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Tag: Hanzo

  • Overwatch 2 Patch Makes One Tank’s Ultimate Terrifyingly Busted

    Overwatch 2 Patch Makes One Tank’s Ultimate Terrifyingly Busted

    When Overwatch introduced mad scientist tank Sigma back in 2019, he was immediately a powerful shakeup of the meta. His placeable shield was more flexible than Reinhardt or Orisa’s, and his primary rock-throwing weapon did can do damage and disrupt in equal measure. On top of this, his ultimate ability, Gravitic Flux, which lifts enemies within its radius off the ground, slams them down, and cuts their health by half its base health, is still one of the most powerful ones in the game. For some reason, with Overwatch 2’s mid-season patch, Blizzard decided that Sigma’s ultimate needed a huge buff. Naturally, it’s now very broken.

    Gravitic Flux is an area-of-effect ability signified by a dark circle on the ground that appears as its cast. There’s a darker center within this circle, and before this patch, a character had to be in the circle’s line of sight to be caught in the telekinetic slam. This is why characters like Mei or Lifeweaver were able to counter this ultimate by building an Ice Wall or Tree of Life that blocked teammates from being caught in the attack. This new patch removes that requirement, so now, if you’re in the circle at all, Sigma is giving you uppies. However, as some players have discovered, taking out the line of sight requirement means it can work through walls, even if Sigma can’t see those enemies.

    Blizzard explicitly notes that this change was made because there’s a lot of counterplay against the Gravitic Flux, so perhaps this was the intention. But now all I can think about is how Sigma’s suddenly made for stealthy plays. Is your enemy team sitting on the payload in Dorado? Go into one of the buildings surrounding it and cast Gravitic Flux just on the edge of the room. You’re bound to catch at least one of them by surprise. This shit’s busted.

    The full patch notes for Overwatch 2’s mid-season update are as follows:

    COMPETITIVE PLAY UPDATES

    Demotion Protection Modifier

    • The Demotion Protection modifier has been moved from below the Rank Progress bar into the bar itself to improve visibility when a player is in a Demotion Protection state.
    • When Demotion Protection occurs, you will not be told when your progress is below that skill division’s range. If you lose your Demotion match, the Skill Rank adjustment will show only the adjustment from that match, instead of the net total of that match and the adjustment of the previous match.

    New – Pressure Competitive Modifier

    • This rank modifier appears for players who are at the far ends of the overall skill distribution.
    • For players who are very high ranked (like Champion), this modifier will show when you don’t earn as much progress from winning a match or drop more progress for losing a match.
    • For players who are very low ranked (like low Bronze), this modifier will show when you earn more progress for winning a match or drop less progress for losing a match.

    Developer comments: This new modifier was added to show how our highest and lowest-skill players are being pushed toward a more average Rank. Competitive Play already calculates this Modifier to your Skill Rank adjustment, but it wasn’t visible until now. Very high or very low-ranked players will see this Modifier after every match while they continue to maintain a Rank at the outer limits of the ranked spectrum. Climbing to the highest skill tiers like Grand Masters or Champions is not intended to be easy, and overcoming Pressure to reach the top is no longer a hidden challenge that players must face.

    Grouping Restrictions

    The Skill Tier legend was updated to show the changes to grouping restrictions that were applied in a previous update. The grouping restriction changes we applied are the following:

    • Grand Master can now group within 3 divisions to be considered a narrow group.
    • Champion can now group within 1 division to be considered a narrow group.

    Developer comment: While the Season 10 changes to grouping up with friends have contributed to a large improvement in match quality for most players, we’re still looking to reduce queue times for players and groups, especially for higher ranks.

    MATCHMAKING UPDATES

    • When a player is currently on a loss streak, the matchmaker will try to avoid putting the player on a team that is statistically calculated to have a lower chance of winning.

    Developer comments: Loss streaks never feel good. Before each match, we make a prediction about which team will win the game, based on the information we have about the players on both teams. This is how modifiers such as Consolation, Reversal, Uphill Battle, and Expected give or take additional Rank Progress after each Competitive Play match. Since most matches will have a team that has a slightly higher chance of winning, placing a player on the team with the higher chance who is currently on a losing streak is aimed at helping them have a fair chance of breaking that streak. While this won’t guarantee they’ll win, it does provide a helping advantage.

