Saturday, December 31, 2016

Another Star Wars Story

Rogue One
Beware Spoilers

A Star Wars Story is the first instalment in the Rogue One trilogy. Inspired by the blockbuster Star Wars movies made by George Lucas it is directed by Gareth Edwards. Set before Star Wars: Episode IV - A New Hope, It tells the tale of how the Rebellion got the plans to the first Death Star. A key character in this story is Gyn Erso. She is the daughter of the weapon's architect and is the only one who can retrieve said plans to expose a fatal flaw in the station's design.
Right of the bat I'm annoyed by the subtitle. Will every side story need that little bit of extraneous info? This is a story of Star Wars, unlike all the other's you've seen and heard.
Rogue One opens up well enough, evil space Gandalf Orson Krennic, director of the death star program, comes to reclaim the last peon to finish the construction of the battle station. True to tradition the progression of the big project lags behind schedule. Much like every governmental program in history, in any galaxy. Krennic seems amicable at first, but a lie escalates the whole affair into cascade of shouts, violence and death. Unstoppable like a wedding band of a past marriage circling down the drain of a sink, slippery and inexorably as it slips towards its sewery doom. What I mean is that it happens too fast and is really tragic.

Felicity Jones as Jyn Erso

From there the story is pretty straight forward as the film takes the universe into wider focus. Showing the state of the universe. Once again, the Empire are clearly space Nazis. Oppressive, , exploitive, ignorant. It has all the (correct) traits it had in Star Wars: A New Hope. I say space Nazis, but the Empire could quite clearly be some other state found in the world today.

Jedha is the site of an ancient Jedi Temple

Our eye travels to Jedha, a planet whom's culture resembles a mix of eastern and middle eastern, its veiled and robed freedom fighters branded terrorists by the invaders. In the streets storm trooper in parade ensure the populace that they are there for safety and employ justice as their means. Two minutes later there's blaster bolts blurring the lines, rebels shooting rebels, concussion explosions, thermal detonations and a lone child crying out in agony.
All this, only moments before the Empire blows the place up with a moon-shaped drone. Sorry old chaps, all we needed was fuel!
It's a bit on the nose. We all get it.

~

Yes, this is a war movie.
Should come as no surprise, it's right there in the title! But it's quite unlike the prequels. There the troops fighting the war are either throw-away battle bots or throw-away clones. In the clone wars only the heroes actually mattered. In Rogue One the heroes are the throw-away troops (sadly, in more way than one). This rather sets the tone to tragedy. Don't bring you children to watch this movie if you were expecting Jar Jar's silly antics. Don't expect the plucky bantering of Solo vs Organa. Don't expect old fashioned romance of rogues and princesses. Funny lines are rare, involve guns and shooting people and are made by a robot on a suicide mission. These aren't the swashbuckling space adventures of old man Lucas, this is war. This is World War 2, this is the Vietnam War... in space! The rebel forces even look the part. If the movie tried to make a point about war, it even gets a little twist here.

Walks on snow, sand, forest ground and surprisingly: water

Oddly, it also has a few of war game elements to it. One I'm thinking of is one scene set in a tropical beach locale... By the way: add that to the level 'theme list' too after: space, desert, ice, lava, swamp and forest. So this one scene takes place in front of a hangar bay: closed doors, an open space and then some chest high crates for the rebels to crouch behind. Ideal for dishing out potshots with the witless Stormtroopers as they run out from their spawn closets and into the enemy crossfire. This fight takes ages before Empire troops wise up and attack the rebels from one of their three exposed flanks. Akin to virgin players experiencing a round of Battlefield, not aware of their surroundings. A handful of Stormtroopers would have done the job but Command sends in a handful of AT-AT walkers, I guess to show that Rogue One speaks fluent Starwarsian, but more on this later. I laughed out loud when I saw the setup of the scene, because it reminded me of the silliness of simplistic, video game inspired action sequences. It broke my suspension of disbelief. That's not how combat works, especially not in a "war movie".
Sure enough this tactical error on the rebel's part costs them the match, but this foolishness doesn't take away one iota of drama as almost all of them die a hero's death. At least they would have, if I could remember their names and/or character. Their last utterances absorbed by their still unvanquished colleagues, just moments before they too are slain.

