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Christmas in Overwatch – Soon!

In the Overwatch files was found Christmas music theme.

After the recent patch in Overwatch files was found a hints to a Christmas events. It’s festive title theme can be heard on YouTube or in a post on Reddit, where players collect all the new audio files discovered by them.

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According to information from the social network Reddit user, calling himself Venxa, said that the Blizzard company prepares special Christmas event in their first person shooter – Overwatch.

This is evidenced by a leak of files detected by this user. The files Venxa found several unused in the game audio files, including new replica of McCree, Tracer, Sombra and Reaper. In addition, the music track, which can become a Christmas theme of Overwatch was found.

 

Earlier Overwatch celebrated Halloween, and before that in that shooter from Blizzard was found a variation on the theme of the Summer Olympic Games in Rio. These events were very successful for Blizzard, as during the compilation adding new cosmetic items. The time allotted to receive them is limited, and want to get everything at once, and can pay real money instead of day and night to participate in the matches.

Torbjorn christmas

As always,  Blizzard will certainly decorate some of the maps to the holiday and a large part of the heroes will receive additional costumes. Fans are already building theories as who will become Santa, Grinch, Christmas reindeer and gingerbread man in the Overwatch World.

And probably new “arcade” mode

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Also among the files we found mention of the mysterious mode “Arena”. There is an audio file with the words “you arrive to the arena,” and the participants there appears to be “Challengers” and “Gladiators”. Blizzard itself did not give yet any comments.


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New experience gain system in Overwatch

Recently Blizzard released new patch for Overwatch, which has new hero, battle mods and location (for an arcade mod) and a few balance strings. Due to all these changes, the changes in the mechanism of gaining experience might go unnoticed.

No more event crates abuse in Overwatch

Reaper overwatch

Well, director of project Jeff Kaplan specifically focused on this point a little more to explain to players what Blizzard wants to achieve. Let us explain: earlier upon reaching level 100 you can start you leveling as you was 1st level, and at the same amount of experience as you get at the starting levels was again in exactly the same way as in the first playthrough. The trick is that for each level the player gets a free container of cosmetic items and, according to Jeff Kaplan, the old algorithm negatively impact on the game.

Sombra overwatch

He said that before seasonal activities (for example, to “summer games” or “Horror on Halloween”) high-level players stop playing to start the re-leveling from the 1st level at the start of the festive events. The motivation is simple – on the lower levels, up to the 23th, character leveling is much faster, so that players very quickly received 23 free container. And with this new system players can not exploite Blizzards system to get 23 “free” containers. When player reach 100 level, every next level will require 20 000 units of experience.

Developers words abut this issue

“These changes should provide the advantage to the community of players – Jeff said. – If they come into force before the start of the “Horrors of Halloween”, we would have distributed crates to players. More players would get more cosmetic things”. Of course, users argued that in this way Blizzard wants to increase sales containers for real money. “This decision has nothing with the desire to increase sales – reported the director of the project. – The purpose of the changes – to prevent excessive haste in the game, or vice versa, the rejection of her. We want to people who have not yet reached the levels of prestige, do not feel deprived, we did not think that you missed a nice bonus“.

Mei overwatch

In general, developers will allow to rapidly increase the levels and get a reward at the first acquaintance with the game, then all players must be in equal conditions. “We want you to play in Overwatch, or do not play only when you really do not want; that’s the whole reason for the changes … nothing more “- summed up Jeff Kaplan.



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Overwatch: Biggest Review

Overwatch

Introduction

Overwatch exists at a convergence between outline and masterfulness, a junction at which pure material satisfaction meets refined, keen configuration to create an original sparkle of enchantment.

The game features a 6v6 multiplayer, objective-based shooter; it discovers availability not by bringing down the ability, but rather by widening the meaning of aptitude or rather skill.

A player with the dead shot point is not any more important than the one with the essential leadership capacity to know when a very much coordinated function will influence an engagement, or the individual with the guiding sense to identify the ideal areas to place sentry turrets.

While it didn’t precisely suffocate when it came to making choices, maps, as well as modes, it boasts with a broad number of strategies, and none of them ever interfered with me and my happiness regarding its exceptional, whirling team fights, not forgetting exciting extra time rebounds.

Overwatch comes with lots of numerous features, yet most importantly else, its prosperity is based on the backs of its multiple astounding characters. It’s fitting that the principle menu is ruled by one of them at all times. Their differences in appearances, birthplaces, as well as identities are all exposed with each stance they take.

Let’s get started…

Overwatch Tracer

The rocket hand of Reinhardt settles on his shoulder with a substantial thump that summons a broadsword leaning against a plate defensive player of the medieval knight, and the jaunty grin of Tracer is immediately hindered by a defiant blast that slides over her face, compelling her to blow it once again into the right spot before re-tending to the camera and flickering everywhere.

Also, there is also a shrewd gorilla researcher, a blue-cleaned professional killer who is extremely flexible, as well as a robotic, Zen-honing healer. It says a lot that the one character that sticks to well-worn shooter tropes who feels like the different one.

They are also not the same as you would envision them looking at each other senselessly while standing beside each other, yet through cautious, unobtrusive visual signals prepared into their gear and clothing, they somehow figure out how to show up as though they have one thing in common- sharing a typical world together, regardless of the fact that they all come from various corners of it.  It shows one character that holds fast to well-worn shooter tropes feels like the different character here.

