Monthly Archives: May 2021
Resident Evil Village’s QA Department Really Didn’t Like the Game’s Combat At First
Capcom’s Resident Evil Village launched earlier this month and is already breaking records on Steam. But according to a video released on the Resident Evil YouTube account, the game’s combat was far from perfect during development.
The video — “Making of Resident Evil Village – The Internal Struggle” — shows how the development team struggled to get the game into a state that everyone was happy with as well as the impact that COVID-19 had on development.
[ignvideo url="https://www.ign.com/videos/2021/05/21/resident-evil-village-the-making-of-resident-evil-village-the-internal-struggle-video"]
According to Director Morimasa Sato, “development came to a complete stop at Capcom due to the self-isolation caused by COVID-19”, and work on Village was halted completely for a whole month. Upon returning to the office, and having had a month to reflect, the whole team agreed that “they needed to fix the game”.
When the team shared a demo version of the game with a focus group of players, they noticed that “The enemies were very aggressive, but the players found they didn’t need to think that hard while playing because of this”.
Sharing the concerns with Quality Assurance Manager Shutaro Kobayashi, he agreed, revealing he had “a really strong negative reaction”, and that “The game’s content was completely divorced from what the development team thought they had made”.
[ignvideo url="https://www.ign.com/videos/2021/05/07/resident-evil-village-launch-trailer"]
Player reactions indicated that the game had “too many enemies, and they’re overly aggressive” while not having enough ammo to defend themselves. Project Manager Tatsuo Isoko described playing the game as “a real slog”. But despite the criticism, Sato “found the development members at Capcom do a great job of listening”.
The team wanted the theme of the game to be “the struggle to survive”, but in playtests, it seemed more like a struggle to even enjoy the game. Bringing the QA and development teams together seemed to be the solution though, as the developers directly heard the concerns of the testers.
The solution, as revealed by Sato, was to not “make the player panic about by just throwing aggressive monsters at them, (instead) we make them paranoid about if and how they’re going to be attacked. Then, when an enemy appears, it’s relentless.”
[ignvideo url="https://www.ign.com/videos/2021/05/08/every-lady-dimitrescu-scene-in-resident-evil-village"]
Whether you enjoyed Resident Evil Village or not, the video is definitely worth watching for a peek behind the curtains at one of the biggest games of the year. In other Capcom news, the company has had a fourth record-breaking year, Monster Hunter World has sold over 17 million units, and a movie director has accused Capcom of stealing a monster design for Resident Evil Village.
[poilib element="accentDivider"]
Liam Wiseman is a Freelance News Writer for IGN. Follow him on Twitter @liamthewiseman
Resident Evil Village’s QA Department Really Didn’t Like the Game’s Combat At First
Capcom’s Resident Evil Village launched earlier this month and is already breaking records on Steam. But according to a video released on the Resident Evil YouTube account, the game’s combat was far from perfect during development.
The video — “Making of Resident Evil Village – The Internal Struggle” — shows how the development team struggled to get the game into a state that everyone was happy with as well as the impact that COVID-19 had on development.
[ignvideo url="https://www.ign.com/videos/2021/05/21/resident-evil-village-the-making-of-resident-evil-village-the-internal-struggle-video"]
According to Director Morimasa Sato, “development came to a complete stop at Capcom due to the self-isolation caused by COVID-19”, and work on Village was halted completely for a whole month. Upon returning to the office, and having had a month to reflect, the whole team agreed that “they needed to fix the game”.
When the team shared a demo version of the game with a focus group of players, they noticed that “The enemies were very aggressive, but the players found they didn’t need to think that hard while playing because of this”.
Sharing the concerns with Quality Assurance Manager Shutaro Kobayashi, he agreed, revealing he had “a really strong negative reaction”, and that “The game’s content was completely divorced from what the development team thought they had made”.
[ignvideo url="https://www.ign.com/videos/2021/05/07/resident-evil-village-launch-trailer"]
Player reactions indicated that the game had “too many enemies, and they’re overly aggressive” while not having enough ammo to defend themselves. Project Manager Tatsuo Isoko described playing the game as “a real slog”. But despite the criticism, Sato “found the development members at Capcom do a great job of listening”.
The team wanted the theme of the game to be “the struggle to survive”, but in playtests, it seemed more like a struggle to even enjoy the game. Bringing the QA and development teams together seemed to be the solution though, as the developers directly heard the concerns of the testers.
