Ashe is back in Overwatch 2 with hardly any alterations from her gunslinging, B.O.B. throwing self in Blizzard’s original FPS game. While she may be essentially the same Ashe as before, that’s not really a bad thing. Ashe is a strong ranged hero capable of keeping enemies at bay and harassing foes with her trusty robotic butler B.O.B., even if she may not be quite as strong as some DPS heroes.

Ashe overview

Ashe is a long-range support DPS who wields a devastatingly powerful rifle and can hurl explosives at her foes or surprise them with a close-range blast to get away. Ashe works best at mid- and long-range, where her rifle blasts deal a respectable amount of damage on their own–and even more if you use her built-in scope. Reloading Ashe’s shotgun takes a few seconds, but you can create a cover blast using her dynamite ability to keep foes busy. Just make sure your allies aren’t nearby when it explodes, or it’ll set them on fire–not the best way to earn commendations.

Ashe lacks strong mobility skills, and that, combined with a slow rate of fire and reload times, means she suffers in close-range combat. Make sure to keep Ashe just behind the frontlines, where she can safely support your team’s main DPS or tank.

Ashe abilities

The Viper: Ashe fires up to 12 rounds from her rifleThe Viper (ADS): Ashe looks down her rifle’s scope and fires a stronger blast. She can move and jump while aiming down sightsDynamite: Ashe throws a bundle of explosives that detonates after a few seconds or if she shoots it. Can cause friendly fire and literally ignite self and alliesCoach Gun: Ashe causes a small explosion that knocks enemies back and propels her backwardsB.O.B.: Summons a robot that charges forward and fires a spray of bullets

Make each shot count

Ashe’s Viper fires 12 rounds, but slow reload times make aiming carefully more important than usual. The ideal way to use Viper is with its ADS feature activated, since each shot deals more damage and you have better control over where they land.

The problem is one of power. Viper is a strong weapon, but it takes a headshot and follow-up shot to defeat a foe, even with the added ADS power boost. That’s what keeps Ashe from occupying a main DPS role. She’s often better suited to either softening enemies or finishing them off, though with a well-timed dynamite blast, she can manage both simultaneously.

Seek the high ground

Ashe’s Coach Gun is an excellent mobility skill that can save Ashe in a pinch and even helps support the team by knocking foes back. While you wait for the 10-second cooldown to end, though, Ashe is pretty vulnerable. She has no other movement skills, can’t dash, and moves at a comparatively slow pace.

Ashe’s dynamite ability sets foes on fire and deals continuous damage over a short period of time.

Viper’s long range and ADS function mean Ashe can, and should, find a spot above the fray to take down enemies and provide covering fire for her team. Hiding on a balcony or in a tower naturally doesn’t guarantee safety, since enemies will eventually figure out where your fire is coming from. However, it does give you a chance to empty a full round of shots, toss some dynamite, and then relocate while Ashe reloads.

The art of buttling

B.O.B. is much more than just a throwaway robo-butler who shoots your foes. While the turret mode is certainly useful, his charge attack deals heavy damage when it connects, and he can even launch foes in the air. Launched foes are easier to target and, obviously, are removed from combat for a few seconds, making this a creative method of dealing with resilient enemies standing in your way.

B.O.B. also benefits from team buffs and counts as a player in a capture zone. If you need an extra body in the objective area or just want to provide a distraction, hurl B.O.B. into the fray and buy yourself some extra time.

Coach Gun is a potent antidote to Roadhog’s grappling hook that gives Ashe a better chance of escaping than most characters haveB.O.B. spawns to Ashe’s right when activated. Bear that in mind when triggering her ultimate so the ‘bot doesn’t rush off where no enemies awaitAshe’s dynamite ability works particularly well in cramped quarters or if your foes are clustered around an objectiveAshe is well suited to targeting healers. Their low HP and lack of options for dealing with long-range threats make them easy targetsTry shooting dynamite while it’s in the air to rain fire down on enemy groups

If you’re keen on experimenting with other Overwatch 2 roles, check out our tank hero tier and support hero tier to see how they all match up.

Read MoreGameSpot – Game News

To describe Brandon Sanderson as prolific would be an understatement. In addition to being the author of the acclaimed Mistborn and Stormlight Archive series’, as well as finishing Robert Jordan’s The Wheel of Time series, he teaches, tours, and makes YouTube videos. And, somehow, in between all that he works with video games properties, most notably the Infinity Blade franchise with Epic and Chair.

More recently however, Sanderson has teamed up with Unknown Worlds, the studio behind the Natural Selection series and Subnautica. Their game, Moonbreaker, brings miniature painting to the digital world and allows players to embark on an adventure where their creations battle in strategic combat.

For Moonbreaker, Sanderson served as–in his own words–“the designer of the world, the plotter of the outlines, the creator of the characters,” which all served as fertile ground for director Charlie Cleveland and the Unknown Worlds team to craft a memorable narrative around miniatures. Their goal is to create an experience that has long-term interest that players will return to constantly. The pie in the sky dream is to have the same kind of staying power as something like Pokemon or Magic The Gathering, and a collaboration between a game development team that constantly takes risks. An author that creates acclaimed stories certainly helps make that dream seem a little more attainable.

We spoke to Sanderson and Cleveland about the collaboration, the goals for the game, and how they hope to evolve Moonbreaker. On top of that, we also discussed Sanderson’s own love of games–which runs deep–and how that influenced his work on the project.