This different quality keeps on substantiating when you choose a saint and use them to hit the front line. In spite of the fact that the 21 are gathered into one of four parts, two of them cannot be alike. The fabrication, the anarchic and changing Bastion play as Defenders. However, they still play pretty much the same.

The former is early looking for a comfortable spot that overlooks a key gag point and he changes into a minigun turret to play as the point guard. The last character represents a zone refusal quest by throwing timed grenades over distances, which then sit on the ground flickering irately, as though it says “go elsewhere” to infringing foes before blasting.

One of the astounding keys to surfacing these subtleties is its refusal to present props to incline. With not very many doubtful individual cases, no character is engaged exclusively around one catch-all firearm or aptitude to the degree that you can discover accomplishment by using only it. Tracer’s double machine-guns have a high rate of discharge, but the accuracy is destitute, a tiny clasp, and average harm on the off chance that you aren’t scoring headshots.

On the same note, Genji’s shurikens are exceedingly destructive and are very accurate, yet their moderate rate of flame and long travel time can make hitting troublesome for a moving object. Practically every essential weapon fits this mold: They’re helpful and in the right circumstance accomplished, yet never sufficiently adaptable to be a familiar object to stick continually too. Not only do these little subtle elements separate characters, but they also pushed me to investigate their different capacities while I was looking to succeed.

Overwatch Junkrat

What’s more, once I began looking all the more carefully, I couldn’t quit finding new things. Returning to Junkrat’s toolset, he doesn’t possess a single standard, a sharp weapon to only attach an enemy to him.

Certainly, he could skip explosives along the ground, driving his objective decently well. However, regardless of the possibility that you were skilled enough to win one-on-one firefights like this, you wouldn’t understand his maximum capacity.

At face esteem, his other two abilities – Steel Trap and Concussion Mine – appear to be clear. One immobilizes foes that meander into it, alternate blows them high as can be when activated. By and by, however, they can be a lot more. Steel Trap can be a departure apparatus, permitting you to withdraw from battles with speedier adversaries attempting to get in your face.

It’s positional alarm after being activated permits it to serve as an early cautioning framework as well, telling you that somebody on the other group is endeavoring to flank your safeguards and holding them there sufficiently long for you to react.

On the other hand, plant a Concussion Mine on top of a Steel Trap and only explode it when you see it activated while you’re off elsewhere peppering with explosives. You can even utilize Concussion Mine as an old standard ammunition by hurling it at a gathering of adversaries and exploding it physically as it arrives.

Maybe most amusingly, you can explore it yourself to rocket-hop up to places that can’t be accessed easily. Only two capacities on one character open up each one of those likely outcomes, and as you may envision, once you get 12 characters scrapping over targets, make use of their capacities to help and hurt each other, further layers of strategic subtlety start to spread out.

Overwatch Winstone

For instance, on her own, Pharah can be a stressful thing to deal with, especially when she throws herself high into the air and floating there while drizzling rocket-moved passing down on contradicting groups from points that render both cover and situating debatable.

Be that as it may, with Mercy the winged doctor tending to her, Pharah turns into a whole new character of issues. Kindness’ Guardian Angel capacity permits her to swoop toward any associate in extent, even ones up in the sky.

Joined with her ability to moderate her plunge with her wings, she’s the main character that can take after Pharah wherever she goes. So you wind up with a dynamic team flying everywhere.

The total of all these moment points of interest is that verging on each activity, even the ones you rehash over and over, feel only a smidgen supernatural.

A game full of synergies

Overwatch is generous with cooperative energies like this.

Zarya and Reaper, Reinhardt and Lucio as well as Torbjorn and Symmetra– there is no lack of opportunities for sharp, organized play, and when you achieve a point where you feel good exchanging your character on the fly amidst a game to overpower the weakest enemy, you want a strategic virtuoso.

You could spend numerous hours playing Overwatch before getting to where you want by legitimately wrapping your brain around all the delicate intricacies it has concealed behind its agreeable veneer. However, you positively don’t have quite recently to have a decent time with it. Only experimenting with various characters, popping off their capacities, and traveling through their reality feels unbelievably right, and it’s all on account of little, verging on indistinct subtle elements.

The top on Junkrat’s explosive launcher folds and thumps about with everything he might do, Lucio’s development have quite recently the scarcest touch of dormancy, so you feel like you’re skating when you play him. The reload activity of Zenyatta may be my top pick.

Overwatch Zenyatta

I never got tired of watching him open his arms to appear another arrangement of spheres before fastening them together with a fantastic, metallic crash. It’s a small thing, beyond any doubt, yet the aggregate of these moment points of interest is that practically every activity, even the ones you rehash over and over, feel only a smidgen enchanted.

The Road to Victory

The 12 maps of Overwatch are comparatively flush with rich points of interest, and they also assume a major part in separating further profundity out of the cast’s toolsets.

Hanamura’s abusive first chokepoint asks to have static safeguards like the turret of Torbjorn or Symmetra’s sentries worked around it, and for assailants with the right portability aptitudes, the long hole between the left half of the first and second catch point turns into a tempting chance to flank the guards before they can reset themselves.

Payload-escort maps like Route 66 give high ground on either side of the assailants’ course, setting up distrustfulness inciting snare situations where Winston’s round Shell Barrier gets to be significant for security against dangers that could originate from a few edges without a moment’s delay. This includes another fascinating layer of strategizing and central leadership when thinking of group syntheses.