Hello, everybody!
Disciple here with Overwatch Curios!
The Junkers are a very unique pair in Overwatch lore.
They aren't clean and proper, living in a world of high tech devices and comfortable
living or in the structured life of a solider.
Instead, they came barreling out of the irradiated Australian Outback with makeshift weapons
blazing, motorcycle engines pounding, and set a course for the largest crime-wave the
world has ever seen.
So far, they are the only set of playable heroes that came as a pair into the story
of Overwatch and they share a lust for carnage with a few differences here and there.
The design of Junkrat and Roadhog went through some major changes, but has always been a
vision of post-apocalyptic / mad max sort of scavengers meets insane criminal minds
sort of style.
Today, we're going to focus on what Roadhog could have been and speculate on how the game
would have been different if he took a different design direction as we take a look at his
older designs, concepts, and art and compare them to what we know today!
Here we go!
At Blizzard HQ there's a cool museum room that showcases all kinds of cool art, items,
and ideas that the various teams came up with when designing their games.
The one we're going to take a look at today shows Junkrat and Roadhog with some awesome
concept art and notes on their design.
From the image, we get a lot of information about how roadhog began and what concepts
shaped his lore and kit in the game before he was adjusted to what we play on live servers.
If you take a look at the notes, you'll notice the second bit with roadhog stating
that at one point in time, they envisioned him as an irradiated mutant with an actual
pig's head stitched onto his own.
Of course, the Junker's lore in the game describes the outback as being irradiated
and uninhabitable because of the destruction of Australia's Omnium, which is one of the
automated factory that produced the Omnics in the first place.
It exploded and left the outback a wasteland, so it wouldn't be too far of a stretch to
envision roadhog as a mutant pig-man.
Roadhog would have probably had a very different lore, kit, and feel in the game if this art
direction actually kept going.
There might have been less of a focus on the hook / scrap gun theme, leaning more toward
radiation guns & toxic waste weapons perhaps.
You could even imagine him taking on a more direct "Stitches" approach to disgusting
bile or excrement type abilities, Stitches being the abomination from World of Warcraft
and Heroes of the Storm gameplay.
His clothing and armor probably wouldn't be much different as he'd still be grabbing
random pieces of metal, scraps, and other things lying around to craft make-shift clothing,
but there'd most likely be less of a biker kind of theme to them, maybe replaced with
hazmat stuff and other protective gear.
The iconic hook would have stayed, being used to bring enemies in close for nasty biohazard
attacks and stuns, and they could have even adapted the scrap gun mechanic into a weapon
that fired irradiated metal causing damage over time or some sort of negative status
effect.
This mutant psycho style of art concept really would have made roadhog an extremely different
experience than he is now, he might not have even been a tank!
Another note to take a look at involves his primary weapon.
The "Hammer Shotgun" as it shows, was the predecessor to the scrap gun, and was
conceptualised in a holster on Roadhog's back.
You can tell the weapon is very large considering the scale of it compared to roadhogs large
frame.
If you look closely, you can even see that the holster for the shotgun resembles a pig's
head!
The hammer shotgun resembles a double-barreled break-away design that probably would have
only shot once before reload but would have packed a seriously strong punch.
This brings to mind the reload speed though, because Overwatch is a very fast paced game
and you could wonder how a single-shot weapon would feel in a sea of automatic rifles, extended
mag SMGs, and rapid-fire pistols.
Although if a skilled roadhog player could severely damage or even one-shot a 200-ish
health pool hero, then it would have made for a good hook / one-shot mechanic much like
we already see with the scrap gun.
The Hammer shotgun was a good first concept, but
probably wouldn't have fit as well as the scrap gun and was probably the idea that led
to the team brainstorming about the scrap gun to begin with.
Though, if the Hammer Shotgun AND the Mutant theme had panned out, we may have seen the
shotgun or whatever was conceptualized afterward fire those irradiated slag pieces we talked
about or maybe even a gun that fired toxic mess out instead of a solid projectile.
Roadhogs abilities are really where we can go nuts with the cool ideas because these
two early themes of his really lead to completely crazy ideas.
First off, the team had some awesome concepts for roadhog before his final kit was set.
You see the list there, and the hook grab is pretty much what we have now.
But the Absorb X Damage notation there is very interesting.
Roadhog is a tank and he kind of does soak a bunch of damage and mitigate that damage
with his Take a Breather ability.
