Overwatch player uncovers possible clue for a new hero on Temple of Anubis - Dexerto

Overwatch player uncovers possible clue for a new hero on Temple of Anubis

Published: 8/Jan/2019 22:46 Updated: 9/Jan/2019 1:07

by Bill Cooney


It didn’t take long after Overwatch’s latest update for fans to begin noticing changes to the Temple of Anubis map on the game’s main menu, changes that could be a clue to the identity of a future hero.

The latest Overwatch update gives players the chance to earn new Ana cosmetics as well as her new skin as part of the Bastet Challenge, which runs until January 28.


It seems in addition to the lore update and a new Ana skin, Blizzard has included what could be a hint at an upcoming Overwatch hero.


The changes were first discovered by Overwatch fan frozenfroh on Twitter and it appears to be three heads of an unused hero added in to a stall.


Except this hero isn’t in Overwatch, it does, however, resemble a hero depicted in some early Overwatch concept art.

This unnamed green hero could be a future Overwatch hero, but there’s just not enough information to be sure, as it’s just a trio of heads resting in a stall.

The heads seem to belong to the hero wearing green armor behind Symmetra.

Frozenfroh also said they noticed that before where there were three Echo bodies in a corner, there only seemed to be one now.


Echo is a robot that McCree freed from the container on the payload in Route 66 during the “Reunion” short and it’s been speculated that she could be a future hero as well.

One thing we can probably say for sure, is that Blizzard didn’t put those there on accident. They mean something, but whether they’re related to Hero 30, a future character, or something else entirely, 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.