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Essay / An overview of the Overwatch game
Table of contentsLittle but good waysCards for all tastesThe color is beautiful!A look at the techniqueOverallOverwatch is a game that exudes personality from every pore without saying absolutely anything to through an in-game narrative. In fact, there is no story or campaign mode dedicated to leading us into the game world and introducing us to its different aspects; it almost seems like there is no story being told or written that acts as a guiding thread for the game, but in reality that is not the case. In the Overwatch universe, everything makes sense, because each information relating to the characters or the settings is told to us from the outside through additional elements alternative to the game which make up the narrative support. The excellently crafted short films and descriptions accompanying the artwork manage to frame everything in the great mosaic that we will find before us. Say no to plagiarism. Get a tailor-made essay on “Why Violent Video Games Should Not Be Banned”? Get an original essay The characters, told in their most emotional side, go beyond their capabilities and abilities in the game and manage to approach the player and capture him. in their world. Of course, none of this is displayed in the game which therefore remains a little thin in this regard, but once explored, it is easy to identify the different recurring elements and to remain involuntarily fascinated: Winston and Hanzo, for to name only them, are characters. who are carving out a place in games thanks to the short films devoted to them. Overwatch therefore preferred to tell the narrative background outside the game rather than inserting it into a dedicated component which would have risked distorting the nature of the game. For all those who have not delved into the history of the game, we can summarize that the Overwatch division was called to come together after a period of inactivity to resolve the galactic conflicts that arise and each of its members decided to come in to be a part of it. of it after particular events which marked the past. Little But Good Ways Now let's come to the most interesting and varied part of a "multiplayer only" game like Overwatch: the gameplay structure. According to modern definitions that dot the current video game landscape, this game can be described as a first-person shooter with MOBA elements. This is not only because each character has their own weapon with which to shoot enemies, but also because there are always two skills with countdowns that can be activated for each of them, which expands considerably the gaming possibilities. To these is added another special call ULTRA with which, after loading the dedicated bar, it will be possible to sow panic among the enemy ranks. The frenzy of the gameplay among other things and the structure of the maps on more levels seem to refer to the fps arena of the 90s. Instead, it is common to most players in the competitive world the team game which is one of the founding elements of Overwatch. After a short tutorial and a few warm-up matches against the artificial intelligence, we launched into the main mode of the experience, which is quick play. The real modes present will be 4 in number: conquest, transport, control and the last which is only a hybrid of the first two. Whatever the objective of each of these modes, the main goal of the games is to keep an area with the greatest number of characters in order to conquer a control point or to be able to advance on the map by escorting a transport to its destination. Ultimately, the key to successfully winning any type of game is to maintain supremacy over apart of the map, as opposed to a more classic deathmatch where whoever manages to achieve the greatest number of kills wins. depending on the role of attackers or defenders that we must take, it will be better to choose characters with skills more or less dedicated to guarding an area or attempting a decisive exit. In fact, in Overwatch each character has unique characteristics that make them suitable for certain situations, so much so that they have been divided by the same developers into four types, namely attack, defense, tank and support. The most tactical part of a game is adapting your team to the situation it will face: a balanced approach is sometimes not enough to break through enemy lines and you have to resort to a greater number of tanks to better resist the enemy. fire, as well as we must also turn to a defensive structure when, after having conquered the contested area, we will be obliged to protect it. Cards for all tastes The games therefore express an unusual dynamism not only in terms of gameplay which always requires the greatest attention given its speed and the need to constantly time the use of skills, but also in terms of development of the game. The team as well as the individual's attitudes will change during this time and we will be forced to change characters or try an alternative access route to be able to continue on the maps. Speaking of maps, there is a lot to say here as the work done by Blizzard is truly remarkable; in total, there are twelve of them and they are all built around the modality that characterizes them: the result is that from the beta version each has been perfected to be as balanced as possible. The symmetry of those dedicated to control mode alternates with the linearly progressive structure of those dedicated to conquest or transport, where bottlenecks or particular entrances could slow down the progress of attackers, or even stop it if they are correctly exploited. What's interesting about maps is that they can be explored differently depending on the character. With the most mobile, including the Hanzo or WidowMaker snipers, it will be possible to climb into areas inaccessible to tanks like Zarya and Roadhog and thus open new paths to reach the objective or carve out an isolated lookout post to strike enemies . blow after blow. Colorful is beautiful! Overwatch is one of those games that captures you in a whirlwind of colors and doesn't let you out. The game's cartoon graphics can serve as a window dressing for any type of player, from the youngest. It is impossible not to be fascinated by these bright pastel colors that fill the simple, but extremely characteristic polygons of the different settings and characters. Their silhouettes are well defined and have a color that distinguishes them and is reflected in the characteristic elements of the main outfit. Genji in green, Junkrat in yellow, Widowmaker in purple and Torbjorn in red, are easily recognizable thanks to the color references with which they are sprinkled. A separate discussion should be made for maps which are also very simple from a polygonal point of view, perhaps too simple in view of competing productions. Fortunately this gap is filled thanks to a strong characterization of the environments, based on characteristic elements taken from the different countries from which they come; Ilio is dotted with white houses on top of a cliff by the sea, Hollywood is more represented by studio sets, etc. To think that all this work was done on twelve cards is absolutely another positive note in the overall assessment of the game. The music itself is going to fit geographically into.