    HERO UPDATES

    • Armor health has been reverted to provide a flat damage reduction of 5 per projectile, up to a maximum of 50% damage reduction.
    • Out-of-combat health regeneration changed from 20 health per second to 10 health per second + 5% of maximum health.

    Developer comment: Armor is being reverted to its original functionality to better resistance rapid fire damage and shotgun-type weapons. Out- of- combat health regeneration has been a positive but subtle addition to the game, but had a much smaller impact for tank heroes due to their massive health pools, so we’re adjusting it to heal for a percentage of maximum health.

    TANKS

    Role Passive

    • Tanks now have 25% damage reduction against critical headshot damage.
    • Knockback resistance increased from 30% to 50%

    Developer Comment: Although armor health will now be more effective in some of the more difficult matchups, it will also be losing potency against the typically slower, higher damage instances. To help reduce the feeling of tanks being taken out too quickly by high bursts of damage, the role-wide passive now provides improved defense against critical headshot damage.

    JUNKER QUEEN

    Developer Comment: Junker Queen being able to activate Commanding Shout while swinging her axe or during her Ultimate ability will make it more responsive for when an additional burst of health or movement speed is needed.

    Commanding Shout

    • Can now be activated while using other abilities.
    • Cooldown reduced from 14 to 12 seconds.

    SIGMA

    Developer Comment: Similar to how Graviton Surge functions, Gravitic Flux no longer needs line of sight to affect enemy targets in its area. There are a fair amount of counterplay options to deal with this ultimate so we’re making it more reliable to grab enemy targets within its area of effect.

    Gravitic Flux

    • No longer requires line of sight to the center of the effect.

    WRECKING BALL

    Developer Comment: Wrecking Ball has been performing much better after his recent update and these tuning changes will help his abilities feel more impactful.

    Grappling Claw

    • Impact damage increased from 50 to 60.

    Piledriver

    • Movement lockout duration for enemies increased from 0.5 to 0.75 seconds.

    Minefield

    • Damage increased from 130 to 165.
    • Explosion knockback increased from 5 to 10.

    ZARYA

    Developer Comment: We have been increasing the value of some tank ultimate abilities to account for the increased health pools and it helps to make the decision of when to counter-swap more of an interesting tradeoff. Graviton Surge was still very useful to set up combos with other ultimate abilities but we want to makes sure it’s powerful enough on its own.

    Graviton Surge

    • Radius increased from 6 to 7 meters.
    • Duration increased from 3.5 to 4 seconds

    DAMAGE

    JUNKRAT

    Developer Comment: Junkrat’s weapon has great damage output but is unreliable outside of close range due to its slow projectile speed, which is an intended drawback to its high output. The Season 9 health changes affected Junkrat more than most other heroes since it now requires one more shot to secure an elimination. We’re increasing the damage on direct impacts to return to 2 direct hits for an elimination, without making his combo with Concussion Mine as deadly as before since that one is much easier to execute.

    Frag Launcher

    • Impact damage increased from 40 to 45 (Total damage increased from 120 to 125).

    ECHO

    Developer Comment: While the main benefit of Duplicate is a second health pool and the utility of another hero’s abilities, it was often too difficult to charge an ultimate in the Duplicate time limit so we’re increasing the bonus multiplier slightly.

    Duplicate

    • Ultimate gain multiplier while transformed increased from 4 to 4.5.

    HANZO

    Developer Comment: The Dragonstrike ultimate hasn’t been very effective outside of being used in a combo with other abilities that restrict enemy movement, so we’re increasing its speed to help position it as less of a zoning tool and more likely to deal some damage.

    Speed increased from 12 to 15 meters per second.

    Dragonstrike

    • Speed increased from 12 to 15 meters per second.

    SUPPORT

    BRIGITTE

    Developer Comment: Resetting the Shield Bash cooldown on ultimate activation was too much potential burst damage for Brigitte when the average maximum health of everyone was lower, but it’s much more reasonable now that it won’t be as lethal.

    Rally

    • Now resets Shield Bash cooldown upon activation.

    BUG FIXES

    GENERAL

    • Fixed a bug with Mirrorwatch not generating stats in Game Reports.
    • Fixed a bug with Competitive Progress not incrementing correctly.

    MAPS

    • General bug fixes and improvements were performed on multiple maps.