Saving Private Ryan is another war movie. It too had nameless soldiers that died in puddles of their own viscera. We did feel for those men, so what's the difference? Well, in the preceding shot we saw them getting seasick, puking, praying, getting themselves ready, fighting nerves. They were human beings, relatable. We would do the same things if it was us in those troop carriers. It makes the troops into nameless but unique characters. Rogue One barely even does this with its leading characters. This is one of its weakest points, in my opinion. For starters, I thought the antagonist, Orson Krennic, was a more interesting character than the protagonists: Jyn Erso and Cassian Andor. The two ambassadors to China, Chirrut Îmwe and Baze Malbus, while not bad on their own, felt tacked-on. Their scenes may have been more believable without their near jedi-like feats and aimbots. The pilot Bodhi Rook was introduced 3 times one third of a time.

Oh.

Also starring: Diego Luna as Cassian Andor, Riz Ahmed as Bodhi Rook, Donnie Yen and Wen Jiang as Chirrut Îmwe and Baze Malbus (source: www.imdb.com)

It feels like we are to care for too many characters at any given time. The focus from Jyn Erso is diffused by the presence of all the others. Cassian, the ambassadors. Then there's the sarcastic robot, the defected cargo pilot, and the extremist freedom fighter. I have to look up their names because I didn't remember them. I feel that some of these could have been cut from the story to benefit the protagonist, because as a result I ended up caring for none of them. No time is given to make them really stand out in any memorable way. You won't find anything close to a blowhard, laser brained Han Solo. There's very little sci-fi fantasy going on here. The only one is Darth Vader, who is a larger than life villain. All the first billing rebels keep it very real. They're very serious and bland, 'gritted teeth' isn't a character trait.
I even have a bit of a problem with Jyn's motivations. At first she wants to deal with neither the Empire, nor the Rebellion. She even states that she kind of likes the order the Empire has brought. Her father dies due to a rebel bombardment. In a turn of events that are now lost on me, she is willing to sacrifice her life for the rebellion. It seems to me that the Death Star's threat is largely overstated in Rogue One. It's weapon of terror, not a weapon of mass destruction - yet, and only becomes so because of rebel actions. We as an audience know it will blow up a planet. That's why we buy the argument why she would make the sacrifice. Jyn doesn't know that she should. I'm not sure what's in it for her other than proving to the Rebellion that she can get the plans. Or revenge for what's been done to her. Or that her father told her so, would he have wanted her to die for it too? Seems like a big price to pay.

Does the rebellion really have that few pilots and squadrons? The Rebellion seems tiny!

In any case 'new' characters are about to fulfil their destiny. Dramatically introduced, shot from the back as they speak, letting us wonder... Ah, CGI versions of Tarkin and Leia on vacation from the uncanny vally, are here to accept the baton. Known quantities are here, because it's Star Wars.
I could have done without the X-wing pilots that were pasted in from A New Hope though, for some reason they specifically shrink the size of the universe. Does the rebellion really have that few pilots and squadrons? The Rebellion seems tiny! The many cameos also shrink the universe.
We could say that the ideas of X-wings and Tie fighters limit the scope too, but I think that isn't as much of a problem. Ordering in bulk saves funds.
This stems from a greater problem with Star Wars as a whole, and that is that the visual and ideological vocabulary of this universe is rather limited. Especially after the Disney acquisition all extra world building from the expanded universe was deemed non-canonical. So we're back down to brass tacks. Logical, how else could you expand upon the existing films? Forget the Ebon Hawk, there's only the Millenium Falcon. But this means we need to stick with what we know: X-wings, Tie fighters, the Imperial walkers, etc. Only small elements expand this vocabulary: like the newly added hammerhead corvettes, which - to my knowledge first appeared in Knights Of The Old Republic - a role playing video game.
Another new element, another tweak, is the black elite death troopers with their distorted voicecomms. So elite that they need to mask their communications from any bystanders? But the sounds they make with the scrambled grunts and wheezes, sounding very much like the combine soldiers from Half Life 2. Talking as if they had swallowed a white noise Morse code machine. It works very well, the result is an other-than-human appearance, which instills fear and makes one uneasy. Nice to see the an addition to the Empire that instills fear (and isn't Darth Vader) next to the comically incompetent regular Storm Troopers. Those almost look out of place in a war movie.

