What is Splatoon? It's the next E-Sports baby! Splatoon is a 4v4 shooter for the WiiU where the objective is to get more paint on the map than your opponents by the end of the round. You can kill enemies by spraying them with paint, you get squid movements in your own paint, and you can launch yourself trampoline style
Currently, paint grenades are in the game, bazookas, rollers, and even a sniper rifle as well (mlg 360 noscope time) Best game 2015 hype!
On June 11 2014 12:38 Noocta wrote: The strategic depth already showed in the few gameplay element we show has me in board.
I love that that's basically a deathmatch arena shooter but it's all about controlling space.
the thing I love is that personal aim doesn't decide games alone since you can be retarded but as long as you are shooting, you are still helping the team whereas this isn't the case for other fps games
my intial problem of this game is that it may took long to "paint" on large maps... a loose painter would wreck havoc it successfully penetrated the opponent's territory...
On June 11 2014 13:49 riyanme wrote: my intial problem of this game is that it may took long to "paint" on large maps... a loose painter would wreck havoc it successfully penetrated the opponent's territory...
This game is all about space control. If you let a loose painter deep into your territory, you didn't control that space very well.
The first concern is legit. This game doesn't look like its going to have large maps anyway though.
edit: I love the look of this game. I am so sick of CoD/BF but love FPS games. This alone could get me to buy a WiiU. I'm going to follow this game very very closly
If you want a recap of what Nintendo is planning : http://press.nintendo.com/E32014/ login : Nintendo // Pw : E32014 Scroll down and you have link to youtube videos, screenshots, facts etc. I'm glad Nintendo is still focusing on fun, group/family games.
On June 11 2014 13:49 riyanme wrote: my intial problem of this game is that it may took long to "paint" on large maps... a loose painter would wreck havoc it successfully penetrated the opponent's territory...
well there is different weapons, im sure different weapons will cover more territory. ex a rocket launcher that shoots very slow will paint more space at once than a machine gun that shoots faster but less space.
One mechanic I haven't seen people bringing up and that I really like when I see it in the videos is that swimming in your paint (or as the developers say, your "ink", since you're a squid), will refill your ammo.
For those unaware, Nintendo is letting everybody in the world play a free demo today (so long as you have a Wii U, obviously), but the time to do so is quite limited. Details:
The first one ended about 30 minutes ago. It was preeeeeeeetty epic imo. I, for one, can not wait until May 29th. Shame I won't be able to play the next 2 due to work.
I guess I can also contribute to this thread a little more given that the original set of posts were a bit threadbare.
What type of game is Splatoon? As StylishNoob describes it, it's a competitive 4v4 shooter rife with busted-ass weapons that have been nerfed out of existence in other games due to popular rage/complaints but somehow manage to persist/be encouraged in Splatoon, devolving into a slugfest of busted-ass weapons where you feel great when you win because of your OP weapon and get pissed off when you die to some broken BS. You will mald. And then you'll queue again.
How does it play and how is it different from other shooters? It's a third-person shooter that is primarily 2-dimensional (there's verticality but your ability to move vertically is extremely limited) with incredibly low TTK. By which I mean there's a ton of one-hit kills (snipers, grenades, supers) and most weapons will 3-4 shot you (can range from 0.2 second TTK to like 1 second). There are currently about 54 weapons in the game all of which are noticeably different from the others in a variety of ways - yes there are clearly some that are 'favored' over others, but almost all of them are viable in some capacity, even if they're not always well-rounded enough for certain situations. I think there're only like 4 that I feel are kinda bad and even they tend to have something going for them. https://splatoonwiki.org/wiki/List_of_weapons_in_Splatoon_3
The biggest difference is that you shoot and traverse on ink - area control takes on a different meaning because you move quicker in your own color while you cannot submerge (ie. you can only walk) & you get hit with a movement speed penalty & you take hefty DOT while standing in the wrong ink color. This lends itself to fights and ground control that is quite literal - at higher ranks it's common to find the most devious and skilled of melee specialists literally submerge themselves and stand pat in just a sliver of ink just to get the jump on someone and begin re-taking area. It can be extremely difficult to re-gain ground if your opponent has been able to paint out an entire area, because while you can try to flying-V a path through literal hostile ground to get to an objective, it's generally safer - though very time-consuming and sometimes impossible depending on your team's weapon choice - to actually postpone objectives in favor of re-claiming (re-inking) ground. That's not to say you simply run and gun - there's a remarkably deep level of input mechanics that you need to learn/muscle memory particularly in 3 what with the ability to do barrel rolls (reduces damage taken for some frames while moving you a decent distance & it can be canceled into jumping shots) and canceling turning (normally you slow down a little when you turn) and what's referred to in JP as the lightning god step (shooting down with one pellet to create just enough area for yourself to continue being submerged, sliding forward, rinse repeat while strafing left and right to try to dodge shots).