    Eichenwalde

    • Fixed an area that could cause players to temporarily become stuck.

    Samoa

    • Fixed a spot on the map that players could become temporarily stuck in.

    Shambali

    • Fixed a location where players could become stuck for a period of time.

    HEROES

    Mercy

    • Vengeance Skin – Fixed a bug with the feathers on the skin not being properly aligned.

    Venture

    • Fixed a bug with Tectonic Shock that counted turrets and other non-player targets as valid for the Excavation Annihilation challenge.
    • Fixed an issue that could occur with Burrow where Venture could remain burrowed above the ground.

    Kenneth Shepard

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  • Overwatch 2 Left A Trail Of Broken Promises In 2023

    Overwatch 2 Left A Trail Of Broken Promises In 2023

    In 2023, Blizzard opened up Overwatch’s world for third-party collaborations. The first was a set of skins and other cosmetics based on the anime/manga One-Punch Man, which naturally turned Overwatch’s own “one-punch man,” Doomfist, into the titular hero with a new skin. The cape is luxurious, but he’s not the only hero who got to cosplay during the event. Soldier: 76 gets to ride a bike as Mumen Rider, Kiriko’s green wig is wigging as the Terrible Tornado, and Overwatch’s resident cyborg Genji naturally becomes One-Punch Man’s cyborg Genos.

    Looking back, the collaboration was strange because One Punch Man hasn’t really been doing much as of late, with the third season still in development and the last one having come out in 2019. But there’s a surprising amount of love shown in the skins, highlight intros, and other cosmetics, as silly as it is seeing Soldier: 76 pedaling like his life depends on it.

    The second big collaboration was with K-Pop girl group Le Sserafim, and it was an absolute banger of an event. Take my hand, walk with me. Have you heard the good word of Le Sserafim’s catchy as hell bop “Perfect Night”? Have you basked in the glory of Tracer, Kiriko, Brigitte, D.Va, and Sombra geared up for a K-Pop concert, serving some of the most glamorous skins Overwatch has ever seen? And did you watch the music video, in which all the previously mentioned girlies attend a Le Sserafim concert and use their various abilities to have their own perfect night? It ruled. I’m still wearing the Sombra skin when I play her, and have no plans to take it off.

    Le Sserafim / Blizzard Entertainment

    While Blizzard looked outside of its stable for crossovers, it also looked to the other side of the office and had a Diablo crossover, as well. Moira mains rejoiced as she finally got a decent skin out of the arrangement, though the Diablo-themed co-op mode was extremely mid and tiresome. Also, John Cena showed up in a viral marketing campaign for some reason, though that had no impact on the game itself.

    Even if you don’t watch One-Punch Man or jive with Le Sserafim’s music, Overwatch 2’s collaborative events have felt meaningful, not like they’re just cheap crossovers. The team at Blizzard has done a lot to capture the vibes of its partners without it coming at the expense of its own identity. Crossovers can be exhausting, as games like Fortnite can lose their entire sense of self as they clutter their worlds with pieces of other properties. But so far, Overwatch 2 has found a happy medium in paying tribute to something within its own framework. — KS

    Kenneth Shepard and Alyssa Mercante

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  • Overwatch 2 Heroes’ Official Ages Sound Extremely Made Up

    Overwatch 2 Heroes’ Official Ages Sound Extremely Made Up

    For a game like Overwatch 2, in which its story has been trickled out over dozens of disparate external media stories rather than in one, cohesive thing—you know, like, a video game campaign?—there are bound to be inconsistencies along the way. But lord, seeing the game’s 38 heroes suddenly get canonical birthdates and ages really just makes it apparent how weirdly incongruous these ages are with the timeline we know.

    This new birth-chart fodder comes from the official Overwatch website, which was updated this week to give each hero a canonical birthday and age. Some of these make sense, like how many of the old-guard characters like Soldier: 76, Ana, and Reaper are in their late 50s and early 60s. The new kids on the block—like recent addition Illari being an 18-year-old sun-powered queen, or D.Va being a 21-year-old esports champion—probably check out too, because they’re mostly removed from the larger timeline of Overwatch. It’s when we start comparing more central characters’ canonical ages that things start to get murky.

