In creating Retribution, “Overwatch’s” latest story-driven cooperate event, the team wanted to make something that was fun, unpredictable, and infinitely replayable, the mode’s lead designer tells Variety. The result is a mode that skates the line between dynamic and predictable, too difficult and too easy.
Finding that sweet spot, Adrian Finol, the “Overwatch” development team’s Retribution lead designer, writes, was the culmination of lessons learned from the two previous story-modes and then working to fine-tune the AI of new enemies to help players feel like a bad-ass every time they play.
Blizzard’s first attempt at having players team up against computer-driven opponents in “Overwatch” landed in 2016 with Junkenstein’s Revenge. That first cooperative mode had four players guarding a castle door from waves of drones and Halloween-themed characters from the game. It’s story, though light, tied into a comic book release.
Last April, the “Overwatch” team rolled out Uprising,...
Finding that sweet spot, Adrian Finol, the “Overwatch” development team’s Retribution lead designer, writes, was the culmination of lessons learned from the two previous story-modes and then working to fine-tune the AI of new enemies to help players feel like a bad-ass every time they play.
Blizzard’s first attempt at having players team up against computer-driven opponents in “Overwatch” landed in 2016 with Junkenstein’s Revenge. That first cooperative mode had four players guarding a castle door from waves of drones and Halloween-themed characters from the game. It’s story, though light, tied into a comic book release.
Last April, the “Overwatch” team rolled out Uprising,...
- 4/26/2018
- by Brian Crecente
- Variety Film + TV
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