The solution, as revealed by Sato, was to not “make the player panic about by just throwing aggressive monsters at them, (instead) we make them paranoid about if and how they’re going to be attacked. Then, when an enemy appears, it’s relentless.”
[ignvideo url="https://www.ign.com/videos/2021/05/08/every-lady-dimitrescu-scene-in-resident-evil-village"]
Whether you enjoyed Resident Evil Village or not, the video is definitely worth watching for a peek behind the curtains at one of the biggest games of the year. In other Capcom news, the company has had a fourth record-breaking year, Monster Hunter World has sold over 17 million units, and a movie director has accused Capcom of stealing a monster design for Resident Evil Village.
[poilib element="accentDivider"]
Liam Wiseman is a Freelance News Writer for IGN. Follow him on Twitter @liamthewiseman
Resident Evil Village’s QA Department Really Didn’t Like the Game’s Combat At First
Capcom’s Resident Evil Village launched earlier this month and is already breaking records on Steam. But according to a video released on the Resident Evil YouTube account, the game’s combat was far from perfect during development.
The video — “Making of Resident Evil Village – The Internal Struggle” — shows how the development team struggled to get the game into a state that everyone was happy with as well as the impact that COVID-19 had on development.
[ignvideo url="https://www.ign.com/videos/2021/05/21/resident-evil-village-the-making-of-resident-evil-village-the-internal-struggle-video"]
According to Director Morimasa Sato, “development came to a complete stop at Capcom due to the self-isolation caused by COVID-19”, and work on Village was halted completely for a whole month. Upon returning to the office, and having had a month to reflect, the whole team agreed that “they needed to fix the game”.
When the team shared a demo version of the game with a focus group of players, they noticed that “The enemies were very aggressive, but the players found they didn’t need to think that hard while playing because of this”.
Sharing the concerns with Quality Assurance Manager Shutaro Kobayashi, he agreed, revealing he had “a really strong negative reaction”, and that “The game’s content was completely divorced from what the development team thought they had made”.
[ignvideo url="https://www.ign.com/videos/2021/05/07/resident-evil-village-launch-trailer"]
Player reactions indicated that the game had “too many enemies, and they’re overly aggressive” while not having enough ammo to defend themselves. Project Manager Tatsuo Isoko described playing the game as “a real slog”. But despite the criticism, Sato “found the development members at Capcom do a great job of listening”.
The team wanted the theme of the game to be “the struggle to survive”, but in playtests, it seemed more like a struggle to even enjoy the game. Bringing the QA and development teams together seemed to be the solution though, as the developers directly heard the concerns of the testers.
The solution, as revealed by Sato, was to not “make the player panic about by just throwing aggressive monsters at them, (instead) we make them paranoid about if and how they’re going to be attacked. Then, when an enemy appears, it’s relentless.”
[ignvideo url="https://www.ign.com/videos/2021/05/08/every-lady-dimitrescu-scene-in-resident-evil-village"]
Whether you enjoyed Resident Evil Village or not, the video is definitely worth watching for a peek behind the curtains at one of the biggest games of the year. In other Capcom news, the company has had a fourth record-breaking year, Monster Hunter World has sold over 17 million units, and a movie director has accused Capcom of stealing a monster design for Resident Evil Village.
[poilib element="accentDivider"]
Liam Wiseman is a Freelance News Writer for IGN. Follow him on Twitter @liamthewiseman
Resident Evil Village’s QA Department Really Didn’t Like the Game’s Combat At First
Capcom’s Resident Evil Village launched earlier this month and is already breaking records on Steam. But according to a video released on the Resident Evil YouTube account, the game’s combat was far from perfect during development.
The video — “Making of Resident Evil Village – The Internal Struggle” — shows how the development team struggled to get the game into a state that everyone was happy with as well as the impact that COVID-19 had on development.
[ignvideo url="https://www.ign.com/videos/2021/05/21/resident-evil-village-the-making-of-resident-evil-village-the-internal-struggle-video"]
According to Director Morimasa Sato, “development came to a complete stop at Capcom due to the self-isolation caused by COVID-19”, and work on Village was halted completely for a whole month. Upon returning to the office, and having had a month to reflect, the whole team agreed that “they needed to fix the game”.
When the team shared a demo version of the game with a focus group of players, they noticed that “The enemies were very aggressive, but the players found they didn’t need to think that hard while playing because of this”.
Sharing the concerns with Quality Assurance Manager Shutaro Kobayashi, he agreed, revealing he had “a really strong negative reaction”, and that “The game’s content was completely divorced from what the development team thought they had made”.