Also, there's no ammo in this game - shots and sub-weapons/grenades consume varying amounts of ink. For some loadouts it's completely feasible that you throw a grenade and fire a few shots and voila you're out of ink. You recharge ink over time while submerged, which of course means you need to be around your own ink color. It also means for some weapons and builds it's completely a legitimate strategy to pack nothing but sub-weapon ink efficiency & ink recharge rate and just sit back and keep lobbing grenades. Varying levels of impact/success, but it's doable.
Compared to previous games, 3 is considered a conglomeration and polishing of two more extreme concepts. 1 - as a new IP and idea - was filled with truly ridonkulous weapons and loadouts and specials, something akin to naked battles with nothing but bazookas. A sniper rifle that could kill with one hit also had an impact grenade that came out instantly and did 30% of your life as damage, which it could spam while fleeing. Specials that carried you a distance with invulnerability frames and instantly killed anyone you touched. 2 went the opposite extreme - guns and specials were toned down to specialize in some sort of objective, whether it be scouting/intel or killing or holding an area. 3 is currently considered a good balance of both worlds - we've got ridiculous specials back, but you're less punished for having wonky lineups because the concept of a 'role' has been toned down. Certain guns/loadouts still prefer certain types of play, but they're no longer decidedly mediocre outside of their niche.
Finally, the game is meant to be played with gyro controls. By which I mean, if you try to play and aim with just sticks, you'll mostly get steamrolled. Gyro controls once you get used to them are pretty much as accurate as a mouse. This is rather... unique, and admittedly can make or break your interest in the game.
What game modes are there? Turf Wars (paint as much as you can and whoever has the most painted wins) is the most famous game mode, but it's also actually the casual game mode and IMO kind of a shitty one, because ultimately only the last 30-45 seconds really matter. Turf Wars is not in the rotation for ranked play, which consists of
Splat Zone/Domination (paint a rectangular area to control it, and gain points for as long as your team controls it)
Tower Control/Escort (capture a mobile tower that starts in the middle and ride/escort it into enemy territory - whoever has gotten it the furthest into enemy territory when timer runs out wins)
Clam Blitz (collect randomly-spawning clams on the map - once you hit 8 you can break the barrier for the enemy team's basket, and then your team can lob clams into the net for a temporary period of time. whichever team has scored more points when timer runs out wins)
Rainmaker (pick up a gun that spawns in the middle of the map, whichever team has gotten it the furthest into enemy territory when timer runs out wins)
As you can imagine, this is why so many weapons become viable, and why balancing is rather amusing (as this is a GAAS - regular patches and content additions). There're some weapons that are clearly better at killing than others, but those weapons often struggle when momentum shifts the wrong way because they are less effective at regaining territory/fighting head-on. Some weapons that are absolutely dreadful at killing, but paint so much area so quickly that they are extremely obnoxious to play against when their team gives them enough space to do their thing. And so on and so forth.
Is there customization? Aside from your basic loadout of gun/subweapon/special - which you can't change as the loadouts are locked to the gun - you have a hat, a shirt, and shoes. Equipment for each of these comes with a "main" ability/gear (which gives 1.0x to that ability) and three sub-ability/gear slots (each of which give 0.3x to that ability). There are 27 abilities in total, which allows for a lot of build min/maxing over time. While what you get is pretty random, you do have the ability to equip/override specific abilities for the slots... it's just expensive as they take a lot of ability shards. Do note that there're no real shortcuts to getting ability shards beyond the PVE horde mode that resets every 40 hours (can take a bit to keep slapping away at this) and playing a lot of PVP to over-level gear, so you can't really expect to waltz in and easily get min/maxed gear. There're other mechanics for trying to get gear you ultimately want, but it's much more of a slow burn... which I have mixed feelings about because these abilities are really strong and make an enormous difference the higher-rank you go. There is a lot of variety: https://www.ikaclo.jp/3/coordinates/?sort=votes
And, of course, these have various appearances, so not only will you work toward a good build for specific weapons, you may also mess around with trying to not look like someone incapable of looking coherent.
Are there microtransactions? No. There'll be a DLC eventually though.