introDeath Troopers, as the name suggests, are scarier than regular Storm Troopers

This is one of the downsides of the Star Wars vocabulary, change too much and it starts to sound different and unfamiliar. It makes some sense to pick and choose from the former expanded universe to see what fits well enough to carry over.
This, if nothing else, is something that could be attributed to the prequel trilogy: it quite literally expanded the universe, there was a smattering of ideas thrown into the mix. Even going too far some cases (mi-di-chlo-ri-ans).

~

Rogue One is subservient to Star Wars: A New Hope in every way.

Rogue One is subservient to Star Wars in every way. I don't think this movie can work without A New Hope existing. Compare this with last year's The Force Awakens, that movie carries more weight and is allowed to come up with new ideas. In contrast, R1 is slanted towards Star Wars fans, panderingly so. "Remember how awesome this or that was?" So while it can't come up with much new, it can elaborate a bit on vested ideas.
Remember the Force? Here Rogue One sheds a bit more context on how it still exists under the Empire. The line in A New Hope "Your sad devotion to that ancient religion" suddenly makes more sense now. With the passing away of the Jedi, the force has changed from the practical to the mystical, and with the mystical comes religious belief. It validates the common use of "may the force be with you" too. A common use of well-wishing and wishfull thinking, which starts to sound hollow the more it is used, and turns into just something people say.

Remember Darth Vader? Because I simply can't let this post go without mentioning Darth Vader. Neither can any Star Wars movie, really.
I find that the position Vader is put in interesting if a bit problematic. There's a clear discrepancy when it comes to Vader in Rogue One and Vader in A New Hope. In the former he's met with fear and respect because of his acumen, in the latter he is mocked for being a relic and a bully.
In A New Hope it comes as a surprise that he force chokes the general. Didn't this general know that Vader is a big deal? Didn't he see the prequels?
Of course we need to remember that A New Hope (1977) was written as a stand alone. There had been no mention of the Sith. The concept of the Sith didn't exist in the movie. The Emperor might as well been a force-less tyrant. Vader at that time was nothing more but a 'Dark Jedi' in comparison to Obi Wan, a 'Light Jedi'. Both follow the same "ancient religion". Vader also doesn't have much more use than being a strongman for the Empire. A special unit, a powerful tool. A commanding officer, an ace in the hole. He seems valuable, but still expendable. Only by sheer luck does he survive the end of the first Death Star.

DARTH VADER!!¡!

