What happened to 400 man battle royale and will it be resurrected? - Dexerto

What happened to 400 man battle royale and will it be resurrected?

Published: 24/May/2019 14:06 Updated: 24/May/2019 15:23

by Paul Cot


Mavericks Proving Grounds, the 400+ man battle royale game, first came to light in early 2018. Since then, little has been heard about what would be the biggest battle royale game to date.

The game did promote the concept of having a super battle royale game, though. It begs the question is a 400+ man survival game a possibility and if so could we see one soon?


Mavericks Proving Grounds

Developed by Automaton, they aim to not only be the first game to support 400+ concurrent players but actually target 1,000. As per their own description, the game is intended to be set in a photo-realistic, dynamic world. The trailer for Mavericks Proving Grounds can be seen below.

The game was initially slated for a release sometime this year but this has now been clarified to be late 2019. Unfortunately, the beta was a disappointing experience for most, resulting in optimism for the game dampening somewhat.


Officially the game has been put back to a pre-alpha stage but given many have paid 30$ to become a founder, this is unacceptable to them. Specifically, the gun play, especially in close quarters, is considered broken, as the feedback indicates.

Despite these issues, it’s possible Automaton will see better progress during the latter stage of the development cycle and the game will prove to be a success. However, given the poor start, another game may materialize and take the accolade of being the first 400+ man battle royale game.

MavericksMavericks Proving Grounds promotional image…

Super battle royale

With incredible advancements in technology, a 400 man battle royale and beyond is an eventuality. Whether it’s server-side limitations, PC and console capabilities or simply a lack of interest in developing such a massive battle royale, nobody has yet produced a game on the scale of what Mavericks Proving Ground is attempting.


A combinations of these reasons are likely why established developers haven’t yet attempted this feat. Furthermore, with the exception of Mavericks Proving Grounds, no developer has even hinted at trying to accomplish it.

Call of Duty

On top of this, the more players there are, the bigger the map needs to be to accommodate them. Developers like Rockstar have managed to make huge scale maps, albeit with very long loading times. Elsewhere, even developers like Treyarch have had to limit map size, as evidenced by Call of Duty’s battle royale mode, Blackout.

However, with the next generation of consoles coming soon, namely the PS5 and Xbox 2, both they and PCs now have the power to handle greater map sizes.


It will be interesting to see how battle royale, and games that utilize huge maps, evolve over the next several months and years.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.