GamesSpot: Moonbreaker is a bit of a departure for the team. Where did the idea come from? Is it in any way an evolution of something that you learned while working on Subnautica or was it just a chance to do something new?

Charlie Cleveland: We just wanted to do something new. I mean, as a studio, I feel like we always are trying to do something pretty different. This will be the third time we changed genres. So yeah, I think if we’re going to work on a game for a few years, we want to work on something new and exciting, and we don’t want to just keep doing the same stuff over and over.

Brandon Sanderson: Happens to me too, right? Like, once I get done with a book, people ask me how I maintain my productivity. I always want something different from what I’ve been writing. If I have to go into the sequel to a series, a book I’ve just written, it’s going to go much slower than if I can write something in between that is just very different.

Cleveland: That makes sense. You actually see that with Blizzard too. I remember, at least old Blizzard, would like alternate IPs. They made Starcraft, they made something else, but they came back to Starcraft later. So it’s kind of like the teams need that recharge, and so yeah, I guess that’s why.

Brandon, how did you get involved with the project? I know you’ve obviously done work in games before with Infinity Blade, but what was the pathway for you to this game?

Sanderson: I am an avid gamer. I am, as I often say, the first generation of novelists that grew up playing video games. I had an actual Atari. I played on Commodores before that. I had each system and a gaming computer alongside it as they came out. And so gaming is just a part of my DNA and my agent, who’s a generation older than me, knows this–doesn’t quite get it, but knows it.

He knows I’ve said before I would like to do more in video games. I don’t have a lot of time, so we have to pick the right project. I can’t work on even two video games at once–I can only work on one. And so we waited for years; [and] people come to us periodically. I’ll get three or four serious requests a year from companies and then a dozen from startups and things wanting me to work on a video game with them.

I’ve had offers from most of the AAA studios and things like that. It’s something that I’ve just wanted to do and I’ve known I’ve wanted to do. We were waiting for the right thing. [And] it was because of a couple of key things. Number one: I was introduced to Charlie by our mutual friends at Bad Robot, who I’ve done some things with in the past, and I really liked them and so it wasn’t a cold introduction.

A lot of the other introductions are like, “Hey, we love your books, but you know, here we are.” Here it was someone that I already knew. Number two: The studio had made a game I’d recently played and loved in Subnautica. I had bounced off a few of the survival games out there, Subnautica just grabbed me and held on to me and it’s the only one to this day that I finished. I’ve never even actually killed [Minecraft’s] Ender Dragon. But I finished Subnautica and it was something about the world-building being so evocative, the visuals being so interesting, the clever use of story through Subnautica, and the right period of my life where I was like, “I have an extra day a week right now that I want to dedicate to something, a new project.”

It was just all of these things that came together. And I just liked the team. I liked the pitch. I think we worked well together. I actually gave the other teams pitches that were not the same ones for yours–it was targeted to their games.

Cleveland: You had other secret pitches? Wow, Brandon’s full of secrets. That’s not surprising.

Sanderson: They each came to me and said, “This is the type of game we’re making.” You got two pitches. They each only got one. But it was a setting that they could use. And just the jive of chatting with you guys and about what you wanted to do and how it worked and things like that. It all aligned and it was the one I wanted to try. I mean, I will be honest in saying the fact that you were an indie studio that made something so incredible on your own is part of [why] I feel like I could get to know you guys. I felt like I’d be able to work with you guys.

I felt like [it] wouldn’t be corporate and people wouldn’t be changing every five minutes that I’d have a new director. I felt there was a better chance that we’d all want to make something and release it. I have had friends who’ve done all this work and then some suit’s like, you know, it doesn’t quite match our demographics anymore and then they just don’t release the game. All these things came together and I just had a good vibe.

Charlie, from your side of things, where was the project when Brandon came on board? Brandon, how much had you seen of it or even heard about it before you started pitching your own story and ideas for it?

Cleveland: I mean, I think we had like a really crappy prototype, which was really ugly, but it was the game. I mean, if I showed it to you right now, you would probably recognize that it’s a turn-based miniatures game with painting.

Sanderson: But all your assets were from your other games.

Cleveland: [laughter] Yeah, they were all downloaded [from the] Unity asset store from Subnautica and rando Marines from Natural Selection 2, our other games. The game to me, I thought the game was really fun even then. I think it was a hard sell for a lot of people because it was so ugly.

Sanderson: Yeah, you said that. But I got it at the moment you said to me because Charlie said it’s kind of a squad-based miniatures game but it’s better than minis. Yeah, it’s like doing that on the computer with all the things we can do with digital painting and all this stuff. It clicked for me instantly what the game was and I envisioned it in my head. And then I played your prototype and I’m like, “This is exactly what I envisioned.” Ugly, but it’s exactly what it was [envisioning]–a really easy pitch for me.

Cleveland: The team had more difficulty, I have to say. The Subnautica team in particular were like, “Why are you doing this? What is this?”

Sanderson: I love how we have hit this world where tabletop and digital are blending. I’m a big Magic the Gathering fan, and I’ve loved watching the evolution of a collectible card game into something like Hearthstone and then even Magic Arena and then all these different places turning into roguelites with things like Slay the Spire.

I’ve loved watching that and feeling like how you get on the ground where like, “Hey, someone’s going to do this with Miniature games”. It’s been going this [way] with card games for a while. Miniature games scream for this because–I enjoy them–there’s so many fiddly little things to keep track of. And even like measuring, like if you play one without hexes you’ve got to have tape measures and you’ve got to figure all this stuff [out].

