Archives for posts with tag: Xbox One

regalia
Little more than two weeks before the release of Final Fantasy XV, Square Enix released the third and final demo for their ambitious open world adventure. First there was Episode Duscae, our first proper look at Final Fantasy XV that released more than 18 months ago, as a bonus for those purchasing Final Fantasy Type 0. Then, as the company held a lavish event this past March to announce the (now missed) original release date for the game, we were, ahem, ‘treated’ to the Platinum Demo. With each demo, there has been as much to complain about as there has been cause for celebration, but this time the good massively outweighs the bad; this latest taster, Judgment Disc, shows not only that the game has come along in leaps and bounds, but that the two months Hajime Tabata’s team bought themselves back in September have been wisely spent indeed.

Of course, before we get into the gameplay and technical details of Judgment Disc, it’s important to note that it is a Japan-only demo. As such, if you want to play it, you’ll need to either change your Xbox region to Japan, or create a Japanese PSN account. As there’s no English text or speech, you could also do with some working knowledge of spoken and written Japanese. I have neither, but managed to stumble through the demo regardless (though not without a couple of issues, as I’ll get into later).

Getting into the demo itself, the first thing you’ll note is that it both looks and performs much better than either of the previous releases; offering nice clean image quality and steady frame rates, Judgment Disc shows Final Fantasy XV looking and feeling better than it ever has before. It’s even noticeably improved from the Gold Master footage Square Enix made available in the days after the delay announcement, so there’s no doubt that pushing back the release was absolutely worth it. The chunk of the game we’re given picks up right from the start, with the unexplained (and somewhat bewildering) chapter 0 flash-forward giving way to the present day as Noctis and chums must push their broken down car along a sun-baked highway to Hammerhead, before moving onto Galdin Quay in hopes of catching a boat to Altissia so that the prince can make it to his wedding in time.

Before long, you’re set free and out into the sandy region of Leide, to hunt monsters as payment for your car repairs, and it becomes immediately obvious that the chunk of world we’re given to run around in is absolutely vast, the generous demo recalling memories of Panzer Dragoon Saga‘s entire first disc being given away on the cover of Sega Saturn Magazine back in May ’98 (I still have that disc!). Indeed, it’s a shame that this demo hasn’t been made available to everyone, such is the positive impression it leaves; few will have played the promising Episode Duscae, tethered as it was to first print purchases of Type 0, and Platinum Demo really wasn’t something that deserved to be most people’s first point of contact with the game. Granted, it’s easy enough to get your hands on Judgment Disc – especially on Xbox One – but the fact that all text and voice is in Japanese will be off-putting to some.

If there’s one concern I do have at the moment, it’s that, at this admittedly very early point in the game, I think I preferred the combat in Episode Duscae – well, certain aspects of it at least. The systems are broadly similar of course, with Noctis switching between four weapons, stringing together combos as he goes, all the while dodging enemy attacks with an MP-draining defense stance or a more traditional dodge-roll. What’s different here is that, rather than building your combo by placing weapons in specific spots, influencing when and how they’ll show up in your ongoing assault, you now have the ability to switch weapons in real-time, a change originally seen in the Platinum Demo. This is absolutely A Good Thing. What’s less welcome, however, is the absence of Duscae‘s weapon-specific Techniques. In that first demo, each weapon in Noctis’ armoury had a powerful ability attached to it – his Blood Sword, for instance, offered Drain Blade which, after a short wind-up would hit the enemy and transfer some of it’s vitality to Noctis, while his Dragon Lance would grant you access to that iconic Final Fantasy Jump command. While we’ve known about this change for a while – they were also missing from the adult Noctis battle at the end of Platinum Demo, for instance – it’s still a rather disappointing change, and can serve to make combat feel a little more one-note than it previously did; while the game still isn’t a case of ‘hold circle to win’, as many detractors would claim around Duscae‘s release, it does now feel a little closer to that than it previously did. That being said, these Techniques do have a replacement here, of a sort. They’ve been given to your allies.