[ignvideo url="https://www.ign.com/videos/2021/05/07/resident-evil-village-launch-trailer"]
Player reactions indicated that the game had “too many enemies, and they’re overly aggressive” while not having enough ammo to defend themselves. Project Manager Tatsuo Isoko described playing the game as “a real slog”. But despite the criticism, Sato “found the development members at Capcom do a great job of listening”.
The team wanted the theme of the game to be “the struggle to survive”, but in playtests, it seemed more like a struggle to even enjoy the game. Bringing the QA and development teams together seemed to be the solution though, as the developers directly heard the concerns of the testers.
The solution, as revealed by Sato, was to not “make the player panic about by just throwing aggressive monsters at them, (instead) we make them paranoid about if and how they’re going to be attacked. Then, when an enemy appears, it’s relentless.”
[ignvideo url="https://www.ign.com/videos/2021/05/08/every-lady-dimitrescu-scene-in-resident-evil-village"]
Whether you enjoyed Resident Evil Village or not, the video is definitely worth watching for a peek behind the curtains at one of the biggest games of the year. In other Capcom news, the company has had a fourth record-breaking year, Monster Hunter World has sold over 17 million units, and a movie director has accused Capcom of stealing a monster design for Resident Evil Village.
[poilib element="accentDivider"]
Liam Wiseman is a Freelance News Writer for IGN. Follow him on Twitter @liamthewiseman
Netflix Is Seemingly Hiring to Help it Make More Games
It’s no secret that Netflix has been dominating the streaming market for a while now, even with strong competition from services like Disney+, but a new report suggests that it wants to get into the video game industry too.
The Information's report, citing "people familar with the situation", reveals that Netflix has been approaching key figures and industry veterans in the gaming industry in order to recruit an executive to oversee an expansion into video games.
The suggested approach seems to be the Apple Arcade business model, which allows consumers to pay a fixed fee to access and stream a number of games via the service. Apparently, it hasn't yet been decided whether Netflix will look to develop games itself, or with external publishers. However, it has reportedly confirmed internally that these games will not include advertising.
[ignvideo url="https://www.ign.com/videos/2020/01/18/6-games-that-should-be-netflix-shows-up-at-noon"]
Netflix has been very public about wanting to bring more Netflix content into the video games market, even hosting a panel about it at E3 2019. The streaming giant has previously released games based on the Stranger Things license, but this is the first time it has discussed streaming games from its own bespoke platform.
In response to the report, a Netflix spokesperson told The Information, "Our members value the variety and quality of our content. It’s why we’ve continually expanded our offering—from series to documentaries, film, local language originals and reality TV. Members also enjoy engaging more directly with stories they love—through interactive shows like ‘Bandersnatch’ and ‘You v. Wild,’ or games based on ‘Stranger Things,’ ‘La Casa de Papel’ and ‘To All the Boys.’ So we’re excited to do more with interactive entertainment."
In an earnings call from 2020 (transcribed by The Motley Fool), Netflix co-founder, chairman and CEO Reed Hastings discussed his desire to jump into the video games industry. Reed stated that “video games [are] a great and interesting area, it’s got a number of aspects in terms of multiplayer that are changing, e-sports that are changing, PC-based gaming”.
[ignvideo url="https://www.ign.com/videos/2021/04/16/resident-evil-infinite-darkness-character-trailer"]
Netflix has been aggressively pursuing video game licenses to make Netflix original content recently, following the success of shows like The Witcher. Upcoming Netflix shows based off video game licenses include: Resident Evil: Infinite Darkness, Assassin’s Creed, Sonic Prime, and Cyberpunk: Edgerunners. We’d still like to see that apparently cancelled Legend of Zelda Netflix show, thanks. And there are a number of other video game properties we’d love to see become Netflix shows, while we’re at it.
With more and more competitors entering the streaming market, Netflix will have to continue to adapt in order to compete and remain on top. Given that the video games market has remained pretty much untouched by Netflix’s direct competitors so far, it could be just the thing that continues to give them the edge as the streaming wars heat up.
[poilib element="accentDivider"]
Liam Wiseman is a Freelance News Writer for IGN. Follow him on Twitter @liamthewiseman
Netflix Is Seemingly Hiring to Help it Make More Games
It’s no secret that Netflix has been dominating the streaming market for a while now, even with strong competition from services like Disney+, but a new report suggests that it wants to get into the video game industry too.
The Information's report, citing "people familar with the situation", reveals that Netflix has been approaching key figures and industry veterans in the gaming industry in order to recruit an executive to oversee an expansion into video games.