Cleveland: And you need a giant table and you need friends who are around for like six hours on a Saturday. You have to read the giant tomes.

Sanderson: Yeah. And being able to simplify a lot of that, not the gameplay, but all the stuff you have to do to enjoy the game, was really exciting to me. So right from the get go I was on board with this concept. It was unique and original and the other two pitches I’ve got were just like more games that people have played before.

Cleveland: Yeah, there’s a game like this, but we’ve got this one extra thing.

Sanderson: Yeah, and this one, I’m like, “I’ve never seen this before.” And I love that. That just grabbed me.

Cleveland: And that’s what motivates us too, of course.

So Brandon, how does your style of writing and the kind of stories that you come up with fit into that? The trailer says “a universe created by Brandon Sanderson.” In an age of Elden Ring with George R.R. Martin, where it’s unclear what George did on the project for a lot of people, can you explain your involvement in the project?

Sanderson: I can, absolutely. Because one of the things is I love George. He is a fantastic human being. He’s been very kind to me. If we weren’t on a time crunch here, I would tell you all sorts of fun stories about George. But I’m a gamer. George is not. I love video games and from the get-go, I wanted to be deeply involved.

I didn’t want to write something and send it off into the ether, so we started up a weekly phone call and I dedicated one day a week to writing. And so what we do is we do our phone call and then that day, after the phone call, I would write on this and then send the new material for the team to read over the week.

And then the next week we would get feedback on it and I’d work on the next thing. I love world-building. In fact, one of the exciting parts about this is I generally can world-build and then I often spend 18 months working on a book or a year, sometimes it’s six months, whatever. But you know, a lot of my job is the prose and the revision and all of this stuff, which I’m glad to do, it’s my job, but revision is really hard and prose is really hard, right? World-building works a different part of my brain. I don’t want to say it’s really easy, but it’s a different part of my brain and being able to once a week leave the other stuff I was doing and just use that part of my brain that just builds interesting places to have adventures was really exciting to me.

It was actually really refreshing to work on this every week. And so what I did is I started with the document and I said, “Here’s our worldbuilding guide, here’s our physical setting, here’s our cultural setting, and I’m going to split our cultural setting into all these different cultures. And here’s our economy and here’s our tech level, and here’s our mythology.”

Cleveland: What animals look like, how gravity works, how weather works…

Sanderson: I did all of that and I would have a heading for each of those. And over the two and a half years I built this giant document. Meanwhile, I was working on a plot guide which is 10 characters, and their relationships. So basically it’s like there’s these big things connecting them all together. I wrote out all of those and then I wrote outlines for 10 characters just for their journeys across a longform. Like if you were writing a series about this character, here’s who they’re becoming, and here’s important moments in their life.

How did the lore and the story evolve as more gameplay mechanics and, in particular, more things on the game design side came to life. And was there anything that you had to write in Brandon because it wouldn’t fit otherwise?

And as a follow-on to add on to that, Brandon, you’ve said in the past that your favorite kinds of games are where the story is in lockstep and kind of enhances the gameplay, like Halo 2. How does that work here?

Cleveland: So I guess for me, you know, as like the game designer on this game, designing all the units and the captain’s abilities and like how Cinder works, the resource economy and all this stuff, probably the biggest thing was looking at the world or the character guide and trying to come up with abilities that fit the characters, especially the captains, because they’re the most important character-wise–trying to come up with abilities that would fit who they are.

Sanderson: Yeah, and this was a back and forth because you would do that and you come to me and say, “I have this really cool power, [but] it’s not fitting with this character.” And I’d be like, “Oh, this other character that I was thinking about, let’s riff on this person and build them out to have this power.” And then that influences how I designed that character and even their culture.

Cleveland: I would say, “Well, this captain’s set up abilities work really well, but it doesn’t fit this character. What do we do?” And Brandon would be like, “We can just make that character the brother instead and just change it.” [We’d] basically just change the character guide and suddenly it works.

Sanderson: We set aside one of the captains we were planning because we had such a good design for a different captain. I’m like, “No, no, that fits this other character, I was thinking about right there. We’re just going to make them one of the 10, and this other one will be one for later on that we’ll come up with.”

Cleveland: There’s a lot of back and forth.

Sanderson: You know, you mentioned my philosophy as a gamer. I have played a lot of games and I’ve come to a truism: “A story can make a game so much better, but story should serve gameplay, not the other way around.”

I’m sure someone out there can make a game that’s the other way, but the games I’ve played that have tried to have the gameplay serve story usually don’t work very well. And you know, my favorite games often have really great lore, but I mean my favorite game of all time is Civilization, where you make your own story or you use real world inspirations as you play along.

And so I feel that my job, and I told this to Charlie all along, is that I need to enhance what you’re doing, not the other way around. I am in the second; I’m in the copilot seat, I am not in the pilot’s seat. You tell me what you need and I will build it to make your game better.

I think a lot of the things we arrived at were where we were just shooting ideas back and forth and then we’d go away for a week and we come back and be like, “Hey, I iterated on this,” and you’re like, “I iterated on this” and, “Oh, those look together like this.” Yeah, I think the biggest thing was probably like the delivery mechanisms of the story.