Well, kind of. You see, above your weapon UI, there’s a green bar with a few notches along it that fills as you battle enemies. Attaining a notch on this metre allows you to perform a party attack, ordering one of your entourage to carry out a specific ability. For instance, Gladio, Noctis’ beefy bodyguard, will perform Tempest, a wide-sweeping sword attack that pulls enemies together and was last seen attached to Noctis’ Engine Blade in Duscae. Ignis and Prompto have their own abilities of course, with Prompto firing a piercing shot at the targeted enemy and Ignis throwing his daggers out to mark a number of enemies, which Noctis will then warp between. These actions are always enjoyable to use, and successfully landing one triggers a QTE which allows Noctis to follow up with a tap of a button. And while they are definitely an addition I like, as they make the otherwise-uncontrollable members of your party feel a bit more involved and under your control, I must question whether they had to come at the cost of Noctis’ own weapon techniques, which were, more often than not, a risk/reward mechanic in Duscae, as they needed both a long wind-up and a good chunk of MP. Without this mechanic, the rhythm of battle has changed from one where you’d constantly be looking for a bit of time and space to slip in a damaging technique to one where you just attack until you build enough meter to trigger a party member into action, which then takes you out of the fight for a few seconds. Again, it’s very early in the game at this point, and I’m sure there’ll be later additions to the core combat system that shake up that rhythm somewhat.

gladio

What’s a little more concerning is the somewhat unresponsive nature of your button presses. There’s a noticeable delay between pressing a button and having a command carried out; running through the world and jumping over obstacles will see you needing to press jump before you actually reach that obstacle, for instance. While this is something you’ll get used to fairly quickly, it’s exacerbated by the combat system’s reliance on animation priority, making it very easy to get stuck in the middle of a sword swing – especially with a slow weapon like the Engine Blade – and then take a hit despite holding down the defend button while you wait for the animation to finish. Animation priority alone would make the combat a little more ponderous, as you wait for an opening before committing to an attack (think The Witcher 2‘s sword combat) but marrying this to unresponsive button presses can and will cause frustration. Enemies are weak to specific weapons, so if you’re fighting a monster that requires you to use a heavy sword – like the crabs near Galdin Quay you can see in this article’s second video – you’ll probably end up getting knocked about before you land a hit. I’m hoping that the responsiveness will be improved for release (we will still be getting a day one patch, of course), but otherwise it’s something I’ll have to adapt to by playing much more cautiously, watching enemies for an opening rather than just wading in with a massive sword.

There is actually a mechanic in the battle system which seems to exist to give you a bit of breathing space, however: link attacks. Should you land a parry or a back attack while standing next to an ally, you might trigger a cool, cinematic co-operative attack with that party member. These segments always look fantastic – witness Gladio throwing Noctis into the air from the point of his sword, before the prince comes crashing down to earth with his spear – and like the aforementioned party actions, these also take you out of the action for a second or two. I can imagine that attempting to manoeuver yourself into a position to make link strikes happen as often as possible will be a big part of your combat strategy, giving enemies less of a chance to attack.

We got a brief look at magic usage in the Platinum Demo, and Judgment Disc gives us an opportunity to try out the game’s new spell-crafting system. Gathering magic is somewhat reminiscent of FFVIII‘s draw system, as throughout the world you’ll find naturally occurring deposits of elemental energy that you can absorb and then use to craft magic spells. Unfortunately, I couldn’t manage to wrap my head around the crafting mechanics, whereby you select an equippable magic bottle, an amount of elemental energy and then modifying items from your inventory to create spells with differing effects, such as a fire spell that will also poison your target. As I couldn’t read the text prompts, I had to settle for pressing all the buttons in hopes of making something happen but sadly, elemental mastery eluded me. It’s a system that should help add a few wrinkles to combat, and I can’t wait to get to grips with in the full game, but Judgment Disc does at least gift us a few uses of the base fire spell partway through the demo. Try not to throw it at your team mates. Or do, if you want to see them panic a bit, as magical friendly fire is a thing that exists in Final Fantasy XV.

