Secret World Legends: Massively single player

Having read a lot about The Secret World, I managed to miss out playing it completely by adding it to my Steam queue about 1 day before it was withdrawn for the rebirth as Legends.

So I’ve come to the ‘new’ game completely blind, and untainted by expectation (other than the much lauded storyline) or experience. Which helps a lot when it comes to enjoying it without having to rue/farewell the good/bad old days.

I’ve levelled up to 10, and the most striking thing about it so far is how it plays like a single player game. While there have been other players, occasionally, for the most part it feels like a solo RPG. Mysteries, quests, power-ups, and a lot of (excellent) NPC dialogue. But not a lot of interaction with other players, nor seemingly any compelling reason to group up.

Admittedly that feeling of solo play started to change in Kingsmouth, but mainly due to world chat suddenly exploding into action. There’s too much chat to really pay attention, especially because the bulk of it is comparison talk – what’s better, what’s worse – but at least it proved there are other players out there. It does sound like group content is approaching – teams for ‘Polaris’ keep being advertised, so that’s promising.

And I think at level 10 something flashed past on the screen about PVP? The UI leaves something to be desired – often I was being awarded something or other but couldn’t see it behind the quest completion or inventory UI. I also have no clue what I’m doing with skill upgrades or talent builds – so far I’ve ignored them and it hasn’t mattered at all.

The combat is also pretty average, as advertised. I chose to roll Demolisher, liking the idea of a hammer-smashing sword-slashing tank, but there is zero ‘feel’ to the melee combat. It has no weight whatsoever, the hits don’t connect with any heft, and it seems that just mashing right and left mouse will do the job. Even with the world bosses, the only minor challenge has been to dodge the action telegraphs. The airiness, more than the clumsiness, of the combat is disappointing, even with low expectations.

As for the story, it’s certainly far more involved than Warcraft or GW2, approaching SWtoR in terms of craft and depth. SWtoR still wins hands down for the feeling of heroism, that you matter and your character is shaping epic events, but TSWL is proving to be a refreshing change to the fantasy and sci-fi tropes. Wry humour and well written NPCs, and an omnipresent tone of everything in the world being slightly – but not totally – off kilter.

A friend is also playing, and it’s his first ever MMO. Which is kind of unfortunate as it’s hardly that thus far, but we’re going to team up and see what eventuates. More zombies, I’m guessing.

Warcraft: Back to Basics

After a fairly long break, the Warcraft itch returned recently. I haven’t played at all for months, having been dabbling around in Uncharted I (fun, quick, entertaining), play-by-email Civ VI (thanks to the genius behind Play Your Damn Turn), and Overwatch (still, though a lot less). It become obvious the MMO urge was back when I started patching GW2, SWtoR, and even LotRO recently (without really playing any of them). I eventually admitted to myself that Warcraft was what I was really hankering for.

In some ways this seemed kind of regressive, as Jeromai at Why I Game recently pondered – why do we continually return to the comfort of what we know when there is so much new to play out there? But then I think that comfort is part of the point – having invested enough time to really deeply understand a game, especially an MMO, makes playing it that much more satisfying. The best answer is to balance your ‘main’ game with others, though sometimes an MMO makes that difficult, particularly if you’re raiding.

If it was going to be Warcraft, I figured I wanted to start again (yet again). That seems to be a common pattern – come back and level 3 or 4 Tauren through Mulgore. I must have done that zone 100s of times. I love the feeling of openness, the rolling plains, Tallstriders, and wandering Kodo (never to be killed). I also love low level levelling, it’s so satisfying seeing new skills arrive that radically change your play style, as your character takes shape. Bhagpuss wrote it best in a lovely treatise on the joy of low level play:

There really is nothing to match the satisfaction, the involvement, yes, the immersion. Stepping out in rags with a rusty sword or a knobbled stick, making your way in a hard, harsh world, being useful, helpful and always, of course, violent. Learning a craft, finding a path, seeing your rags turn to riches or at least to leathers.

Taming pets, earning mounts, flourishing your first cloak. Seeing your reputation rise. Watching the world open up around you. Making space to stash the treasures you find. Paying the rent on your first home and laying down the pelt of that great bear you slew, in front of a roaring fire you made all on your own.

