This Overwatch player managed to break a Junkenstein's Revenge cutscene - Dexerto

This Overwatch player managed to break a Junkenstein’s Revenge cutscene

Published: 19/Oct/2018 21:50 Updated: 19/Oct/2018 22:10

by Bill Cooney


If Overwatch players want to skip the cutscenes in Junkenstein’s Revenge, all they have to do is hit a perfectly placed, perfectly timed sleep dart with Ana, like Reddit user WargWrestler managed to do recently.

Even though it took them more than 50 attempts to hit the shot, WargWrestler said they were disappointed because the replay didn’t show what happened to him originally during the game.


During the game, they said, the cutscene started with Mercy getting hit by the dart, then flipped around to show the castle, the glitch also froze WargWrestler for a few seconds in the video, but none of his teammates seem affected.

It’s a shot that takes such on-the-dot timing that it’s pretty impressive it only took WargWrestler a little more than 50 tries to hit.


It seems like something that could be done again, but there don’t seem to be too many players lining up to grind it out and try.

Apparently absolutely nailing a sleep dart in Junkenstein’s Revenge breaks the cut scene from r/Overwatch

Players have been messing around in Junkenstein’s Revenge since it came out with the Halloween Terror update, things like spawning in tons of bots to pull of insane ultimate kills, for instance.

So far Mercy is the only enemy in the PvE mode with video evidence showing what happens when her cutscene is cut short, so it’s unknown if sleep darts to other enemies produces similar effects.


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.