Schlagwort: blizzard

  • 8 Fragen an die Komponisten des Overwatch-Soundtracks

    8 Fragen an die Komponisten des Overwatch-Soundtracks

    Reading Time: 7 minutes

    Was ist das für eine Melodie? Ein neues Album zu Musik von Overwatch ist erschienen und auf Spotify, iTunes, Apple Music und Deezer verfügbar. Overwatch: Cities & Countries ist eine Musikkollektion, die die regionalen Theme-Songs der Overwatch Maps und die Musik der Missionen aus der ganzen Welt beinhaltet.

    Zusätzlich zur Veröffentlichung des neuen Albums, können Spieler während der Sigma Maestro Challenge zeitlich begrenzte Belohnungen erhalten, einschließlich des legendären Maestro Sigma-Skins in Overwatch. Das gilt bis zum 27. Juli 2020.

    Zu Feier der Veröffentlichung des Albums haben wir uns mit dem Komponisten-Team – Adam Burgess (Blizzard Composer) und Derek Duke (Blizzard Music Director) – getroffen, um über die Entstehung dieses neuen Musikprojekts zu sprechen.

    Erzählt uns doch zunächst von euren musikalischen Hintergründen!

    Adam Burgess: Ich war immer sowohl an der klassischen als auch in der zeitgenössischen Welt interessiert und Musik war für mich immer eine sehr kooperative Sache. Ich habe viel in Bands gespielt und zeitgenössische Musik gelernt,  gleichzeitig habe ich klassische Gitarre studiert und mir Aufnahmetechniken und -technologien auf dem Computer meiner Eltern beigebracht. Instrumentalmusik – insbesondere Orchestermusik – wirkte immer beängstigend, isolierend und einschüchternd auf mich und obwohl ich es endlos versuchte, konnte ich kein gutes Lied schreiben. Erst in meinen 20ern begann ich ernsthaft meine eigene Instrumentalmusik zu kreieren, die ich am Ende mehr liebte als alles, was ich zuvor komponiert hatte. Man kann wohl sagen, dass ich immer wieder an etwas scheiterte, das nun eines der besten Dinge ist, die mir je passiert sind.

    Derek Duke: Ich habe in jungen Jahren Klavier- und Theorieunterricht genommen und habe dann andere Instrumente gelernt, als ich aufgewachsen bin. Zum Beispiel Gitarre, Trompete, Euphonium und einige andere – wenn auch nicht zu lange und tief. Ich habe auch mehrere Jahre Tanz studiert, was aber nicht wirklich prägend und wichtig war. In der High School hatte ich die Möglichkeit, einen Chor zu dirigieren, schrieb und arrangierte Instrumental- / Orchestermusik und interessierte mich gleichzeitig für frühe Synthesizer. Ich versuchte sogar, meine eigenen zu bauen und ihn mit der ersten Generation von Heim-PCs zu steuern.

    Während meiner Ausbildung bei CalArts hatte ich die Gelegenheit, neben Komposition auch andere Musik zu machen und gleichzeitig meine Arbeit zu verdoppeln. Meine Verbindung und ein starkes Interesse an Musik der Welt, insbesondere an ihren Vokalmusiktraditionen – waren genug, um eine Reise nach Westafrika für Aufnahmen zu rechtfertigen, um dann in Südindien zu forschen und zu leben. Ich habe mich nie für die typischste, normalste oder einfachste Route interessiert und immer nach dem neuen, interessanten und abenteuerlichen Wegen gesucht. Ich bin allen dankbar, die ihr Wissen mit mir geteilt haben und von denen ich alles erfahren habe. Das brachte mir eine einzigartige Art von Kreativität.

    Was beeinflusst dich beim komponieren von Musik?

    Derek Duke: Overwatch schwebt immer zwischen Klassik und Ikone und präsentiert gleichzeitig eine hoffnungsvolle Vision für die Zukunft. Man sieht es in allen Aspekten des Designs, wie dem Artwork, der Umgebung und den verschiedenen Helden und unseren Geschichten. Wir versuchen, dieses Mindset in die Musik einzubringen. Wir lassen uns von jeglicher Musik inspirieren: von klassisch bis zeitgenössisch, experimentell und von allem dazwischen. Für uns ist alles Musik und alles kann irgendwie einen Einfluss auf uns haben. Wir bringen einfach zwei beliebige Geräusche zusammenwerfen und sehen dann, wohin die Reise geht. Wir lassen uns nicht von den Grenzen deines Genres und der instrumentalen Tradition behindern. Angesichts der Lage von OW in vielen realen Städten und Ländern achten wir auch stark darauf, bei unseren musikalischen Erkundungen und Kreationen nach Instrumenten zu suchen, die eine Verbindungen zu der entsprechenden Region aufweisen.

    Wie kamst du zum Gaming? Gab es ein spezielles Ereignis, das dich dazu brachte?

    Adam Burgess: Zocken war als ich aufwuchs meistens eine soziale Sache. Ich habe gute Erinnerungen daran, zu Freunden ging und am Wochenende PC- und Konsolentitel gespielt habe. Es ist immer noch das, was ich an Games und einem Franchise wie Overwatch (und den von Blizzard erstellten Titeln), am meisten liebe. Ich kann keinen bestimmten Moment oder Titel nennen, der mich dazu brachte, Spielmusik zu erschaffen. Es waren eher die Fragen, auf die ich keine Antworten hatte. Videospiele sind oft sehr interaktiv. Sie sind nicht linear wie ein Film oder eine Fernsehserie. Und ich war immer neugierig, wie sich die Musik in Abhängigkeit von meinen Aktionen als Spieler ändert, zum beispiel wenn ich Entscheidungen treffe oder wohin ich meinen Charakter bewege. Spiele sind im Laufe der Zeit immer komplizierter geworden.  Und genau diese  kreative Entscheidungsfindung ist weiterhin eine Inspiration und treibende Kraft für mich und meine Liebe zum Spielen – und zur Spielmusik.

