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Overwatch hands-on gameplay impressions

It's almost standard for us to say a Blizzard title feels ready for launch immediately after its debut. The company rarely shows off a title prematurely, waiting until the game feels good before they even publicly announce the project. Overwatch feels much the same. If it launched today, it would be received as a fun, solid game, if small in scope.

The UI feels complete, a simplistic approach that works well for this sort of game. All necessary information is provided in a clean, slick HUD that draws no attention to itself. In my (admittedly brief) play session, the gunplay and ability usage felt intuitive, taking me only a few moments to get a feel for the controls. The only hitch came from my lack of map knowledge, something that can't be gleaned in its entirety in just a few frenetic matches. However, the playable maps were small -- surprisingly small, even -- and it's unlikely hundreds of hours of play will be necessary to understand every hiding spot and back alley of the game.

The BlizzCon demos feature the Payload ruleset. If you're unfamiliar, here's a quick rundown: the offensive team must secure objective points on the map to release the payload. The offense must then escort the payload to move it through the map to reach the final capture point. The defense must prevent all of that from happening within a certain time limit. In a game of payload, there are two matches, so you'll have a turn at both offense and defense.

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qfsdfsd 10.11.2014 0 998
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