Cleveland: Yeah, because we can find common ground and find opportunistic characters and abilities that work together both for story and gameplay. But the actual mechanisms of story delivery and the amount of story in the game, I think that’s where this game is going to stand out.

Sanderson: Yeah. I was always pushing for these audio dramas. I felt that it was a really nice match to a game where you’d be painting, that you could listen to this audio drama to really get a character. And then, you know, one other thing Charlie was always pushing on that is really smart is that, in gameplay, you take the captain that you bond with and then you go on an adventure with them. You’re not going to play the audio drama. You’re going to listen to the audio drama. Pick your captain and then go on an adventure.

What is the hope for the miniature painting mechanic beyond just the satisfaction of being able to paint and customize your figures? I saw the codename was Project Bob Ross, does that speak to your intent to get people to watch virtual paintings?

Cleveland: I mean, what’s really crazy [that that is] already happened because we had the two playtest weekends on Steam and people on Twitch were only painting–maybe even a little more than half [of everyone]. Like it was really like a big draw for people. It’s really relaxing. It’s enjoyable to watch somebody else paint.

I’m really excited for it. I think it’s one of the things that drew me to the game. To answer your question fully, yeah, there is no other purpose besides joy and relaxation. Your unit is an important expressive act for the game, but the whole design of the painting interface was about giving you all the power you need to make your unit look the way you want it to.

It’s really much more about the intrinsic joy of painting. So–and I can talk a little more about that, but like–I think I learned how to paint and draw over [the pandemic]. It was like a really stressful time. And I was painting like every day for a couple of hours and I just wanted to learn and I just fell and found myself being swept away–going to bliss mode. Some kind of bliss, even though my painting wasn’t that great. But we really wanted to capture that again. And it’s almost like a second, just like a meditative state that you enter when you paint. This feels like analog painting, but with undo and like a couple little accelerators.

Charlie, do you intend on keeping Brandon focused on this new universe that you’ve now created? And Brandon, is there intention or desire to explore way more beyond?

Sanderson: I would want to do a dozen games in this universe if Charlie’s on board for it. So, I mean, I don’t know if we’d want to make another game. We absolutely could. But this game has been so much work already.

How do you see Moonbreaker evolving over time? These days, putting a gameout and then just letting it live as is seems like a thing of the past.

Cleveland: When we set out to make this game, one of our goals with it was to make a game that would last a very, very long time. Because even though Subnautica did super well, it’s a boxed kind of experience. It just has a shelf life. The sales go up and then at some point they just turn around and they start dropping. They just keep dropping.

So as a studio, we need more. We need money to keep coming in. You’re always jumping from hit to hit. If you’re lucky, it’s a hit. If you miss, that might be your last game for the studio or you might have one [where] if you’re lucky, you’ve saved up enough that you can make one more game.

But if you’re like us, you want to make pretty risky games. That’s a really scary prospect to be constantly searching for your next paycheck, doesn’t matter how much. Subnautica sold eight million copies and it’s still something we want. It’s in the back of your mind, like, “Make sure you have enough money, make sure you know it’s not going to run out.”

So we said, “Okay, we want a game that’s going to last forever and we want to make an impact like Magic or Pokemon or one of these big games. We want to have a game that’s going to last decades. We want it to grow.” So what you’re seeing with early access is the first version, it’s the worst version, it’s the beginning of the storyline. And we’re hoping that we’re just going to keep developing it for an extremely long time and it’s changing and evolving.

Do you hope physical models start happening?

Cleveland: Everyone is excited about them. But personally, I’m not a fan of making a lot of plastic for oceans. We gave a lot of money to Oceans.org and other charities for Subnautica. I don’t really want to make a lot of plastic. If someone can find a biodegradable way of producing miniatures, I’d be very excited because our fans already have been asking for minis. So if anyone out there knows how to make biodegradable minis, physical minis, I’m in.

Brandon, you’ve talked in the past about always having an idea for Mistborn as a video game, but you had a very specific idea. You wanted it in a very specific way.

Sanderson: Yes.

Potential to partner with a studio like Unknown Worlds?

Sanderson: Oh, I do think that there’s absolutely potential. It’s a no brainer. That could write itself, you know.

Cleveland: Maybe the next project then.

Sanderson: I mean, and it sounds like a lot of work, but I would love to do it. Believe me. And I actually have lots of ideas for Charlie.

Cleveland: Every time I chat to him he’s like, “Hey, Charlie, what about this?” I’m in.

I have an idea for you, Brandon.

Sanderson: Yeah?

Have you ever heard of The Legacy of Kain?

I have. I’ve played Legacy of Kain.

How would you feel about potentially trying to do a new one of those if they approached you? Embracer Group recently got the rights. A lot of people have always wanted Amy Hennig to return to that franchise, but as someone who knows [creating] fantasy universes as well as you, would you ever consider it if they approached you?

Sanderson: I mean, I would consider it, but I would almost assuredly say no, because I can do one video game project at a time and I’m still dedicated to Moonbreaker. And so I don’t imagine that I’m going to be able to say yes to any video games, with the little asterix [that] if Miyazaki came to me and said, “Hey, do you want to make a new game?” I might have to say yes to FromSoft. But I don’t know I’d say yes to anything else.

You said you had an entire pitch ready for From Software, didn’t you?

Sanderson: I have a pitch, but I’m good at pitches. I have dozens of ideas I’m waiting to do things with. And so most of them I’ll never be able to do things with, but if they came to me, I would have a pitch ready. Yeah.