    Derek Duke: Durch einen glücklichen Zufall. Zu der Zeit, als ich mich Anfang der 90er Jahre engagierte, war ich noch in die akademische Welt des Komponierens verwoben. Ein Freund, für den ich mit einer Empfehlung einen Audio-Gefallen für das College getan hatte, sprach mich an. Damals wusste kaum jemand, wie man auf interaktive Weise oder sogar in Verbindung mit einem Computer an Ton / Musik / Audio arbeitet. Ich wusste, wie man mit  Computern, Audiodateitypen usw. umgeht und das öffnete mir die Tür. Nachdem diesen ersten Job ging die Arbeit einfach weiter. Für mich war es jedoch eine besondere Art von Arbeit. Es hat mich auf andere Weise erfüllt als andere „bezahlte Musik-Gigs“, die Interaktivitätsmöglichkeiten, die Teilnahme an Spieldesign und -funktion, Größe usw. und die Zusammenarbeit mit Menschen an einem Projekt, um etwas Größeres zu machen.

    Irgendwann nutzte ich die Gelegenheit und gewann einen ganz besonderen Auftritt, bei dem ich Musik für StarCraft von Blizzard Entertainment schrieb. Jetzt arbeite ich seit fast 20 Jahren an den erstaunlichsten Videospiel-Franchises der Welt.

    Was ist dein Prozess beim Erstellen dieses Albums? Kannst du erklären, wie du einen bestimmten Track von Anfang bis Ende aufgenommen hast?

    Derek Duke: Das Album hat sich in den letzten fünf Jahren langsam weiterentwickelt, da dem Overwatch-Universum weitere Orte hinzugefügt wurden und wir es mit der Community teilen konnten. Wir wollten den Fans immer mehr Musik geben und uns gefiel das Konzept, all unsere Location-Musik als zusammenhängenden Soundtrack zu präsentieren. Die Tracks sind alles erweiterte Versionen unserer Ingame-Musik. Oft haben wir kleine Suiten zusammengesetzt, um ein bisschen mehr Material für andere verwandte Zwecke zu schaffen,damit ihr auf dem Album eine Menge neuer Musik erleben dürft.

    Derek Duke: Blizzard World war einzigartig, denn dort wurde Cross-Franchise-Musik möglich – zu der wir vorher keine Gelegenheit hatten. Es war auch insofern einzigartig, als es ein völlig fiktiver Ort ist (obwohl wir alle wollen, dass er real ist). Die zweite Hälfte des Stücks kombiniert zahlreiche klassische Themen aus World of Warcraft in einem kurzen Segment, in dem die Themes übereinander liegen. Nehmt die verschiedenen Ebenen auseinander und hört genau hin, dann vernehmt ihr Teile vom World of Warcraft-Haupttitel, A Call to Arms, Illidan und Stormwind. Aber wenn man es als Ganzes hört, klingt es sehr nach Overwatch. Es ist wie ein Easter Egg für Blizzard-Fans. Nachdem wir das Orchester und den Chor aufgenommen hatten, kam alles auf eine wirklich erfreuliche Art und Weise zusammen.

    Wie komponierst und produzierst du Tracks, die die Einzigartigkeit der Orte widerspiegeln?

    Derek Duke: Jeder Ort ist anders und die Inspiration kommt immer auf eine andere Weise. Wir werden von so vielen Dingen beeinflusst, von der Umwelt über die Weltgeschichte, bis hin zu traditionellen Instrumenten und moderner Popkultur. Wenn wir sagen würden, dass ein großer Teil des Hollywood-Tracks von Taylor Swift und Nine Inch Nails beeinflusst wurde, glaubt ihr uns vermutlich nicht. Viele hören es vermutlich niemals raus, aber es ist die Wahrheit. Manchmal kann eine Idee, die an der Oberfläche bizarr erscheint, einen auf den richtigen Weg bringen. Man muss nur bereit sein, sie zu verfolgen. Offen und experimentierfreudig zu sein ist der Schlüssel für uns.

    Wie verbindest du die futuristische, rasante Atmosphäre von Overwatch mit der Stimmung kultureller Orte auf der ganzen Welt?

    Adam Burgess and Derek Duke: Wir versuchen wirklich alles so zu präsentieren, wie es auch im Overwatch-Universum klingen würde. Wir haben die Philosophie, dass unsere Location-Musik vor allem wie das Overwatch-Franchise klingen muss. Overwatch ist zukunftsfähig, aufsteigend und positiv. Unsere Location-Musik ist in der Regel energisch und funktioniert so, dass ihr in ein Match mit Energie und Vorfreude startet. Wir wollen, dass ihr aufgeregt seid, sobald Ihr euren Helden auswählt. Der Schlüssel ist, genug traditionelles Aroma zu injizieren, um es interessant und einzigartig zu machen. Das  Hauptziel ist immer, dass es am Ende des Tages wie Overwatch klingt.

    Hast du einen Lieblingssong auf dem Album?

