This incredible fan-made Overwatch skin puts an inventive spin on Reinhardt - Dexerto
Overwatch

This incredible fan-made Overwatch skin puts an inventive spin on Reinhardt

Published: 4/Dec/2018 23:09 Updated: 4/Dec/2018 23:21

by Bill Cooney

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Reinhardt is one of Overwatch’s most popular heroes, and this skin concept by fan and artist Nolan192 takes the hero and pushes him full steam ahead with some awesome train details.

One of the game’s original heroes, Reinhardt got a cinematic short of his own last year that introduced Brigitte to fans as well.

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While changes in the upcoming patch might not solve all of the struggles that Reinhardt players face in the GOATs meta, this skin concept should help ease the pain. 

Nolan192’s design, which he calls “Trainwreck”, reimagines Reinhardt as an old steam train engine, complete with cowcatchers on his shoulders.

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Reinhardt really resembles a train engine in this concept, with lights on his shoulder and face, and even smoke coming out of a smokestack behind his head.

Nolan192https://twitter.com/billowypillow/status/1069186185925320704

Reinhardt’s last new skin was “Crusader”, introduced along other Blizzard-themed skins and the BlizzardWorld map in 2017.

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But with the Winter Wonderland event recently announced for December 11, we could see a new, seasonal Reinhardt skin before too long.

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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