Another aspect of the game that I look forward to finding out more about is sidequests. In the chunk of game offered here, you can take on hunts at local diners before heading out into the open world to exterminate troublesome mobs, but other than that side content seems a little thin on the ground. Again, not being able to understand the language puts me at a disadvantage here – for all I know, it’s possible to pick up additional quests simply by overhearing NPCs or reading in-game items – I’ll find out for sure when I have an English copy of the game. We’ve also seen some side content in the material Square Enix and various press outlets have put out in the last couple of months, it just remains to be seen how impactful that content will be; will it boil down to fetch quests and monster hunts, or is there something more interesting in there?

What is interesting is that we finally get to play with the Regalia this time. We came tantalisingly close in Episode Duscae, with the demo ending just as we were ready to get behind the wheel, but here we get to finally take our flash set of wheels for a spin. You can choose either to drive manually or let Ignis take control, and this mode is surprisingly enjoyable, as you’re left free to spin the camera around and enjoy the scenery, all the while listening to classic Final Fantasy tunes on the car radio. I can see myself driving all over just to enjoy some old school Uematsu magic, though if I have one piece of advice, it is this: do not forget to fill up on fuel!

Story remains my biggest interest, though. In a sense, I’m quite glad I can’t understand any of the text or dialogue in this demo – though I have seen all of this content in English, thanks to Square-Enix’s aggressive video policy post-delay, the language barrier has kept me from getting too interested in the goings-on of Noctis and his retinue, allowing me to focus solely on the gameplay. But this has always been one of the biggest draws for me in a Final Fantasy – following the narrative beats, getting to know the characters, and losing myself in the world – and having avoided all spoilers, I know just enough to be very interested in where things go from here. One thing I had been worried about was the absence of the imperial invasion of Insomnia – originally slated for the game and now only appearing in Kingsglaive – fearing that the events of the game might feel a bit disconnected from that really quite important story detail. Thankfully, the day one ‘Crown Update‘ will add scenes from the film (as well as the excellent Omen trailer) to flesh out the current state of the world, so that should help. As I mentioned in my Kingsglaive review, I am a little sad we’ll never see the Insomnia invasion in-game, but I’m ready to see where this version of the story takes us, and I can’t wait to join Noctis and crew on the road. After ten years of waiting, I can’t believe its merely days away.

Oops! I’ve been a bit lax with this recently, so time for an update.

As per previous updates, I’ve been trying to learn how to play Ana as a way to get back into a game I’d fallen out of love with. I began with a three step plan to figure out how to play Ana, as I wanted to get another support character under my belt, and Ana had always struck me as something of a high skill ceiling hero. So I thought it’d be a good way to remind myself why I loved Overwatch before the competitive slide started and it just became a source of frustration.

Step one was to jump into the firing range with Ana to get a decent feel for her various abilities. After that, I’d spend some time in vs AI matches to figure out how she works in a team. The final step was to take her into Quick Play and see how that goes. I mentioned in Update 2 that I’d just begun step 3, and a week or so ago I captured some of my gameplay footage, intending to write this update then. I’ve since been playing QP matches most days, using Ana where I can, and I feel like I’m pretty decent with her now.

I mentioned previously that one thing I kept forgetting about was her sleep dart. More practice has sorted that issue now, and I just can’t get enough of sleeping people. I don’t think there are many moments that can rival sleeping an ulting Genji as he lunges at you, or knocking out the enemy Reinhardt as he boosts toward you. Even better if you have team mates around to immediately melt your sleeping foe. Ana has very quickly become one of my favourite heroes in the game.

I’m pretty comfortable saying that I have another hero under my belt now, as I’ve been playing Ana quite a lot. This also fulfils the other part of the plan – to get me playing Overwatch again. I was thinking of moving my plan over to Zarya after I was happy with my Ana play, as I also really need another tank in my repertoire, but I think, with Sombra hopefully right around the corner, I’ll just continue to have fun in Quick Play until she drops for console players. Sombra looks like a really interesting hero, and I’m itching to try out an offensive utility character. I’m gonna hack all the things.

nocto
Yesterday, a new demo was released for the upcoming Final Fantasy XV. Called Final Fantasy XV Judgment Disc, it is unfortunately limited to Japan, with no plans to release it outside of the region.

