Overwatch wins Game of the Year at The Game Awards 2016

Hugely deserved! Not only because it's a very well made game and is very very fun to play but the dev team really pour their heart and soul into it. They constantly listen to player feedback and update and change their game very frequently to make sure it's the best experience possible. One would argue that's how MP games should be handled but Blizzard really try and it shows in the product
 
My second favorite game of the year but by far most played so I'm happy for them. I haven't been this dedicated to an online shooter since MW2. Well deserved, Blizzard/
 
Hi! Thought I'd chip in my two cents on the matter - don't play Overwatch but have played a few of the other nominees.

I saw the game of the year award being awarded to the game that had the biggest impact this year, and of the choices I feel that Overwatch did a lot right to appeal to not just the gaming community at large but seemed to become a phenomenon to a lot of non-players and broad popular culture.

The character designs and aesthetic in particular managed to strike a good balance of fun and cool that drives the cloud of fan art, cosplay, and eventually imitators that I feel are going to be more prevalent in games down the line.

I think it's time of release couldn't of been much better either - a diverse cast of men, women and robot, of different builds and ethnicity, a shooter that made you forget about the shooter aspects (and in the cases of some characters even dropped guns entirely), a super team dynamic obviously inspired by the avengers movies, a turn away from the now much maligned f2p genre with light implantation of paid dlc.

Of all the games this year you could point to and say it defined the year and games to come, I would probably say it would be that.

Of course all the nominees were absolutely fantastic picks - DOOM's fantastic reinvention, INSIDE's masterful love letter to the adventure genre, Uncharted 4's excellent capstone to Sony's last great franchise (though I genuinely hope that the gameplay tweaks and gimmicks from this game wind up refined in later ND titles).

Titanfall 2 I was shocked made the list - not at all for being a bad game because it was one of my favourite surprises of this year (outside perhaps from DOOM) - but more it's recent release in the run up to the awards. Much like Overwatch, I genuinely hope developed manage to look at the post mortem of Titanfall 2 and figure out how to give their titles the level by level cleverness and absolutely buttery movement that made Titanfall 2 such a joy to play.
 
Well deserved.

Overwatch is a game that has a gameplay style for everybody. It has that special wide-ranging appeal that anybody can just pick-up and play.

I only wish that it had more gameplay modes other than Control Points, Payload, and King of the Hill though.

Where's my Capture the Flag Blizzard?
 
I got mixed feelings about this. On the one hand Overwatch shows the high level of Blizzard's technical polish. It looks great, it runs great and so on. Even more amazing when you consider it was salvaged from a failed MMO attempt and not built as an action game from the ground up. On the other hand everything else about it: the community, the game balance, the class design...is awful.

It's hard to say how much of an impact the quality of the community should have for an award. It differs for each person's anecdotal experience after all. Lots of journalist types for instance play these games against each other in closed bubbles when they do their reviews. I imagine playing the game against Geoff Keighly and Snoop Dog at a presser changes the flavor compared to having to deal with the average clodhopping bnet player. But, for my own personal experience, it is the most terrible gaming community I've ever been a part of. People often consider it a truism that every online community has its shitters and you can't really make a distinction. I have to disagree with that in this case. The Overwatch community is the most intense and viscous group of aggressive morons I've ever seen. I have well over a thousand hours in Dota 2 so it's not like I've been sheltered from "intense" communities. Hell, two days ago I was in Battlefield 1 and a conversation took place in the all chat between these randos about how Hitler needed to be resurrected with science because "Trump wasn't enough" and the "white genocide was moving too quickly" and only Adolf could stop it. Even that insane stupidity pales in comparison to the junk in Overwatch. The conversations in Overwatch are purely dominated by whining and backseat driving. On the surface, it might not seem like much compared to praying for Hitler's return. But in my experience and over a period of time, it is just exhausting. Don't pick this character, don't play that way, don't do this, don't do that. Did I pay 40 bucks for a videogame or a mother-in-law? At least the weird Hitler convo between the Battlefield dude bros has some entertainment value for being off the wall and strange. The Overwatch stuff is just nonstop the same bitching and moaning shit over and over. "I have X golds LOL this team!" "What an E-Z game bois!" *commences t-bagging* "Our DPS did nothing" "Where is the healer?" The names change, but it feels like I'm with and against the same people over and over. I've met some extremely toxic people over the years in gaming, but at least they had their own identity. I'll never forget Alan in Dota. The worst sniper I had ever seen. He told me in his quavering jug voice that I sounded like I had a bag of dicks in my mouth. A whole bag! Is this what Ganymede whispered to Zeus while he was whisked away to Mount Olympus? Or what about POOP the Tusk? A slow talking southern fried offlaner who's battlecry of "Well fam I guess I'll initiate"was the prelude of his inevitable feed as he snowballed down mid. I close my eyes and I can still hear his juicy sighs and the soft click of yet another can of beer being opened in the background. Conversely, I can't remember a single Overwatch asshole. It's because they are the SAME. EXACT. ASSHOLE. There's no entertainment value here, no ironic smiles. It's just the same blurry slurry of shit.

The game balance is pretty bad as well. There have been earlier posts trying to claim how "dynamic" the meta is posting those asinine meta reports from that CaptainPlanet/FalconKick goober. It's missing the forest for the trees. That a few characters swap places every once in a while is not a vibrant meta when the reasons that they do so are based on balance problems in the core game design. Two examples out of many that illustrate this problem: the presence of Lucio at the top of the meta since release and the musical chairs relationship between soldier 76 and mccree. Lucio has been top tier since the game came out. Not only that but he's also been whittled down consistently since release with nerfs, so with every patch he feels shittier and shittier to play despite still being monstrously important. This is a HUGE game design problem. Overwatch is ostensibly built around hero swapping and drafting but if you have even one top tier character that fits into every lineup that kills a big chunk of variety when you consider there are only 6 characters a team. Soldier received a seemingly small on paper buff of 3 damage points which pushed him to the top and now he's clobbered McCree back down into the pit. In the past McCree had clobbered soldier with the longer range pistol change. And in the past BEFORE THAT soldier clobbered McCree after McCree had his fan roll combo nerfed. Some people might look at this and say "What's the problem? Everyone is getting a turn! WOO meta variety!" And to answer that: this is not a good thing. The reason being, as already mentioned by other posters in this thread but that I'll elaborate on, is that the game is too dumbed down. Specifically, there is not enough unique properties per character and certain elements are too additive with another and those unique properties that DO exist either have too much interference with other elements or not enough. I'll use my two examples here to illustrate what I mean. Soldier and McCree are both hitscan dps characters, meaning they deal their damage by clicking on people instantly. Soldier runs arounds around quickly, has a an aoe healing dispenser for utlity, and uses a stream of bullets style of attack that emphasizes tracking. McCree has a combat roll that reloads his gun, a stun for utility, and an attack style that emphasizes single snap shots. On paper they look different enough, right? But in practice it doesn't matter. They share the same job: doing damage and killing people (this segues in to the class design problem later). The question then becomes which is the one that is most efficient at doing that. In Overwatch everything, damage and healing, stacks with another (the additive problem). This creates a dps race where in order to chew through all the healing that's everywhere you have to have burst damage (uniqueness problem). This in turn, means that the best dps is the one with the greatest capacity for burst (interference problem). In the past, Soldier's whittling dps style couldn't compete with McCree's burst. Now after the buff, soldier is eating McCree's lunch because his tiny 3 damage buff turned his whittling gun into a chunking gun. And this is all without touching the other can of worms here, where both these characters being hitscan and capable of burst have pushed away dps characters that are projectile based like Pharah who's been a flying garbage can since release. Lucio hits all three problem areas but expresses them in a different way. While Soldier and McCree step on each others toes, Lucio steps on everyone's foot His aura adds to everything except other Lucio auras (now not even an issue since hero stacking is gone from everything except super silly arcade modes) which illustrates the additive problem. His speed boost despite being halved on release messes with the pace of the game of too much and hampers certain character jobs too much (namely the defense category) and has nothing to compete with it. This is both a uniqueness problem (in this case too unique) AND an interference problem. On top of that, he is in my opinion, complete torture to play. This goes into my third point of class design.