As has been extensively discussed, one problem with low level play is that you quickly outzone the content, especially when decked out in heirloom gear. The ‘vanilla’ discussion is as lively as ever, but still seems unlikely to ever really happen (though the advent of Starcraft Remastered might be a glimmer of hope for the olde skool WoW fans).

So I decided to create my own vanilla, by creating a new account and playing the free level 1-20 Starter Edition. No heirlooms, no money, no bags, no speed running.

And it was fun! The level progression is slower, though surprisingly not by much. Blizzard did to a revamp of low level quest pacing back in mid 2016, and it seems to work if you’re not over geared. I was right around the correct level for everything I was doing in Mulgore, even having to go and pick a few random herbs at one point to get high enough level to tame Mazzranache (though gosh the guilt at leaving little Hazzranache, Razzranache, Jazzranache, and Spazzranache orphaned is pretty bad).

The Mazzranache family

There was still no challenge, everything dropping like flies (albeit with a few more hits than normal), but it was more fun having to watch every copper and celebrate every 6 slot bag drop (tip: kill the rares – except the sacred Kodo Arra’chea of course). Having no resources also made professions more interesting, and starting fishing from scratch was entertaining in a sadistic kind of way.

As usual I got to Thunder Bluff, and promptly found the idea of going any further kind of overwhelming. It’s a long path ahead, and some of the levelling zones have worn out their welcome. At this point I usually abandon my best intentions of zone and quest levelling and just dive into dungeons as a Tank, getting to Outland in no time by chain dungeoning. But this time that seemed wrong, these toons are not speed levellers1, they should stay the course, or just make a home in the Tauren capital and go no further.

So I’ve settled my well rounded level 15s in Thunder Bluff, and stopped again. The next decision is whether to resubscribe and get some toons to level 110 – mainly my Hunter and Rogue (the Rogue being my very first WoW character, still going). I’m sorely tempted, but then The Secret World Legends is intriguing, Dishonored 2 sits in the queue, and finishing Geralt’s journey in Witcher 3 is also a possibility.

But I think getting at least someone at 110 is a good plan, and after all, more than one game at a time should be possible – or twelve, if you’re Syp!


  1. Plus I’d have to make a financial commitment to get these characters past 20. 

Overwatch Uprising: it’s over 9 thousand!

Thanks to a handy infographic published by Blizzard, we know that the two week PvE Uprising brawl in Overwatch racked up 145 million games during its stay. That’s a big number. Let’s break down the numbers.

The big picture
First of all we learn that the bad guys won more often than the goodies. That came as a surprise I think, but the reason is revealed a bit further down. Meanwhile:

PC non-master race?
That’s an even bigger number. I almost feel sorry for the robots. But not for the confounded Bastion tanks in the last room – reason one for the Omnic’s racking up 11 million more victories. Next:

The truth is revealed
And there’s reason two. Legendary mode had a staggeringly low win-rate of 0.6%. This is the most interesting graphic of the whole thing, revealing that Blizzard aren’t afraid to completely stomp even their best players. The 50% drop off from Normal to Hard is also worth noting – it was a much more difficult ramp up than say the Normal/Heroic switch in Warcraft. After one success in Hard mode my random group of strangers stuck together to try Expert and we were completely annihilated, so I now understand why players screamed with triumph when they beat Legendary. Like winning ye olde Stranglethorn Fishing comp, but harder. And finally:

Extrapolating
If my shaky maths is right, that’s over two billion minutes played. 2,415,405,127 to be precise1. 40 million hours. 1.5 million days. My brain is hurting.

Fair to say Uprising was a success then. Time to go look at some nature. After just one more game.


  1. Actually not precise at all, but close enough. 

Not so creative Ashes

The new MMO hotness – at least until the next Kickstarter – is Ashes of Creation, which has surpassed $1.5m in funding from hungry fans. That’s a lot of faith in an unseen digital product, especially when compared to something like the Weta Workshop Heavy Hitters Kickstarter which raised $935k for a very impressive looking boardgame.

The Kickstarter is pretty standard, offering beta access and various levels of shiny limited pixels for getting on board. Nothing terribly compelling, though two people have taken up the $10k ‘Avatar of the Phoenix’ pledge, so I guess a launch party in Vegas works for them. I’m not that interested in beta play, something I discovered once receiving the Crowfall beta invite. I dutifully installed, logged on, made a mighty minotaur, found an entirely empty world, and logged out again. Haven’t been back, but I like the idea being able to once things get a bit more interesting.