You are the busiest person. Any productivity tips you could give? How do you split your time?

Sanderson: Make sure you’re taking time to enjoy yourself also or you will burn out. I schedule. I’m good at keeping a schedule, but in that schedule is two hours a day of just goofing off. Whatever it is I feel like doing. Sometimes I feel like writing something extra. And that’s where these secret projects came from. Sometimes I feel like playing Elden Ring.

Sometimes I feel like reading Andy Weir’s new book. Whatever it is, I schedule it in and keep in mind, having no commute is a really big advantage. Lots of people are discovering this now that you can magic an hour or two hours to your day if you’re not commuting and things like that. And that’s the life I’ve been living for years and those two hours become hang out and play a video game.

Cleveland: So do you schedule video game times too?

Sanderson: I get two hours a day to just do whatever I want and that could be a video game. Elden Ring two hours a day. It took me seven days to beat Melania. 14 hours, but I finally did.

Cleveland. That’s impressive. So you’re probably very focused even in your gameplay. You have two hours.

Sanderson: Yep. I’ve got to be done and then I’ve got to go to bed. Otherwise I’ll. Yeah.

Cleveland: So I will say, whenever Brandon told us we’d have our weekly meetings, he’d be like, “I’m going to have this many words done by this time,” which would be like the next day. It was always like that. Occasionally it would be a little lower, occasionally it would be a lot higher. But it was like a robot.

Sanderson: You got your thing that night.

Cleveland: It’s amazing to watch.

Sanderson: Good scheduling. I am an artist who was raised by an accountant. My mom’s an accountant and she taught me to schedule my time. And, you know, I have that artistic temperament. I want to go dancing through the flowers and imagine daydreaming. But with this kind of superpower, I can structure it a little bit.

Cleveland: Yeah. There’s a book by Twyla Tharp that talks a little bit about scheduling things, just FYI.

I had to beat Elden ring in four or so days for review. And it was… yeah, it was rough.

Sanderson: I mean, it took me like four months. Granted, I’m playing 2 hours a day and not every day, but yeah. I did finally beat it. I finally beat it with 10 million runes because I limited my level so I didn’t know over level.

So two quick questions before we head off. Have you played the new Monkey Island game? I know you’re a big fan of the originals.

Sanderson: I am a big fan. It is just out. I have not played it. I actually watched like the first 10 minutes in a let’s play just to see, and I have been watching reviews on YouTube–spoiler-free reviews. I absolutely love that. And the fact that we have the original creator back, but also he’s not kicking out the stuff from my favorite one, which is the third one–though it’s a blending of some of that, but seems to maybe be ignoring some of the later stuff that I didn’t like as much. It seems like it’s a perfectly made game for me.

In the past, you’ve mentioned that you don’t like depressing and dark fantasy worlds a lot of the time, especially in video games.

Sanderson: I do [like them], but I don’t like writing them. So here’s the thing. I am glad the world exists and [there are] lots of variety of narrative styles. I don’t see that as my job, but I mean Dark Souls is pretty dark and it’s nihilistic to the extreme. And that’s one of my favorite game stories ever. So I wouldn’t say I don’t like dark, just that I’m glad that there’s space for lots of types of games.

I was going to ask if you’ve played much of the Dragon Quest franchise.

Sanderson: I have played. In fact, my first role playing game, like many people, was Dragon Quest 1, named Dragon Warrior on the Nintendo way back when. And the number of times that I played through that game is embarrassing.

Well, kind of swinging back around to tie it all up. Can we expect Moonbreaker’s world to be a little more joyous? A little more upbeat?

Sanderson: Yes. Once again, every story needs its moments of darkness. It has moments of light, but our guide for this, I really wanted something that felt a little more Guardians of the Galaxy and a little less in the grim, dark future and “there is only war.”

Cleveland: More optimistic. We do cover a lot of emotional ground. So, you know, there’s love, there’s life, there’s death…there’s lots of stuff happening. All sorts of themes. We’re kind of channeling the whole adventure. It’s an adventure. So you kind of want the whole gamut.

Read MoreGameSpot – Game News

If you took a break from the original Overwatch for several months and decided to hop back into Overwatch 2 upon its recent release, you’re likely going to be surprised by several new elements. From new heroes to a new format, there is a flurry of changes in the FPS sequel. However, perhaps one of the largest changes from the original to the sequel is the rework of Orisa.

Once a bulky tank with limited mobility and a giant shield to protect players, Orisa is now a quicker and attack-focused tank. While Orisa still possesses some defensive abilities that allow them to keep the tank title, players will be moving toward objectives more than ever before with the hero. Because of this huge rework and all of their new abilities, players will need to relearn how to play as Orisa if they want any hopes of surviving a match with them as their hero.

Below, we go over all of Orisa’s abilities and how to use them best in Overwatch 2.

Orisa Overview

As we aforementioned, Orisa used to be a legitimate tank in Overwatch. They had several defensive abilities that allowed players to soak up damage while their teammates eliminated enemies and pushed toward the objective around them. Like Junker Queen, Orisa is an embodiment of Blizzard’s new characteristics for the tanks in Overwatch 2. They’re no longer bulky characters that can hardly move effectively across the map. Instead, they’re mobile and can deal a significant amount of damage with the right maneuvers.