This is a bit of a shame, considering that it’s effectively a chunk out of the beginning of the game, and while you will have seen it all a hundred times over if you’ve been paying particular attention to the post-delay coverage, there’s nothing quite like getting to play it for yourself. This is especially true when you take into account that the rather disappointing/baffling Platinum Demo is still the only exposure most people will have had to the game.

Still, just because it’s Japan-only doesn’t mean we can’t get our grubby mitts on it. It’s available on both PlayStation 4 and Xbox One’s respective stores, and with a little effort you can grab it for yourself. If you’re on PS4, you’ll need a Japanese account, but things are a little simpler on XBO; simply switch your console’s region to Japan (you can even leave language to your original setting), locate the demo on the store (I searched for ‘Final Fantasy Judgment’), set it to download, and then switch your region back. Although I will be buying the game on PS4, I grabbed the demo on Xbox One simply because it was easier.

CARBUNCLE'S BACK!!

CARBUNCLE’S BACK!!

Of course, just because we can play it, doesn’t mean we can understand it. There are no options for either language or subtitles, so unless you can understand spoken and written Japanese, you won’t have much of a clue as to what’s going on. I can pick up a handful of words of spoken Japanese, but when it comes to text I’m SOL. Luckily, a helpful Redditor has compiled this list of menu translations. It won’t help you understand the game’s dialogue, but at the very least it allowed me to invert my look controls before I lost my damn mind.

So far, I’ve only muddled my way through the tutorial (which, thanks to on-screen button prompts, isn’t particularly difficult to do) and played a little bit into the first chapter, killing a few oversized scorpions in a bid to get my flash car fixed. I’ll have a full write-up going up in the following days, once I’ve had a chance to play through it fully, but for now there’s one thing I can say for sure: Prompto is best bro.

After months of teasing, Blizzard have finally unveiled Sombra, the newest hero for Overwatch.

The announcement happened at Blizzcon, Blizzard’s annual convention, and revealed Sombra to be an offensive hero. With the (overlong) ARG leaning heavily on her exploits as a world class hacker, many thought she’d be either a defense or utility support hero, and while she does have a few useful utility abilities in her bag of tricks, which we’ll get onto shortly, she’s basically a backline harasser who looks to be quite capable of dishing out large amounts of damage with her SMG.

As an offensive hero, it’ll come as no surprise to learn that Sombra has some movement abilities to help her get around. In some ways, she almost seems like a bit of a mix of Tracer and Reaper; like Tracer, Sombra can teleport, though she does this by throwing an Unreal Tournament-style Translocator that remains in place for fifteen seconds. Perhaps you’ll throw it on a health pack, go and cause some havoc, and then port back to replenish your health. Or perhaps you’ll fling it over the heads of your enemies to appear behind them and harry their backline.

Sombra has long been thought to be a stealthy character, and her other movement ability ties into that. Her Thermoptic Camouflage renders her basically invisible for a handful of seconds, granting her a massive speed boost into the bargain, and it comes across like a stealthy take on Reaper’s Wraith Form, essentially taking her out of the fight briefly and allowing her to get around at speed. Of course, should she attack or be attacked while cloaked, Sombra will drop out of stealth. Using it in conjunction with the translocator should allow her to get in and out at will and really upset the enemy team’s setup.

But what about those utility abilities that we mentioned earlier? Well, being a top hacker, Sombra can of course, well, hack. Holding her alt fire (right click on PC, most likely left trigger on consoles) allows her to begin hacking an enemy, which will temporarily lock their abilities. Is there a Genji on the other team that’s really annoying you? Hack him to deny him his deflect and then go to town! Or hack that Zarya to prevent her from giving out shields.

BOOP!

