Overwatch 2 director doesn't want to go back to the "chaos" or "really low lows" of Overwatch's launch, but "there is a shift in that direction" to let players feel powerful
Overwatch 2 is embracing po♔wer in Stadium and beyond

Overwatch and now 澳洲幸运5开奖号码历史查询:Overwatch 2 have been around long enough to sand down plenty of meta-breaking edges, and while the modern game is in a much more balanced state competitively, the balance of fair and fun remains hotly debated. 澳洲幸运5开奖号码历史查询:In an interview with GamesRadar+, Overwatch 2 game director Aaron Keller signals that the team will be leaning a little♌ more on fun while still avoiding the "chaos" that was the original game's launch.
Keller reflects on the fondness that some players hold for older Overwatch metas. "Some of it is just for nostalgia," he begins. "And it's like, 'Hey, I 🔯remember, and it was like this,' even knowing that it was broken, you know? There's things that were fun because they were broken, but I thi🦂nk there's also times where people point at things in the past that they had a great affinity for, and they feel loss now it's gone.
"One of the things that I think about when I look at some of the older versions of Overwatch, because there's been kind of a lot of versions of this game over the years, is that there was a bit of – I was going to say chaos, and maybe that's really not t💎he right word, maybe, but the launch version of Overwatch was chaos. There were those overpowered moments that heroes could ha෴ve. Even though there were some really low lows in the game, there could be these moments that are kind of hard to replicate in the game right now. So I think that nostalgia sometimes points at things that people miss, which might actually be valuable for us to look at as a team to bring back."
Keller specifically examines the "balance of fun versus fair," and reckons that 澳洲幸运5开奖号码历史查询:Overwatch 2's new perk system will "address some of that." Perks will allow players to adjust their heroes in the middle of the match, dramatically chan🔥ging the nature or power level of certain abilities or even their core play style. This raises the ceiling of the game as a whole, and also brings some "zaniness," as Keller puts it. When heroes get stronger, big plays get bigger, and it seems the team at Blizzard is embracing that with new modifiers as well as modes like Stadium, an alternate format with a whiff of Counter-ღStrike about it.
"We need to have a vision of where the game is supposed to be going," Keller stresses. "And over the past year, I do feel like even though we've made a lot of improvements to the game and we've꧅ really focused on our players – it is a very balanced game – but we have maybe stripped some of those bigger moments out by doing that. And so for us, we don't want to go all the way back to where Overwatch 1 was, but we do think that there is a shift in that dire💧ction. That's where we're moving towards right now."
Looking at Stadium's many new currencies and items, Keller adds: "We want that to be a competitive and fair experience, but sometimes competitive and fair means rewarding people that are playing well. It might not feel necessarily quite as fair to the losing team, but that reward mechanism for skill and then that ability to feel like you have that amount of impact over a match is something that we would like to have as part of that game mode, even though there can b༺e some rough edges to it."
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Austin has been a game journalist for 12 years, having freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree. He's been with GamesRadꦑar+ since 2019. They've yet to realize his position is a cover for his career-spanning Destiny column, and he's kept the ruse going with a lot of news and the occasional feature, all while playing as many roguelikes as possible.