Having become intrigued by AoC based on their node hype videos, it was surprising to find that the Kickstarter actually made me less inclined to support the game. Which I’m sure wasn’t the intended effect.

The main problem is the incredibly boring race options. Bhagpuss sums it up perfectly:

There’s quite a lot of new information (or at least new to me) on the game itself. It details the eight races and the eight class archetypes for a start.

Boy, do they look bland.

When I heard they were starting with eight races I was hoping for the chance to play something other than the usual: human, human with pointy ears, ugly human or short human. Ashes of Creation gives you Human, Elf, Orc and Dwarf. So much for that, then.

Also, splitting your four races in two does not give you eight races. Just sayin’.

Precisely. Like SWtoR before it, AoC has taken a fantasy world that could be populated with literally any kind of creature, and given us a choice of four humans. So dull! Our only hope for something different comes from the just revealed $2.5m stretch goal, which teases of a mysterious ‘beast like’ Underrealm race.

Some kind of…shadow monster? With a tail??

Less worrying, but still kind of blah, are the character classes, which fit every archetype like a glove, with little imagination. They even go so far as to name the tank class a…’Tank’. I only wish they had gone the whole hog and called the healer ‘Heals’. I’m kind of hoping they are reverting to some kind of vanilla MMO basics in order to reinvent the whole paradigm. The pedigree of the team would support that admittedly hopeful hypothesis.

Speaking of the team, it’s a little concerning to see the 13 person team includes all of one woman, and she is (of course) the Community Manager. Which is a vitally important role, but it reeks of the (still sadly true) corporate cliche of the only woman on the management team being from HR.

Despite all that, I happily jumped on board at the second lowest tier. Friends asked what was the point of Kickstarting (and Syp asked himself the same question, and that’s a valid question given the sub model. For me it’s worth backing these things just for the gentle entertainment of seeing progress and updates and vaguely participating in the entire process of making a game. Once the inevitable mid-development malaise sets in, I’ll just be skimming – or more like ignoring (hi, Crowfall) – the email spam.

But then will come that magical day when we can logon to a brand new world and see what wonders and mysteries it reveals. Worth $40, easy.

Uprising: Overwatch PVE

In a not-quite-surprising but also quite-suprising move, the Overwatch team has introduced a PVE mode called ‘Uprising’ for the latest limited time patch. It’s not-surprising because they’ve done it before (with ‘Junkenstein’s Revenge’), but what is surprising is how they’ve suddenly made an Overwatch PVE game – dare we say an Overwatch MMO1 – seem possible.

Reinhardt and Torb were grizzled from birth.

Uprising is basically an MMO dungeon, rendered in the high-pace high-colour Overwatch universe. If you’ve ever played an MMO you’ll instantly be at home: there’s mini-bosses, routes, timers, tactics, and hard-modes. It even introduces and demands the (accursed?) trinity – tank/healer/DPS – to the game. It’s a nice change of pace to the more chaotic PVP play and has been extremely well received.

Funnily enough it also introduces some of the same problems MMO dungeons have. The first time I played it was several days after launch, and by then it seemed like most players already knew exactly what routes to take, what shortcuts, where the trash would spawn, and when to burn cooldowns. So coming in cold was instantly difficult as the expectation was go-go-go, the bane of MMO dungeon running if you prefer a more measured approach.

Being Blizzard they were obviously expecting this, and have countered it a little by making four difficulty modes similar to the Normal/Heroic/Mythic steps in Warcraft et al, including a final ‘Legendary’ mode that has even hardcore players struggling. Even the first step up from Easy to Hard mode makes it clear that the go-go-go approach won’t work for long, and that a little caution and communication is required.

Purple people eaters.

Which is all very smart stuff if you’re preparing/training/testing your player base to see how a PVE game might work. Jeff Kaplan has hinted at more games in recent interviews, including this quote buried in an article about Overwatch character diversity on Polygon:

We think of Overwatch as being beyond the 6v6 shooter. We think of it as a universe we hope to build many games in some day.

Of course he would say that, and it’s also fairly flimsy ‘evidence’2, but there is obviously the possibility that Titan will raise phoenix-like from the incredible success of Overwatch. Which would make for an amazing story in itself given that title’s fraught history. In Reinhardt’s words, bring it on.


