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Artist

  • ? arnold tsang 118

Copyrights

  • ? overwatch 17k
  • ? overwatch 1 14k

Character

  • ? reaper (overwatch) 612

General

  • ? 1boy 1.6M
  • ? bandolier 1.8k
  • ? belt 393k
  • ? boots 561k
  • ? coat 271k
  • ? dual wielding 33k
  • ? gun 159k
  • ? holding 1.6M
  • ? holding gun 77k
  • ? holding weapon 309k
  • ? hood 341k
  • ? mask 141k
  • ? no humans 170k
  • ? shotgun 6.2k
  • ? solo 5.6M
  • ? trench coat 6.6k
  • ? weapon 660k

Meta

  • ? highres 6.1M
  • ? official art 365k

Information

  • ID: 1850549
  • Uploader: canti654 »
  • Date: over 10 years ago
  • Approver: NWF Renim »
  • Size: 228 KB .jpg (1549x1920) »
  • Source:
  • Rating: General
  • Score: 8
  • Favorites: 28
  • Status: Active

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Resized to 54% of original (view original)
reaper (overwatch and 1 more) drawn by arnold_tsang
  • ‹ prev Search: date:2014-11-19 next ›
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    GMO
    over 10 years ago
    [hidden]

    Either Strife got tired of waiting for Darksiders 3 or Death found a new occupation.

    Updated by GMO over 10 years ago

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    Mincemaker
    over 10 years ago
    [hidden]

    GMO said:

    Either Strife got tired of waiting for Darksiders 3 or Death found a new occupation.

    Death is still dealing death, so he hasn't changed his occupation at all.

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    Sevatarion
    almost 10 years ago
    [hidden]

    All I could think when I saw this guy in the announcement trailer thing was... "Trying too hard". I mean, this is just... meh. Seen this design a million times before, we'll see it a million times more.

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    Kazzius
    over 9 years ago
    [hidden]

    Sevatarion said:

    All I could think when I saw this guy in the announcement trailer thing was... "Trying too hard". I mean, this is just... meh. Seen this design a million times before, we'll see it a million times more.

    Well, that's kind of the point: the reason you see certain designs over and over is because they become archetypal, so saturated throughout popular culture that they become a visual shorthand. Original character design is exciting when (if) you can pull it off, but far more important is designing a character that a player can understand in a single glance.

    Saying that Reaper is boring because he has the black hood and the skull face would be like saying that giving Mercy angel wings because she's a healer is cliché, or making Reinhardt look like a knight just because he's a tank is unimaginative. Visual language is like words: we use the same old words over and over to say very similar things, but that doesn't mean we can't make new experiences out of them.

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