    Derek Duke: Diese Tracks sind für uns wie Erinnerungen, da wir mit ihnen tolle Momente verbinden. Von verschiedenen Launches bis zu verschiedenen BlizzCons. Es ist schwer, einen einzigen Favoriten auszuwählen! Es ist ehrlich gesagt wie eine Reise in die Vergangenheit, wenn ich mir diesen Soundtrack anhöre. Wir hoffen, dass Overwatch-Fans genauso denken.

    Gibt es noch etwas, das dir auf der Seele brennt?

    Derek Duke: Es braucht so viele Menschen, die auf so viele Arten und auf so vielen Ebenen involviert sind, um die Musik für Overwatch zum Leben zu erwecken.: Von weiteren Komponisten, dem Spieleteam, unseren großartigen Produzenten und Sounddesignern, Künstlern, Spieledesignern und kreativen Leads, sowie unseren Familien, Freunden und allen anderen, die uns in täglich unterstützen. Wir alle hoffen, dass euch Overwatch: Cities & Countries genauso gut gefällt wie uns.

    Website: LINK

  • New album of Overwatch music hits streaming services today, new composer Q&A

    New album of Overwatch music hits streaming services today, new composer Q&A

    Reading Time: 7 minutes

    What is that melody? A new album of Overwatch music is live today, available now on Spotify, iTunes, Apple Music and Deezer. Entitled Overwatch: Cities & Countries, the collection of music features the regional themes of Overwatch maps and missions across the world.

    In addition to the new album release, starting tomorrow until July 27, players will be able to earn limited-time rewards during the Sigma Maestro Challenge including the legendary Maestro Sigma skin in Overwatch.

    In honor of the album release, we caught up with the composer team – Adam Burgess (Blizzard Composer) and Derek Duke (Blizzard Music Director), to talk about how this new musical project came to be.

    Tell us about your respective musical backgrounds.

    Adam Burgess: I have always had my feet in both the classical and contemporary worlds, and music was always very collaborative for me. I grew up playing in bands, and learning a lot of contemporary music, but at the same time, I was studying classical guitar, and teaching myself recording techniques and technology on my parents’ computer when it was available. Instrumental — especially orchestral — music always seemed scary, isolating and intimidating, and although I tried endlessly, I couldn’t write a good song to save my life. It wasn’t until my 20’s that I started to become serious about creating my own instrumental music, which I ended up loving to do more than anything I had tried before. I guess you can say that I failed my way into one of the best things that happened to me.

    Derek Duke: I went through piano and theory lessons at an early age, then other instruments while growing up like guitar, trumpet, euphonium and some others though not too deeply.  I also studied dance for several years, which I certainly wouldn’t count out from being formative and related.  In high school I had the opportunity to student-conduct choir and was writing and arranging instrumental/orchestral music, while simultaneously pursuing early synthesizers. I was even experimenting with building my own, as well as dabbling in programming and computer control of them with the first-generation of home PCs.

    During my education at CalArts, the opportunity to pursue world music alongside composition, while doubling my work, awoke a connection and keen interest in musics of the world, especially their vocal music traditions — enough so to warrant traveling to West Africa for recording/research and living in South India after my graduation to study music there more in depth.  By never favoring the most typical, standard or easy route and always looking for the new, interesting and adventurous path, it was always my hope, by those that have shared knowledge with me and all I’ve been exposed to that it’s helped to bring me a unique type of creativity.

    What influences you when you compose music?

    Derek Duke: Overwatch is constantly balancing the classic and iconic, while presenting a hopeful vision for the future. You see it in all aspects of the design, such as the artwork, the environment, and the different heroes and our stories. We really try to bring that mindset to the music. We get inspiration from all music, from classical to contemporary, experimental, and everything in between. It’s all music to us, and everything can be an influence. We will throw any two sounds together and see where things go. We don’t let boundaries of genre and instrumental tradition hinder us. That said, given OW’s setting among many real-world cities and countries, we pay attention to look for and use instruments with links to their regions in our musical explorations and creations.

    How did you get started in gaming? Was there anything specific that led to it?

    Adam Burgess: Gaming was mostly a social thing growing up. I have fond memories of visiting my friend’s houses and playing PC and console titles on weekends. It is still the thing that I love the most about games, a franchise like Overwatch, and the titles that Blizzard has created. I can’t say that there was a particular moment or title that made me want to pursue game music, it was more the intrigue of questions that I didn’t have answers to. Video games are often very interactive. They are not linear like film or television. I was always curious how the music changes depending on my actions as a player, what decisions I make, and where I take my character. Games have only gotten more intricate over time, and this creative decision making is something that continues to be an inspiration and driving force in my love for gaming, and game music.

    Derek Duke: Serendipity.  At the particular time I got involved, early ‘90s, I was still involved in the academic world of composing. I was approached by a friend who I’d done an audio favor for back in college with a referral.  At that time, finding people that had knowledge of how to work with sound/music/audio in any interactive way or even in conjunction with a computer was pretty rare. It was really knowing how to deal with computers and audio file types etc. back then that got me in the door. Once I got that first job, the work just continued. For me though, it was a special kind of work. It fulfilled me in ways different from other “paying music gigs,” the interactivity possibilities, participating in game design and function, size etc. and working together with people on a project that to make something greater than the sum of its parts.

    Then at one point I chanced upon the opportunity and won a very special gig, writing some music for a game called StarCraft from Blizzard Entertainment. Now I’m coming up on 20 years working on the most amazing video game franchises in the world.

    What was your process when creating this album? Can you explain how you took one particular track from beginning to end?

