San Francisco Shock's BabyBay Stars in Parody of Lil Pump's "Esskeetit" - Dexerto
Overwatch

San Francisco Shock’s BabyBay Stars in Parody of Lil Pump’s “Esskeetit”

Published: 7/Jul/2018 5:03 Updated: 26/Jul/2018 12:06

by Joe O'Brien

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San Francisco Shock’s Andrej ‘BabyBay’ Francisty has starred in an epic parody of Lil Pump’s “Esskeetit”.

Gamer clothing company Ateyo produced an Overwatch-themed parody of Lil Pump’s music video featuring the Shock DPS player to promote their new line.

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The video mimics the style and tone of LiL Pump’s original, with BabyBay starring as the rapper himself. BabyBay is remarkably committed to the role, rocking a wig and even some Overwatch-themed fake tattoos to mimic Lil Pump’s appearance.

Parodies like this always run the risk of tilting towards cringe, and at least a hint of that is almost unavoidable, but those that fully commit to the premise usually manage to minimize that risk as much as possible. In the video quality, the attention to detail in mimicking the original, and the performance of BabyBay, Ateyo’s video certainly isn’t half-baked.

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The parody seems to have done its job, too, garnering plenty of attention from the Overwatch scene, and several responders to the post stating that they had placed an order.

BabyBay’s San Francisco Shock is likely to remain out of action for the rest of 2018, with the team having fallen short of reaching the Overwatch League season one playoffs and currently no other tournaments announced for OWL teams before season two in 2019. BabyBay himself, however, will compete for Team USA at the Overwatch World Cup later in the year.

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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