    Kiriko, one of the new support heroes introduced in Overwatch 2, is one of the most glaring examples of the math not mathing. When Blizzard first revealed Kiriko, it claimed she grew up with Genji and Hanzo, and even trained alongside them in the ways of the sword. However, now that all involved have official ages, things aren’t adding up. We’re told Genji and Hanzo are 37 and 40, respectively, while Kiriko is supposedly 21. On paper, I believe those ages because each of those heroes feels written to be those ages, it’s the pitting those numbers against the lore, art, and story we know that doesn’t click. Look at this illustration of the three training in Kiriko’s Origin Story trailer. You expect me to believe there are nearly 20 years of difference between these characters? Sure, Kiriko looks young and could reasonably be under 10 here, but you expect me to believe that Hanzo is pushing 30 in this image?

    Screenshot: Blizzard Entertainment / Kotaku

    Attack of the Fanboy compiled some examples of Overwatch fans pointing out other oddities and inconsistencies. Consider Sojourn, who’s now listed as 47 years old. Her sister Valentine, introduced in the spin-off novel “Overwatch 2: Sojourn”, would have had to have been 14 years old when giving birth to Sojourn’s niece Bonnie. Which sure, isn’t impossible, but it does seem highly unlikely.

    Personally, one of the biggest eyebrow-raising age questions of Overwatch is Pharah and Mercy, who became a canonical (possibly unrequited) pairing in the story when it was revealed Pharah is a lesbian during the game’s first Pride event. Mercy is 39, whereas Pharah is supposedly 34. Meanwhile, art of Pharah exists in Ana’s origin story that shows a very, very young Pharah standing with much of the original Overwatch crew; the gap between the two appears much larger than five years.

    Pharah, Mercy, Reaper, Soldier: 76, Reinhardt, Ana, Torbjorn, Cassidy, and Sojourn pose for a photo.

    Screenshot: Blizzard Entertainment / Kotaku

    Honestly, with all of Overwatch’s narrative changes and shake-ups over the years, I get it. Trying to get this game’s story off the ground has been tumultuous enough that expecting it to be airtight and perfect in its timeline and lore is just nitpicking. But it is funny to look at all the numbers next to each other and realize a majority of Overwatch’s story is about vibes more than getting into the nitty-gritty of the timeline.

    If you’re curious, here are everyone’s ages and birthdays:

    Tank

    • D.Va: June 22, (21)
    • Doomfist: May 25, (47)
    • Junker Queen: June 14, (31)
    • Orisa: May 9, (1)
    • Ramattra: March 29, (28)
    • Reinhardt: June 26, (63)
    • Roadhog: September 12, (50)
    • Sigma: March 12, (64)
    • Winston: June 6, (31)
    • Wrecking Ball: October 15, (16)
    • Zarya: December 4, (30)

    Damage

    • Ashe: October 1, (41)
    • Bastion: ??? (32)
    • Cassidy: July 31, (39)
    • Echo: February 5, (14)
    • Genji: October 28, (37)
    • Hanzo: November 3, (40)
    • Junkrat: February 29, (27)
    • Mei: September 5, (33)
    • Pharah: April 15, (34)
    • Reaper: December 14, (60)
    • Sojourn: January 12, (47)
    • Soldier: 76: January 27, (58)
    • Sombra: December 31, (32)
    • Symettra: October 2, (30)
    • Torbjorn: September 21, (59)
    • Tracer: February 12, (28)
    • Widowmaker: November 19, (35)

    Support

    • Ana: January 1, (62)
    • Baptiste: March 12, (38)
    • Brigitte: September 22, (25)
    • Illari: December 21, (18)
    • Kiriko: July 7, (21)
    • Lifeweaver: April 28, (31)
    • Lucio: March 20, (28)
    • Mercy: May 13, (39)
    • Moira: April 4, (50)
    • Zenyatta: July 14, (33)

    Moving forward, we should all make a pact to no longer ask for people’s birthsigns; now, we’ll just ask each other which Overwatch hero we share a birth month with. Unfortunately, my own answer of “Wrecking Ball, the intelligent hamster” doesn’t sound particularly cool.