    Derek Duke: The album has slowly evolved over the past five years as more locations were added to the Overwatch universe and we now have the opportunity to share it with the community. We have always known that we wanted to give more of our music to the fans, and we thought that it was a strong concept to present all our location music as a cohesive soundtrack. The presented tracks are all extended versions of our in-game music, many times small suites are composed to create a bit more material for other related use, so there is a lot of new music for fans to experience on the album.

    Derek Duke: One unique piece was Blizzard World, which lent itself to some cross-franchise music that we hadn’t had the opportunity to do before. It was also unique in that it is a totally fictional location (although one that we all wish existed). The second half of the piece combines numerous different classic themes from World of Warcraft into one short segment, where the themes layer on top of each other in interesting ways. If you listen closely and pick apart the different layers, you’ll hear calls to the World of Warcraft Main Title, A Call to Arms, Illidan, and Stormwind. But when you listen to it as a whole, it very much sounds like Overwatch. It’s like an easter egg for Blizzard fans. Once we recorded the orchestra and choir, it all came together in a way that we were really excited about.

    How do you compose and produce tracks that reflect the uniqueness of the locations?

    Derek Duke: Each location is different, and inspiration calls to you in different ways. We are influenced by so many things from the environmental artwork, to world history, traditional instruments, and modern pop culture. If we told you that a huge part of the Hollywood track was influenced by Taylor Swift and Nine Inch Nails, you probably wouldn’t believe us. You would likely never hear it, but it’s true. Sometimes an idea that can seem bizarre on the surface can send you down the right path if you are willing to chase it. The key for us is to have an open mind, and to be willing to experiment.

    How do you approach blending the futuristic, fast-paced vibe of Overwatch with the vibes of culturally rich locations around the world? 

    Adam Burgess and Derek Duke: Everything we do, we try to present through the lens of what we think this would sound like in the Overwatch universe. We have a philosophy that our location music needs to sound like the Overwatch franchise before anything else. Overwatch is future-possible, uplifting and positive. Our location music is typically energetic, and functions in a way to load you into a match with energy and anticipation. You should feel excited to play by the moment you are selecting your hero. The key is injecting enough traditional flavor to make it interesting and unique, but the core goal remains that it should sound like Overwatch at the end of the day.

    Do you have a favorite track from the album?

    Derek Duke: These tracks are like memories for us, in that they’re attached to so many different moments, from different launches, to different BlizzCons. It’s hard to choose a favorite, and it’s honestly like a trip down memory lane to listen to this soundtrack. We hope that Overwatch fans will feel the same way.

    Is there anything else you would like to add?

    Derek Duke: It takes so many people involved in so many ways and on so many levels to help us bring the music for Overwatch to life; from other composers, the game team, our amazing producers, and sound designers, artists, game designers and creative leads, as well as our families, friends and others that support us in our daily lives. We all hope that you enjoy Overwatch: Cities & Countries as much as we have creating it.

    Website: LINK

  • Q&A: Blizzard Answers Our Biggest Overwatch 2 Questions

    Q&A: Blizzard Answers Our Biggest Overwatch 2 Questions

    Reading Time: 7 minutes

    The world still needs heroes! Overwatch 2 was announced earlier this month during Blizzcon 2019’s opening ceremony, and with the reveal of this sequel came plenty of questions: How exactly will it tie into Overwatch 1? What’s the deal with the new story-centric additions? What about new customization options?

    Blizzard was kind enough to provide answers to these questions and more via Aaron Keller, Overwatch 2’s assistant game director, and Michael Chu, lead writer on the project.

    [youtube https://www.youtube.com/watch?v=GKXS_YA9s7E&w=560&h=315]

    PlayStation.Blog: If there was one objective for Overwatch 2, what would it be?
    Aaron Keller, Blizzard: The world of Overwatch is incredibly compelling and we want players to be able to experience more of it than ever before. We’re able to explore so much more of this universe by playing this game in an entirely new way, through missions against AI rather than matches against other players. Story Missions tell an engaging narrative about how the heroes of Overwatch respond to a new global threat. Additionally Hero Missions provide a deeply replayable co-op experience through a wide variety of locations all over the world. Players will level their heroes and use different elements to modify their abilities and power levels.

    PSB: What is the in-universe story you’re aiming to tell with Overwatch 2?
    Michael Chu, Blizzard: For the last few years, we’ve been leading up to this story. The story of Overwatch 2 is the next step of the Overwatch story. You’ve been introduced to the main characters, to the conflicts, and the history of the world, but now we’re moving to the next chapter: Winston has pushed the button and recalled the Overwatch agents to fight against the threats the world faces. Now we know that some of the heroes have answered, but what will they do? How will the world react to them? And is Overwatch the solution the world needs? That’s what we’re looking to explore.

    PSB: Was there ever a reality where Overwatch 2 wasn’t so closely linked to the first game? Or was a shared experience always the goal?
    AK: Overwatch has always been a world class team based shooter and we’re committed to that part of the game. There was never any intention of abandoning that side of the game in favor of the Co-op experience. In scoping out Overwatch 2 we always knew that we couldn’t leave behind any of our 50 million players.

    PSB: What are you aiming to add to the gameplay mix on the battlefield with the new Heroes?
    AK: We’ve got lots of heroes in the works currently for Overwatch 2. We can’t get into who they are exactly, or what their gameplay might be like, but they will help round out the world of Overwatch and give us new gameplay mechanics we have not yet seen. Overall, Overwatch 2 will be offering players new gameplay changing ways to play our heroes in Hero Missions. For instance, we like to give the example of Reinhardt’s Talent called “Epicenter” where instead of a cone effect for his Earthshatter ability, it becomes an Earthshatter with a full 360-degree effect around him.