Perhaps the most exciting use of Sombra’s hack, however, and the one that will probably be the biggest help to your team, is her ability to hack health packs. While hacked, these not only respawn much, much faster but can also no longer be used by enemy players. And while Sombra’s hack has a six second cooldown – and affects enemies for the same amount of time – a hacked health pack will remain so for a full minute and is not undone if you hack something else, so it should be possible to run around and basically salt the earth, so far as enemy health pickups are concerned. Focus down the enemy healer, and this becomes an ability that could seriously turn the tide. Hacking takes a second or two, cannot be initiated while in stealth, and taking damage will interrupt the attempt, so you’ll have to pick your targets carefully.

Sombra’s ultimate is also quite a Support-y ability, as she sends out an area-of-effect EMP pulse that not only hacks all enemies in range, but also dissipates all shields and barriers. That means Reinhart’s barrier is gone. Zarya’s shields are gone. Has Lucio just dropped the beat? That’s all gone too. It’s basically a massive leveller, and I can see it maybe being a touch controversial; I can’t argue too much with it cancelling out ults like Lucio’s, as his and Zenyatta’s ults basically already exist to nullify offensive ultimates. What might be taking things a touch too far is the added effect of also hacking everyone in range, disabling all of their abilities on top of the shield-wipe. It might prove to be too powerful, but I guess we’ll see as Sombra moves into the PTR next week, and then later onto the live servers for more players to get to grips with. But as things stand, I really quite like the look of Sombra as a stealthy, debilitating assault hero. She looks like she’ll be an absolute blast to play, and I can’t wait to get to grips with her.

Along with the character intro above, a new animated short was also shown at Blizzcon, detailing some of her background and operations with Talon operatives Reaper and Widowmaker. You can see the short, called Infiltration, below.

Also announced at Blizzcon were several updates and additions coming to the game. To begin with, we got some detail on a couple of new maps, beginning with a 6v6 control point space called Oasis, which is set in a shining, high-tech city in the Middle East, perhaps reminiscent of Dubai. The other new environment, Eco Point Antarctica, is a smaller map made to host some new modes under an ‘Arcade’ banner, which serves as a new spot for the game’s brawls to live in, as well as an outlet for a bit of experimentation. In Arcade, we’ll be seeing a couple of smaller-scale skirmish modes, like the 1v1 Mystery Brawl. A best-of-nine mode, the Mystery Brawl will see players given the same CPU-picked hero, with the first player to five rounds emerging victorious. There’s also 3v3 Elimination, which has no hero stacking and only allows players to switch out their characters between rounds. There’s no respawning, so get eliminated and you’ll be sitting on the sidelines waiting for the next round to begin.

It’s good to see Blizzard trying out some new modes in the game, but at the moment 1v1 just strikes me as a gimmick. It also remains to be seen how well team play, Overwatch‘s strongest suit, will be represented in what is effectively a TDM variant in 3v3 Elimination. Hopefully it won’t just boil down to three offense heroes lining up against another three damage dealers. The Hallowe’en brawl, Junkenstein’s Revenge, got us all hyped for a proper PvE co-op experience, so it’s a shame that we aren’t getting something more like that. Hopefully, as Arcade mode grows, we’ll see some more experimental modes.

Last but certainly not least, we’re also going to be seeing some changes to Quick Play, which will now have a one hero limit, bringing it into line with Competitive in that regard. Don’t worry though, if you love stacking heroes, there’ll be a mode in Arcade called 6v6 No Limits to pick up the slack. Whether it will be as well-populated as Quick Play, however, we shall have to wait and see – if hero stacking is what you love about Quick Play, this news might be a bit worrisome.

Still, it’s good to see Blizzard in something of an experimental mood with Overwatch, and with a new hero, new maps and Arcade mode all on the horizon, fans certainly won’t be short of things to do.

bd
Blue Dragon is now backwards compatible on Xbox One.

Announced on Twitter today by Xbox Live’s Major Nelson, Blue Dragon has been a much-desired title for the console’s legacy support program and follows hot on the heels of Mistwalker’s other Xbox 360 exclusive jRPG Lost Odyssey, which hit Xbox One back compat a little over a month ago.