Orisa has several new abilities in Overwatch 2, most of which are centered around DPS instead of defense. With these offensive and defensive abilities, Orisa also gains the passive ability that all tanks in Overwatch 2 receive. This passive ability reduces knockback received in addition to rewarding less ultimate for all damage received and less ultimate for all healing received. Essentially, support players might want to focus their healing efforts on other characters before worrying about a tank’s health.

One of the cons to using this reworked version of Orisa is a decreased HP. Compared to the original Overwatch, Orisa now has less health, meaning players really need to watch their health bar when trying out their new attack abilities. Speaking of which, those attack abilities are especially effective at close-range. Players will want to get up in the enemy’s team faces when attacking, as that will yield the highest chance for success.

Orisa’s primary weapon, the Augmented Fusion Driver, is only effective at close range.

For example, Orisa’s primary weapon is the Augmented Fusion Driver, which has a significant damage dropoff beyond close-range. While Orisa also has their secondary weapon, the Energy Javelin, to deal some damage at long range, most of your attacking engagements with Orisa should be in close-range. When you’re far away from an enemy team, focus more on protecting your teammates with Orisa’s defensive abilities.

Orisa Abilities

Augmented Fusion Driver: Rapid-fire heat cannon that has increased damage in close quarters, but a damage dropoff at long range. Requires a cooldown after sustained fire.Energy Javelin: Projectile weapon that stuns enemies when it connects. The Javelin can pin enemies to a wall if shot correctly.Javelin Spin: Defensive ability that causes Orisa to spin their Energy Javelin in front of them when activated, stopping all incoming projectiles for two seconds. Orisa’s movement speed is increased by 50% when Javelin Spin is active (20% movement speed boost shortly after it ends). Enemies caught in the Javelin Spin will take a small amount of damage and be knocked back.Fortify: Defensive ability that grants a 40% damage reduction against incoming projectiles, 125 HP, and a 50% reduction to the Augmented Fusion Driver’s cooldown time. Terra Surge (Ultimate): Ultimate ability that sucks nearby enemies in and grants the Fortify ability’s buffs while Terra Surge charges. Players can unleash the Terra Surge power at any time, but the longer Orisa charges, the more damage they’ll deal to surrounding enemies (marked by a green circle).

Know the right time to attack with Orisa

The trick with using Orisa effectively is knowing the right times to attack with their two weapons compared to hanging back and being a shield for your teammates. However, Orisa’s defensive abilities are more limited now, meaning players can’t defend as well as they used to. The Javelin Spin and Fortify are strong abilities, but only when used in the right situation. Javelin Spin is terrific for pushing forward, either solo or with teammates behind you.

Fortify can also be used in this kind of situation, but gives players more freedom due to the overall buffs the ability grants. Using Fortify will make players feel like the Orisa of the past, as they’ll take less damage and have a higher health pool. However, Fortify can now be an offensive ability as well, as players can use their Augmented Fusion Driver in longer spurts thanks to the decreased cooldown time. All of this paired together makes Fortify an incredibly strong ability, especially if players use it for both defensive and offensive purposes.

Stay up close and personal

Orisa can be a strong attacking tank as long as they have the right support behind them.

The number one thing to remember when using Orisa is to stay away from long-range combat. Orisa’s Augmented Fusion Driver is abysmal at long range and the Energy Javelin will require a perfect shot to hit an enemy from far away, especially if players are trying to pin an enemy to a wall.

All of this is to say that players should be taking fights at close range instead of shying away. Orisa possesses the close-range capabilities to take out an enemy fairly quickly, so players shouldn’t be afraid of a DPS hero near them. Of course, we’re also talking about a tank here, so know your limits. While Orisa can deal significant damage in close range, taking on multiple DPS enemies at the same time will almost always end in defeat unless you’ve activated Fortify or decided to use Terra Surge behind enemy lines.

Other Orisa Tips

A quick DPS enemy such as Reaper or Tracer will be difficult to counter as Orisa, as they have multiple ways to deal damage while easily evading Orisa’s weapons. The Javelin Spin is useless against Zarya’s Particle Cannon, so think up another strategy if you see that on the map.Orisa’s biggest weakness might be other tanks, especially Reinhardt, who can deal more damage than Orisa in close range. When choosing to attack as Orisa, don’t go at it solo. Make sure you have the right teammate support behind you, as you might not have the HP to survive multiple encounters.

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After a rocky start (and some questionable post-launch decisions), Gran Turismo 7 is thriving as Sony’s premiere racing simulator. Like previous entries in the series, Gran Turismo 7 is an authentic and richly detailed dive into the world of motorsport, one where you go from rookie sensation to legendary driver across multiple global circuits.

With a film adaptation on the way from District 9 director Neill Blomkamp, now is a great time to strap in and put the pedal to the metal in some of the most glorious cars to ever roll out of a factory. Over on Amazon, you can get $20 off of the PS5 and PS4 retail price, as well as a $30 discount on the 25th Anniversary Edition.

PS5 – $50 ($70)PS4 – $40 ($60)25th Anniversary Edition – $70 ($100)

In GameSpot’s Gran Turismo 7 review, Alex Goy scored it 8/10. He said, “Gran Turismo 7 isn’t a departure, but rather a newer, shinier GT game. Its physics model is accurate, and while the racing can be formulaic it’s always a giggle. The attempt at humanity is a bit cringe, the lack of up-to-date cars seems like an open goal missed, and the game may not have changed drastically, but that’s not the worst thing in the world. There are medals to claim, cars to collect, and people on the internet to embarrass around Goodwood, the ‘Ring, or, well, anywhere really. PlayStation petrolheads are in for a good time.”