But the notes here call for an ability that actually absorbs a certain amount of damage.
As of yet, we don't have a direct absorb tank hero in the game.
Every tank either has some kind of barrier or shield to absorb that damage or an ability
to mitigate the damage like D.Va's Defense Matrix.
Roadhog may have once been envisioned as a damage sponge, being able to take a certain
amount of damage at no cost to his health or that of his allies, and mitigate it.
It may have gone to feed some kind of other ability or stat, sort of like when a player
shoot a Zarya Shield, or it may just have bounced off his hit box harmlessly until the
damage value was met.
The absorption may have taken the damage and converted it straight to healing as well causing
incoming enemy fire to buff his health up and allow him to keep on fighting.
Or it could
have meant that roadhog himself would somehow hunker down or cover himself to absorb that
incoming damage, maybe even doing something crazy like using his robust mid section to
bounce off the incoming damage like a piece of rubber!
If we combine this idea with that of the mutant theme, he could even have some kind of mutant
ability to actually physically absorb the projectiles like bullets, etc and fire them
back at enemies or use them in his weapons!
The notes also have a line that reads "No Cooldown".
We can speculate on a few ways this can be taken since there really isn't a description
other than that.
One theory is that Roadhog had an Ultimate ability that would make all of his other abilities
have no cooldowns for a set amount of time.
He'd pop this ult and could use his hook, heal, or whatever crazy damage abilities he
had over and over until the effect wore off.
This would actually be interesting to see since instead of an ultimate that did something
very direct like every hero in the game currently has, this give the roadhog player a choice
of what to use in a given situation.
For example, if you need to absorb a lot of damage and hold the point while your team
respawns and rushed to help you out, spam your self-heal over and over.
If you need to disrupt an enemy team who is coordinating ults or abilities, start hooking
people like crazy and disrupting their plans.
Or if you were going to make a push you could spam your heaviest hitting abilities to try
and push the enemy team back for a few seconds.
This could even be expanded to a team-wide approach.
The ultimate gives your ENTIRE TEAM no cooldowns on their standard abilities for a few seconds.
With some coordination, that could be INSANE amounts of damage, defence, and tactical push
or hold.
Another Theory about the no CD ability is that it would be some sort of attack or defence
ability that didn't have a cool down and could be spammed.
Like a shorter-range spam hook, for example.
You could use it like a melee attack with no cooldown, just a slight stall in between
hooks.
This would allow the Roadhog the ability to disrupt the team more often, but at a shorter
distance making it easier to avoid.
It could replace his melee attack altogether as well being used to bring enemies that ventured
too close to the team right into the kill zone, or to snatch airborne and jumping enemies
right out of the sky if they try to come in for a close quarters attack.
Here's a little Roadhog art trivia for you as well: Roadhog currently has a tattoo of
a motorcycle engine, pig's head, and a banner on his abdomen.
However in the first original concept art piece that shows a ton of heroes all lined
up, you can clearly see that the tattoo was originally conceptualized as an eagle with
a banner and that same pig's head.
Of course we don't have any confirmation on why the eagle was there and then replaced
with a motorcycle engine, it could just be a really cool piece of art.
However, the Wedge-tailed Eagle is actually kind of a big deal in Australian Animal Guide
symbolism and is the most common large eagle in the world.
Whether or not this was actually the reason for the eagle idea or the artist just needed
a "biker-esque" tattoo, we don't know.
But the replacement of the eagle with a motorcycle engine makes perfect sense as the Junker's
main method of mobility are the choppers they ride, and it's a huge parts of the theme
of their lore and design!
Roadhog is really a super fun hero to play in his current form and can be extremely useful
in a ton of situations when in experienced hands.
However the wide-range of abilities that could have existed, along with the change in weapon
and the possibility of him having a no-cooldown style ability at one time would have made
him a truly crazy-to-play hero had all those things panned out.
Alright guys, that's all I've got for you today for what roadhog could have been.
Let me know in the comments what you think of all these abilities that didn't quite
make it, and what you think that "No cooldown" line in the art meant for the previous versions
or roadhog!
While you're at it, don't forget to leave a like if you enjoyed the video and subscribe
for more if you haven't already!
Thanks for watching, and I'll catch you guys later!
Không có nhận xét nào:
Đăng nhận xét