Overwatch #19
Overwatch features squad-based combat with two opposing teams of six players each. Players choose one of several hero characters, each with their own unique abilities and role classes. The four character roles include: offense characters with high speed and attack but low defense, defense characters meant to form choke points for enemies, support characters that provide buffs and debuffs for their allies and enemies respectively (such as healing or speed alterations), and tank characters that have a large amount of armor and hit points to withstand enemy attacks and draw fire away from teammates. During the pre-match setup, players on a team will be given advice from the game if their team is unbalanced, such as if they are lacking defensive heroes, encouraging players to switch to other heroes pre-match and balance the starting team. Within a match, players can switch between characters in-game following deaths or by returning to their home base, which is encouraged by the game's overall design.
Each hero has a primary attack or skill and at least two additional skills that can be evoked at any time, some requiring a brief cooldown period before they can be used again. Furthermore, each player slowly builds up a meter towards the one-time use of the character's "ultimate" skill; this meter builds up over time but can build up faster for defeating opponents or performing other beneficial tasks for their team. Once ready, the player can use this skill at any time, but then must wait for the meter to fill up again. A second meter tracks how many in-round points a player has scored, which are rewarded for killing or assisting in killing, providing team defense or healing, and scoring objective points. When a certain threshold is reached, the player character's icon will be "on fire", representing that that character is a threat, but otherwise does not directly affect gameplay.
At the conclusion of each match, the game server determines and replays for all players a short period of time from a specific player as the "Play of the Game" based on a number of factors that highlight a high-scoring play, such as a rapid number of kills or an effective use of team healing. Up to four individual achievements for players on both teams are then highlighted and players are given the option to select one to promote. Obtaining the "Play of the Game" or the most votes during this post-game are rewarded as experience points for the player's meta-game.
Following the match, all players gain experience towards a metagame experience level based on several factors such as whether they won or lost, how effective they used their character's main powers, and beating past personal records in a number of categories. On gaining an experience level, the player can earn a loot crate, which contains a number of cosmetic items for certain heroes, including victory poses, paint sprays, alternate color schemes and voice lines. They may also earn in-game currency which can be used to purchase specific cosmetic items directly. Duplicate items can be sold for in-game currency. Players also have the option to purchase loot boxes with real-world currency through microtransactions.
The game's maps are inspired by real-world locations; the first three maps unveiled ("King's Row", "Hanamura", "Temple of Anubis") are inspired by London, Japan, and the ruins of Ancient Egypt, respectively.
Overwatch currently has four main game modes, including a hybrid of assault and escort:
Assault: The attacking team is tasked with capturing two target points in sequence on the map, while the defending team must stop them.
Escort: The attacking team is tasked with escorting a payload to a certain delivery point before time runs out, while the defending team must stop them. The payload vehicle moves along a fixed track when any player on the attacking team is close to it, but will stop if a defending player is nearby; should no attacker be near the vehicle, it will start to move backwards along the track. Passing specific checkpoints will extend the match time and prevent the payload from moving backwards from that point.
Assault/Escort: The attacking team has to capture the payload and escort it to its destination, while the defending team tries to hold them back.
Control: Each team tries to capture and maintain a common control point until their capture percentage reaches 100%. This game mode is played in a best-of-three format.
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