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A Look at Ana's Realistic Character Design [OVERWATCH]

  • Daniel H.
  • Jul 14, 2016
  • 3 min read

Most games tend to forget that enemies are real people. From first-person shooters to RPGs, most of the enemies exist only to be killed by the player, and the player must kill them to progress. This especially struck me as I've begun my playthrough of Fallout 4. The raiders of Fallout 4 are viewed as insects by every in-game entity. They exist simply to be exterminated. Since I prefer a more non-lethal/pacifist style of play, I was disappointed to find that several quests required me to kill the raiders, even after I had successfully coaxed many of them into a peaceful surrender. I wished I could just tell them to go away from whatever pathetic settlement they were bullying. To many gamers, my complaint might seem odd. Just kill them, get the xp, and protect the innocent. Move on. They're not even living people, so just play the game. However, this approach isn't realistic. Let me explain. Only psychopaths can kill a human being without feeling at least a tinge of remorse. That person they just killed had hopes and dreams (however misguided), and a mother and father. They had people who cared about them and an immortal soul. Characters in games, especially morally good ones, should feel this remorse too. Killing shouldn't be taken too lightly, and even if it is a primary goal of a game, it should still affect the characters in some way. This approach enlivens the world and helps to create realistic characters. This is one reason why I like Overwatch's new hero Ana so much.

Overwatch Ana

Like all the other Overwatch agents, Ana protected the innocent through her active combat service. As as sniper, it was her duty to kill when required, and she follows her orders. This takes a toll on Ana. She is haunted by the ghosts of those she killed, unlike most of the other agents. Her words put it best:

"I never told you [her daughter Pharah] of the weight I carry from all those I killed to keep everyone safe. But I always did what was asked of me, until one day I could not take the life I needed to. I hesitated, and everything changed. The people who I was supposed to protect died, and I was left behind, gravely wounded."

Unlike most of the game industry, Ana realizes that her targets are humans, just like her. And even though Overwatch is a game filled with kill streaks, kill-to-death-ratios, and frequent respawning it enriches Ana's character that she feels somewhat guilty to participate in all this. It also shapes her playstyle. Ana's no longer the deadly sniper she once was. She's swapped her deadly arsenal for a variety of healing and support items. Though she can kill, it's much harder for her to do so - unlike the rival sniper, Widowmaker. I'm looking forward to playing as Ana, because unlike the ignorant masses of protagonists, she sees human beings, not just targets, through her rifle scope. She models these fine words of Mr. G. K. Chesterton: "The true soldier fights not because he hates what is in front of him, but because he loves what is behind him."

See ya in a competitive match (on the loosing team, of course),

Daniel H.

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