    PSB: Even though Sojourn is set to debut in Overwatch 2, it seems that earlier versions of the character appeared in prior cinematics. Did you know back then she would eventually be a main character in Overwatch 2, or did her status in the game evolve over time?
    MC: Sojourn has existed as a character in the Overwatch universe for many years now, even before the game released. She’s a central figure to the Overwatch organization, and a critical character moving forward. She’s made appearances in different stories we’ve told lately, but she will be extremely important to the events that take place in Overwatch 2 and we are so excited to finally be able to tell her story.

    PSB: Is Overwatch 2 competitive play fundamentally similar to Overwatch 1, or will OW1 players be greeted by an overhauled and updated competitive experience once the OW1 and OW2 clients officially merge?
    AK: The competitive experience in Overwatch is incredibly important to us. We are continually working on it and have plans for changes to it with Overwatch 2 but aren’t ready to share any concrete details just yet. However current Overwatch players and Overwatch 2 players will play together in the same Competitive Play environment once Overwatch 2 launches.

    PSB: What are you able to say about the story of Overwatch’s world with Overwatch 2 that you weren’t able to say with previous methods (character trailers, cinematics, etc.)?
    MC: There are two things that immediately come to mind. With story missions, we’ll have a more traditional way to tell a story in the Overwatch universe: a complete story with beginning, middle, and end. In addition, we’ve finally moved the story forward after Winston’s recall, and we hope to continue to push events into the future in the stories to come.

    AK: Overwatch 2 also gives us the opportunity on the tech side to tell more story. The maps are almost 2X larger than regular Overwatch maps. They’ve also got way more advanced technology to show dynamic weather, lightning, explosions, and more. We like to say that our maps are almost another character in helping with Overwatch 2 storytelling. Each Story Mission will come with an intro cinematic and outro cinematic as well. We’ve partnered with our teammates in the Story and Franchise team to help build out many cinematics for story missions, which we think will be a major treat for our players.

    PSB: Is the story / PvE content in Overwatch 2 going to follow a similar format to earlier seasonal events in Overwatch 1, or are we talking something more akin to a full-on single-player campaign? How long have you wanted to put the story in Overwatch more front-and-center?
    MC: We have always considered Overwatch as a universe that we want to tell stories in. Overwatch (the game) was the first expression of this universe, but we have been experimenting with PvE in the annual Archives events, and have certainly heard from the community that it’s something that they are interested in. With story missions in Overwatch 2, we have the opportunity to make good on this, and explore the Overwatch universe in new ways. We like to call the story a Story Experience. It’s not quite a single-player campaign in that you will be playing the story alongside three other players in co-op. Players will experience the story together with their friends.

    PSB: Is there any cross-over progression or synergy between the PvE and PvP modes in Overwatch 2?
    AK: Currently PvE progression and PvP progression are entirely separate. We don’t want gameplay changing talents and abilities to give an unfair advantage in PvP. We’re still exploring what players can earn in PvE and building out the progression system for that. Our goal is to make a robust meaningful progression system that feeds into our Hero Missions where players can play and replay for many hours or as their main mode of play after they complete the Overwatch 2 story.

    PSB: Team attacks appear to be a focus in the Overwatch 2 cinematic trailer. Is they reflected in-game in any way?
    AK: Team work and using hero abilities in different combinations has always been a core part of Overwatch gameplay, think of Hanzo’s dragon used along with a Graviton Surge. Zero Hour is a cinematic representation of synergies that already exist. In Overwatch 2 we’ll see new abilities and talents that players can discover, offering new powerful combinations to mix and match.

    PSB: Is Blizzard experimenting with any updates to the cosmetics and character customization system? Will new character costumes continue to roll out for legacy OW1 characters in OW2?
    AK: We love all of our heroes and will continue to make cosmetic items for all of them with the release of Overwatch 2. We’re still early to talk about what cosmetic items might be available in Overwatch 2 or how those systems might change. We can say we’ll have many options for cosmetics in Overwatch 2.

    PSB: Aesthetically speaking, are there any character model changes that folks may have missed?
    AK: I’m not sure if everyone knows this but Lucio’s new look is dynamic to which song he plays. His hair and the visual effects on his suit change in color and beat he plays. His hair also glows in the dark. Pay special attention to gameplay footage of his suit changing between his Speed song and Healing song and whenever he drops the beat with his Sound Barrier. We’re continuing to update almost all the heroes with new looks for Overwatch 2, so we’ll have plenty more cool changes to each of our heroes in the roster.

    Website: LINK

  • Tinkers and Tool Makers: The Story Behind the Overwatch Workshop

    Tinkers and Tool Makers: The Story Behind the Overwatch Workshop

    Reading Time: 4 minutes

    Hi PlayStation players! I’m Keith Miron, the lead software engineer of Overwatch and one of the creators of a brand-new game feature we’re about to launch on PS4: the Workshop! To celebrate this launch and the upcoming Overwatch Anniversary event, I’m answering a few questions about the Workshop with my co-developer, Senior Gameplay Engineer Dan Reed.

    What is the Overwatch Workshop?

    Dan: The Workshop is a simple game scripting system that gives players much more power and flexibility to customize features in the Game Browser and create their own custom Overwatch games. Within the Workshop, players can create scripts, and add Rules and play Conditions on top of the established game modes players already know and love. Rules can do many things, like change how a hero’s movement and abilities work, modify how players are damaged or healed, or even display text.

    What are the most interesting creations you’ve seen come out of the Workshop so far?