The class design based around the "holy trifecta" of dps, tank, healer to put it simply, sucks ass. I'm not a fan of this style in any genre, but for an action fps it's absolutely awful. The problem here is if you have roles then it creates a demand for role protection. And these three kinds of roles are really shitty roles to have to protect. For one it's a first person shooter. The average person who gets the game wants to shooter persons first, right? Having "dps" be a protected role creates a problem because something that should be the bare minimum of what a first person shooter character does becomes something unique that other characters can't step on without creating a balance issue. That's without mentioning that "character that does damage" is not an interesting way to design things. What this means is that you can't have too much utility with too much damage and you have to pick one or the other. This creates a very limited feeling and feeds into the other two problems as it creates balance issues when there is a high amount of bleed over and a high amount of toxicity because of how interconnected everyone is forced to be. This is why for me Lucio is pure pain. The character is all in on utility which means he doesn't do anything else but tickle people with his bubble gun. He technically does a lot of utility, but it just FEELS like you aren't doing anything but praying you get carried. The tank role is another problem. In rpgs and mmos "tank" characters work by using gamey things like aggro control to force enemies to attack them instead of the squishy mage in the back. But this doesn't work against real people in an action game. A tank wants people to attack them to prioritize their ability to take damage. To encourage someone to attack them first they have to be doing something that makes you want to attack them first. This is often doing damage. Which means they interfere with the role that is designed to do damage. Not a coincidence that there is a rise in the multi tank lineups lately where either the character itself through power creep is everywhere, like D.VA for the latest example, or the character is facilitated by some other ability to breach their role (also an interference problem) like the nanaboosted rheinharts from the past patch, OR the character was simply out of control from the beginning like Zarya.

In summary, I cannot in my opinion say that Overwatch deserves ANY accolades. It is certainly a very cute game but it has too many critical flaws. At the end of the day it's a Dunning-Kruger simulator with too simplified game mechanics and based around a flawed class paradigm that belongs in the early MMOs.
 
I got mixed feelings about this. On the one hand Overwatch shows the high level of Blizzard's technical polish. It looks great, it runs great and so on. Even more amazing when you consider it was salvaged from a failed MMO attempt and not built as an action game from the ground up. On the other hand everything else about it: the community, the game balance, the class design...is awful.

It's hard to say how much of an impact the quality of the community should have for an award. It differs for each person's anecdotal experience after all. Lots of journalist types for instance play these games against each other in closed bubbles when they do their reviews. I imagine playing the game against Geoff Keighly and Snoop Dog at a presser changes the flavor compared to having to deal with the average clodhopping bnet player. But, for my own personal experience, it is the most terrible gaming community I've ever been a part of. People often consider it a truism that every online community has its shitters and you can't really make a distinction. I have to disagree with that in this case. The Overwatch community is the most intense and viscous group of aggressive morons I've ever seen. I have well over a thousand hours in Dota 2 so it's not like I've been sheltered from "intense" communities. Hell, two days ago I was in Battlefield 1 and a conversation took place in the all chat between these randos about how Hitler needed to be resurrected with science because "Trump wasn't enough" and the "white genocide was moving too quickly" and only Adolf could stop it. Even that insane stupidity pales in comparison to the junk in Overwatch. The conversations in Overwatch are purely dominated by whining and backseat driving. On the surface, it might not seem like much compared to praying for Hitler's return. But in my experience and over a period of time, it is just exhausting. Don't pick this character, don't play that way, don't do this, don't do that. Did I pay 40 bucks for a videogame or a mother-in-law? At least the weird Hitler convo between the Battlefield dude bros has some entertainment value for being off the wall and strange. The Overwatch stuff is just nonstop the same bitching and moaning shit over and over. "I have X golds LOL this team!" "What an E-Z game bois!" *commences t-bagging* "Our DPS did nothing" "Where is the healer?" The names change, but it feels like I'm with and against the same people over and over. I've met some extremely toxic people over the years in gaming, but at least they had their own identity. I'll never forget Alan in Dota. The worst sniper I had ever seen. He told me in his quavering jug voice that I sounded like I had a bag of dicks in my mouth. A whole bag! Is this what Ganymede whispered to Zeus while he was whisked away to Mount Olympus? Or what about POOP the Tusk? A slow talking southern fried offlaner who's battlecry of "Well fam I guess I'll initiate"was the prelude of his inevitable feed as he snowballed down mid. I close my eyes and I can still hear his juicy sighs and the soft click of yet another can of beer being opened in the background. Conversely, I can't remember a single Overwatch asshole. It's because they are the SAME. EXACT. ASSHOLE. There's no entertainment value here, no ironic smiles. It's just the same blurry slurry of shit.