In Rogue One (2016) we have the entire prequel (1999 - 2005) baggage to consider. Vader is regarded as the stand-in person of the Emperor. Which he is in a way - he's Sith royalty. He's the one who should, if all goes as to tradition, replace Palpatine by way of regicide. Therefor he is much more akin to the crown prince of the Empire, if the prequel stated goal of the Emperor is for the Sith to rule the galaxy.
In this story it seems pretty much affirmed that Vader's power is well known. In a callback to Return Of The Jedi, Tarkin even warns Krennic that he is the more amenable of the two, shielding him from Vader's ire should things go awry with the super weapon.
But then, in Rogue One, he is also shown here in the super unit, strongman role of ANH. Granted, its awesome to behold. Not only that, his opinion matters when it comes to military and political issues. Krennic asks Vader if he is still in charge of the Death Star project - over Grand Moff Tarkin. Who's really in charge here? Did Vader get demoted in ANH for failing to get the plans back, so now Tarkin gets to hold his leech? Did Imperial military command campaign against Vader with propaganda for being a costumed clown? It seems to me that connecting the dots from 'awe-inspiring' to 'ridiculous' could be very hard.
Honestly, I do like how the movie portrays Vader as an unstoppable, unnatural force. Why he should be feared. That red light saber igniting , which it thankfully only does once, is a sign of an impending slasher scene... in space!
Quite a contrast with the 'hands on hips, assessing the mess the boys made on the blockade runner'-Vader we see mere moments later in ANH. Presumably the battery on his suit runs low that late in the day. In short, the final Rogue One scene with him is straight out of a comic book. It is awesome, exclamation mark, exclamation mark.

~

Some (battle)scenes feel very much like those in Return Of The Jedi

I was surprised to see the movie ends mere moments before A New Hope Starts. Accept the new cast of characters and keep rolling. The old cast... well I had a feeling they would be expendable and I wasn't wrong. No lose ties means no breaks in consistency. The Death Star is a convenient way to clean up the mess the movie makers made in Rogue One. No stone is left unturned to ensure that none of the new characters make it past the credits and into Episode 4. It's a tease too, since it doesn't blow up any planets yet. That reveal is left to the main attraction.
I liked the plot's simplicity. No obvious plot holes. Nor unexplained mysteries, which would be fine for a "new" story, but would makes this one ask questions that would remain unanswered in ANH. In fact I thought it felt very much like the final part of Return Of The Jedi, minus the Luke storyline. There's a space battle happening as ground troops complete their mission.
Ultimately Rogue One rectifies one of the sleights you could make against the story of A New Hope, "why would the Empire let be such an obvious flaw" by answering "It was done on purpose". Which is one of the best reasons to excuse yourself of anything is saying you meant to do it like that all along. In this case: embed a subtle flaw into the Death Star Systems.
To me A New Hope always felt a bit more unique to the rest of the trilogy, and therefor a bit more distant when compared to its sequels. If nothing else, Rogue One helps to tie its spiritual second act to connect with more with the universe it spawned. Makes it feel like a focused chapter in the bigger story.
Just don't think of it as a snake eating its own tail...

Tuesday, February 9, 2016

Overwatched

"Name's McCree". The announcement is jawed and chewed, a cigar playing as much a part as the tongue. Eyes a-squint. Behind the gaze, nary a thought. His six shooter by the name of Peacekeeper is loaded with Justice in need of dispensing. Death brings peace, obviously and I get a sour aftertaste - a meal gone bad, rebelling in the pit of my stomach - in the back of my mouth. On the opposing red team the very same is happening. But nobody cares. Blue McCree steps into the limelight together with other enthusiasts from the cosplay convention. Next to him is Steve in angsty teenage powergarb. Clearly practicing for the upcoming stage show, taking on the most dramatic and threatening pose imaginable. The pose is meant to instill some fear into its beholder. Yet nobody cares. That's just Steve, he does it all the time. Steve dresses up like Darksiders and The Matrix. Steve's favourite class in D3 is the Demon Hunter. Steve is a bit of a prat.

Steve Cosplays ReaperSteve sure knows how to work the camera.

Welcome to Overwatch. Pause for the dramatic musical interlude and late title card. So cool. The concept of Overwatch is quite solid. A team based, competitive, hero based shooter, with familiar game modes. Take inspiration from the rich history of ego shooters and model them onto likable, in some cases awe-inspiring, characters. Soldier 76 is a Call Of Duty facsimile, Mercy seems like the StarCraft addicted daughter of the Medic from Team Fortress 2. Tracer is your flanking, Run 'n Gun class. Widowmaker a Kerrigan inspired sniper. Reinhardt leads, Torbjörn does machines.