    Dan: We’ve seen so many amazing games come out already — our players are incredibly creative, and we’ve seen people do things with the Workshop that we didn’t even anticipate. Someone made a mode where you can race around as Wrecking Ball. There’s a Lúcio trial that challenges you to navigate through difficult vertical terrain. We’ve even seen a dogfighting mode that lets you fly around as Bastion.

    Where did the idea for the Workshop come from?

    Keith: We started kicking around the idea for what would eventually become the Workshop around two years ago. Dan and I had talked about finding ways to improve our existing Custom Games mode so that players could do different, more interesting things with it. Then in 2017, the Overwatch team held a “hack-a-thon” where people on the team got to spend a couple days working on whatever project they wanted to. Dan and I teamed up to create a tool that simplified the scripting language our team uses, making it accessible to more than just people who know how to code.

    Dan: After that, we made our first test game mode. It was called “Protect the President,” and players had to guard Zenyatta from some enemy Widowmakers as he moved slowly through King’s Row. The game mode only had three rules, but it worked smoothly. And the team thought the idea showed a lot of potential.

    Keith: We had to put the project on hold temporarily after the hack-a-thon because we had to shift to other priorities. It stayed on the shelf until Fall 2018, when we had another hack-a-thon and used the opportunity to work on the idea further. During that hack-a-thon, we created a few new, different custom games to show everyone. We made a zombie game, and another where one player takes the role of Roadhog, and other players try to kill him—and if you’re successful, you become him. After that, we started working on it more seriously.

    Why did the Overwatch team decide to turn this hack-a-thon idea into a full game feature?

    Keith: We’re doing it for the community, really. The community has some really great ideas for what kinds of things they want to see in Overwatch—new Arcade modes, or entirely new game modes—but the development team only has time to do so much. So a big part of the reason we decided to make the Workshop was to give players a way to bring their cool ideas to life themselves.

    Dan: The response to Workshop has been amazing. So far more than 2.7 million games have been created, and more than 60,000 game codes have been shared. And that’s before the Workshop has even gotten into PS4 players’ hands.

    Keith: And we’re excited to keep building on it. We’re looking forward to getting even more player feedback as they really dig into the tools, and we can use that to refine the Workshop further and add new features and tools.

    The Overwatch Workshop arrives for PS4 players tomorrow, alongside the launch of our Anniversary seasonal event. We can’t wait to see what PS4 players come up with.

    Website: LINK

  • The best way to watch the 2019 Overwatch League season

    The best way to watch the 2019 Overwatch League season

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    2019 All-Access Pass Terms & Conditions:

    Benefits will be available until October 31, 2019 unless otherwise specified.

    *Discount codes for merchandise on shop.overwatchleague.com will be available from January 31, 2019 to October 31, 2019. The discount code will be delivered by email within 14 days after purchase. Offer good for one-time use. Your purchase and enjoyment of some benefits such as the merchandise discount and Overwatch tokens may be subject to additional third-party legal terms. You are bound by such third-party legal terms and we encourage you to read them.

    For Twitch Prime benefits, ensure your account is linked with Amazon prior to purchase. The Bits will be credited to your account within 1 day. This is a limited time offer available to Twitch Prime members only. Offer good while supplies last. Twitch reserves the right to modify or cancel the offer at any time. Offer is non-transferable and may not be resold. If you violate any of these terms, the offer will be invalid. Offer limited to one per customer and account. Redemption of Bits is subject to the Bits Acceptable Use Policy found here. Offer void where prohibited and limited to one per customer and account.

    Value of the Overwatch League Tokens is calculated based on price of tokens in USD.

    Once you have selected your three team based emotes available as a subscriber, you will not be able to change your selection.

    Website: LINK

  • Calling all StarCraft II fans: For the first time ever, earn War Chest: Katowice 2019 XP on Twitch

    Calling all StarCraft II fans: For the first time ever, earn War Chest: Katowice 2019 XP on Twitch

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    War Chest: Katowice 2019 brings two brand-new features to StarCraft II and Twitch alike.

    First, each race in StarCraft II is receiving a full suite of custom building skins. By purchasing this season’s War Chest, you’ll be able to complete your transformation with the Simulant Zerg, Terran Special Forces, and Protoss Forged sets.

    Second, Blizzard is adding even more ways to earn War Chest XP. Now, not only can you earn War Chest XP by playing StarCraft II, you’ll also be able to earn War Chest XP by watching StarCraft II on Twitch. For this entire War Chest period, spend time with your favorite StarCraft II broadcasters & earn experience towards this season’s War Chest loot.

    Any and all broadcasters can help their fellow RTS fans gain experience for their Katowice 2019 War Chest simply by streaming StarCraft II and activating the StarCraft II War Chest Extension.

    • Phase I unlocks: December 20
    • Phase II unlocks: January 17
    • Phase III unlocks: February 14
    • Double XP begins: March 14
    • War Chest concludes: April 11

    Here’s how to earn experience for your War Chest by watching StarCraft II on Twitch:

    First, purchase a Katowice 2019 War Chest! Second, verify that your Blizzard account is linked to your Twitch account. Third, log in to Twitch and find a channel that’s streaming StarCraft II and has the War Chest extension activated. And finally, make sure you grant the War Chest extension access to your Twitch ID.

    StarCraft II streams on the official StarCraft II channel will always be eligible to provide War Chest XP. Other channels that stream StarCraft II will have the opportunity to provide War Chest XP to viewers, as well, so long as the War Chest extension is activated. You can check to see if the War Chest extension is available on a particular channel by looking for the extension icon near the edges of the Twitch video player.