The game balance is pretty bad as well. There have been earlier posts trying to claim how "dynamic" the meta is posting those asinine meta reports from that CaptainPlanet/FalconKick goober. It's missing the forest for the trees. That a few characters swap places every once in a while is not a vibrant meta when the reasons that they do so are based on balance problems in the core game design. Two examples out of many that illustrate this problem: the presence of Lucio at the top of the meta since release and the musical chairs relationship between soldier 76 and mccree. Lucio has been top tier since the game came out. Not only that but he's also been whittled down consistently since release with nerfs, so with every patch he feels shittier and shittier to play despite still being monstrously important. This is a HUGE game design problem. Overwatch is ostensibly built around hero swapping and drafting but if you have even one top tier character that fits into every lineup that kills a big chunk of variety when you consider there are only 6 characters a team. Soldier received a seemingly small on paper buff of 3 damage points which pushed him to the top and now he's clobbered McCree back down into the pit. In the past McCree had clobbered soldier with the longer range pistol change. And in the past BEFORE THAT soldier clobbered McCree after McCree had his fan roll combo nerfed. Some people might look at this and say "What's the problem? Everyone is getting a turn! WOO meta variety!" And to answer that: this is not a good thing. The reason being, as already mentioned by other posters in this thread but that I'll elaborate on, is that the game is too dumbed down. Specifically, there is not enough unique properties per character and certain elements are too additive with another and those unique properties that DO exist either have too much interference with other elements or not enough. I'll use my two examples here to illustrate what I mean. Soldier and McCree are both hitscan dps characters, meaning they deal their damage by clicking on people instantly. Soldier runs arounds around quickly, has a an aoe healing dispenser for utlity, and uses a stream of bullets style of attack that emphasizes tracking. McCree has a combat roll that reloads his gun, a stun for utility, and an attack style that emphasizes single snap shots. On paper they look different enough, right? But in practice it doesn't matter. They share the same job: doing damage and killing people (this segues in to the class design problem later). The question then becomes which is the one that is most efficient at doing that. In Overwatch everything, damage and healing, stacks with another (the additive problem). This creates a dps race where in order to chew through all the healing that's everywhere you have to have burst damage (uniqueness problem). This in turn, means that the best dps is the one with the greatest capacity for burst (interference problem). In the past, Soldier's whittling dps style couldn't compete with McCree's burst. Now after the buff, soldier is eating McCree's lunch because his tiny 3 damage buff turned his whittling gun into a chunking gun. And this is all without touching the other can of worms here, where both these characters being hitscan and capable of burst have pushed away dps characters that are projectile based like Pharah who's been a flying garbage can since release. Lucio hits all three problem areas but expresses them in a different way. While Soldier and McCree step on each others toes, Lucio steps on everyone's foot His aura adds to everything except other Lucio auras (now not even an issue since hero stacking is gone from everything except super silly arcade modes) which illustrates the additive problem. His speed boost despite being halved on release messes with the pace of the game of too much and hampers certain character jobs too much (namely the defense category) and has nothing to compete with it. This is both a uniqueness problem (in this case too unique) AND an interference problem. On top of that, he is in my opinion, complete torture to play. This goes into my third point of class design.

The class design based around the "holy trifecta" of dps, tank, healer to put it simply, sucks ass. I'm not a fan of this style in any genre, but for an action fps it's absolutely awful. The problem here is if you have roles then it creates a demand for role protection. And these three kinds of roles are really shitty roles to have to protect. For one it's a first person shooter. The average person who gets the game wants to shooter persons first, right? Having "dps" be a protected role creates a problem because something that should be the bare minimum of what a first person shooter character does becomes something unique that other characters can't step on without creating a balance issue. That's without mentioning that "character that does damage" is not an interesting way to design things. What this means is that you can't have too much utility with too much damage and you have to pick one or the other. This creates a very limited feeling and feeds into the other two problems as it creates balance issues when there is a high amount of bleed over and a high amount of toxicity because of how interconnected everyone is forced to be. This is why for me Lucio is pure pain. The character is all in on utility which means he doesn't do anything else but tickle people with his bubble gun. He technically does a lot of utility, but it just FEELS like you aren't doing anything but praying you get carried. The tank role is another problem. In rpgs and mmos "tank" characters work by using gamey things like aggro control to force enemies to attack them instead of the squishy mage in the back. But this doesn't work against real people in an action game. A tank wants people to attack them to prioritize their ability to take damage. To encourage someone to attack them first they have to be doing something that makes you want to attack them first. This is often doing damage. Which means they interfere with the role that is designed to do damage. Not a coincidence that there is a rise in the multi tank lineups lately where either the character itself through power creep is everywhere, like D.VA for the latest example, or the character is facilitated by some other ability to breach their role (also an interference problem) like the nanaboosted rheinharts from the past patch, OR the character was simply out of control from the beginning like Zarya.

In summary, I cannot in my opinion say that Overwatch deserves ANY accolades. It is certainly a very cute game but it has too many critical flaws. At the end of the day it's a Dunning-Kruger simulator with too simplified game mechanics and based around a flawed class paradigm that belongs in the early MMOs.

holy shit dude
 
Overwatch is a ton of fun and a great game... but I kinda think Doom deserved it more.

But whatever, it was a year of great games, thats for sure!
 
I got mixed feelings about this. On the one hand Overwatch shows the high level of Blizzard's technical polish. It looks great, it runs great and so on. Even more amazing when you consider it was salvaged from a failed MMO attempt and not built as an action game from the ground up. On the other hand everything else about it: the community, the game balance, the class design...is awful.

It's hard to say how much of an impact the quality of the community should have for an award. It differs for each person's anecdotal experience after all. Lots of journalist types for instance play these games against each other in closed bubbles when they do their reviews. I imagine playing the game against Geoff Keighly and Snoop Dog at a presser changes the flavor compared to having to deal with the average clodhopping bnet player. But, for my own personal experience, it is the most terrible gaming community I've ever been a part of. People often consider it a truism that every online community has its shitters and you can't really make a distinction. I have to disagree with that in this case. The Overwatch community is the most intense and viscous group of aggressive morons I've ever seen. I have well over a thousand hours in Dota 2 so it's not like I've been sheltered from "intense" communities. Hell, two days ago I was in Battlefield 1 and a conversation took place in the all chat between these randos about how Hitler needed to be resurrected with science because "Trump wasn't enough" and the "white genocide was moving too quickly" and only Adolf could stop it. Even that insane stupidity pales in comparison to the junk in Overwatch. The conversations in Overwatch are purely dominated by whining and backseat driving. On the surface, it might not seem like much compared to praying for Hitler's return. But in my experience and over a period of time, it is just exhausting. Don't pick this character, don't play that way, don't do this, don't do that. Did I pay 40 bucks for a videogame or a mother-in-law? At least the weird Hitler convo between the Battlefield dude bros has some entertainment value for being off the wall and strange. The Overwatch stuff is just nonstop the same bitching and moaning shit over and over. "I have X golds LOL this team!" "What an E-Z game bois!" *commences t-bagging* "Our DPS did nothing" "Where is the healer?" The names change, but it feels like I'm with and against the same people over and over. I've met some extremely toxic people over the years in gaming, but at least they had their own identity. I'll never forget Alan in Dota. The worst sniper I had ever seen. He told me in his quavering jug voice that I sounded like I had a bag of dicks in my mouth. A whole bag! Is this what Ganymede whispered to Zeus while he was whisked away to Mount Olympus? Or what about POOP the Tusk? A slow talking southern fried offlaner who's battlecry of "Well fam I guess I'll initiate"was the prelude of his inevitable feed as he snowballed down mid. I close my eyes and I can still hear his juicy sighs and the soft click of yet another can of beer being opened in the background. Conversely, I can't remember a single Overwatch asshole. It's because they are the SAME. EXACT. ASSHOLE. There's no entertainment value here, no ironic smiles. It's just the same blurry slurry of shit.