    Kenneth Shepard

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  • Despite Advancements, Games Still Aren’t Doing Enough To Stop Toxic Voice Chat

    Despite Advancements, Games Still Aren’t Doing Enough To Stop Toxic Voice Chat

    I started regularly playing competitive online games in 2007, with the launch of Halo 3. Back then, participating in in-game voice chat was harrowing for a 17-year-old girl whose voice betrayed her gender and her youth. I was subjected to such frequent and horrific hostility (rape threats, misogynistic remarks, sexually inappropriate comments, you name it) that I eventually started screaming back, a behavior my parents still bring up today. And yet, voice chat is essential in competitive online games, especially modern ones like Call of Duty: Warzone, Apex Legends, Fortnite, Valorant, and Overwatch.

    All of these popular games require extensive amounts of teamwork to succeed, which is bolstered by being able to chat with your teammates. But in-game voice chat remains a scary, toxic place—especially for women.

    Unfortunately, despite efforts from developers to crack down on toxicity in voice and text chat, it still feels, at times, like I’m stuck in the same world as that 17-year-old girl just trying to compete in peace. And I’m not alone in that feeling. I spoke to several women about their voice chat experiences, as well as reps from some of today’s biggest online games, to get a better understanding of the current landscape.

    A 17-year-old me playing Halo 3 circa 2007.
    Photo: Alyssa Mercante / Kotaku

    Voice-chatting as a woman

    Competitive online games are intense, but doubly so if you’re identifiable as outside the industry’s so-called core playerbase for the last 35 years: white, straight, and male. “Marginalized users, especially women, non-binary people, and trans folks, are more likely to experience harassment in voice and video chats,” game researcher PS Berge told Kotaku’s Ashley Bardhan last year.

    The moment a woman or woman-presenting person speaks in voice chat, they run the risk of being identified as an “other” and thus deserving of ridicule, ire, or sexual harassment. For many, that fear of being othered and how it could (and often does) lead to harassment directly affects their willingness to speak in competitive game settings.

    “I usually wait for someone else to speak first so I know what the vibe will be,” video game level designer Nat Clayton, who regularly plays Apex Legends, told Kotaku via email. “Though I feel more comfortable chatting in Apex than I do going back to older PC games like Team Fortress 2 or Counter-Strike—games where the expectation of bigotry seems absolutely set in stone, where you feel like you cannot turn on voice chat without immediately experiencing a flood of slurs.” Both Team Fortress 2 and Counter-Strike came out in the early 2000s and still attract an older, male-leaning playerbase, many of whom can be hostile to women.

    This problem has been long-standing, but companies are doing more to dissuade people from being toxic or abusive in in-game voice and text chat now than they were 10 years ago—though it often doesn’t feel like it.

    Microsoft recently announced a new voice reporting feature that will let players save and submit a clip of someone violating the Xbox Community Standards, which a team will then review to determine the next course of action. “Reactive voice reporting on Xbox is designed to be quick and easy to use with minimal impact to gameplay,” reads the press release announcing the new feature. This means that Xbox players can report toxic voice chat no matter what game they’re playing, which adds another layer of protection on top of the ones set up by individual developers.

    Those protections include ones laid out In the uber-popular battle royale game Fortnite. If a player is found in violation of Epic’s community rules (which have guidelines against hate speech, inappropriate content, harassment, and discrimination), they could lose access to in-game voice chat—a newer approach to punishment that the company introduced in 2022—or have their account permanently banned. Epic wouldn’t share specific numbers on bans, but did tell Kotaku that its team is “planning to introduce a new feature for voice chat soon.”

    But Fortnite “[relies] on player reports to address violations of our voice and text chats,” which places the onus squarely on those who are on the receiving end of such violations. And for games that don’t record or store voice and text chat, reports can feel especially useless. When asked if she has reported people in Apex Legends, Clatyon replied, “Many, and often, but unfortunately the current Apex reporting system doesn’t monitor/record voice interactions and so doesn’t take action based on voice chat.”

    An Xbox graphic detailing its new voice reporting feature for a "safer ocmmunity for all Xbox players." It includes images of three people wearing headsets and playing video games.

    Image: Microsoft

    New ways games are combatting toxicity

    Companies don’t always rely on players, though. Activision, Blizzard, and Riot Games all use a mix of automation and human moderation for multiplayer modes in Call of Duty, Overwatch 2, and Valorant.