    Want to take all the guesswork out of finding eligible channels? We’ve got you covered. We’ve partnered with several streamers from around the world (listed here) to ensure they are ready to provide XP-unlocking entertainment starting today and continuing throughout the entire War Chest period! If and when these channels are streaming StarCraft II, they will be eligible to provide War Chest XP.

    Once you find a StarCraft II stream to enjoy, the War Chest extension activated on their channel will serve as your guide, keeping you up-to-date on your eligibility and progress.

    After watching for about 20 minutes, you should unlock your first War Chest XP reward and the extension will notify you that you have War Chest XP to claim. You must click the “Claim XP” button to redeem it in-game on your linked account. Clicking this button will also allow you to continue earning XP on Twitch. Please note that you cannot earn any additional experience if have pending experience to claim. The War Chest extension will let you know once you’ve earned enough XP to unlock all War Chest items currently available; however, any time you want to see exactly where you stand, you can always log into StarCraft II to verify your earnings.

    How to Provide War Chest XP on Twitch

    If you already stream StarCraft II and want to provide your viewers with the opportunity to earn War Chest XP on your channel, you’ll just need to do two things. One, make sure your Blizzard account is linked to your Twitch account. And two, install, configure, and activate the StarCraft II War Chest extension. Click here to download the extension now and click here to learn more about managing your Twitch Extensions.

    Once the War Chest extension is installed and activated, just stream StarCraft II like normal and you’ll help your viewers unlock those sweet building skins, plus a variety of other in-game items as well!

    The Spoils of War Await

    You are now armed and ready to begin your War Chest: Katowice 2019 campaign. Get comfy and then get to watching your favorite StarCraft II streams. For even more details about this program, please review the FAQ here. GLHF!

    Website: LINK

  • Catch a month of Blizzard esports live on the Tespa channel

    Catch a month of Blizzard esports live on the Tespa channel

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    College football offseason got you down? Is your school’s basketball team getting dunked on? Lucky for you we’ve got another chance for you to flex your school spirit, courtesy of Blizzard and Tespa.

    February marks the start of play for Tespa’s Spring Leagues, featuring collegiate athletes from all over North America competing in StarCraft II, Hearthstone, Heroes of the Storm, and Overwatch. You can catch the action all month long right here on Twitch.

    First up is Heroes of the Dorm 2018, which will feature students facing off in the Nexus for a chance to win scholarships, hardware, and of course, bragging rights for the 2018 season. Season play runs from Feb. 6 to March 8, leading directly into the Regional Championships on March 11. This all builds up to the Heroes of the Dorm National Championship on (date TBA). Watch it all on Blizzard’s official Heroes of the Storm Twitch channel, /BlizzHeroes.

    If you who prefer the intensity of a one-on-one showdown, Tespa’s StarCraft II and Hearthstone events start next week. Qualifiers for the TCS: StarCraft 2 Team Brawl Tournament will take place February 10–11, with the winners moving on to compete for $35,000 in scholarships in the official matches beginning Feb 17. You can view all the matches on /StarCraft. If you’re more interested in Spells and Secrets, the 2018 Spring Hearthstone Collegiate Championship begins February 19, with matches streaming live on /PlayHearthstone. The top eight teams will advance to the live finals in May, where they will compete for $150,000 in scholarships and other prizes.

    Rounding out the Tespa events is the first ever Fiesta Bowl Overwatch Collegiate Championship, which will be taking place on February 17. After a long competitive season featuring 318 schools, the four best teams will face off in the finals at Arizona State University, preceded by a exhibition match between ASU and the University of Arizona. If you happen to be on the ASU campus you can catch all the action live. For the rest of us, Fiesta Bowl will be live streaming on Tespa’s channel, Twitch.tv/teamtespa(?). Check out the full schedule below:

    UC Irvine vs. UC San Diego, 3:00 PM MST

    University of Toronto vs. UC Berkeley, 4:30 PM MST

    Showmatch: Arizona State vs. University of Arizona, 6:00 PM MST

    Fiesta Bowl Overwatch National Championship, 7:00 PM MST

    For the full details on all these events, you can check out Tespa’s official site. If you’re a student competitor, consider grabbing some friends and registering for one of the games. Maybe we’ll see you on the stream!

    Website: LINK

  • Overwatch | Animierter Kurzfilm | „DRACHEN“

    Overwatch | Animierter Kurzfilm | „DRACHEN“

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    [mbYTPlayer url=“https://www.youtube.com/watch?v=ai5p7Hm84FI“ opacity=“.5″ quality=“medium“ ratio=“auto“ isinline=“false“ showcontrols=“false“ realfullscreen=“true“ printurl=“true“ autoplay=“true“ mute=“true“ loop=“true“ addraster=“true“ stopmovieonblur=“false“ gaTrack=“false“]

    Overwatch | Animierter Kurzfilm | „DRACHEN“ (DE) - YouTube

    Erfahrt in unserem dritten animierten Kurzfilm „Drachen“ mehr über die Hintergründe einer der erbittertsten Rivalitäten von Overwatch! Werdet am 24. Mai zu Helden auf PC, PlayStation 4 oder Xbox One: http://www.buyoverwatch.com

     

  • World of Warcraft Wedding in Taiwan spotted

    World of Warcraft Wedding in Taiwan spotted

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    There are World of Warcraft fans, and then there’s this newly wed couple from Taiwan. With the groom wearing an impressively imposing suit of armor and the bride outfitted in a draping gown adorned with intricate, fantasy-driven embellishments, this geeky couple is really committed to the video game theme as they recently flaunted their outfits at their engagement party in Taiwan.