Like Lost Odyssey, Blue Dragon is a very traditionally-styled multi-disc Japanese RPG, though while Lost Odyssey hews closer to the Final Fantasy template, Blue Dragon feels more like that other juggernaut of the genre, Dragon Quest, right down to the designs by Akira Toriyama. Like Lost Odyssey and a few others, the game is currently disc-only as no digital version exists. Phil Spencer has commented that the BC are looking into making this possible, so we’ll have to wait and see if that happens. In the meantime, we can expect second hand prices to rise in response to the announcement.

This brings both of Mistwalker’s big Xbox exclusives to the current gen, both of which were part of Microsoft’s early push to try and make their console a success in Japan. The 360 saw a number of exclusive Japanese games in its early years, including Tales of Vesperia (which is absolutely the best jRPG of its generation and you should play it right now) and a few others, and it’s a shame that it’s a strategy that never really paid off. We’re certainly seeing the results of that now, as plenty of Japanese games are skipping the Xbox One, from smaller titles like the recently announced Danganronpa and Nonary collections all the way to larger publishers like Square Enix, who are skipping the console for games such as the upcoming NieR Automata.

No Automata :(

No Automata ;_;

I’d like to see Microsoft invest a bit more in Japanese games again – not necessarily to make inroads in Japan, because I don’t think anyone believes that’s even the remotest of possibilities now, but to diversify their line-up a bit. So far, we’ve only seen a collaboration with Yukio Futatsugi that resulted in a pale imitation of his cult favourite Panzer Dragoon series in Crimson Dragon, and the multi-team partnership that gave us ReCore, even if Keiji Inafune’s Comcept only really consulted while the US-based Armature handled development duties. Scalebound is yet to come, and I’m really looking forward to that, but I’d love to see Microsoft throw handfuls of cash at Hironobu Sakaguchi again to get something like Lost Odyssey made.

Still, one thing Microsoft do deserve massive amounts of kudos for is their support for backward compatibility. The catalogue grows every week, and in the last few months we’ve not only been given access to some big hitters, but others that weren’t performing quite so well have been updated to run even better than they did on native hardware. It feels like Team Xbox is really hitting its stride now with BC.

Ana AmariIt’s been about a week and a half since my last update on my attempt to get back into Overwatch. Part of the reason I’ve been so lax with my writing is that the plan seems to be working; I’ve spent a lot more time playing – and, crucially, enjoying! – the game again. I’ve spent the last ten or so days getting better with Ana, as a large part of my plan was to learn new heroes, with the support sniper being my first little project. Most of that time has been spent in step two of the plan: playing as Ana in vs AI matches, to get a reasonable feel for how she plays with a group.

It’s been a bit of a difficult learning curve in more ways than one. First of all, my most-played trio of heroes – Lucio, D.Va and Pharah – are all very agile, able to get around the map and up to higher places with relative ease, so getting used to Ana, who is pretty much planted on the ground for the entirety of a match, has been a bit of a shift for me. Additionally, it was quite hard at first to stop having my eye drawn by enemies and fighting the reflex to shoot at them, instead of focusing on healing my allies. And since I’m used to being in amongst it during a game – especially when playing as Lucio and D.Va – it’s taken a bit of time to get used to hanging back from the rest of the team to support them from a distance.

I feel like it’s all starting to come together though, and my aiming has improved a lot too – both scoped and from the hip. Really, this was one of my biggest misgivings when I started playing as Ana, as I’ve always been rubbish with sniper rifles, but the more I play, the better I get. Which sounds obvious, but hey, it keeps me coming back to the game! You can see some video of my vs AI games below, and you should be able to see a bit of improvement in those areas as the clips go on.

Over the last few days, feeling more confident, I’ve also made a start on step three by taking Ana into a handful of Quick Play games, though only on maps where I think I’d have enough space to support the team from the back. So far, it seems to be going well, obviously helped by the fact that I’m being a bit smarter about what map comes up – if I feel like I won’t be able to do a decent job with Ana, I’ll pick someone else.