    As detailed in an official Call of Duty blog post from last year, an automated filtering system flags inappropriate gamertags, while human moderation of text chat helps identify bad actors. The aforementioned post (which is from September 13, 2022) boasts 500,000 accounts banned and 300,000 renamed thanks to enforcement and anti-toxicity teams. We don’t have more recent data from the Call of Duty publisher.

    After the launch of Overwatch 2, Blizzard announced its Defense Matrix Initiative which includes a “machine-learning algorithms to transcribe and identify disruptive voice chat in-game.” Though Blizzard did say what it considers “disruptive voice chat” or what the algorithms entail, the company did say the team is “happy with the results of this new tech” and has plans to deploy it to more regions and in more languages.

    But women still often find themselves deploying strategies to deal with the toxicity that isn’t caught by these systems. Anna, a UI/UX researcher who regularly plays competitive games like Overwatch 2 and CS:GO, told Kotaku over email that she also waits to see what the vibe of the chat is before diving in. She’s “more inclined to speak up if I hear another woman too because there’s potentially more safety in numbers then,” she explained. Others, myself included, play solely with friends or offer to group up with women they meet in matches to avoid encountering agitated players.

    Toxicity persists, which is likely why companies continue to try new methods and approaches. When Kotaku reached out to Riot Games for details on its efforts combating disruptive behavior and toxicity in Valorant, executive producer Anna Donlon said via email that:

    In addition to the player reporting tools, automatic detection system, and our Muted Words List, we’re currently beta testing our voice moderation system in North America, enabling Riot to record and evaluate in-game voice comms. Riot’s fully-dedicated Central Player Dynamics team is leveraging brand new moderation technology, training multi-language models to collect and record evidence-based violations of our behavioral policies.

    While companies struggle to find a solution to an admittedly complicated problem, some women have been discouraged from trying altogether. Felicia, a PhD candidate at the University of Montana and full-time content creator, told Kotaku that she used to say hello at the start of every game (she mainly plays Fortnite and Apex Legends) but that willingness eventually “turned into waiting to speak, then not speaking at all.” The shift came as a direct result of her experience using Overwatch’s in-game voice chat function. “It got so bad I’d only talk in Xbox parties,” she said of the feature which allows you to group up and voice chat with friends.

    Jessica Wells, group editor at Network N Media, speaks up in her CS:GO matches despite the threat of toxicity. “I say hello, give information, and see how it goes. If my team is toxic to me, I’ll either mute individuals or mute all using the command,” she said via email. “I used to fight it—and I mean really fight the toxicity online—but I find toxicity breeds more toxicity and the game goes to shit as a result.”

    Overwatch's D.Va stands out of her fighting mech with her arms crossed next to the words "Defense Matrix Initiative"

    Image: Blizzard

    Toxicity persists and worsens in highly competitive games

    If you’ve played ranked matches in games like Overwatch or Valorant, you’ve experienced this direct correlation: Verbal harassment increases when competition levels increase. And no one experiences this phenomenon more acutely than women.

    Alice, a former Grandmaster Overwatch 1 player, told Kotaku over email that her experience with the original game “changed how [she] interacted with online multiplayer.” She was ranked higher than her friends, so would have to queue for competitive matches alone, and said she’d get “the usual ‘go make me a sandwich’” remarks or requests to “let your boyfriend back on” in more than half of her games.

    Overwatch is a curious case when it comes to harassment and toxicity. Despite a cartoonish visual design that suggests a more approachable game and a diverse cast of characters, competition is at the heart of the team shooter’s identity. Over time, patches and updates have focused on balancing competitive play, and its popular esports league encourages highly competitive gameplay. Overwatch players who regularly watch Overwatch League may be more prone to “backseating” (telling other players what to do) or be more judgmental of the way people play certain characters. And the more extreme ire is often directed towards women—especially those who play support or the few playing Overwatch at a professional level.

    “Sometimes someone else on the team would stick up for me, but most of the time the other players would stay silent or join in.” Alice’s experience may not be surprising when you consider the one study that tracked over 20,000 players and found that men played more aggressively when their opponents or their characters were women. “Through our research, we found that women did perform better when they actively concealed their gender identities in online video games,” the study said.

    Alyssa Mercante in a photo from around 2011, sitting on a bed with an Xbox 360 controller and headset.