His name is McCreeHis name is McCree.

As hinted at, Overwatch cannot escape comparison with Team Fortress 2. It also can't by proxy of Blizzard sibling Heroes of the Storm, to DOTA. Coincidentally: both of those are Valve games. Sadly for Blizzard, both of those are, as of now, still better games than Overwatch. From a gameplay perspective, and tonally, Overwatch falls closer to TF2. The former has a murder of static hero characters, the latter has a handfull of editable classes. These heroes are Overwatch's main drawing factor. Whereas gameplay surely is the main attraction for TF2. Well, next to the hats that is. The gargantuan divide between the two is their setting. TF2 left much to the imagination whereas Overwatch has a universe that is quite pronounced.
 
To say overwatch has excellent character design isn't a sleight against TF2's characters, because they are iconic and well thought-out. No, I'm not just talking about recognizability of the silhouettes. The actual character designs also show some sophistication. Watch some of the character specific shorts Valve made and you'll get the point instantly. The sniper is a bureaucrat with a sniper rifle. The honest Brawn of the heavy is the perfect counterpart for the sly intellect of the, Frankenstein-like medic. The Demoman design, a rambunctious Scotsman, sidesteps any racial stereotyping with some creativity.

Context matters.

Less specific nature of characters, such as those of TF2, pushes them a bit into the direction of a blank slate - which makes them more approachable. In contrast, Blizzard wants to nail every stereotype as hard as it can. "Name's McCree", his diction is terse, there's no such thing as a chatty gunslinger. Gunslingers smolder menace in silence and need to have the linguistic effeciency of a telegram. Each hero spurts the one liners you'd expect. All of which are said in a vacuum. The characters aren't aware of their colleagues. By comparison Call of Duty: Black Ops 3's heroes, called specialists - yes they have them too - do party banter. So why can't Overwatch's?
These characters are similar to those in Capcom's Street Fighter, each has their own global origin. Yet they do not have the associated cultural link. indian Dhalsim is a yoga master. Japanese Ryu embodies a Ronin lifestyle, Chu-Li wears Chinese garb and does kung fu. Guile is the American family man. Overwatch's Pharah wears metroid armour avec arm-mounted rocket launcher, obviously she's from Egypt. I'm sure the link is clear... Uhm. The Chozo? Ah, Pharah-oh!
For fear of stating the obvious, Street Fighter has a Japanese perspective on the world, and Overwatch has an American perspective on the world. Yet Blizzard has many, many (international) world class creative talents. The flaw of Overwatch's setting is borne out of excess whereas it could have benefited from restraint. It needs some 'less is more'. Why? My real problem with Overwatch lies with the way how gameplay is completely severed from its setting.

Tracer and Widowmaker have a momentThe Overwatch Cinematic Trailer is full of nice little pictures.

The game, not very clearly, has a host of less than good-aligned characters. Like Reaper and Widowmaker. But the game doesn't really acknowledge the absurdity that villains are fighting besides the, presumably, heroes. Said good guys are also killing other good guys. The teams themselves have no polarizing element that sets them apart on the battlefield, save for their differently coloured name and outline (UI fixing a problem character design doesn't). Other than that there's no real telling that these are rival factions. Their goals and motivations equally nebulous. Why is defending McCree shooting attacking McCree? Both are claiming justice as their motivation while fighting over a payload on its way from A to B. Presumably the organisation known as Overwatch was created to safeguard the world, like our real world UN, from terrorists like Reaper. So I think it it safe to assume that all these characters are just mercenaries and that, regardless of how lofty their motivations, they are all villains. Or maybe this is just another instance of American policy where it doesn't matter why you have the war.
Rumour has it that Overwatch is all that's left of Blizzard's aborted Titan project, which was rumoured to be another MMO concept. Could it be that faction based gameplay (say: horde vs alliance) was dropped and now anything goes? This also means that whatever reason for conflict there once was, is gone, yet conflict remains.

