Overwatch fan creates incredible Roadhog skin concept inspired by popular Genji skin - Dexerto
Overwatch

Overwatch fan creates incredible Roadhog skin concept inspired by popular Genji skin

Published: 26/Nov/2018 15:26 Updated: 8/Oct/2020 17:19

by Joe O'Brien

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An Overwatch fan has created a concept skin for Roadhog inspired by one of the game’s most popular skins.

Concept artist Zhe Yue designed a skin for Roadhog to stand alongside Oni Genji, which many have considered one of Overwatch’s best skins since the game’s release.

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Oni are a type of demon in Japanese folklore, often portrayed as hulking ogre-like creatures. Yue’s concept sees a red-skinned Roadhog wearing samurai-style armor and a mask in a similar style to Genji’s Oni skin.

Zhe Yue

While Genji, being Japanese, might be the more obvious choice for the Oni skin compared to the Australian Roadhog, the stature of the latter certainly makes for a fitting subject in Yue’s concept.

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Though Blizzard have typically made each hero’s skins unique to them, they have released several that are thematically linked, so fans wishing to see Roadhog as a Japanese demon in-game may hold out a little hope.

Genji’s “Oni” skin has long been one of the most popular in the game.

Oni Genji was originally only available as a reward for playing Blizzard’s MOBA Heroes of the Storm, which brings together characters from all of Blizzard’s franchises, including Genji.

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In June of 2017, however, the skin – along with Officer D.Va, another skin only previously available through a Heroes of the Storm promotion – was added to regular loot boxes, so that players who were unable to participate in the promotion could still get a hold of it.

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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