The suggested approach seems to be the Apple Arcade business model, which allows consumers to pay a fixed fee to access and stream a number of games via the service. Apparently, it hasn't yet been decided whether Netflix will look to develop games itself, or with external publishers. However, it has reportedly confirmed internally that these games will not include advertising.
[ignvideo url="https://www.ign.com/videos/2020/01/18/6-games-that-should-be-netflix-shows-up-at-noon"]
Netflix has been very public about wanting to bring more Netflix content into the video games market, even hosting a panel about it at E3 2019. The streaming giant has previously released games based on the Stranger Things license, but this is the first time it has discussed streaming games from its own bespoke platform.
In response to the report, a Netflix spokesperson told The Information, "Our members value the variety and quality of our content. It’s why we’ve continually expanded our offering—from series to documentaries, film, local language originals and reality TV. Members also enjoy engaging more directly with stories they love—through interactive shows like ‘Bandersnatch’ and ‘You v. Wild,’ or games based on ‘Stranger Things,’ ‘La Casa de Papel’ and ‘To All the Boys.’ So we’re excited to do more with interactive entertainment."
In an earnings call from 2020 (transcribed by The Motley Fool), Netflix co-founder, chairman and CEO Reed Hastings discussed his desire to jump into the video games industry. Reed stated that “video games [are] a great and interesting area, it’s got a number of aspects in terms of multiplayer that are changing, e-sports that are changing, PC-based gaming”.
[ignvideo url="https://www.ign.com/videos/2021/04/16/resident-evil-infinite-darkness-character-trailer"]
Netflix has been aggressively pursuing video game licenses to make Netflix original content recently, following the success of shows like The Witcher. Upcoming Netflix shows based off video game licenses include: Resident Evil: Infinite Darkness, Assassin’s Creed, Sonic Prime, and Cyberpunk: Edgerunners. We’d still like to see that apparently cancelled Legend of Zelda Netflix show, thanks. And there are a number of other video game properties we’d love to see become Netflix shows, while we’re at it.
With more and more competitors entering the streaming market, Netflix will have to continue to adapt in order to compete and remain on top. Given that the video games market has remained pretty much untouched by Netflix’s direct competitors so far, it could be just the thing that continues to give them the edge as the streaming wars heat up.
[poilib element="accentDivider"]
Liam Wiseman is a Freelance News Writer for IGN. Follow him on Twitter @liamthewiseman
Netflix Is Seemingly Hiring to Help it Make More Games
It’s no secret that Netflix has been dominating the streaming market for a while now, even with strong competition from services like Disney+, but a new report suggests that it wants to get into the video game industry too.
The Information's report, citing "people familar with the situation", reveals that Netflix has been approaching key figures and industry veterans in the gaming industry in order to recruit an executive to oversee an expansion into video games.
The suggested approach seems to be the Apple Arcade business model, which allows consumers to pay a fixed fee to access and stream a number of games via the service. Apparently, it hasn't yet been decided whether Netflix will look to develop games itself, or with external publishers. However, it has reportedly confirmed internally that these games will not include advertising.
[ignvideo url="https://www.ign.com/videos/2020/01/18/6-games-that-should-be-netflix-shows-up-at-noon"]
Netflix has been very public about wanting to bring more Netflix content into the video games market, even hosting a panel about it at E3 2019. The streaming giant has previously released games based on the Stranger Things license, but this is the first time it has discussed streaming games from its own bespoke platform.
In response to the report, a Netflix spokesperson told The Information, "Our members value the variety and quality of our content. It’s why we’ve continually expanded our offering—from series to documentaries, film, local language originals and reality TV. Members also enjoy engaging more directly with stories they love—through interactive shows like ‘Bandersnatch’ and ‘You v. Wild,’ or games based on ‘Stranger Things,’ ‘La Casa de Papel’ and ‘To All the Boys.’ So we’re excited to do more with interactive entertainment."
In an earnings call from 2020 (transcribed by The Motley Fool), Netflix co-founder, chairman and CEO Reed Hastings discussed his desire to jump into the video games industry. Reed stated that “video games [are] a great and interesting area, it’s got a number of aspects in terms of multiplayer that are changing, e-sports that are changing, PC-based gaming”.
