Overwatch fans create amazing 3D concept for Reaper’s best unreleased skin - Dexerto
Overwatch

Overwatch fans create amazing 3D concept for Reaper’s best unreleased skin

Published: 30/May/2019 20:40 Updated: 30/May/2019 21:02

by Bill Cooney

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Two dedicated artists and Overwatch fans have made an incredibly detailed 3D model as well as concepts of a skin based on the costume Reaper wears in the ‘Masquerade’ comic.

Masquerade’ was released in July of 2017 and it details Widowmaker, Sombra, Doomfist and Reaper’s adventures in Monaco before meeting up with Talon’s money man, Maximilien.

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In the comic, the quartet don Masquerade disguises to get through the city undetected and Reaper’s costume inspired concept artist Cristiana Voinea and 3D artist Catalin Bercea (both from Ubisoft) to make the skin a reality.

Cristiana VoineaReaper looks ready to head to the ball.

“What are you looking at?”

Reaper’s Masquerade skin looks great as a 2D concept, and even better in its final 3D form, which looks good enough to go live in-game with the next update (no rush or anything, Jeff).

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He’s got a big, floppy hat and a skull mask that makes you wonder how much of a ‘disguise’ this really is for Reaper.

Catalin BerceaWe’ll take it whenever you’re ready, Jeff.

His Hellfire Shotguns got a makeover as well, to turn them into old-looking flintlock-style guns, like McCree’s Magistrate skin, but cooler.

Catalin BerceaWe NEED this Reaper skin, please Jeff.

Instead of his usual black cloak, he’s rocking a red coat with some poofy sleeves to complete the Masquerade look.

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Bercea didn’t just take Voinea’s 2D concept and turn it into 3D, she even took the model through all of Reaper’s various poses to see what it would look like as well.

Will this skin ever make it to Overwatch?

The ‘Masquerade’ concept would have made a perfect skin for Overwatch’s Anniversary event, seeing as how it’s pulled directly from Blizzard-supplied lore on the game.

Even though we didn’t get it this year, it could pop up as a skin for the (still far off) Halloween Terror event, since it’s basically Reaper just playing dress up.

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Catalin BerceaDon’t give us that look Reyes.

Blizzard has never confirmed that Masquerade Reaper will ever be a real skin in Overwatch, but based on the level of interest it’s received from fans, it would probably be one of his most popular yet.

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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