  1. Did someone mention Titan? 
  2. Half Life 3 confirmed. 

Overwatch positivity

In between tackling bigger games I’m still dabbling in Overwatch, and have recently stumbled upon some good resources for learning more about playing better.

First, and maybe surprisingly given it’s rep, there’s a pretty good Reddit group called Overwatch University. The name says it all, but one of the nice things seems to be the encouragement of positive feedback to even simple questions.

The second, and best, is a YouTube channel run by Skyline. This is a great resource full of educational stuff about heroes, maps, strategies, etc. Skyline is an extremely good communicator and teacher, but most of all he’s also pushing the positivity barrow. When he’s analysing VODs submitted by players, he takes a good humoured and encouraging line on everything he talks about, no matter how un-optimal some of the submissions are. It’s super refreshing – his ‘highlighted’ video is basically a recommendation that ‘having fun’ is the best way to get better. Wise words for any game.

Finally there was a good spontaneous Reddit AMA from Overwatch boss Jeff Kaplan, who has emerged as the Ghostcrawler of the OW team. He’s very open, communicates often, and the AMA is a good example of why the game maintains popularity despite nerfs, buffs, and loot box controversy. Plus, you learn excellent facts like:

The first hero we implemented was Tracer. We did not have any animations or gun models. So she shot laser beams from her eyes.

LASER BEAM EYE TRACER. YES!

Witcher 2: Choose their own adventure

After enjoying Dishonored, I felt like getting into a deep swords & sorcery type of game, and The Witcher 2 seemed the logical choice. Settling back into Geralt’s scarred and complex character was like pulling on a comfy t-shirt.

Handsome

It’s a true epic1 of a game and story, and incredibly impressive. From the opening sequences where you find yourself in the midst of a full scale castle siege, to Dwarven citadels, Elven high citadels, and everything in between, the game oozes scale.

As with Witcher 1, the story is well told, the main plot of politics and magic unfurled and intertwined with as many or few side quests as you’d like to partake. There are a lot of long static dialogue scenes, which can be a bit tiresome, but once you sink into the storytelling method it captivates – and you end up choosing every last bit of the dialogue trees on offer in order to flesh out the world and populace.

Most impressive of all are the hugely important narrative choices you can make. At the end of the first act, there is a choice between supporting two factions, and the entire second act is different depending on which choice you make. In other words you could play a quite different game based on one major decision. The developers have effectively created two games in one, not afraid to know that the audience will probably miss out on a huge chunk of content as a result.

The game world seems better planned than the first game, with less running to and fro delivering herbs. After Dishonored it was a bit jarring to suddenly find you couldn’t just jump off castle battlements, instead having to follow the developers rails, but you quickly adjust to the game’s intentions and mechanics.

Character development is improved from the first game, and you can choose quite different play styles based on your preferences. I went deep into swords, basically ignoring the magic and potion based gameplay. Playing on easy mode made that possible, I suspect any of the more difficult modes would require a more balanced approach. By the end of the game I was weaving impenetrable webs of steel with glee, which was fortunate given the challenges some of the boss fights presented.

The dialogue and characterisation is top notch, and, like Witcher 1, the European sensibility results in an adult and decidedly non-cliched approach to storytelling. Characters act and behave as real personalities, rather than storyboard plot devices. The Dwarves are a particular highlight, boisterous and tough as old boots, with lovely Scottish accents to match. And the trolls – genius.

Trolling

Another nice touch is the save game import from the first game2, which impacts starting gear and some (minor) storytelling during this game. Obviously the same thing will apply to Witcher 3, which again will be swayed by some major story choices that are available late in the game. I played through two different endings and was quite amazed by the startlingly different results of the choices made.

I’d guestimate it took about 35-45 hours to play through, entirely worthwhile if you’re looking for a fantasy world you can sink your teeth into. I’m a little scared to start on Witcher 3 with it’s 100+ hours, but it’s definitely in the queue now.


  1. Though it sounds like Witcher 3 ups the epic ante still further 
  2. Which I luckily still had installed. 

Dishonored: choose your own adventure

I remember seeing adverts for Dishonored plastered all over busses driving around Sydney when it was released back in 2012. Another generic shooter I figured, ignoring it at the time. But I also remember seeing some pretty glowing reviews, and the release of DH2 to similar fanfare made playing the first game seem like a good idea. Plus a friend was keen for a playthrough – just the motivation required.