[ignvideo url="https://www.ign.com/videos/2021/04/16/resident-evil-infinite-darkness-character-trailer"]
Netflix has been aggressively pursuing video game licenses to make Netflix original content recently, following the success of shows like The Witcher. Upcoming Netflix shows based off video game licenses include: Resident Evil: Infinite Darkness, Assassin’s Creed, Sonic Prime, and Cyberpunk: Edgerunners. We’d still like to see that apparently cancelled Legend of Zelda Netflix show, thanks. And there are a number of other video game properties we’d love to see become Netflix shows, while we’re at it.
With more and more competitors entering the streaming market, Netflix will have to continue to adapt in order to compete and remain on top. Given that the video games market has remained pretty much untouched by Netflix’s direct competitors so far, it could be just the thing that continues to give them the edge as the streaming wars heat up.
[poilib element="accentDivider"]
Liam Wiseman is a Freelance News Writer for IGN. Follow him on Twitter @liamthewiseman
Netflix Is Seemingly Hiring to Help it Make More Games
It’s no secret that Netflix has been dominating the streaming market for a while now, even with strong competition from services like Disney+, but a new report suggests that it wants to get into the video game industry too.
The Information's report, citing "people familar with the situation", reveals that Netflix has been approaching key figures and industry veterans in the gaming industry in order to recruit an executive to oversee an expansion into video games.
The suggested approach seems to be the Apple Arcade business model, which allows consumers to pay a fixed fee to access and stream a number of games via the service. Apparently, it hasn't yet been decided whether Netflix will look to develop games itself, or with external publishers. However, it has reportedly confirmed internally that these games will not include advertising.
[ignvideo url="https://www.ign.com/videos/2020/01/18/6-games-that-should-be-netflix-shows-up-at-noon"]
Netflix has been very public about wanting to bring more Netflix content into the video games market, even hosting a panel about it at E3 2019. The streaming giant has previously released games based on the Stranger Things license, but this is the first time it has discussed streaming games from its own bespoke platform.
In response to the report, a Netflix spokesperson told The Information, "Our members value the variety and quality of our content. It’s why we’ve continually expanded our offering—from series to documentaries, film, local language originals and reality TV. Members also enjoy engaging more directly with stories they love—through interactive shows like ‘Bandersnatch’ and ‘You v. Wild,’ or games based on ‘Stranger Things,’ ‘La Casa de Papel’ and ‘To All the Boys.’ So we’re excited to do more with interactive entertainment."
In an earnings call from 2020 (transcribed by The Motley Fool), Netflix co-founder, chairman and CEO Reed Hastings discussed his desire to jump into the video games industry. Reed stated that “video games [are] a great and interesting area, it’s got a number of aspects in terms of multiplayer that are changing, e-sports that are changing, PC-based gaming”.
[ignvideo url="https://www.ign.com/videos/2021/04/16/resident-evil-infinite-darkness-character-trailer"]
Netflix has been aggressively pursuing video game licenses to make Netflix original content recently, following the success of shows like The Witcher. Upcoming Netflix shows based off video game licenses include: Resident Evil: Infinite Darkness, Assassin’s Creed, Sonic Prime, and Cyberpunk: Edgerunners. We’d still like to see that apparently cancelled Legend of Zelda Netflix show, thanks. And there are a number of other video game properties we’d love to see become Netflix shows, while we’re at it.
With more and more competitors entering the streaming market, Netflix will have to continue to adapt in order to compete and remain on top. Given that the video games market has remained pretty much untouched by Netflix’s direct competitors so far, it could be just the thing that continues to give them the edge as the streaming wars heat up.
[poilib element="accentDivider"]
Liam Wiseman is a Freelance News Writer for IGN. Follow him on Twitter @liamthewiseman
Overwatch Pro Players Fear for Their Jobs After PvP Updates
Blizzard yesterday announced that Overwatch will see its PvP mode reduced from 6v6 to 5v5 when Overwatch 2 is released – and its a move that's left many professional players of the game worried about their future in the esport, and dismayed about the way it was announced.
In a 2-hour livestream, the Overwatch team announced the change, which will see one Tank class role removed from PvP games. At the same time, the Tank role as a whole is being adapted for Overwatch 2, with many characters seemingly due to receive major changes to their playstyle.
Following the announcement, multiple Tank players in the official Overwatch League signalled their dismay not just at having to relearn their chosen characters for the highest levels of play, but also at the potential for being dropped from their rosters. Many also pointed out that they weren't consulted by Blizzard ahead of the changes being made or announced.
Philadelphia Fusion player Poko summed up the feeling: "Any fellow tank player scared for their job ?"