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    Here is a bit more information about the couple: „The couple, who dressed up as the fictional video game characters King Varien Wrynn and Tyrande Whisperwind (costumes by EMI Cosplay), props and all, will continue to display not only their their passion for a shared interest, but also their dedication to one another at a much larger venue in front of friends and family in January.“

    Official Source: http://www.mymodernmet.com/profiles/blogs/craig-zoe-world-of-warcraft-wedding

    https://www.facebook.com/sosistudio

    http://www.neatorama.com/spotlight/2013/11/16/The-Warcraft-Wedding/#!ooeq0

  • Next World of Warcraft expansion announced: ‚Warlords of Draenor‘

    Next World of Warcraft expansion announced: ‚Warlords of Draenor‘

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    Blizzard has confirmed ‚Warlords of Draenor‘ as the next expansion for World of Warcraft at today’s BlizzCon 2013.

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    It will feature time travel, in addition to new character models and animations. Here’s the full info:

    Blizzard will also raise the MMO’s level cap to 100, and Draenor will give players the option to boost one character — even newly created ones — immediately to level 90 so they can play the newest content.

    The Alliance and Horde champions who’ve been displayed in Draenor will be able to construct a Garrison, which Blizzard describes as an „expandable, customizable stronghold that will serve as each player’s personal base of operations throughout the course of the expansion and provide the ability to build upgrade a faction-controlled Garrison.“ As it grows, players will be able to recruit NPCs who can live in the Garrisons, gather resources and taken on missions at players‘ command.

    Warlords of Draenor will also include new battlegrounds, bosses, six planned five-player dungeons, quests, two planned raid instances and more. The expansion will feature new PvP zone, as well.

    According to Blizzard, the landmass will be split into the following seven zones:

    • Frostfire Ridge: Across snow-covered wastes and beneath towering volcanoes, heroes of the Frostwolf clan and the Horde unite to repel invaders from their homeland.

    • Shadowmoon Valley: Amid rolling moonlit hills, the draenei at the holy temple of Karabor unite with the Alliance in a desperate fight for survival against the Iron Horde and Shadowmoon clan.

    • Gorgrond: Deep within the desert canyons of Gorgrond, an arsenal of massive siege weapons built by the Blackrock clan is about to be unleashed upon the whole of Draenor.

    • Talador: In the shadow of a besieged Shattrath City, the Auchenai Soulpriests actively seek to safeguard the countless draenei souls inside Auchindoun from a terrible demonic threat.

    • Spires of Arak: At the height of their power, the regal arrakoa plot atop their high peaks, well out of the reach of the brutal Shattered Hand orcs and the wingless outcasts below.

    • Nagrand: Among the fertile hills and outcroppings of Nagrand, the bloodied wolf-riders of the Warsong clan remain a threat not to be trifled with.

    • Tanaan Jungle: Within the overgrown jungle home of the Bleeding Hollow clan, a Dark Portal is under construction … and an Iron Horde army makes grim preparations to conquer Azeroth.

    Official Source: http://eu.battle.net/wow/de/warlords-of-draenor/

    http://www.polygon.com/2013/11/8/5081560/world-of-warcraft-warlords-of-draenor-expansion

  • Heroes of the Storm™ Cinematic Trailer released

    Heroes of the Storm™ Cinematic Trailer released

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    Introducing the latest from Blizzard Entertainment — Heroes of the Storm.

    JOIN THE BETA

    Developed under the code name Blizzard All-Stars™, Heroes of the Storm is a raucous online team brawler starring your favorite Blizzard characters.

    To learn much more, visithttp://HeroesOfTheStorm.com, where in the weeks to come, you’ll find tons of videos, hero profiles, game features, information on how to join the public beta test, and more.

     

    Official Source: http://www.heroesofthestorm.com/de-de/

    http://www.youtube.com/watch?v=0ecv0bT9DEo

  • Diablo 3: Storm of Light novel to release in 2014

    Diablo 3: Storm of Light novel to release in 2014

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    Diablo 3: Storm of Light will be the next novel for Diablo 3, and it will be available in 2014 available from publisher Simon and Schuster. This is what Blizzard Entertainment has announced today.

    The High Heavens are healing after the fall of the Prime Evil. The Angiris Council has recovered the Black Soulstone and now stands vigil over the cursed artifact deep within the glimmering Silver City.

    Amid these momentous events, Tyrael struggles with his position as the new Aspect of Wisdom, feeling out of place as a mortal among his angelic brethren and doubting his ability to fully embody his role. As he searches within himself and the Heavens for reassurance, he senses the Black Soulstone’s grim influence on his home. Where harmony of light and sound once reigned, a mounting discord is threatening to shroud the realm in darkness. Imperius and the other archangels vehemently oppose moving or destroying the crystal, leading Tyrael to put Heaven’s fate in the hands of humankind….

    Drawing powerful humans to his side from the far ends of Sanctuary, Tyrael reforges the ancient Horadrim and charges the order with an impossible task: to steal the soulstone from the heart of Heaven. Among the champions entrusted with this burden are Jacob of Staalbreak, former avatar of Justice and guardian of the angelic blade El’druin; Shanar, a wizard with phenomenal powers; Mikulov, a lithe and reverent monk; Gynvir, a fearless and battle-hardened barbarian; and Zayl, a mysterious necromancer. With time and the forces of both good and evil against them, can these heroes unite as one and complete their perilous mission before the Heavens fall to ruin?

    Official Source: http://us.battle.net/d3/en/blog/10782707/diablo-iii-storm-of-light-coming-in-2014-9-11-2013