Overwatch Replays reveals full look at every mech in Busan MEKA base - Dexerto

Overwatch Replays reveals full look at every mech in Busan MEKA base

Published: 27/May/2019 7:37 Updated: 27/May/2019 7:48

by Joe O'Brien


Overwatch players can now get a more complete view of the MEKA mechs on Busan thanks to the new replay system.

MEKA, which is an acronym for the Mobile Exo-Force of the Korean Army, is a combat unit that primarily focuses on the use of mechs to fend off attacking omnics, as seen in the “Shooting Star” animated short that focused on D.Va’s defense of Busan.


D.Va is of course the best-known MEKA pilot, but she’s not the only one. There are four other known MEKA pilots – Casino, D.Mon, King, and Overlord – and although little is known about them, their mechs do actually appear in-game.

Part of the Busan in-game map is the MEKA base seen in Shooting Star, and while the animated short itself focused entirely on D.Va, the map features a room in which the other mechs can be seen in containment areas.


Now, thanks to the new Replay feature giving players access to a free-moving camera perspective, it’s possible to get a full 360-degree view of the other mechs.

A view of the other MEKAs the player was never intended to see. from r/Overwatch

Unfortunately for fans who want greater details about these mechs and their pilots, it seems unlikely that many will be given any time soon. Blizzard have previously stated that they are unlikely to use the other pilots as heroes, at least not until the game’s selection of heroes has grown significantly, as they would be too similar conceptually – as “the South Korean MEKA pilot” – to D.Va herself.

Given that Blizzard attempt to keep each of their heroes unique enough to be easily distinct, it seems that the other MEKA pilots are ruled out as playable characters for now, meaning their stories are unlikely to be explored in much depth.

Blizzard EntertainmentTwo of the mechs seen in the MEKA Base of Busan.

Overwatch Replays

The new Overwatch Replays system gives players the ability to watch back their last 10 games with a range of observer features, such as letting them choose between player perspectives and a free camera, as well as adjusting playback speeds.

The Replay system has been in testing on the Public Test Realm (PTR) since May 23, and Blizzard have not announced how long players can expect to wait before it moves to the live servers.


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.