Poko was by no means alone in his worry. Vancouver Titans Tank player Frdwnr took to Twitter to say, "unbelievably disrespectful to make this decision and completely remove a role that people gave up years of their lives to achieve - not all your favorite tank players will disappear but lots will. and not once were pro players made aware of this or asked on their philosophies." In a follow-up, Frdwnr acknowledged that the move could end up making casual play more fun in the long run, "but the fact that many of my friends or people i admire will be out of jobs is just disrespectful." Atlanta Reign's Gator bemoaned the fact not just that the change was being made, but that it's been announced during an Overwatch League season: "Imagine spending 5 years to perfect your role.....Just for it to be deleted while knowing your role does not translate to another your expected to give all you got till the end of season" London Spitfire's Hadi added that it's "really frustrating that this stuff can just get decided with like [Platinum-ranked players] testing it, not asking high ranked players or pros". San Francisco Shock's Matthew DeLisi showed less outrage, but was wistful about what was being lost in the change: "As for whether or not 5v5 is good for the game, I won't pretend to know the answer. But coordinating with a tank, building synergy and dominating is probably one of the most fun things I've done in a game". [ignvideo url="https://www.ign.com/videos/overwatch-2-new-york-map-5v5-pvp-reveal"] It's a pretty unprecedented situation in the relatively young world of professional esports. While live games regularly make changes that affect their esport participants, there have been few as fundamental to both how a game plays, and how its professional sport equivalent is structured. Pro players won't be able to stick with the original Overwatch either, as both the original and the sequel will include a single, linked PvP experience. With Overwatch 2 unlikely to launch until 2022 at the earliest, the PvP changes won't be made for some time, and no announcement has been made by the Overwatch League (or its teams) as to how the changes will affect rosters and the competition as a whole. We've contacted the League for comment. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.Any fellow tank player scared for their job ?
— Poko (@poko) May 20, 2021
Overwatch Pro Players Fear for Their Jobs After PvP Updates
Blizzard yesterday announced that Overwatch will see its PvP mode reduced from 6v6 to 5v5 when Overwatch 2 is released – and its a move that's left many professional players of the game worried about their future in the esport, and dismayed about the way it was announced.
In a 2-hour livestream, the Overwatch team announced the change, which will see one Tank class role removed from PvP games. At the same time, the Tank role as a whole is being adapted for Overwatch 2, with many characters seemingly due to receive major changes to their playstyle.
Following the announcement, multiple Tank players in the official Overwatch League signalled their dismay not just at having to relearn their chosen characters for the highest levels of play, but also at the potential for being dropped from their rosters. Many also pointed out that they weren't consulted by Blizzard ahead of the changes being made or announced.
Philadelphia Fusion player Poko summed up the feeling: "Any fellow tank player scared for their job ?"
Poko was by no means alone in his worry. Vancouver Titans Tank player Frdwnr took to Twitter to say, "unbelievably disrespectful to make this decision and completely remove a role that people gave up years of their lives to achieve - not all your favorite tank players will disappear but lots will. and not once were pro players made aware of this or asked on their philosophies." In a follow-up, Frdwnr acknowledged that the move could end up making casual play more fun in the long run, "but the fact that many of my friends or people i admire will be out of jobs is just disrespectful." Atlanta Reign's Gator bemoaned the fact not just that the change was being made, but that it's been announced during an Overwatch League season: "Imagine spending 5 years to perfect your role.....Just for it to be deleted while knowing your role does not translate to another your expected to give all you got till the end of season" London Spitfire's Hadi added that it's "really frustrating that this stuff can just get decided with like [Platinum-ranked players] testing it, not asking high ranked players or pros". San Francisco Shock's Matthew DeLisi showed less outrage, but was wistful about what was being lost in the change: "As for whether or not 5v5 is good for the game, I won't pretend to know the answer. But coordinating with a tank, building synergy and dominating is probably one of the most fun things I've done in a game". [ignvideo url="https://www.ign.com/videos/overwatch-2-new-york-map-5v5-pvp-reveal"] It's a pretty unprecedented situation in the relatively young world of professional esports. While live games regularly make changes that affect their esport participants, there have been few as fundamental to both how a game plays, and how its professional sport equivalent is structured. Pro players won't be able to stick with the original Overwatch either, as both the original and the sequel will include a single, linked PvP experience. With Overwatch 2 unlikely to launch until 2022 at the earliest, the PvP changes won't be made for some time, and no announcement has been made by the Overwatch League (or its teams) as to how the changes will affect rosters and the competition as a whole. We've contacted the League for comment. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.Any fellow tank player scared for their job ?
— Poko (@poko) May 20, 2021