This also means I’ve been delving into Quick Play a lot more recently, having almost ignored it recently in favour of my Ana practice and the Junkenstein brawl. I’ve been having a lot of fun, and seem to be back to winning a lot more than I lose. I still find myself falling back on D.Va and Lucio a lot, but that’s partly because I know them inside out and always end up doing a good job with them. And, more importantly, I just love playing as those heroes. I’ve also started to pick up a couple of heroes that I had been getting pretty decent with before taking a break from the game; I feel like my Mei skills are starting to come back a bit, but I think I’m going to have to put a lot more practice in with Junkrat to get back to where I was.

But when the option to play as Ana comes up, it’s great practice – playing against AI helps to figure out her place in a team, but it’s not so good for figuring out how she works against the enemy. Thanks to QP, I’m starting to get a good feel for when and how to use Nano Boost, and though I still occasionally forget that I even have a sleep dart, I have managed to pull it out a few times at very opportune moments; last night, in a game on Route 66, my team had just hit the second checkpoint and as we were all clustered around the payload, the gate began to open and out flew a Bastion in tank mode. I slept him almost by reflex, which felt absolutely amazing – that ultimate would have done a ton of damage to a closely-grouped team. Instead, everyone was able to focus on him when he hit the ground and take him out before he did any real damage. God, I wish I’d captured that!

Zarya

I’m getting to the point now where I’m happy enough to say that I have another hero under my belt – Ana needs a bit more work, but I’m fairly comfortable playing her more frequently in proper matches now, as I feel like I’ve got the basics down pretty well at this point. I’ll capture some Quick Play games with her for my next update, and then it’s back to step one as I repeat the process with another character. I said in my first Boot Camp post that I really wanted to learn Mercy, but I’m going to put her aside again to learn Zarya – I now have two supports I feel comfortable with, but I’ve only ever played one tank in D.Va. I need another one in my repertoire and the Russian bodybuilder is the one that interests me the most right now.

At this point, I think I can call the plan a success. The idea was to get back into a game I used to love by learning new heroes, and though I’ve so far only picked up one more character, I am absolutely back in love with Overwatch again. Let’s hope that continues as I move forward with Zarya from next week!

Mercy Witch
Well that was poorly timed! On Tuesday, I wrote about my plan to fall back in love with Overwatch by forcing myself to learn how to play heroes I’d previously neglected and, more importantly, ignoring competitive. And then that evening, Blizzard dropped the Halloween Terror event on us.

Featuring new, themed loot boxes that bring additional skins, icons, sprays and more, along with – most excitingly – a new brawl called Dr. Junkenstein’s Revenge, the update is now live on all three platforms. In a first for Overwatch, the new brawl is a co-operative PvE survival mode which pits four players against wave upon wave of fodder interspersed with a handful of boss waves that bring reskinned heroes – there’s a pumpkin-headed Reaper, Roadhog as Junkenstein’s Monster, Mercy as a Witch of the Wilds, and finally, Junkrat as the twisted Dr. Junkenstein himself.

Taking place on a portion of the Eichenwalde map, the four players – one each of Soldier 76, McCree, Hanzo and Ana – must defend the door to the castle from oncoming ‘zomnics’ that trundle endlessly to the door before exploding in an attempt to bust in, while ranged ‘zombadiers’ rain down mortars upon you. You’ll often find yourself trying to prioritise these ranged targets, accidentally letting a couple of the bumbling explodey ones sneak by, and every now and then a RIPtyre or two will come screaming toward you to divide your attention even more. The brawl is pretty tough on medium if you’re playing with randoms and have no communication going on, and even on easy you might find yourself overwhelmed now and again, though you’re obviously much more likely to pull it back from the brink.

It’s a really fun mode, and a nice palate cleanser for all the PvP madness that Overwatch is known for. I’ve always wondered what a co-op PvE mode could be like with Overwatch‘s roster and their abilities, and it turns out it’s something that I’d like to see remain in the game. Ok, so it’s heavily-themed, but maybe after the Hallowe’en period is over they could rework it somewhat to allow it to stay. Or maybe even use it as a jumping off point for something even better.

