![]() Creating a push and pull between two teams through an ever-growing chasm creates some intense moments right from the start, as the initial claim on the robot can be the most frenzied point of a Push match. Push is a clever mode, and an interesting way to turn the payload idea on its head. The team that gets the robot to push a wall all the way to the opponent's spawn point–or the team who got the robot to push a wall the farthest before time runs out–wins. Similar to how the payload is moved with team members close to it, once claimed the robot will push a moving wall closer to the opponent's edge of the map, hitting checkpoints along the way. There's a robot at a central point of a map, and teams must fight to take control of it. Push is, in layman's terms, Overwatch Tug Of War. There is one new game mode, however, and that's Push. Moving the payload–a mechanic Overwatch admittedly brought into the mainstream–doesn't engender that moment of inspired awe now as it did when the original game first launched, because it's no different than the original game. Claiming control points is a first-person shooter staple in general, so playing Control or the first half of a Hybrid match is treading ancient ground at this point. The majority of matches I've played for this review–all but two, as I recall–were contested in modes I'm already familiar with. Speaking of game modes, this is the area where Overwatch 2 struggles to distance itself from its predecessor. There was a lot of hand wringing at the idea of removing a member from each team, but after multiple matches in every game mode I can say the change is a welcome one. This increased tempo packs more action into each match, which the game ultimately benefits from. There's more urgency in team fights, more back-and-forth battles at objectives, and faster moments of victory. Matches are faster now, as breaking through a single tank causes the pendulum of momentum to swing much farther in either team's direction. Strategically, it cannot be overstated how this changes the game. ![]() Teams consist of two Damage heroes, two Supports, and one Tank, and this leads into Overwatch 2 's biggest change: notice that crossed-out piece of text above? Each squad used to have two tanks. Connection issues are temporary, but if the gameplay isn't great, that's permanent.įor those unaware, Overwatch is a 6v6 5v5 first-person shooter where players control unique heroes that fall into one of three classes: Damage, the attacking class Tank, the tough guy in the front of the line and Support, the healers and buffers at the back of the line. Granted it's a similar song to the one it's been crooning since 2014, and we'll get to that, but as more issues are ironed out and the game's performance improves, I feel it's important to focus on what the game does when all is working well. However, when a match is able to play out with no issues, the game sings. Getting sent back to the main screen after finally connecting somehow feels worse by comparison. On the one hand, not being able to connect to an online multiplayer game means the game is, by definition, unplayable. I can only review what's in front of me, but I imagine there will be an update once PvE finally drops. This is a huge disappointment, to be sure, but there is still plenty of content to play while we wait for that mode. One quick aside: the launch issues also make this, technically, an incomplete review, as the promised PvE modes are absent from the launch version of the game. Do these connection issues ultimately color the rest of the game experience? I'd say yes and no. Not being able to connect to a match, being kicked out of a match before finishing, and other problems have led to a tumultuous launch, to say nothing for those who have had content they earned in the original game locked out in this sequel (accidentally, of course, but no less frustrating). Let's get the elephant out of the room early: the aforementioned connection issues have been brutal.
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