Blizzard added new characters, maps, and game modes post-release, all free of charge, with the only additional cost to players being optional loot boxes to purchase cosmetic items.
Overwatch received universal acclaim from critics, who praised the game for its accessibility, the diverse appeal of its hero characters, its cartoonish art style, and enjoyable gameplay.
Humans developed robots with artificial intelligence called "Omnics", which were put to use to achieve economic equality, and began to be treated as people in their own right.
Several allegations of wrongdoing and failures were leveled at Overwatch, leading to a public outcry against the organization and in-fighting between its members, prompting the UN to investigate the situation.
While most others assigned to the project were transferred to other departments within Blizzard, a small team of about 40 people, led by director Jeff Kaplan, were tasked to come up with a new concept for a game in a few months.
After some brainstorming, they came onto the idea of a hero team-based shooter, building upon the success of games like Team Fortress 2 and multiplayer online battle arenas.
[31] In the week before release, Blizzard arranged to have three giant-sized boxes (approximately 15 feet (4.6 m) tall) of various Overwatch heroes, as if being sold as packaged action figures, put on display across the globe at Hollywood, Paris, and Busan, South Korea.
[35] After planning the design of the sculptures in January 2016, teams across the world, including Droga5, Scicon, Stratasys and Egads, raced to print, finish and assemble the works in time for the game's release.
[43] Blizzard had expressed interest in supporting cross-platform play between console systems in the future, though initially had no plans for Windows-supported cross-play due to the precision advantage of keyboard-mouse controls over controller-based ones.
[69][70][71] IGN's Vince Ingenito praised the game's characters and maps, writing "Overwatch takes just about every possible opportunity to make its cast and locales seem like people and places rather than puppets and scenery."
"[74] Caty McCarthy of Kill Screen echoed similar thoughts, writing "When playing Overwatch, the player is absorbed by its radiating positivity.
"[75] Mike Minotti of VentureBeat commending the team-based gameplay, the game's diverse character roster, and colorful settings, as well as the unlockable cosmetics earned through level progression and the smooth server connection.
"[77] The Denver Post's Hugh Johnson lauded the game for its emphasis on characters, rather than focusing on traditional first-person shooter tropes, such as weapon load-outs and incremental level upgrades.
Introducing high-stakes competition with a muddled message about the importance of individual skill drags the game into confused, oftentimes negative territory.
"[82] Kaplan acknowledged that with the introduction of competitive mode that the whole of the Overwatch community has become more toxic, and they are continually adapting elements behind the scenes to help deal with aggressive players more responsibly, while trying to promote more enjoyable matches.
[94] In 2018, Overwatch raised over $12.7 million for the Breast Cancer Research Foundation, which they generated from selling a special pink-colored Mercy skin where all proceeds went towards it.
[95] By July 2019, total in-game spending in Overwatch exceeded one billion dollars as estimated by SuperData, the sixth Activision-Blizzard product line to reach this metric.
In February 2015, Anita Sarkeesian commented on the lack of diversity in the female heroes' body types from the game's first twelve revealed characters,[97] while Nathan Grayson of Kotaku remarked that "Overwatch's women are mostly super slim and clad in cat suits.
"[98] In March 2015, the development team revealed a new character, Zarya, who is a female Russian bodybuilder with a muscular body, and pledged commitment to diversity.
Kaplan noted that they had considered if these outfits were appropriate, and believed they were respecting the cultures of the characters they had created and would make necessary changes if they felt there were valid concerns.
Kaplan said in a September 2017 update that Blizzard was very well aware of the problem, and have worked to improve their in-game player behavior reporting tools to help combat the toxicity, but because they have had to put greater effort into this, they are distracted from developing new features and content for the game.
[112][113][114] In November 2017, the Belgian Gaming Commission announced that it was investigating Overwatch alongside Star Wars Battlefront II to determine whether loot boxes constituted unlicensed gambling.
[115] Many Asian and European countries view loot boxes as a form of gambling and have since decided to make them illegal for companies to sell directly to their consumers in their games.
[118][119] While initially loot boxes were not seen as gambling within the United States; the US Federal Trade Commission decided in 2018 to investigate the legality of the projected soon to be 50 billion dollar industry of microtransactions.
[176][177] One of Blizzard's artists, Roman Kenney, drew concept art based on one player's daughter's original Overwatch character design.
[190] Pornographic fan art of the game is popular, with Pornhub searches of Overwatch characters partaking in sexual activities spiking by 817% shortly after the release of the open beta.
[180] Kaplan stated that while the studio does not want to infringe on anyone's freedom of expression, Blizzard is mindful that many players are not adults and would hope the community would try to keep such imagery away from them.
Longtime esports host Paul Chaloner stated that "[Overwatch] needs a much better spectator system," going on to elaborate, "Right now, it's incredibly difficult for commentators and viewers to see the skills of the players: who used their ultimates and how did they interact?
[216][217][218] In November 2016, Blizzard hosted their own Overwatch World Cup, allowing users to vote for teams to represent their nation or region, with finals taking place during their BlizzCon event.
[3] A significant departure was moving to a five-versus-five PvP mode, with a restriction of only allowing one tank in play on a team as to help improve the perceived speed of gameplay.