Friday, May 6, 2016

Overwatch is better than Battleborn

Between May's two biggest character shooters, Blizzard's Overwatch is a better game than Gearbox's Battleborn. It just is. I spent around eight hours with each game's open beta and here is my comparison and why I'll be picking up Overwatch and NOT Battleborn.

What in the world is Battleborn?
To me, Battleborn feels like it's a million things but nothing at the same time. Is it a team shooter? Is it a MOBA? Is it a Borderlands-esque game with multiplayer elements? I was never sure. The core of the game involves a team shooter basis but there is so much else going on between the load outs, leveling up character abilities in game and trying to replicate the push and pull dynamics of a MOBA in each match.

This is all coupled with Gearbox's typical, sometimes funny, elementary school humor. It adds up to a game that feels unfocused. On the other hand, Overwatch is laser-focused. It's a team-based, first person online shooter with no frills. No loadouts, no leveling up abilities, just a simple objective and an opposing team to kill. Gone are progressive respawn times that increase as the match goes on, gone are shards used to activate gear and abilities. Instead, the game focuses on having fun and playing as a team.

Get character 
The obvious disclaimer here is that I didn't play the full version of Battleborn, but based on a side-by-side comparison of the betas, there feels to be much more balance in the characters in Overwatch and not necessarily in the sense that some feel overpowered. Instead, every character in Overwatch feels purposeful. Never did I select a character and wonder what my role was or what my most powerful asset was. Tanks feel powerful but capable of being ambushed, healers feel squishy but vital and snipers feel deadly if they can remain out of plain sight.

It all makes sense in the best possible way. Too often, Battleborn felt like a mad pregame sprint to the damage dealing characters, leaving certain others incapable of finding success in the wrong hands.

Switch it up
One of Overwatch's other brilliant design choices is allowing players to change characters mid-match. Just go back to the base and switch out. Often, I felt comfortable with a character but wanted to change based on the complexion of a game. We're having trouble controlling points? Get a couple more tanks in the mix. We are constantly dropping like flies in dogfights? Throw a healer in to turn the tide.

This design decision allows for constant risk-reward choices as you progress through matches and figure out which characters are best suited for certain tasks. It's fantastic. Another subtle and pleasant design choices is allowing two players on the same team to be the same character. If you want a team of Tracers, it's likely your funeral, but have at it. It makes the game feel less rigid and controlling. It also eliminates the feeling of missing out on your main character or number one choice and feeling like the match is already off to a bad start.

Sprint, not a marathon 
Here's a simple one-- Overwatch's matches feel much quicker and thus, lighter. And that's a good thing. Battleborn, in trying to embrace the "baby's first MOBA" mentality, has matches that drag on. Long enough for players to reach max level as they collect shards. Matches lasted 30-45 minutes for me and as I was stuck using one character, often dragged on.

Overwatch keeps it light. Some matches, especially those that require overtime, may last a bit longer, but for the most part, Overwatch's matches are long enough to get the point across and short enough to not burn you out. It's easy to drop in, play two games and drop out.

Also, not being stuck with one character makes the matches FEEL shorter than they are, too. As every change of character has a chance to feel like a fresh start.

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