This isn’t the only discount that you’ll see on PlayStation games today, as Horizon Forbidden West has a similar deal, Kena: Bridge of Spirits Deluxe Edition is just $33, and Uncharted: Legacy of Thieves Collection is down to just $30. Outside of Sony’s platform, you can also click through for more Xbox deals, savings on several Nintendo Switch games, and a round-up of the best Prime Day gaming deals.

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Battlefield 2042’s The Liquidators mid-season event got off to a rough start earlier today after players discovered various bugs that were preventing them from making progress in the event or equipping unlocked event items. Developer DICE temporarily disabled the event as a result.

“We’re seeing that the unlock rewards and progress for the event are not tracking correctly, and cannot be equipped when showing as unlocked,” the Battlefield Direct Communication Twitter account stated early this morning. A fix has since been deployed and the event re-enabled.

The Liquidators Event is now live and this issue is now considered resolved by the team
We appreciate the patience you have shown us as we worked to resolve the issues we encountered.
Find out more about the Liquidators Event: https://t.co/U1W91R0CKT https://t.co/L0aeq3EW0R pic.twitter.com/ZRQUA6q51u

— Battlefield Direct Communication (@BattlefieldComm) October 11, 2022

The Liquidators event introduces a new limited-time game mode, Tactical Conquest, that puts an emphasis on close-quarters, infantry-focused combat. In week one of the event, two teams of eight players will compete to capture and hold three flags spread across the map while killing enemy players in order to deplete the other team’s tickets. Week two of the event will up the ante, doubling the number of players on each team. The event takes place on small sections of maps like Arica Harbor, Breakaway, Caspian Border, Discarded, Renewal, and Stranded.

Earning ribbons while playing Tactical Conquest over the duration of the event will let players unlock special cosmetics, ranging from a unique player card background to weapon, specialist, and vehicle skins. There are also free login rewards up for grabs for simply booting up the game while the event is ongoing. It’s currently unclear if DICE will extend the length of the event to make up for the close to six hour downtime.

Despite launching almost a year ago, Battlefield 2042 is currently only in the middle of its second multiplayer season. The game’s first season didn’t arrive until the summer of 2022, as DICE delayed adding additional content to the game in favor of fixing the numerous technical issues that saw Battlefield 2042 heavily criticized at launch. DICE also looked to add various quality-of-life features, like a scoreboard, to Battlefield 2042 prior to the game’s first season, though even that much-requested feature saw a significant delay.

DICE has focused on redesigning many of Battlefield 2042’s core features in recent months, ranging from improving the game’s existing maps to reworking the game’s Specialists to be more similar to the franchise’s traditional class system.

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Publisher Devolver Digital announced that the asynchronous multiplayer game, Phantom Abyss, will be coming to Xbox Series X|S and Xbox Game Pass on October 20.

Phantom Abyss is a game where players try to overcome dangerous temples filled with hidden traps, chasms, and enemies in order to reach the prize at the very end. Each player gets one shot to get the prize. Once an adventurer dies, that specific temple becomes locked away forever to them and the phantoms of fallen players can help guide future players to see what obstacles lie ahead. Once the treasure at the end of the temple has been claimed, the temple goes away forever, too.

The brilliant asynchronous multiplayer thrills of Phantom Abyss dash onto @Xbox, @XboxGamePass, and @XboxGamePassPC on October 20!

Both Xbox and PC runners will get new updates and an overhauled experience including cross play for ghosts! pic.twitter.com/L42JVGipf4

— Devolver Digital (@devolverdigital) October 11, 2022

There are three modes to play. Adventure allows players to find relics and earn reputation points. Classic mode is a rogue-like one where temples become increasingly difficult as you get farther in. Daily mode provides the same temple to all available players for 24 hours, except in this one, players can retry it as many times as they wish.

The game will also receive cross-play between Xbox and PC, as well as a bevy of new updates in the future. Phantom Abyss first launched in early access on Steam on June 21, 2021.

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Microsoft has revealed a new special edition Xbox controller, and it looks pretty nice. The Lunar Shift controller is themed around outer space and worlds beyond. Microsoft’s official wording is that the controller is “inspired by fantastical gaming worlds” that bring players to “new heights beyond Earth’s orbit.”

The controller’s color changes from silver to gold depending on the lighting, which Microsoft says helps give it a “stylized, smokey atmosphere.” It has rubberized gray and black grips with unique patterns adorning them. Check it out below.

The Xbox Lunar Shift controller is out now for $70

Like other Xbox controllers, this one also connects to the Xbox Accessories app for button-mapping customization, and it also works on Windows 10 PCs and mobile devices via Bluetooth.

The $70 USD Lunar Shift controller is out today, October 11, around the world. It’s just the latest special edition Xbox controller, following the likes of Mineral Camo, Deep Pink, and Aqua Shift. Additionally, Microsoft released a new Xbox Elite “Core” controller, priced at $130, earlier this year.

Microsoft also partnered with Razer for a new Lunar Shift charging stand–it’s made using the same color scheme as the controller. The stand is also available starting today, priced at $50.

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A PC monitor can be a Swiss army knife when it comes to work productivity, multimedia, and enjoying a few games. With a high refresh rate and compatibility with the latest graphics cards to ensure that you don’t have to worry about any hideous screen-tearing issues, you can easily find a great middle ground between price, size, and features when you start shopping around for a new monitor. For Amazon Prime Day, there’s a great deal on a monitor that checks all of these boxes.