    Me, likely playing Call of Duty: Black Ops or Modern Warfare III circa 2011.
    Photo: Alyssa Mercante / Kotaku

    Because of her consistently negative experiences in Overwatch voice chat, Alice plays Valorant now—just not ranked. She chooses not to play at a higher level because competitive Valorant (which also has its own, uber popular esports league) is a cesspool of toxic masculinity.

    Anna, who regularly plays Riot Games’ 5v5 hero shooter, told Kotaku over email that she’s “encountered increasing amounts of toxicity in Valorant…which can include anything from sexual assault threats, threats of general violence or death threats, to social media stalking.” Male players have told her to “get on [her] knees and beg for gun drops, and proceed to use their character to teabag or simulate a blowjob.”

    Anna says she changed her Riot ID to a “common household object” to try and prevent harassment from male players.

    Stacy, a full-time streamer, told Kotaku via email that the harassment has bled into the real world, too. “Threats of DDOS, stalking, assault, murder and other crimes – a lot of which ended up on my live stream…I’ve had people ask me for my personal connections and accounts like Snapchat…as well as my phone number, and have even had people use my PSN account name to find me on social media like Instagram for non-gaming related reasons. [They even found] my email address to try to either harass me, send me unsolicited photos or attempt to bully and berate me beyond the console.”

    The future of competitive games for women

    It’s clear that even with automated moderation systems, extensive reporting options, and loud declarations against toxicity from publishers and developers, women who play competitive online shooters still regularly experience harassment.

    “I have reported people in the past and it was an easy report button but with all the toxicity I encountered it made it feel like reporting them wouldn’t make a difference,” Felicia said. “I stopped reporting for the most part unless they come into my stream or in my comment section being toxic.”

    Overwatch has a feature that will show you a pop-up upon login if the team has taken action against someone you’ve reported, but many players rarely (if ever) see that login. I’ve only ever seen it once.

    Jessica finds that reporting players in CS:GO is virtually useless. “I can’t think of a single case where it felt like Valve directly took action,” she said.

    An image Apex Legends news site Alpha Intel shared on International Women's Day featuring all the women characters in the game.

    Image: Alpha Intel / Respawn

    The same can be said for Valorant, which has a similar reporting feature as Overwatch. “I think I’ve only seen [the report was actioned on] screen three or four times since it was implemented,” Anna said.

    And though the process of reporting is simple, it requires women to retread traumatic territory. “With the particularly nasty people, it always feels gross having to recount the words someone used to explain how they’d like to assault me, or typing (partly censored) slurs that I’d never dream of using myself, but it feels like if my report is not water-tight, it won’t get dealt with,” said Anna.

    Unfortunately, eliminating toxic game chat, like so many other problematic things in the gaming industry, requires changing the perspectives of people perpetuating the problem. We need a holistic approach, not one that’s centered solely on automated monitoring or the reports of victims.

    “I think more than anything it is a cultural problem,” said Alice. “FPS games are ‘for boys’ and until we change that perception, I think people will continue to be rude in them, especially when there are minimal consequences.”

    Game studios can and should center more women and marginalized creators, players, and developers in marketing materials, streams, and esports events—and they should make it explicitly clear that a toxic culture has no place in their games. Instead of shying away from providing details on banned or otherwise penalized players as a result of toxic behavior, studios should wear them like a badge of honor, presenting them proudly as a way of saying “you have no place here.”

    FPS games like Splatoon 3 are a great example of how competitive games can be less toxic. Nintendo’s ink-based shooter has minimal communication tools and a diverse character creator that allows for some more gender fluidity, allowing it to feel less like a “boys game.” The perceived casual nature of a Switch player stands in stark contrast to the console warriors and PC try-hards, which begs the question: Can competitive games exist without toxicity?

    Nat Clayton has some suggestions: “You need to visibly and publicly create a culture where this kind of behavior isn’t tolerated, to make your community aware that being a hateful wee shit to other players has consequences.”

    Update 07/24/23 at 12:00 p.m. EST: The original story included a Jessica Wells quote about Overwatch, but Wells was referring to CS:GO’s reporting system, which is called Overwatch. The quote has been adjusted to reflect that. 

