The Tragedy of Overwatch

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Blizzard Entertainment made a name for itself by taking big swings, developing video games whose day one offerings paled in comparison to what the experiences evolved into five to 10 years down the road. World of Warcraft set a particularly high bar, so much so that the studio spent years and an untold number of resources attempting to replicate such success on multiple occasions. One such World of Warcraft-like adventure, codenamed Project Titan, remained in production for seven years before company leads finally pulled the plug. A small crew within Blizzard wouldn’t let their extensive time and effort be for naught, however. From the remnants of the class-based FPS MMO arose Overwatch, another new IP that ultimately left an indelible mark on multiplayer gaming.

Launched to much anticipation in May 2016, the original Overwatch took the world by storm. Its rollout as a premium title surprised even the most insightful of analysts, but Blizzard’s aggressive approach with in-game purchases quickly cleared up any confusion. To the dismay of fans, divisive monetization practices marked only the start of Overwatch’s various controversies.

The forced free-to-play update that rendered Overwatch unplayable to make room for Overwatch 2 tipped the scales, and many would argue things progressively went down hill. Blizzard’s sudden cancelation of a promised PvE campaign mode, alongside disappointing Battle Passes and the esports league’s questionable outlook, poisoned the well for those who wanted better for the sequel. If and when the future will start looking brighter seems wishful thinking for a contingent of the community, especially since other Blizzard games demonstrate the studio’s habit of vacillating between the high and low ends of quality content releases.

This is the tragedy of Overwatch.

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