The game balance is pretty bad as well. There have been earlier posts trying to claim how "dynamic" the meta is posting those asinine meta reports from that CaptainPlanet/FalconKick goober. It's missing the forest for the trees. That a few characters swap places every once in a while is not a vibrant meta when the reasons that they do so are based on balance problems in the core game design. Two examples out of many that illustrate this problem: the presence of Lucio at the top of the meta since release and the musical chairs relationship between soldier 76 and mccree. Lucio has been top tier since the game came out. Not only that but he's also been whittled down consistently since release with nerfs, so with every patch he feels shittier and shittier to play despite still being monstrously important. This is a HUGE game design problem. Overwatch is ostensibly built around hero swapping and drafting but if you have even one top tier character that fits into every lineup that kills a big chunk of variety when you consider there are only 6 characters a team. Soldier received a seemingly small on paper buff of 3 damage points which pushed him to the top and now he's clobbered McCree back down into the pit. In the past McCree had clobbered soldier with the longer range pistol change. And in the past BEFORE THAT soldier clobbered McCree after McCree had his fan roll combo nerfed. Some people might look at this and say "What's the problem? Everyone is getting a turn! WOO meta variety!" And to answer that: this is not a good thing. The reason being, as already mentioned by other posters in this thread but that I'll elaborate on, is that the game is too dumbed down. Specifically, there is not enough unique properties per character and certain elements are too additive with another and those unique properties that DO exist either have too much interference with other elements or not enough. I'll use my two examples here to illustrate what I mean. Soldier and McCree are both hitscan dps characters, meaning they deal their damage by clicking on people instantly. Soldier runs arounds around quickly, has a an aoe healing dispenser for utlity, and uses a stream of bullets style of attack that emphasizes tracking. McCree has a combat roll that reloads his gun, a stun for utility, and an attack style that emphasizes single snap shots. On paper they look different enough, right? But in practice it doesn't matter. They share the same job: doing damage and killing people (this segues in to the class design problem later). The question then becomes which is the one that is most efficient at doing that. In Overwatch everything, damage and healing, stacks with another (the additive problem). This creates a dps race where in order to chew through all the healing that's everywhere you have to have burst damage (uniqueness problem). This in turn, means that the best dps is the one with the greatest capacity for burst (interference problem). In the past, Soldier's whittling dps style couldn't compete with McCree's burst. Now after the buff, soldier is eating McCree's lunch because his tiny 3 damage buff turned his whittling gun into a chunking gun. And this is all without touching the other can of worms here, where both these characters being hitscan and capable of burst have pushed away dps characters that are projectile based like Pharah who's been a flying garbage can since release. Lucio hits all three problem areas but expresses them in a different way. While Soldier and McCree step on each others toes, Lucio steps on everyone's foot His aura adds to everything except other Lucio auras (now not even an issue since hero stacking is gone from everything except super silly arcade modes) which illustrates the additive problem. His speed boost despite being halved on release messes with the pace of the game of too much and hampers certain character jobs too much (namely the defense category) and has nothing to compete with it. This is both a uniqueness problem (in this case too unique) AND an interference problem. On top of that, he is in my opinion, complete torture to play. This goes into my third point of class design.

The class design based around the "holy trifecta" of dps, tank, healer to put it simply, sucks ass. I'm not a fan of this style in any genre, but for an action fps it's absolutely awful. The problem here is if you have roles then it creates a demand for role protection. And these three kinds of roles are really shitty roles to have to protect. For one it's a first person shooter. The average person who gets the game wants to shooter persons first, right? Having "dps" be a protected role creates a problem because something that should be the bare minimum of what a first person shooter character does becomes something unique that other characters can't step on without creating a balance issue. That's without mentioning that "character that does damage" is not an interesting way to design things. What this means is that you can't have too much utility with too much damage and you have to pick one or the other. This creates a very limited feeling and feeds into the other two problems as it creates balance issues when there is a high amount of bleed over and a high amount of toxicity because of how interconnected everyone is forced to be. This is why for me Lucio is pure pain. The character is all in on utility which means he doesn't do anything else but tickle people with his bubble gun. He technically does a lot of utility, but it just FEELS like you aren't doing anything but praying you get carried. The tank role is another problem. In rpgs and mmos "tank" characters work by using gamey things like aggro control to force enemies to attack them instead of the squishy mage in the back. But this doesn't work against real people in an action game. A tank wants people to attack them to prioritize their ability to take damage. To encourage someone to attack them first they have to be doing something that makes you want to attack them first. This is often doing damage. Which means they interfere with the role that is designed to do damage. Not a coincidence that there is a rise in the multi tank lineups lately where either the character itself through power creep is everywhere, like D.VA for the latest example, or the character is facilitated by some other ability to breach their role (also an interference problem) like the nanaboosted rheinharts from the past patch, OR the character was simply out of control from the beginning like Zarya.

In summary, I cannot in my opinion say that Overwatch deserves ANY accolades. It is certainly a very cute game but it has too many critical flaws. At the end of the day it's a Dunning-Kruger simulator with too simplified game mechanics and based around a flawed class paradigm that belongs in the early MMOs.

Paragraphs are your ally here.

I mean, I disagree with almost everything, but it isn't a bad post by any means. That wall of text is just tiring.
 
I got mixed feelings about this. On the one hand Overwatch shows the high level of Blizzard's technical polish. It looks great, it runs great and so on. Even more amazing when you consider it was salvaged from a failed MMO attempt and not built as an action game from the ground up. On the other hand everything else about it: the community, the game balance, the class design...is awful.

