mr_bigmouth_502 wrote:
What is Overwatch like? I saw some videos of it a while ago, but I never played the beta or anything.
It's a team based first person shooter, with some similarities to Team Fortress 2's objective based class design, except instead of classes you have heroes, each with a fixed weapon loadout and around 4 unique abilities, similar to Warcraft 3's hero units or MOBA abilities.
At the moment there are two main objective types, one where you capture a point by having your team stand on it uncontested by the opposing team, or payload where you escort a moving payload across a map. There is also a hybrid objective type which starts off as point capture, transitioning to a payload escort objective.
There are four hero types, offense, defense, tank and support, each with varying roles and you will generally want a mix of them all for a balanced setup. Offense tend to have more mobility or DPS, defense tend to have abilities like setting up temporary walls, traps, and turrets, tanks have high health and abilities to negate damage to themselves or the team, and high damage output at close range, and support provide healing, buffs, debuffs and teleport beacons for respawning players.
Each hero has strengths and weaknesses and part of the game, on top of being about having decent FPS skills and communication to the rest of your team is countering the enemy's heroes with your own. Some heroes are just generally better against others, and this also varies by the geography of maps so it's beneficial to switch heroes mid match to better counter the enemy team's composition and how they are specifically entrenched.
It's a very fun game, the first FPS multiplayer shooter I've really played where I feel like I will be playing it for a long time. Its dynamic is very different from most other shooters I've played and there is a lot more focus on teamwork and relying on others to fulfill roles only they can do, to fulfill an objective rather than about K/D ratios. This goes into every part of the design, to how at character selection the game will suggest what things are missing from their team, to post death tips on how best to counter the enemy that just killed you, to the game using 'eliminations' where if you damage an enemy that led to its death you get credit, rather than just the person getting the killing blow, and counting 'objective kills' as a separate thing for credit. It is masterfully designed for its multiplayer team focus, in a way that isn't unexpected for the company that made WoW.