justice
ˈdʒʌstɪs/Submit
noun
 
1.
just behaviour or treatment.
"a concern for justice, peace, and genuine respect for people"
synonyms:     fairness, justness, fair play, fair-mindedness, equity, equitableness, even-handedness, egalitarianism, impartiality, impartialness, lack of bias, objectivity, neutrality, disinterestedness, lack of prejudice, open-mindedness, non-partisanship.
 
2.
a judge or magistrate, in particular a judge of the Supreme Court of a country or state.

Overwatch has a universe that is really only useful for a trailer. TF2 has could be seen as what happens, or happened, during cold war times where 2 sides of a conflict would be doing very similar things aimed towards the other. Expending gigantic efforts to prolong a stalemate. A zero-sum game of two perfectly balanced parties where neither can get the upper hand - and so the game is played indefinitely - which explains why the game is allowed (do not read as 'granted by an authority') to be played/happens again and again. A more cartoonish take of Orson Welles' '1984'. A capture the flag game mode revolves around "the intel" without ever naming what the intel actually is. Valve could have gone ahead and explain that the intel are the plans of the deathstar, but the game is served just as well by just "the intel", the characters also acknowledge this. All they know is that it needs to be kept. There's only one of them and the enemy can't have it. Grunts as tools, in this instance the players, they are kept unaware because it simply doesn't matter. All the game needs is something to fight over. It's the notion of just because that links it to the often absurd nature of armed conflict. Particularly fitting as the setting of TF2. Its characters are just one amongst many. None of them make any special claim to fame, none of them goes beyond the call of duty.
But Overwatch plays with none of the concepts at its premise. The game seems like it just wants fancy characters to shoot at each other. They could as well not have bothered thinking up a universe for them.
Black Ops 3 has the same problem: factionless characters fighting each other in opposing teams, but solves it by framing death matches as simulated training programs. The game is presented as a video game, which makes it pretty honest.

His name is McCreeHis name is McCree!

Overwatch adheres to the Big Bang Theory style of funny, where funny isn't actually intellectually stimulating.

One of the most severe shortcomings of Overwatch is that it isn't self aware. Funny though the character designs may have been intended. Each of them only hit one note. His name is McCree. See how that's funny? He's a gun-slinging cowboy, just like in those movies where they all sound like that. She needs to raise her APM... because she's Korean. See how that's hilarious? She repeats it every 2 minutes. Maybe even just to make sure you get the joke. Overwatch adheres to the Big Bang Theory style of funny, where funny isn't actually intellectually stimulating, but just an out of the blue reference that is supposed to contrast or compliment with the current context (I had to strain to come up with that explanation - because there very well may be none). But It usually needs the support of a laugh track to signal when the funny bit happens. His name is McCree, and "justice won't dispense itself". Ha... What justice is that again? The only conflict I can see between characters is because they aren't on the same side for some reason. Is difference of opinion (come to think of it, not even that) a crime that requires justice? I think McCree has seen a few too many westerns and is imitating Clint Eastwood while high on psilocybin and sarsaparilla.

The characters themselves don't care either. His name is McCree... and that's all he has to say on the matter. That's all anyone on the team has to say about it. Other than hitting all the cliché one-liners you'd expect: "it's high noon", "much obliged". I didn't hear "this town isn't big enough for the two of us" yet, but I suspect the line is recorded with cleched jaw seriousness and is archived on a secure server somewhere. In fairness, I'm picking on McCree because he's such an easy target, but every characters received the same treatment. There's no true comic relief, yet it's desperately needed because its subject matter is absolutely gruesome. Unfortunately this game has no wit to it. It just has cool art design.