It's hard to say how much of an impact the quality of the community should have for an award. It differs for each person's anecdotal experience after all. Lots of journalist types for instance play these games against each other in closed bubbles when they do their reviews. I imagine playing the game against Geoff Keighly and Snoop Dog at a presser changes the flavor compared to having to deal with the average clodhopping bnet player. But, for my own personal experience, it is the most terrible gaming community I've ever been a part of. People often consider it a truism that every online community has its shitters and you can't really make a distinction. I have to disagree with that in this case. The Overwatch community is the most intense and viscous group of aggressive morons I've ever seen. I have well over a thousand hours in Dota 2 so it's not like I've been sheltered from "intense" communities. Hell, two days ago I was in Battlefield 1 and a conversation took place in the all chat between these randos about how Hitler needed to be resurrected with science because "Trump wasn't enough" and the "white genocide was moving too quickly" and only Adolf could stop it. Even that insane stupidity pales in comparison to the junk in Overwatch. The conversations in Overwatch are purely dominated by whining and backseat driving. On the surface, it might not seem like much compared to praying for Hitler's return. But in my experience and over a period of time, it is just exhausting. Don't pick this character, don't play that way, don't do this, don't do that. Did I pay 40 bucks for a videogame or a mother-in-law? At least the weird Hitler convo between the Battlefield dude bros has some entertainment value for being off the wall and strange. The Overwatch stuff is just nonstop the same bitching and moaning shit over and over. "I have X golds LOL this team!" "What an E-Z game bois!" *commences t-bagging* "Our DPS did nothing" "Where is the healer?" The names change, but it feels like I'm with and against the same people over and over. I've met some extremely toxic people over the years in gaming, but at least they had their own identity. I'll never forget Alan in Dota. The worst sniper I had ever seen. He told me in his quavering jug voice that I sounded like I had a bag of dicks in my mouth. A whole bag! Is this what Ganymede whispered to Zeus while he was whisked away to Mount Olympus? Or what about POOP the Tusk? A slow talking southern fried offlaner who's battlecry of "Well fam I guess I'll initiate"was the prelude of his inevitable feed as he snowballed down mid. I close my eyes and I can still hear his juicy sighs and the soft click of yet another can of beer being opened in the background. Conversely, I can't remember a single Overwatch asshole. It's because they are the SAME. EXACT. ASSHOLE. There's no entertainment value here, no ironic smiles. It's just the same blurry slurry of shit.

The game balance is pretty bad as well. There have been earlier posts trying to claim how "dynamic" the meta is posting those asinine meta reports from that CaptainPlanet/FalconKick goober. It's missing the forest for the trees. That a few characters swap places every once in a while is not a vibrant meta when the reasons that they do so are based on balance problems in the core game design. Two examples out of many that illustrate this problem: the presence of Lucio at the top of the meta since release and the musical chairs relationship between soldier 76 and mccree. Lucio has been top tier since the game came out. Not only that but he's also been whittled down consistently since release with nerfs, so with every patch he feels shittier and shittier to play despite still being monstrously important. This is a HUGE game design problem. Overwatch is ostensibly built around hero swapping and drafting but if you have even one top tier character that fits into every lineup that kills a big chunk of variety when you consider there are only 6 characters a team. Soldier received a seemingly small on paper buff of 3 damage points which pushed him to the top and now he's clobbered McCree back down into the pit. In the past McCree had clobbered soldier with the longer range pistol change. And in the past BEFORE THAT soldier clobbered McCree after McCree had his fan roll combo nerfed. Some people might look at this and say "What's the problem? Everyone is getting a turn! WOO meta variety!" And to answer that: this is not a good thing. The reason being, as already mentioned by other posters in this thread but that I'll elaborate on, is that the game is too dumbed down. Specifically, there is not enough unique properties per character and certain elements are too additive with another and those unique properties that DO exist either have too much interference with other elements or not enough. I'll use my two examples here to illustrate what I mean. Soldier and McCree are both hitscan dps characters, meaning they deal their damage by clicking on people instantly. Soldier runs arounds around quickly, has a an aoe healing dispenser for utlity, and uses a stream of bullets style of attack that emphasizes tracking. McCree has a combat roll that reloads his gun, a stun for utility, and an attack style that emphasizes single snap shots. On paper they look different enough, right? But in practice it doesn't matter. They share the same job: doing damage and killing people (this segues in to the class design problem later). The question then becomes which is the one that is most efficient at doing that. In Overwatch everything, damage and healing, stacks with another (the additive problem). This creates a dps race where in order to chew through all the healing that's everywhere you have to have burst damage (uniqueness problem). This in turn, means that the best dps is the one with the greatest capacity for burst (interference problem). In the past, Soldier's whittling dps style couldn't compete with McCree's burst. Now after the buff, soldier is eating McCree's lunch because his tiny 3 damage buff turned his whittling gun into a chunking gun. And this is all without touching the other can of worms here, where both these characters being hitscan and capable of burst have pushed away dps characters that are projectile based like Pharah who's been a flying garbage can since release. Lucio hits all three problem areas but expresses them in a different way. While Soldier and McCree step on each others toes, Lucio steps on everyone's foot His aura adds to everything except other Lucio auras (now not even an issue since hero stacking is gone from everything except super silly arcade modes) which illustrates the additive problem. His speed boost despite being halved on release messes with the pace of the game of too much and hampers certain character jobs too much (namely the defense category) and has nothing to compete with it. This is both a uniqueness problem (in this case too unique) AND an interference problem. On top of that, he is in my opinion, complete torture to play. This goes into my third point of class design.

The class design based around the "holy trifecta" of dps, tank, healer to put it simply, sucks ass. I'm not a fan of this style in any genre, but for an action fps it's absolutely awful. The problem here is if you have roles then it creates a demand for role protection. And these three kinds of roles are really shitty roles to have to protect. For one it's a first person shooter. The average person who gets the game wants to shooter persons first, right? Having "dps" be a protected role creates a problem because something that should be the bare minimum of what a first person shooter character does becomes something unique that other characters can't step on without creating a balance issue. That's without mentioning that "character that does damage" is not an interesting way to design things. What this means is that you can't have too much utility with too much damage and you have to pick one or the other. This creates a very limited feeling and feeds into the other two problems as it creates balance issues when there is a high amount of bleed over and a high amount of toxicity because of how interconnected everyone is forced to be. This is why for me Lucio is pure pain. The character is all in on utility which means he doesn't do anything else but tickle people with his bubble gun. He technically does a lot of utility, but it just FEELS like you aren't doing anything but praying you get carried. The tank role is another problem. In rpgs and mmos "tank" characters work by using gamey things like aggro control to force enemies to attack them instead of the squishy mage in the back. But this doesn't work against real people in an action game. A tank wants people to attack them to prioritize their ability to take damage. To encourage someone to attack them first they have to be doing something that makes you want to attack them first. This is often doing damage. Which means they interfere with the role that is designed to do damage. Not a coincidence that there is a rise in the multi tank lineups lately where either the character itself through power creep is everywhere, like D.VA for the latest example, or the character is facilitated by some other ability to breach their role (also an interference problem) like the nanaboosted rheinharts from the past patch, OR the character was simply out of control from the beginning like Zarya.

