Overwatch reveals awesome new Hanzo Lunar New Year Skin - Dexerto

Overwatch reveals awesome new Hanzo Lunar New Year Skin

Published: 20/Jan/2019 1:28 Updated: 20/Jan/2019 1:31

by Bill Cooney


On Saturday, January 19, Overwatch revealed another new skin for Lunar New Year 2019, this time for Hanzo. 

Overwatch’s Lunar New Year event happens every year around the end of January or at the beginning of February and features skins and other cosmetics inspired by New Year’s celebrations in several Asian countries.


Reaper was the first to get a new look for this year’s event with his Lu Bu skin, and now it’s Hanzo’s turn.

Hanzo’s new Lunar New Year skin is called Huang Zhong, and it gives him an epic white beard along with a look that would fit right into a Dynasty Warriors game.


Like Reaper’s Lu Bu skin and some other Lunar New Year skins, Hanzo’s Huang Zhong skin is based on a legendary figure in Chinese history of the same name.

Hanzo now has a Lunar New Year skin to go along with Genji’s awesome skin and make player’s Shimada duos look even more legit.

Hanzo’s is only the second new skin to be revealed so far for Lunar New Year’s Year of the Pig, and there will be plenty more before the event starts next week.


Overwatch’s Lunar New Year event starts on January 24 and ends on February 18, in addition to new skins, players will also have the opportunity to earn sprays and other unique cosmetics.


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.