Overwatch artist creates stunning Japanese Ashe and B.O.B. skins - Dexerto

Overwatch artist creates stunning Japanese Ashe and B.O.B. skins

Published: 12/Jun/2019 21:41 Updated: 12/Jun/2019 21:55

by Bill Cooney


One creative Overwatch fan has made new skin concepts for Ashe and B.O.B. that would fit right into the game’s Lunar New Year celebrations.

Ashe and B.O.B. were revealed at BlizzCon 2018, but the pair didn’t get any new skins for the 2019 Lunar New Year event.


So artist and Overwatch fan Zoma Phamoz created some awesome ‘Japanese festival’ style skins for the Fan Art Contest held by Blizzard earlier in 2019.

Zoma PhamozAshe and B.O.B. look ready for Japan.

“Ready for the fireworks to begin”

Ashe has what looks like round black powder grenades instead of the usual sticks of dynamite, and her Viper Rifle has been changed into an old matchlock rifle.


Both she and B.O.B. have been given the appropriate hairstyles, and Ashe would certainly turn some heads with her choice of kimono.

B.O.B. looks great as always, and if you look close you can see the Deadlock Gang logo on the shoulders of his red suit.

Zoma also included a time lapse video of how they made the skins, and it’s pretty interesting to watch the skins come together.


When will Ashe and B.O.B. get new skins?

The next event coming up is Summer Games, which will arrive sometime in August according to Overwatch Director Jeff Kaplan, and Ashe and B.O.B. are good candidates for new skins there.

Baptiste was also released after last year’s Summer Games event so he’s probably getting one as well, but the idea of a USA-themed B.O.B. is what really gets us excited for August.

Overwatch players have been promised a lot of new content coming this year, but whether that includes any bonus or unique new skins remains to be seen.


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.