In summary, I cannot in my opinion say that Overwatch deserves ANY accolades. It is certainly a very cute game but it has too many critical flaws. At the end of the day it's a Dunning-Kruger simulator with too simplified game mechanics and based around a flawed class paradigm that belongs in the early MMOs.
You don't like the fact that Blizzard some how made a great game from a scrapped MMO? Weird.

You can't deal with some banter. Perhaps you should play some friends.

You are bad and don't understand the game and are complaining about game changes that will continue to change.

I disagree with everything you said and clearly lot of others do too. I am sorry but a lot of your post comes off as being salty and ignorance more than anything else.
 
I got mixed feelings about this. On the one hand Overwatch shows the high level of Blizzard's technical polish. It looks great, it runs great and so on. Even more amazing when you consider it was salvaged from a failed MMO attempt and not built as an action game from the ground up. On the other hand everything else about it: the community, the game balance, the class design...is awful.

It's hard to say how much of an impact the quality of the community should have for an award. It differs for each person's anecdotal experience after all. Lots of journalist types for instance play these games against each other in closed bubbles when they do their reviews. I imagine playing the game against Geoff Keighly and Snoop Dog at a presser changes the flavor compared to having to deal with the average clodhopping bnet player. But, for my own personal experience, it is the most terrible gaming community I've ever been a part of. People often consider it a truism that every online community has its shitters and you can't really make a distinction. I have to disagree with that in this case. The Overwatch community is the most intense and viscous group of aggressive morons I've ever seen. I have well over a thousand hours in Dota 2 so it's not like I've been sheltered from "intense" communities. Hell, two days ago I was in Battlefield 1 and a conversation took place in the all chat between these randos about how Hitler needed to be resurrected with science because "Trump wasn't enough" and the "white genocide was moving too quickly" and only Adolf could stop it. Even that insane stupidity pales in comparison to the junk in Overwatch. The conversations in Overwatch are purely dominated by whining and backseat driving. On the surface, it might not seem like much compared to praying for Hitler's return. But in my experience and over a period of time, it is just exhausting. Don't pick this character, don't play that way, don't do this, don't do that. Did I pay 40 bucks for a videogame or a mother-in-law? At least the weird Hitler convo between the Battlefield dude bros has some entertainment value for being off the wall and strange. The Overwatch stuff is just nonstop the same bitching and moaning shit over and over. "I have X golds LOL this team!" "What an E-Z game bois!" *commences t-bagging* "Our DPS did nothing" "Where is the healer?" The names change, but it feels like I'm with and against the same people over and over. I've met some extremely toxic people over the years in gaming, but at least they had their own identity. I'll never forget Alan in Dota. The worst sniper I had ever seen. He told me in his quavering jug voice that I sounded like I had a bag of dicks in my mouth. A whole bag! Is this what Ganymede whispered to Zeus while he was whisked away to Mount Olympus? Or what about POOP the Tusk? A slow talking southern fried offlaner who's battlecry of "Well fam I guess I'll initiate"was the prelude of his inevitable feed as he snowballed down mid. I close my eyes and I can still hear his juicy sighs and the soft click of yet another can of beer being opened in the background. Conversely, I can't remember a single Overwatch asshole. It's because they are the SAME. EXACT. ASSHOLE. There's no entertainment value here, no ironic smiles. It's just the same blurry slurry of shit.

The game balance is pretty bad as well. There have been earlier posts trying to claim how "dynamic" the meta is posting those asinine meta reports from that CaptainPlanet/FalconKick goober. It's missing the forest for the trees. That a few characters swap places every once in a while is not a vibrant meta when the reasons that they do so are based on balance problems in the core game design. Two examples out of many that illustrate this problem: the presence of Lucio at the top of the meta since release and the musical chairs relationship between soldier 76 and mccree. Lucio has been top tier since the game came out. Not only that but he's also been whittled down consistently since release with nerfs, so with every patch he feels shittier and shittier to play despite still being monstrously important. This is a HUGE game design problem. Overwatch is ostensibly built around hero swapping and drafting but if you have even one top tier character that fits into every lineup that kills a big chunk of variety when you consider there are only 6 characters a team. Soldier received a seemingly small on paper buff of 3 damage points which pushed him to the top and now he's clobbered McCree back down into the pit. In the past McCree had clobbered soldier with the longer range pistol change. And in the past BEFORE THAT soldier clobbered McCree after McCree had his fan roll combo nerfed. Some people might look at this and say "What's the problem? Everyone is getting a turn! WOO meta variety!" And to answer that: this is not a good thing. The reason being, as already mentioned by other posters in this thread but that I'll elaborate on, is that the game is too dumbed down. Specifically, there is not enough unique properties per character and certain elements are too additive with another and those unique properties that DO exist either have too much interference with other elements or not enough. I'll use my two examples here to illustrate what I mean. Soldier and McCree are both hitscan dps characters, meaning they deal their damage by clicking on people instantly. Soldier runs arounds around quickly, has a an aoe healing dispenser for utlity, and uses a stream of bullets style of attack that emphasizes tracking. McCree has a combat roll that reloads his gun, a stun for utility, and an attack style that emphasizes single snap shots. On paper they look different enough, right? But in practice it doesn't matter. They share the same job: doing damage and killing people (this segues in to the class design problem later). The question then becomes which is the one that is most efficient at doing that. In Overwatch everything, damage and healing, stacks with another (the additive problem). This creates a dps race where in order to chew through all the healing that's everywhere you have to have burst damage (uniqueness problem). This in turn, means that the best dps is the one with the greatest capacity for burst (interference problem). In the past, Soldier's whittling dps style couldn't compete with McCree's burst. Now after the buff, soldier is eating McCree's lunch because his tiny 3 damage buff turned his whittling gun into a chunking gun. And this is all without touching the other can of worms here, where both these characters being hitscan and capable of burst have pushed away dps characters that are projectile based like Pharah who's been a flying garbage can since release. Lucio hits all three problem areas but expresses them in a different way. While Soldier and McCree step on each others toes, Lucio steps on everyone's foot His aura adds to everything except other Lucio auras (now not even an issue since hero stacking is gone from everything except super silly arcade modes) which illustrates the additive problem. His speed boost despite being halved on release messes with the pace of the game of too much and hampers certain character jobs too much (namely the defense category) and has nothing to compete with it. This is both a uniqueness problem (in this case too unique) AND an interference problem. On top of that, he is in my opinion, complete torture to play. This goes into my third point of class design.

