

He also can’t attack when this move is active. This increases his movement speed, removes most harmful debuffs and makes him invulnerable to damage. Wraith Form makes Reaper incorporeal for a few seconds. There’s also a visual effect that shows opponents where he’s going, so he generally only wants to use this move to travel between spots opponents can’t see. There is a lengthy animation when he begins the move, and another when he arrives at his destination. Shadow Step allows Reaper to teleport to any location he can see, with a pretty long range, but it’s intentionally designed to be too unwieldy to use in combat.

Reaper has only two basic abilities to help him get into that position: Shadow Step and Wraith Form. He’s the deadliest character in the game if he’s next to a target. What he does have is a pair of shotguns that fire hitscan pellets that deal massive damage at close range, although that efficacy falls off sharply at even medium distances. Reaper doesn’t have a lot of buttons to press. He’s like an extra-emo version of Skeletor, but he’s also my favorite character in Overwatch by a huge margin. He wears a black trenchcoat and a skull mask, and he talks about death all the time. Reaper is among the least nuanced characters in all of gaming. I’m going to talk about a couple of the most straightforward characters in two popular games - Reaper from Overwatch and Warwick from League of Legends - and discuss what makes them so enjoyable, even though they both lock you into a very particular style. Repeating the same activity doesn’t have to become boring or tiresome, as long as that action is polished enough. They might try to give you multiple ways of solving the problems they throw at you, usually by offering combat and stealth options in different combinations.īut the biggest multiplayer titles are often the best when they’re at their simplest: forcing players to work with a limited set of options, and mandating a certain play style. They might include dozens of weapon options, multiple kinds of customizable gear and complicated menu systems for managing everything. Many games try to achieve depth through complexity.
