself will be inserted geographically into the countries we will visit in the parallel universe of Overwatch, for example African melodies will introduce us to the map of Numbani or sounds read from the Far East will open a game on the.
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