Blizzard Releases Behind the Scenes Video of D.Va’s ‘Shooting Star’ Cinematic - Dexerto
Overwatch

Blizzard Releases Behind the Scenes Video of D.Va’s ‘Shooting Star’ Cinematic

Published: 25/Aug/2018 19:40 Updated: 25/Aug/2018 20:27

by Vincent Genova

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A behind the scenes look at the ‘Shooting Star’ cinematic was released by Blizzard, offering a new perspective on D.Va’s short.

‘Shooting Star’ showed off D.Va protecting her home country of Korea from an Omnic attack.

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Ben Dai, who directed the short, and Jake Patton, the editor, spoke over the cinematic, similar to bonus feature commentary tracks in movies.

The pair explained the goal of the ‘Shooting Star’ short.

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From the beginning, when we were conceiving the story, Jeff Kaplan came to us and wanted us to tell the story of D.Va that no one else knows about. It’s the other side of D.Va that few people know.

‘Shooting Star’ shows D.Va tinkering on her mech alone, constantly ready for the next Omnic attack, while the media portrays her as a partying, superstar pop idol.

Dai wanted to note how close the cinematic is to the character models that exist in the game.

We took great care in preserving everything from the game. The models, they are pretty much 1 to 1 to the game models, with higher resolution…. Our sound engineer did a really good job, incorporating game sounds and jazzing it up so it feels like it belongs in that environment.

You can watch the full behind the scenes video below.

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D.Va has enjoyed a popular summer, finally getting her own cinematic and home map. But she also had a brand new Legendary Summer Skin, as well as an Epic one on the way.

Finally, custom D.Va Nikes appeared at the Overwatch Fan Fest.

Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

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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. 

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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. 

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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.

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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.”

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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.

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