Feeling his old age, Ben has recently been writing about things that he’s getting to old for. Next up he tackles kill-to-death ratios and Overwatch.
|Release date:||May 2016|
|Platforms:||PC, PlayStation 4, Xbox One|
|More information:||Official website|
There are all sorts of reasons I am thoroughly enjoying Overwatch. It has smart, well thought out map design, distinctive and diverse characters, not to mention the overall polish that comes with every Blizzard title. The most important reason however is that you don’t win by racking up the highest number of kills. The game declares itself a team-based shooter and that’s exactly what it is: players win as a team and lose as a team.
This is especially important to someone stumbling blindly into mid-life as our reactions aren’t quite what they used to be (more of which you can read about here). Unable to contribute much in an offensive role, I’ve instead carved out a niche for myself in the Healer and Tank markets. Thankfully they are usually always available because the majority of players, especially in pick up groups, tend to opt for an offensive character or sniper.
It’s strange because I find healing an extremely satisfying task, one made even more so when they cards at the end of the match pop up declaring I’ve healed 35% to 45% of the total damage taken by the team. This might seem low on the surface but when you consider the team is often spread around a map it highlights mobility, awareness and the difference between knowing when to heal and when to buff.
So yes, I’m a little too old for the front-line assault squad but there’s still plenty to contribute from the back. It’s just one of the many reasons why Overwatch is so very good.
How do you play Overwatch – pew-pew or heal?