What it also lacks is good level design. Granted this is a beta but the maps lack sophistication. Sight lines, sniping spots, flanking routes, all these may come with future maps, but the ones I played were very basic. What's makes the maps even worse are their bottlenecks. Fights often result in a prolonged stalemate while everyone is cornercreeping to take potshots till someone forces a breakthrough by activating an ultimate skill.

Steve doing workA rough approximation of what Reaper's Death Blossom skill looks like.

Reapers ultimate skill is called 'Death Blossom'. Where he does The Matrix and people fall down in a series of one-hit-kills. Many ultimate skills resemble hacks or cheats from other FPS games. Reaper pronounces "Die, Die, Die", like the dirty terrorist he is. If you play Overwatch you'll probably hear it more than a few times each match. In no way will it ever become repetitive, boring, dull and trite. Not even after playing the game for one whole hour straight, I know because I tested it. His name is McCree. Who cares.

Each match is ended with the once-in-a-lifetime bookmark moment in Overwatch history. Nobody cares. I'm sure it won't lose its luster.

Another event you'll grow painfully accustomed to is the "play of the game" replay. During which a feat of strength, judged by the algorithm, is displayed to all participants of the game. The feat is set to a really heroic sounding score which indicates that something once-in-a-lifetime has occurred. When I say heroic, I really mean it, it's so heroic that the next Medal Of Honor game will only be able to top it by having Nazi soldiers pause in their combat to salute the player character whenever The Star-Spangled Banner plays on the soundtrack. Masterfully paced, it has both the weight of the unstoppable giant and the speed of greased lighting - which is so vividly evocated on the screen that you'll want to find your graphics card's warranty.
But after a few matches you realize each match is ended with the once-in-a-lifetime bookmark moment in Overwatch history. They are all the same. His name is McCree. Each match is ended with the once-in-a-lifetime bookmark moment in Overwatch history. Nobody cares. i'm sure it won't lose its luster. Make them all the same because otherwise some kids will feel left out when they also do not get the good ending. In a game I played the heroic ending was a killing spree of 2. Which instantly undermines the effect and made it seem much more like mommy enthusiastically clapping. It also made me feel like I was riding a tame theme park ride that assumes it's your first time riding it. Isn't this fantastic? While in reality, you've rode it the entire weekend and you're on it because of the view on Widowmaker's ass.
Play of the game also signifies the discrepancy between its team play concept and its ego-feeding rewards. The PotG makes it seem as though the player on display did something special. But in reality the algorithm only seems to detects spectacular kill streaks. Yet the objective of the game is not to score lots and lots of kills, but to get the payload to its destination. What's even worse is that the defeated team may also receive the PotG. Which alerts players that the game isn't even about playing the objective at all. Yet another sign that this game is only really about fancy characters shooting each other.

Overwatch feels light, loose, flashy and fast. On the scale of sugar rush it feels properly Nintendo.

Overwatch is another Blizzard anime game that tries to appear happy Go-lucky but takes itself way too serious. A bit like Starcraft 2 did. Sure it's expertly crafted: the characters, though cliches, do feel really unique and the range of gameplay the game has on offer is pretty impressive. The game feels like it aught to in all it's arcade-like glory. It doesn't have that heavy movement feeling you'd expect from a serious shooter, nothing really hits hard - but it feels light, loose, flashy and fast. On the scale of sugar rush it feels properly Nintendo. But it doesn't offer the statistical depth, the player customization, gameplay modifiers progression horizon of other games. Yet.
I realize I'm critiquing a beta. The amount of room for improvement is substantial and gives a big hint at the game's potential. If it'll live up to that potential is another matter. I'm sure it'll get a ton of progress bars. I also get the feeling Overwatch has been added much sugar, colours and attitude to make it palpable to the widest possible audience, coating the bitter pill that is team play and has done it up to the point where it's mostly sugar. After playing Overwatch, like the latest binge of sweets I had, I felt really quite bad.