The class design based around the "holy trifecta" of dps, tank, healer to put it simply, sucks ass. I'm not a fan of this style in any genre, but for an action fps it's absolutely awful. The problem here is if you have roles then it creates a demand for role protection. And these three kinds of roles are really shitty roles to have to protect. For one it's a first person shooter. The average person who gets the game wants to shooter persons first, right? Having "dps" be a protected role creates a problem because something that should be the bare minimum of what a first person shooter character does becomes something unique that other characters can't step on without creating a balance issue. That's without mentioning that "character that does damage" is not an interesting way to design things. What this means is that you can't have too much utility with too much damage and you have to pick one or the other. This creates a very limited feeling and feeds into the other two problems as it creates balance issues when there is a high amount of bleed over and a high amount of toxicity because of how interconnected everyone is forced to be. This is why for me Lucio is pure pain. The character is all in on utility which means he doesn't do anything else but tickle people with his bubble gun. He technically does a lot of utility, but it just FEELS like you aren't doing anything but praying you get carried. The tank role is another problem. In rpgs and mmos "tank" characters work by using gamey things like aggro control to force enemies to attack them instead of the squishy mage in the back. But this doesn't work against real people in an action game. A tank wants people to attack them to prioritize their ability to take damage. To encourage someone to attack them first they have to be doing something that makes you want to attack them first. This is often doing damage. Which means they interfere with the role that is designed to do damage. Not a coincidence that there is a rise in the multi tank lineups lately where either the character itself through power creep is everywhere, like D.VA for the latest example, or the character is facilitated by some other ability to breach their role (also an interference problem) like the nanaboosted rheinharts from the past patch, OR the character was simply out of control from the beginning like Zarya.

In summary, I cannot in my opinion say that Overwatch deserves ANY accolades. It is certainly a very cute game but it has too many critical flaws. At the end of the day it's a Dunning-Kruger simulator with too simplified game mechanics and based around a flawed class paradigm that belongs in the early MMOs.

Your complaints demonstrate just how little you know about team-based competitive games.

Make some friends. Play as a team. Learn strategy. Have fun.
 
I read the summery and saw the part about Overwatch not deserving ANY accolades and really question if I should put the time into reading that essay.
 
I got mixed feelings about this. On the one hand Overwatch shows the high level of Blizzard's technical polish. It looks great, it runs great and so on. Even more amazing when you consider it was salvaged from a failed MMO attempt and not built as an action game from the ground up. On the other hand everything else about it: the community, the game balance, the class design...is awful.

It's hard to say how much of an impact the quality of the community should have for an award. It differs for each person's anecdotal experience after all. Lots of journalist types for instance play these games against each other in closed bubbles when they do their reviews. I imagine playing the game against Geoff Keighly and Snoop Dog at a presser changes the flavor compared to having to deal with the average clodhopping bnet player. But, for my own personal experience, it is the most terrible gaming community I've ever been a part of. People often consider it a truism that every online community has its shitters and you can't really make a distinction. I have to disagree with that in this case. The Overwatch community is the most intense and viscous group of aggressive morons I've ever seen. I have well over a thousand hours in Dota 2 so it's not like I've been sheltered from "intense" communities. Hell, two days ago I was in Battlefield 1 and a conversation took place in the all chat between these randos about how Hitler needed to be resurrected with science because "Trump wasn't enough" and the "white genocide was moving too quickly" and only Adolf could stop it. Even that insane stupidity pales in comparison to the junk in Overwatch. The conversations in Overwatch are purely dominated by whining and backseat driving. On the surface, it might not seem like much compared to praying for Hitler's return. But in my experience and over a period of time, it is just exhausting. Don't pick this character, don't play that way, don't do this, don't do that. Did I pay 40 bucks for a videogame or a mother-in-law? At least the weird Hitler convo between the Battlefield dude bros has some entertainment value for being off the wall and strange. The Overwatch stuff is just nonstop the same bitching and moaning shit over and over. "I have X golds LOL this team!" "What an E-Z game bois!" *commences t-bagging* "Our DPS did nothing" "Where is the healer?" The names change, but it feels like I'm with and against the same people over and over. I've met some extremely toxic people over the years in gaming, but at least they had their own identity. I'll never forget Alan in Dota. The worst sniper I had ever seen. He told me in his quavering jug voice that I sounded like I had a bag of dicks in my mouth. A whole bag! Is this what Ganymede whispered to Zeus while he was whisked away to Mount Olympus? Or what about POOP the Tusk? A slow talking southern fried offlaner who's battlecry of "Well fam I guess I'll initiate"was the prelude of his inevitable feed as he snowballed down mid. I close my eyes and I can still hear his juicy sighs and the soft click of yet another can of beer being opened in the background. Conversely, I can't remember a single Overwatch asshole. It's because they are the SAME. EXACT. ASSHOLE. There's no entertainment value here, no ironic smiles. It's just the same blurry slurry of shit.

The game balance is pretty bad as well. There have been earlier posts trying to claim how "dynamic" the meta is posting those asinine meta reports from that CaptainPlanet/FalconKick goober. It's missing the forest for the trees. That a few characters swap places every once in a while is not a vibrant meta when the reasons that they do so are based on balance problems in the core game design. Two examples out of many that illustrate this problem: the presence of Lucio at the top of the meta since release and the musical chairs relationship between soldier 76 and mccree. Lucio has been top tier since the game came out. Not only that but he's also been whittled down consistently since release with nerfs, so with every patch he feels shittier and shittier to play despite still being monstrously important. This is a HUGE game design problem. Overwatch is ostensibly built around hero swapping and drafting but if you have even one top tier character that fits into every lineup that kills a big chunk of variety when you consider there are only 6 characters a team. Soldier received a seemingly small on paper buff of 3 damage points which pushed him to the top and now he's clobbered McCree back down into the pit. In the past McCree had clobbered soldier with the longer range pistol change. And in the past BEFORE THAT soldier clobbered McCree after McCree had his fan roll combo nerfed. Some people might look at this and say "What's the problem? Everyone is getting a turn! WOO meta variety!" And to answer that: this is not a good thing. The reason being, as already mentioned by other posters in this thread but that I'll elaborate on, is that the game is too dumbed down. Specifically, there is not enough unique properties per character and certain elements are too additive with another and those unique properties that DO exist either have too much interference with other elements or not enough. I'll use my two examples here to illustrate what I mean. Soldier and McCree are both hitscan dps characters, meaning they deal their damage by clicking on people instantly. Soldier runs arounds around quickly, has a an aoe healing dispenser for utlity, and uses a stream of bullets style of attack that emphasizes tracking. McCree has a combat roll that reloads his gun, a stun for utility, and an attack style that emphasizes single snap shots. On paper they look different enough, right? But in practice it doesn't matter. They share the same job: doing damage and killing people (this segues in to the class design problem later). The question then becomes which is the one that is most efficient at doing that. In Overwatch everything, damage and healing, stacks with another (the additive problem). This creates a dps race where in order to chew through all the healing that's everywhere you have to have burst damage (uniqueness problem). This in turn, means that the best dps is the one with the greatest capacity for burst (interference problem). In the past, Soldier's whittling dps style couldn't compete with McCree's burst. Now after the buff, soldier is eating McCree's lunch because his tiny 3 damage buff turned his whittling gun into a chunking gun. And this is all without touching the other can of worms here, where both these characters being hitscan and capable of burst have pushed away dps characters that are projectile based like Pharah who's been a flying garbage can since release. Lucio hits all three problem areas but expresses them in a different way. While Soldier and McCree step on each others toes, Lucio steps on everyone's foot His aura adds to everything except other Lucio auras (now not even an issue since hero stacking is gone from everything except super silly arcade modes) which illustrates the additive problem. His speed boost despite being halved on release messes with the pace of the game of too much and hampers certain character jobs too much (namely the defense category) and has nothing to compete with it. This is both a uniqueness problem (in this case too unique) AND an interference problem. On top of that, he is in my opinion, complete torture to play. This goes into my third point of class design.