And I’m super glad we did – Dishonored is an excellent first person adventure, leaving the well trodden path of the shooter to deliver something far more entertaining. The keys to it’s success were the fact that you can choose entirely different methods of playing, and that the levels and zones have a refreshing non-linear nature and great freedom of movement.

Set in a steampunkian world that resembles Bioshock Infinite to a degree, you are tasked with clearing your name (hence: Dishonored1) after an assassination. So far so predictable, but once you start your quest the game delivers in delightful fashion.

Never doubt it.

You can approach the game as a run-and-gun shooter, blasting your way through everything, or as a stealth-based Thief-a-like. Compellingly, the choice you make impacts how the world reacts around you from level to level. Too much chaos and the guards are more alert. Too much death and the plague rats become more vicious. I snuck through the entire game virtually undetected using the invaluable x-ray vision – with copious reloads to do so – but the alternate approach is just as viable.

The level design is great, and the early introduction of a Nightcrawler-esque short distance teleport bampf suddenly opens up the game world to vertical and horizontal solutions. You can traverse the streets at great heights along balconies and rooftops, or scuttle through sewers and drains whilst possessing rats. The freedom of movement is very refreshing – trying other games after playing DH brings home the disappointment of not being able to go almost wherever you wish (looking at you Alien: Isolation – ‘no you can’t jump over that tiny wall or move through that obvious gap’).

There are optional goals for each level to satisfy replayability, objects and runes to discover to empower your skills, and the plot is satisfyingly political and mostly sensible (unlike the aforementioned Bioshock Infinite, which whilst fun had a nigh on impossible plot to unravel). DH also throws you straight into the main story, and keeps you there, which means it’s refreshingly short too – probably around 20-30 hours.

Definitely recommended. Looking forward to DH2, maybe when the DH3 bus ads start appearing.


  1. Ugh leaving out the ‘u’ is difficult. Learn to spell, America!) 

Wherefore Warcraft

Back in September 2016 I posted about being stalled in Warcraft. Five months later nothing has changed. I’ve maintained my subscription, but have only logged on to idle about, stare at my character stable, get momentarily enthusiastic about one, then logout shortly after.

As I covered in that earlier post, this is something that happens after every new expansion and I’ve been trying to work out why.

This time it was particularly galling as I’d found a great guild (after the gradual disintegration of my own during the appropriately-named Cataclysm). Reading the adventures of Frostwolves through each patch makes it clear how welcoming and encouraging they are, even through some very hard personal times recently. And I’ve missed out on being a part of that, through my own bizarre reluctance to play.

After some thought I think it comes down to a few different things.

One is the feeling of pressure to level and equip that occurs with each expansion drop. Logging on after a few days and seeing people already at max level and working on gear and rep leaves me feeling like I’m underperforming and lagging behind almost immediately. I like the idea of being on an even keel with other raiders, which is what an expansion should allow, but due to my slowness getting started I’ve always ended up behind before even getting going. I know the guild wouldn’t judge or mind or even notice at all, but it’s a mental block for me.

So I drop behind quickly, and then start feeling like it’s impossible to catch up. Which leads to not logging on, or creating low level alts and getting that quick hit of levels and skills – and getting even further behind.

Another is that an expansion makes the gear/rep timesink somehow more transparent. Rushing through the levelling to get to end game, then having to slowly gear up via daily quests and rep becomes less appealing when you’re starting from scratch instead of working on incremental upgrades. I’m not even sure that makes sense, given loot and gear acquisition is one of the rewards of an MMO, but perhaps being able to see the mountain ahead is more obvious during the first weeks of an expansion, compared to the subsequent patches where you are already comfortably geared and just looking for bits and pieces. The rapid accumulation of new gear should be exciting and fun, but it also puts a barrier up that needs to be overcome.

During WotLK, when I was main tanking for my guild, I was called out for not gearing quickly enough by two guild troublemakers (who disappeared from the guild shortly thereafter). There was probably some truth to it – I was unwilling to put in endless hours of gear grinding being happy with ‘good enough’ (and preferring to fish or find pets with that time) – but that pressure and expectation ended up destroying the guild. Some hangover from that drama no doubt contributes to the wariness I feel now about ‘keeping up’.

