Overwatch: A year in the service

Season 4 is underway and the one-year anniversary for one of the most celebrated games of 2016 is quickly approaching. Overwatch has entered the fray of gaming and has made A LOT of noise offering a product that’s fun enough for casuals, and deep enough for the hardcore gaming community.

Overwatch, created by the OG developer Blizzard, is a competitive shooter that pits two teams of six against each other in objective-based game modes. It has a huge variety of characters to choose from ranging from high attack, tank, and support. The stages are lush and vibrant with deep detail and are set in futuristic versions of real cities around the world. These two combinations toppled with the short but very fun game modes deliver an experience that’s very enjoyable from a casual to a competitive level, which is rare in shooters these days.

One of the biggest driving points in Overwatch is its vast selection of characters with different skills, moves, and personalities to choose from. Whether it’s the time-jumping Tracer, that uses two close range submachine guns, or the Mammoth sized armor-clad Reinhardt, that uses a rocket-propelled hammer to smash his foes, each character has a full set of moves that make each engagement in battle that more fun. Each character fills the standard roles we’ve seen, being Attack, Defense, Tank, or Support. It’s important to know how to use at least one of these characters from each group so your team is well-rounded, thus giving you a better chance at winning the match.

The stages are designed with the game types in mind with areas large and spacious enough to host control and capture points, and routes lined with alternative passages for quick ways to escape or chase down an enemy, the stages are built with purpose while also displaying various countries around the world with very futuristic themes. Whether it’s finding a backdoor to flank ya enemy in Egypt or marching a forward winding path weaving through buildings marching an objective in Beijing, the areas around you feel spaced enough for all matters of combat. You could engage a person one second in a narrow hallway and the next would be in a hanger bay and it all feels natural and within the game and city, you’re in. Continue Reading

The Child of Light: An AO OST review.

A dark room shrouds a hooded figure as he sits in the center of it, leaning back as if the leather chair he rest in was the throne of some grand nation in some grand time. Before him is a light that shines so bright and emits such a radiance of beauty that it pleases not only the visual, but the auditory senses as well. The figure is a lean man just entering true adulthood and is immediately enthralled with whats presented before him. He’s waited for this moment. He’s heard stories of the light but before him it burns with its scorching shine any tale that was ever told of its being. The figure is me, in the middle of my basic ass room high as a Georgia pine tree playing Ubisofts sleeper RPG hit “Child Of Light” and before I even start getting into the game, I am immediately captivated at the music presented from the start of the game to the finish. This is its OST.

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