We Got a Lot of Details on Overwatch 2 Over the Weekend
It was curious that Blizzard left Overwatch 2 out of Blizzcon’s opening ceremony on Friday (presumably because they had little to show), but its developers went into immense detail about what they’ve been working on immediately after that first event was over. I’ll just go ahead and say that there was plenty to show and it should’ve made the cut and Blizzard is weird as hell for that decision.
New Maps
To kick things off, two new maps coming to Overwatch 2 were shown, one in Rome and the other in my hometown of New York City. The first highlights “the powerful feeling of old world architecture” and features the iconic Colosseum. As well as this, the team has taken it upon themselves to apparently rebuild previously destroyed structures in the future Rome that exists in Overwatch 2. New York City, on the other hand, boasts a 1920s art deco style and takes you through an area “a little bit like the Village” all the way up to Grand Central Station. It looked charming in the way all Overwatch art does, though as a New Yorker, I’m contractually obligated to point out some of the blatantly wrong color schemes used on MTA subway signs. The A,C,E line employs a deep blue not yellow, and the 1,2,3 line boasts a bright red and certainly not the barf green of the 4,5,6. Blizzard, I expect my check in the mail immediately.
Class Revisions
Next in the presentation, we got to see how Blizzard is revisiting classes. This is coming primarily by way of class passives that look to shake things up on a subtler level and break them from their rigid state in the existing meta. DPS (damage dealers) for example are looking to get a movement speed buff, allowing them to more quickly get into skirmishes and flank better. Support heroes, who are often the characters with the lowest health points and thus need constant protection, have the ability to automatically heal once they’re outside of combat for a while. This is quite similar to an existing passive for Mercy, a healer in the game, but looks to be made widely available to help support units stand on their own some.
The most drastic of these changes looks to be coming to the tank class, which is eyeing a rework that’d move them from just being damage blockers and give them more offensive capabilities. Every aspect of Reinhardt’s kit, for example, seems to have gotten a touch up, amounting to a series of changes that would make him a much fiercer character to come up against. His charge, which he used to be locked into once he started, can now be halted, sending foes caught in it flying with momentum. He also has a greater degree of control when he is charging, allowing him to steer more carefully and target foes more specifically. Instead of one projectile fire strike, he now has two, doubling his damage output at a distance. While Overwatch’s creative director Jeff Kaplan noted that some of these changes, like the frankly startling amount of changes they showed off for Reinhardt, might not necessarily ship with the game, it’s encouraging to see them experimenting and making the game feel fresh.
New Game Feel
Following this look at reworks, we got a peak at a team that’s been working on making the game feel, look and sound more kinetic and visceral. For example, Blizzard is doing a sound pass that sets the gunplay in the context of the surroundings around it, meaning that firing a gun in a tight hallway will sound different to firing it in a factory or a sprawling canyon. They’re also investing in screenshake when you fire a weapon as well as better visual feedback on the weapon itself to make it seem like a real weapon being fired by a real person in the hopes of immersing the player.
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