A Month Of Overwatch 2 Feels Like Just Enough

On October 4, Overwatch was put to rest. By the time service was restored to the game, it was under a new moniker. Though many have eulogized Overwatch’s shutdown and subsequent replacement over the last month, I’ve largely made my peace with the move and get the difficulty of running two separate live games, even if Blizzard seemed like it was barely keeping it running at the end there. The more I’ve played Overwatch 2, though, the more it feels like the original’s shelving was less of a logistical matter and more an admission that Overwatch, and that make of game, has run its course, and there’s no more room for it in this industry. Thing is, we’ve now had just over a month to play Overwatch 2, and while I’ve had my fun, I don’t think I’ll continue to make time or space for it..
The story around Overwatch 2 has been one of dysfunction. Upon launch, most players were met with long queue times, meaning many went days without playing. I personally couldn’t get past the introductory trailer and onto the main menu until nearly 24 hours after the game had come out. Back to back DDos attacks made sure that the game stood unplayable for much longer than anyone expected, but even with those hiccups in Overwatch 2’s rear view, the experience hasn’t felt all that much better. Why? Because Overwatch 2’s many transformations, chief among them its transition to a free-to-play title, are the game’s greatest dysfunctions, and I don’t see them going anywhere anytime soon.
Overwatch 2 is a fun game much like its predecessor, and while this new iteration sands off aspects from the latter that I wish remained intact, it’s still mostly successful in delivering thrilling gameplay. However, a large part of the appeal behind these games and their literally colorful cast became how much we as players could embody the various heroes and make them our own. And that begins and ends with the predominant manner in which you can express yourself in games like Overwatch: cosmetics. These appropriately became integral to the notion of Overwatch, with prominent holidays/in-game events bringing a bevy of them every few months. Importantly, Overwatch was a very generous and open game, which rewarded loot boxes that bore the chance to reward players with these cosmetics for simply playing modes, leveling up, and sometimes just logging on during an event. Sure, they were also available to buy with real money, but there was a reasonable system in place that made sure there was a way around paying for everything. It actually felt like a game more than a product. The problem now is nobody can enjoy this aspect of Overwatch in the way they used to anymore and this has become most symbolic of Overwatch 2’s woes.