Why Overwatch succeeds where
Battlefront failed
I was a
latecomer to the Overwatch Beta train, only joining in the last few days. I’ve
come to learn that this was a huge mistake, as Overwatch is a complete blast to
play. It’s everything I loved about Splatoon with what was great about PvZ:
Garden Warfare 2 added in for good measure.
I’ll save my praise and criticisms for
when I actually get the full game and review it, but for now just know that it’s
one of my favourite games of the year so far and I can’t wait to jump in and
play some more.
What I’m really here to talk about
today is Star Wars Battlefront, and how the inevitable next installment of EA’s
“reimagining” of the sci-fi shooter classic can learn from Blizzard’s first
entry into the shooter genre.
I don’t know about the rest of you,
but when I got Battlefront last year, I was sorely disappointed. I played it
about three times total, and until very recently I couldn’t quite put my finger
on what exactly I didn’t like about the game. The graphics are undoubtedly one
of the best on console, and the sound design places you right in the middle of
the original Star Wars trilogy, but something in the gameplay was lacking.
Eventually, after a while of thinking
about the game, I realized it. The devs somehow made shooting down
Stormtroopers or Rebel scum as boring as grinding in an RPG.
In Battlefront, you’re placed into a
massive team that can grow up to thirty to forty people, all of which look
essentially identical and, aside from a slightly different weapon or special
ability selection, play the same too. There’s nothing creative or interesting
here. Aside from the six hero-class characters, all the pawn-class playable
characters are the same.
When looking at Overwatch, you can clearly see that each character is
different in their own way. Don’t like how Winston plays? Give Tracer a shot.
Don’t like her either? Reaper’s ready to play. So on and so forth, until you
find the characters that suit you best. Overwatch encourages experimentation
and creativity with how you play, unlike Battlefront’s cookie cutter foot
soldiers everyone is stuck with.
There’s also the big problem everyone
had with Battlefront’s Fee-to-Pay model right out of the gate. Those who forked
over a few extra dollars were given the best weapon in the game, allowing them
to dominate their way up the ranks by mowing down low level players repeatedly
with no problem. Add in the easy to camp spawn points, and you’ve got yourself
a ticket to the top ranks of the generic foot soldiers, all because you were
willing to shell out a bit more cash.
Because Overwatch works more on
different characters than different weapons, it doesn’t have this problem, bringing
back up the boring characters argument. If you die to another player in
Overwatch, you can only blame yourself, and vow to do better next time. If you
die to another generic looking guy in Battlefront, more likely than not you’re
facing off against someone who paid to win, rather than being simply better
than the game at you. You can try to avoid that player again, but with how
everyone looks the same, you’ll have a hard time trying to do that.
That’s not even mentioning how
obscenely broken it is to give players a weapon that one-shot kills low level
players just because they forked over some cash. I know that Battlefront is an
EA game, and EA is all about their money, money, money. But seriously, we can’t
sit back and act like this is okay.
I’ve always been fine with paying
elements in games, so long as you can easily get the same items without using
some of your hard earned cash. Looking at a game like Hearthstone, even if you
pay, you can’t specifically choose which cards you want to buy. You have to go
through the randomly generated packs like everyone else. In a way, paying is
just accelerating the rate in which you can get the cool stuff.
Overwatch works on the same principle.
The only things that can be paid for are strictly cosmetic. Skins, spray
paints, character poses, and so on. If you don’t care for these things, you can
walk away completely happy with your $60 purchase, feeling fulfilled.
If I remember correctly, Battlefront
cost around $70 at release, with $20 added on for early access to the Battle of
Jakku map, as well as the one-shot gun. That’s a $90 game, with even more microtransactions
waiting inside!
But I’m getting off topic. We’re here
to talk about how the next Battlefront can learn from Overwatch.
I understand that the two are
extremely different games, Battlefront being more focused on spectacle than
gameplay, and Overwatch having the presentation being the icing on an already
delicious cake. But when making a game, the gameplay should always come first.
No one will remember your game in 5 years if all you had going for you was
graphics and sound design, no matter how good they are. They’ll remember the
games that were the most fun to play. Overwatch knows this. PvZ Garden Warfare
and Splatoon knew this. The original Battlefront games knew it too. This “new”
Battlefront doesn’t know how to be an enjoyable shooter, instead focusing more
on the feeling of being in a Star Wars movie.
Well, if I really were in a Star Wars
movie, I wouldn’t want it to be as shallow as Battlefront is. That’d probably
mean I was trapped in the Prequel Trilogy.
Seeing as Battlefront isn’t getting any
elements from The Force Awakens, it’s inevitable we’ll see a sequel in that
timeline soon enough. So I ask the developers this: next time, try harder than
just impressing us with your flashy graphics. Look at shooters that did it
right, and borrow from them. Good luck, and may the Force be with you.
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