    Alyssa Mercante

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  • Please Watch This Amazing Overwatch X Dallas Mavericks Video

    Please Watch This Amazing Overwatch X Dallas Mavericks Video

    Last night I was scrolling through TikTok in the midst of an edible comedown, and I stumbled upon something so ridiculous, so cringe, so brilliant, that I couldn’t believe I had yet to see it before. It’s called Maverwatch, and it’s a 2018 hype video for the NBA’s Dallas Mavericks that features its star players doubling as Overwatch characters.

    Read More: NBA Star Luka Doncic Is A Grandmaster Overwatch Player, Mains Zarya

    Edited to look like an Overwatch play-of-the-game clip, which highlights a particularly gnarly play (usually a multi-kill) at the end of every match, this minute-long video feels like something my high brain cooked up in a daydream. But it’s not. This clip is real, and every second is transfixing, a strange mix of car-wreck tragedy and knee-slapping comedy. You can’t deny, however, that the editing is top-tier, with the all-too-familiar ding sounds indicating an Overwatch kill, the Overwatch font showing off “eliminations” of rival players getting stunted on, and the in-game music swelling in-between each wooden NBA player delivery of a hero’s line.

    Athletes are, by and large, not known for their acting and line-reading skills. In the rare chance that you get an athlete with a glittering personality who can actually say dialogue without sounding like a kid forced to read out loud during class, teams will push them to the forefront of marketing materials and commercial opportunities (Eli Manning, Tom Brady) or even let them play the lead in a film (LeBron James, Michael Jordan). I can say with some confidence that none of the 2018 Dallas Mavericks players have the same je ne sais quoi as James or Brady, but that only makes the Maverwatch experience better.

    The man behind Maverwatch

    The clip begins with Dirk Nowitzki aping Soldier: 76’s ultimate ability line (“I’ve got you in my sights”) while pretending to activate an imaginary visor before cutting to clips of him sinking threes.

    “Dirk got Soldier because he’s the rugged old leader of the team,” Austin Guttery, former in-game media creator for the Dallas Mavericks and creator of Maverwatch, told Kotaku via email.

    The second player highlighted is former Mavs center Deandre Jordan, who pretends to pop a Lucio ult (“oh, let’s break it down”) under the nickname “Shootscio.” Help me. “Jordan got Lucio because of his great defensive plays and his ability to keep the team alive,” Guttery explained.

    But when it came time to assign Mavericks point guard and Grandmaster Overwatch player Luka Doncic a character, things got a little heated. “Luka actually reeeeeally wanted to be Hanzo, since that’s who he usually plays, but there was a player on the team, Wes Matthews, who was known for pretending to shoot a bow and arrow after each shot during the games, so naturally we HAD to make him Hanzo,” Guttery said. “I picked Luka to be Junkrat because of his blonde hair. Luka was the tiniest bit salty and tried to talk us into making him Hanzo, but we had already shot Wes’s part, and we only got one quick shot with each player every year.”

    The other players were assigned based on any connections Guttery could make between them and an Overwatch hero—or if he thought they could manage to pull off a good enough mime of a character’s moves. No, I cannot stop laughing at Luka pretending to pull a Junkrat RIP-Tire.

    Aside from the drama that came with assigning Mavs players their Overwatch counterparts, Guttery says that it took ages for him to get the video approved because his boss “didn’t actually know what Overwatch was.” But telling him that Doncic was a huge Overwatch fan “really helped sell it.” The clip was shot during the team’s media day, and aired on the in-arena screens during a lull in gameplay to a “pretty good reaction” from fans.

    But when Guttery shared the video to Reddit, which is presumably where this TikToker found it, he got in a fair bit of trouble.

    “I almost got fired!” he related cheerily. “After our videos air in-game, we usually don’t put them out online until after the season, or unless we get permission from [owner Mark] Cuban to run them. But I was so excited about how this one turned out, I really wanted to see how the Overwatch community would react to it. So I posted it on Reddit and within the day it BLEW UP…It eventually caught the eye of my boss who got, um, pretty upset that it was out there, and he was afraid that if Cuban saw this, we wouldn’t be making videos for them anymore, so I removed it. Luckily Cuban never got wind of it, so it was a non-issue.”

    But Overwatch developer Blizzard did indeed see the video, and sent Guttery a “really nice Widowmaker figure” that the team kept on display at the office. And now, that very same video is making the rounds on social media yet again. Time is a flat circle, but Luka Doncic is no longer a Hanzo main. It’s Zarya now.

    Alyssa Mercante

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