In a nice change, you can now purchase new cosmetic items with your in-game credits – something you weren’t able to do with the previous seasonal event, the Summer Games. To keep the items fairly rare, Blizzard have priced them at three times the going rate, so you’re looking at 3,000 credits for a legendary skin. Unfortunately, this does mean that I can’t afford that awesome Mercy skin, but I was able to buy Ana’s new look, which is equally fantastic. Ana isn’t even a hero I’ve played outside of the training area, but that’s something I’m looking to change, and indeed, the entire point of my plan for getting back into the game is to learn new heroes.

How cool is this!

How cool is this!

So how does this affect that plan? Well, originally I was thinking of focusing on Mercy first, as a new character to learn (and if that awesome skin drops for me, that’ll make me want to play her even more!), but given that this limited-time brawl focuses only on four characters, I’ve decided to use it as a way of getting used to those ones; I mentioned the other day that Soldier is a hero I’ve used a fair bit, but the other three are all essentially new to me. So before jumping into the brawl for a bit last night I headed into the training area to make sure I had their abilities straight in my head, as I wanted to know I’d have some idea of what to do no matter who I ended up playing as. It turns out that most players will insta-lock McCree, and that nobody wants to play Ana in this mode.

So I’ve been playing Ana. Again, she’s not a character I’ve ever really played, despite finding her abilities interesting; she seems like she’d be a pretty high skill ceiling hero, which makes me wonder if I could actually be effective with her, and I’ve always been really crap with snipers too. So it wasn’t much of a surprise to find I could barely hit anything with her at first, and I also found it difficult to get heals on team mates when they were at a medium distance and strafing a lot. Hitting them from afar is much easier, thankfully, so I took to the high ground in the back-right corner of the arena and tended to stay there, throwing out damage-over-time attacks to enemies for the most part, and then trying to pick up allies when they needed healing.

Ana also has a biotic grenade which heals allies while stopping enemies from being healed, and you’ll mostly be using it for its healing effects in this brawl; for the most part, enemies aren’t getting any healing. This changes when Mercy comes out as a boss wave with Roadhog, so this is a good time to use it on ‘Hog, to prevent Mercy from shoring him up. One thing I did find myself forgetting to use quite often is Ana’s sleep dart – in my first couple of games, I almost completely forgot that I had it, but then realised it might be a good idea to use it on Junkrat when he appears on the ramparts to rain down bombs on you. While this is happening, you’re generally dealing with a ton of adds, so it’s useful to stop Junkrat for a few seconds while you clean up.

I feel like I’m getting a good feel for how Ana handles thanks to Junkenstein’s Revenge. As I said above, since being added to the roster she’s been a bit of an intimidating character to me, so it’s nice to be able to get used to her in a (relatively) stress-free environment. One thing this doesn’t help me with is figuring out the best use for Ana’s ultimate, Nano Boost. Of course, in the brawl I only have three choices of who to stick it on, and given Hanzo’s relatively slow rate of fire, it seems like only two are actually viable to me. In a proper match, I’ll have many more options, so before long I’ll need to get out into a game and see what’s what. I think I’ll still move on to step two of the plan – playing a game vs AI – before I jump straight into Quick Play, just to make sure I know what I’m actually supposed to be doing with Ana.

So! A quicker update to my boot camp plan than I intended. I think over the next few days I’ll get some more practice in with both McCree and Hanzo against the zomnic horde, and maybe try and get into Quick Play with at least Ana. I want to spend as much time as possible on the brawl before it disappears though, and I really do wish it would stay. Overwatch could do some amazing things with a PvE mode and all of these amazing characters and abilities.

The brawl has actually had the effect of bringing me back to Overwatch when I was searching for my own way back, so in that sense it was well-timed. It’s a nice stepping stone to getting back out into the standard modes once it’s gone away, and below you can watch a quick match with me as Ana, where I start off awful and get ever-so-slightly better. I’ll be back in the coming days with another update.