More Prime Day deals

Best Prime Day PS5 dealsBest Prime Day Xbox dealsBest Prime Day Switch deals

Take this INNOCN monitor, for example, which not only boasts a terrific list of features, platform compatibility, and enticing specs, but also a fantastic price for this slab of display technology. Priced at just $650, it’s a massive 40-inch 21:9 and 3440 x 1440p resolution monitor that’s great for anyone who enjoys (or wants to enjoy) ultrawide gaming on their PC.

INNOCN 40-inch monitor

It also has AMD FreeSync, a high contrast ratio of 1200:1, Display HDR 400 for vibrant colors, and PBP/PIP technology that can enhance the multi-tasking productivity requirements for photo and video purposes. Beyond your PC setup, you can connect this monitor to your Xbox Series X|S, PS5, or Switch, and it has a one-year product warranty out of the box.

With a 144Hz refresh and gaming optimizations, it’s a good option as well for anyone who’s into the competitive side of the scene, or you can take advantage of a split-screen feature to keep your workflow all on one display.

For more savings, check out the best Prime day gaming and tech deals available now.

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The upcoming Dead Space remake is not coming to PS4, even though the game’s PlayStation Latin America trailer lists it as coming to both PS4 and PS5.

This news comes from Eurogamer, and the publication states that the info in Dead Space’s regional trailer is a mistake. Players have long wondered whether the remake of the popular horror game would arrive on consoles from the previous generation, but it looks like PS5, Xbox Series X|S, and PC are the only platform options so far.

The Dead Space remake will feature a game rebuilt in the new and shiny Frostbite engine, and as with any remake, players can expect improved audiovisuals, along with narrative additions. There will also be no loading screens or camera cuts, according to senior producer Philippe Ducharme–leading to a “one-take” experience where players are fully immersed in the horrors brought by Necromorphs. Devs EA Motive released a Dead Space remake gameplay trailer on October 4.

The standard PS5 and Xbox Series X|S editions retail for $70, but players who have an EA Play subscription can get the game on either PS5 or Series X|S for $63. Dead Space remake’s PC edition is $60, or if you have EA Play, $54.

For more information on where to preorder, check out our Dead Space remake preorder guide.

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Now that the U.S. government has finally settled the matter of whether it would be providing subsidies to entice chip fabs to setup shop within the U.S., those fabs and chip makers are starting to hammer out their domestic investment plans. Of all of the proposals revealed so far, Micron’s new proposal stands to be the most ambitious. Last week the company announced plans to build the largest chip production complex in the history of the U.S. in central New York state. The plan will span 20 years of construction and upgrades, with a total price tag expected to hit around $100 billion by the time Micron is finished in the 2040s. 

Micron’s new site near Clay, New York, will not only be the company’s largest campus ever built, but will also be the largest chip fab in the USA. The new Micron campus will produce DRAM using leading-edge process technologies and is expected to eventually include four 600,000 feet2 (55,700 meters2) clean rooms. Which, to provide some context, is roughly eight-times the clean room space of GlobalFoundries’ Fab 8. The new fab complex will complement Micron’s already announced campus near Boise, Idaho, that is expected to start coming online starting in 2025. Both sites will be instrumental to meet Micron’s goal to produce 40% of its DRAM in the U.S. over the next decade.

According to Micron, the company’s investments in its New York production facility will total $100 billion when fully built, and it will create some 9,000 Micron jobs along with some 41,000 indirect jobs. The first phase of the Clay, New York, project is expected to cost Micron around $20 billion in total over the rest of this decade. The DRAM maker expects to get $5.5 billion in incentives from the state of New York over the life of the project, as well as federal grants and tax credits from the CHIPS and Science Act. In addition, Micron and the state of New York will also invest $500 million over the next 20+ years in community and workforce development.

Micron plans to start site preparation work in 2023 and start construction in 2024. The facility ramp up is set to begin in the second half of the decade based on industry demand for DRAM devices.

Broadly speaking, fab complexes with eye-popping price tags are quickly becoming the norm in the fab industry as the cost of building and equipping successive generations of fabs continues to balloon. And while Micron is not the first company to plan for a twelve digit price tag for a new fab complex (Intel’s new fab complex in Ohio is officially expected to cost around $100 billion when completed), Micron’s announcement is notable in that unlike Intel and TSMC, Micron isn’t a logic producer. So the company’s $100 billion plans are entirely for memory, a relatively bold commitment for a conservative company that’s competing in the tech industry’s classic commodity market.

Bearing in mind that the new fab in in Onondaga County, New York, is not set to come online until the later half of the decade, it is too early for Micro to reveal which process technologies and types of products it will produce. The only thing that the company says is that this will be a leading-edge facility that will produce advanced DRAM products (think 64Gb DDR5 chips, DDR6 DRAMs, next-generation HBM, etc.) using EUV-enabled production nodes.

“Micron will leverage the diverse, highly educated and skilled talent in New York as we look to build our workforce in the Empire State,” said Sanjay Mehrotra, chief executive of Micron. “This historic leading-edge memory megafab in Central New York will deliver benefits beyond the semiconductor industry by strengthening U.S. technology leadership as well as economic and national security, driving American innovation and competitiveness for decades to come.”

Source: Micron

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