The game's review section.

The top comment on the third day of the test consisted of only two words and an exclamation mark.

"That was awesome!"

The second one is a little longer, but it doesn't exceed five characters.

"Awesome! It's so awesome!"

The third comment is an English review from a North American player, which has been translated.

"I've played shooting games for years, and this is the first time I've felt like the most important person in the team without having to kill anyone—Angel player's comment."

This comment easily garnered over 10,000 likes in a very short time.

Some players in the comments section speculated that this perfectly captured the concept Yang Qian had when designing the support heroes.

Not everyone plays games to get kills; some people just want to be the one who keeps their teammates from falling.

In the office of the Technology Department of the Land of Light, the operations team leader stared at the server load curve running smoothly on the screen, picked up his mug and took a sip of strong tea.

The three large screens in front of him displayed the number of online users in different regions around the world.

Asia broke records for peak activity, followed closely by North America, while Europe maintained abnormally high activity levels in the early morning hours.

The backup server cluster is quietly on standby with ample capacity.

He put down his cup and sent a message in the work group: "Everything is normal. No need to knock on Director Yang's door. The advantage is in my hands!"

The group quickly responded with a row of thumbs-up and fist-clasping emojis.

At the same time, overseas gaming media also began to follow up on this issue on a large scale.

The popularity of Overwatch's beta testing has transcended the gaming community and begun to spread into a wider range of popular culture.

The editor-in-chief of a globally renowned game review organization posted a long article on his personal social media account with a rather straightforward title.

"A studio known for making anime just showed the FPS industry how it's done.

(A company known for its animation has just taught the FPS industry a lesson.)

The article provides a detailed analysis of Overwatch's innovations in various dimensions, including hero design, match pace, art style, and player experience, and concludes with a summary.

"The core of shooting games has always been guns, but Overwatch tells you that guns are just tools, and heroes are the soul."

Moreover, the company has even hidden stories within the game. Each hero has a complete backstory and personal storyline. These stories are currently just the tip of the iceberg, but they are already enough to inspire players to create a frenzy of fan art.

The Land of Light turned a shooting game into a playable anime.

Shortly after the article was published, the overseas social media account of the Land of Light posted a brief response.

"Thank you. By the way, the story has only just begun. Every hero has a past, and some of those pasts will lead them to make choices you wouldn't expect at some point in the future."

The comment section of this post was quickly flooded with questions from overseas fans.

Does this mean there will be a single-player story mode?

Some people speculated, "Will the hero's backstory be made into an animated short film?"

Many more people are discussing the most immediate issues.

"When will the public beta be released? My friends keep asking me to borrow their test accounts, it's driving me crazy."

In Yang Qian's office.

When Su Xiaoran pushed the door open with her tablet, Yang Qian was leaning back in her chair, holding her signature thermos.

The light from the screen shone on his face, making the curve of his lips exceptionally clear.

"Director Yang, what's the follow-up status on the various platforms?"

"As we predicted, many companies are actively increasing their cooperation plans."

"In addition, I have compiled the version adaptation requirements for several overseas regions."

"There's one more thing. Some players on social media are asking about the single-player story and animated shorts, asking if you've hidden something again."

Su Xiaoran handed the tablet over.

Yang Qian took the tablet and swiped his thumb across the screen, displaying page after page of data and comments.

"The test server has only been open for three days."

He put the tablet back on the table, his tone nonchalant, "The heroes' stories haven't even begun yet."

"Oh, right."

He suddenly spoke up, "Tell the tech department to back up the test server data, especially the recordings of those exciting matches. These recordings will be very useful someday."

Su Xiaoran had already taken out her phone to record the sentence, but her finger paused when she heard the second half of the sentence.

She didn't ask any further questions, but simply typed a line in her memo: Backup all the exciting game recordings.

Meanwhile, player feedback continues.

"Overwatch took three days to show FPS players one thing—that shooting games can be made like this."

Another player who spent two whole days on the test server left a detailed experience report on the forum.

"I chose 76 because he's like a traditional FPS, but later I found that I prefer Mercy. Flying in the sky watching my teammates' health bars, rushing down to heal anyone who's low on health, that feeling is incomparable to getting kills."

Heroes never die!

I've heard this sentence countless times, and it always gives me goosebumps.

It's not because the phrase itself is particularly inspiring, but because every time you hear it, it means that someone has chosen to lay down their weapons so that another person can stand up again.

In this game where everyone wants to be a hero, the angel has changed the meaning of the word "hero."

Meanwhile, out of sight of everyone, a video had already been uploaded to the Starlight Video platform.

Title: Ordinary People.

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