There’s some appeal to playing the way Bhagpuss does, levelling and gearing enough to be comfortable with solo content, while avoiding the end game treadmill:

I’m about finished up on the last EQ2 expansion at least as far as my Berserker goes. The main story’s all done and he’s nicely geared for solo. Next comes the gear grind to upgrade everything, the spell grind, the faction grind, all that good stuff that keeps people subbed ’til next time. I can skip that.

But when I play like that I always feel like I’m missing out on the main substance of endgame, i.e. raiding. I end up in LFR, and almost immediately wish I was doing it with a gang.

So why not play at my own pace, enjoying the guild community, and join the Sunday night ‘casual’ raids when I’m eventually ready? That would seem ideal. I think the problem with that approach is that I end up joining raids when they already know all the strategies and tactics, meaning there’s far less of that epic feeling of a team learning and progressing through a new fight, which is so rewarding. Much as I loved and appreciated being able to run through the tail end of the Warlords raids with Frostwolves, I never got to that point of a deep and intuitive understanding of the raid and my class, because I came in so late. I felt I was just barely keeping up, and learning fights on the fly (and with copious Wowhead boss fight revision).

It’s a catch-22. I want to be in a team of raiders learning and progressing, but I don’t level and gear quickly enough, so I end up behind, which means I don’t raid, which leaves me further behind, etc.

So there it is. A brain dump and wall of text about why I’m doing nothing in Warcraft, yet again. I’m not sure I feel any closer to a resolution or way around this, but I suspect one answer is that ‘proper’ end-game raiding is probably just something that is out of my reach. If I can come to terms with that, maybe one of my toons will leave Dalaran and start journeying to 110. Just in time for the next expansion!

Overwatch Listicle

I hate listicles, but here’s one anyway!

  1. Sombra. Not sure I’m a fan of the new class – it really changes the dynamic of the game. Total invisibility is hard to prepare for, meaning you can be dead before you realise she’s even reappeared behind you (and it’s always behind you). This is kind of different to other heroes, even one-shotters like Widowmaker, where you at least have some defensive counter measure available if you see them fast enough. I’m also finding her ability to hack health packs super annoying – it basically removes them from the game which isn’t particularly interesting or fun. To counter those issues, maybe there should be a timer on the health hack (similar to Sombra’s own teleport timer), and maybe a (very) faint motion blur when she’s invisible.

  2. Arcade Mode. Love the new 3v3 and mystery 1v1 modes. Short and sharp, and the new Antarctic map is perfect for them. The 1v1 is interesting because you basically become friends with the other player, complimenting them on their play and vice versa. Similarly 3v3 has much more communication than a full 6v6, as you have to adapt quickly to the other team’s strengths and weaknesses as each round passes. It’s probably similar to how Heroic/Mythic WoW raid teams have to be far more co-ordinated than Normal/LFR, as you can’t afford to carry anyone. Though in OW one super-fast twitch player can dominate the opposition more consistently.

  3. Quick Play. Taking out the ability to hero stack is a bit of a bummer. I can see why they did it, but now it’s a bit of a land rush to get a hero you want, and those with the lowest ping times inevitably get their choice. It was always fun, if often devastating, coming up against a full team of Junkrat’s or Pharah’s, and now that’s hidden away in Arcade Mode which is a bit of a shame. Quick Play suddenly become more serious and less flexible, instead of the default & funnest way to play. People quit now if they can’t get their choice. Then again, I did come up against 6 Sombra’s in Arcade and that was terribad! So maybe it’s for the best.

  4. Talking of Junkrat, I HATE JUNKRAT. Flinging random bombs through windows and hoping for the best, then sending in the wheel of death. Ugh. Refuse to play.

  5. And Roadhog. Why are all the Australian’s freaky? Mad Max was handsome, but Blizzard chose Toecutter and Immorten Joe as a role models instead. Alas.

  6. Symmetra. One great thing about OW is witnessing some genius play a character which makes you understand how it’s meant to be played. I came up against a brilliant Symmetra who constructed matrixes of death lasers in perfect spots, teleported her team to the front, and beamed everyone to death who came near her. Lesson learnt, and now playing her I have a much better idea what to do. That’s not something that can happen in an MMO for obvious reasons, and it’s a real strength.

  7. Spontaneous team co-ordination is another. Seeing a random group coalesce into an unstoppable Bastion/Reinhardt/Mercy/Symmetra whole is a thing of beauty.

  8. Playing with a console controller is hard. PC master race.

  9. I’m starting to miss WoW!