Overwatch player creates amazing F-Zero clone using Workshop mode - Dexerto

Overwatch player creates amazing F-Zero clone using Workshop mode

Published: 21/May/2019 22:36 Updated: 21/May/2019 22:39

by Bill Cooney


One creative player has made an awesome F-Zero type racing game in Overwatch’s Workshop mode.

The Overwatch Workshop mode went live with the Anniversary 2019 patch on May 21 and finally gives console players access to the new feature.


There are already a ton of game modes made by players during the Workshop’s stint on the PTR, including this cool-looking F-Zero clone by Reddit user Ghibliomatic.

LEO216751Overwatch and F-Zero, thanks to the Workshop it’s actually a thing now.

In Need of Increasing Speed

The new F-Zero-like mode is based on another Workshop mode from DarwinStreams that features D.Va racing around various maps, including the city around LiJiang Tower and high above Horizon Lunar Colony.


Ghibliomatic took his third person jet-fighter model from a Bastion Dogfight mode they had created, and inserted the model into DarwinStreams racing mode to make something that kindof resembles F-Zero GX.

It also goes to show the flexibility of the new Workshop mode and how users can build on each others ideas, with nothing more than a share code.

For users who want to try out the new racing mode and relive those GameCube glory days, the code is: 93A17.


Overwatch Anniversary 2019

The Workshop mode came out at the same time as Overwatch’s third-annual Anniversary event, which brings a total of 11 new skins for players to collect.

Ashe, Baptiste and Hammond all get dance emotes this year as well, so they can finally bust a move in spawn with the rest of their team.

Cosmetics and skins from all previous events will be available as well until the Anniversary event wraps up on June 10.


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.