The class design based around the "holy trifecta" of dps, tank, healer to put it simply, sucks ass. I'm not a fan of this style in any genre, but for an action fps it's absolutely awful. The problem here is if you have roles then it creates a demand for role protection. And these three kinds of roles are really shitty roles to have to protect. For one it's a first person shooter. The average person who gets the game wants to shooter persons first, right? Having "dps" be a protected role creates a problem because something that should be the bare minimum of what a first person shooter character does becomes something unique that other characters can't step on without creating a balance issue. That's without mentioning that "character that does damage" is not an interesting way to design things. What this means is that you can't have too much utility with too much damage and you have to pick one or the other. This creates a very limited feeling and feeds into the other two problems as it creates balance issues when there is a high amount of bleed over and a high amount of toxicity because of how interconnected everyone is forced to be. This is why for me Lucio is pure pain. The character is all in on utility which means he doesn't do anything else but tickle people with his bubble gun. He technically does a lot of utility, but it just FEELS like you aren't doing anything but praying you get carried. The tank role is another problem. In rpgs and mmos "tank" characters work by using gamey things like aggro control to force enemies to attack them instead of the squishy mage in the back. But this doesn't work against real people in an action game. A tank wants people to attack them to prioritize their ability to take damage. To encourage someone to attack them first they have to be doing something that makes you want to attack them first. This is often doing damage. Which means they interfere with the role that is designed to do damage. Not a coincidence that there is a rise in the multi tank lineups lately where either the character itself through power creep is everywhere, like D.VA for the latest example, or the character is facilitated by some other ability to breach their role (also an interference problem) like the nanaboosted rheinharts from the past patch, OR the character was simply out of control from the beginning like Zarya.

In summary, I cannot in my opinion say that Overwatch deserves ANY accolades. It is certainly a very cute game but it has too many critical flaws. At the end of the day it's a Dunning-Kruger simulator with too simplified game mechanics and based around a flawed class paradigm that belongs in the early MMOs.

ktpng.gif

fmf8ck2.png
 
someone undoubtedly is writing a rebuttal right now so I'll offer some words with something I do have personal experience with

the dota 2 community is legit the worst I've played with and it's not even a contest, I only partake in mobas with friends and even then I get more jerks on the enemy team in dota and league than in overwatch, those thousand hours of dota have conditioned you to become an asshole I see
 
Lord this thread is my lifeblood. Yes yes yes, let the salt flow through you. From "only cosplayers play Overwatch because my friends list says so" guy to this new deeply wounded glacier of text. I'm bathing in it.
 
Lord this thread is my lifeblood. Yes yes yes, let the salt flow through you. From "only cosplayers play Overwatch because my friends list says so" guy to this new deeply wounded glacier of text. I'm bathing in it.
Look man overwatch took only 20% of the effort to make compared to uncharted 4 okay, it's simply not a contest
 
I read the summery and saw the part about Overwatch not deserving ANY accolades and really question if I should put the time into reading that essay.

basically it's

- Overwatch is a more toxic community than Dota 2/Battlefield 1 because of people telling you how to play. "Don't pick this character, don't play that way, don't do this, don't do that. Did I pay 40 bucks for a videogame or a mother-in-law?"
- Poor balance. Lucio is top tier, not enough variety to differentiate DPS characters. "Specifically, there is not enough unique properties per character and certain elements are too additive with another and those unique properties that DO exist either have too much interference with other elements or not enough." (my goodness what a wordy sentence)
- Fuck Lucio!!! "His speed boost despite being halved on release messes with the pace of the game of too much and hampers certain character jobs too much (namely the defense category) and has nothing to compete with it." (weird though, because the post says his nerfs make him shitty even though he is integral to every team comp? i also don't agree with lucio being a 100% must have on every team)
- The trifecta of healers/DPS/tanks are fucked because of so much overlap. Tanks do so much damage, which leads to more teams going tank heavy, which then relates back to the post's point of not enough variety.

I'm missing a bunch of points, but that's basically the summary of it. I don't agree with any of the points (especially that Pharah dig cuz Pharah is pretty stronk now).

BUT YEAH, PLEASE DON'T UNCONSCIOUSLY TYPE :'(
 
Pretty sure you don't have to run 2 tanks, healer, dps.

Within the last two weeks, in pro tournaments, I have seen 3 Tank/3 Support; 3 Tank/2 Support/1 DPS; 3 DPS/2 Support/1 Tank; and 4 Tank/2 Support.

Duke Nukem also deserved a GOTY after such a long development which needed a lot of effort.

Let's not forget Too Human.
 
It's pretty disgusting how anti-Sony the games industry and gaming journalism still is. Even after single-handedly ensuring the continued viability of AAA console gaming this gen with the PS4 sales phenomenon, they still spit in their face. The snub of UC4 reminds me of the election where a group of liberal elites ignored the will of the masses and prematurely crowned an unworthy victor.
Lmao is really all that can be said.
 
Someone posts huge wall of text (this is fine)
Multiple people quote it without trimming any of it out only to reply with one or two words

I'll just never understand it. Makes mobile browsing particularly shitty lol
 
Overwatch is an incredible game... well deserved. DOOM and Dishonored 2 are also incredibly fun games. TitanFall 2 just seems like the typical shooter to me right now but I haven't finished it yet. Never played Inside but will pick it up one of these days. UC4 was pretty much status quo, but I anticipated that the familiar gameplay mechanics in it's 4th iteration was going to get tiresome by many. Blood and Wine is incredible from my initial 10hrs but it's a vastly huge DLC, so that'll take some time to get through.

Great year for gaming overall though!
 
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