The Video Game Blog: A Genre called Hero Shooters

October 29, 2025
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A lot of times, multiplayer becomes an objective playground. Whether it’s custom games with strict rules, or less rigid objective game modes like Search and Destroy where there are multiple ways to win. Objectives have always been a part of gaming; they make gameplay rhythmic, dynamic and help tell stories to enhance the experience.
 

 

I guess the first occurrence of when I played a Hero Shooter was in a game called Team Fortress 2 (2007). Instead of spawning as a default player, you could choose which class you wanted. Then in one game mode you had to guard a payload of dynamite from one side of the map (until your team reached) the checkpoint.



Then there was a game called SMITE (2014), it was fun because you got to experience team play and use special abilities. Similar to a Final Fantasy (turn-based combat), except this was real time and dynamic. There was something called PVE, instead of just teams, there was a sense of the player creating map control and space using abilities and positioning. 

 


Shortly after, the genre saw its mainstream breakthrough with Overwatch (2016)—the game that defined the Hero Shooter label to its core: FPS-based, ability-driven, and centered on team synergy.

 



The idea of this blog post was to showcase writing about a topic that is relevant today. Mainly, while there are a lot of games that I would consider playing, it's interesting that so much overlap between MOBA (multiplayer Online Battle Arena) and Hero Shooters, and although it plays just like it, it's less geared to the FPS genre. Some platforms consider Marvel Rivals both a Hero Shooter and a MOBA. There are many different types of Hero Shooters that might not be considered a MOBA such as games like Apex, Overwatch and Valorant.

Overwatch was not just famous for being a Hero Shooter it also played a major role in popularizing cosmetic monetization in mainstream shooters. Its loot box system offered skins, voice lines, and sprays — all cosmetic, no gameplay advantage. That system made character customization a key part of identity and replayability.

Fortnite (2017) then expanded that idea — replacing loot boxes with a direct-item shop and battle pass — but Overwatch helped normalize spending for cosmetics across competitive genres.

 

Summary of Connections:

Overwatch → First-person shooter (FPS). You control one hero at a time with guns and abilities. Fast-paced, no minions or item builds — more about aim, positioning, and team coordination.
 

SMITE → Third-person MOBA. You use gods with abilities, fight minions, build items, and push lanes — slower, more strategic.
 

Marvel Rivals → Third-person hero shooter. Closer to Overwatch in design (objective-based, ability-driven heroes), but it has SMITE’s third-person perspective and a more cinematic, action-heavy feel.

Note: The companies mentioned (Valve, Hi-Rez, Blizzard, NetEase, etc.) are independent entities, and this post does not suggest that one directly influenced another. The comparisons and generalizations in this blog are for entertainment and informational purposes only.


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