My only fear is that people will see the fanart and not see the amazing game there is behind it. I've already seen it a bit.Some team at EAD Kyoto. So it's central Nintendo pedigree that's behind this.
I saw 80+ images of this IP on rule34 the day it was announced, lol. That alone should say something about Splatoon's online presence.
Also, for the amount of interest this game seems to have the gaming media sure don't seem to be talking about it. That makes me really sad.
That said, voted for it on IGN.
You can eliminate players from the field, causing them to splatter paint of your team's color onto the ground surface to create coverage/delay a spray push. The meat of Turf War isn't elimination, though, but constantly keeping the whole stage covered with your stuff, so as to win at the round's conclusion with a simple majority of turf covered. Damage is shown with a bloody-screen-so-real vignetting effect, but using paint instead of blood.potential dumb question but do you shoot others and kill them or just shoot your paint to cover the field? If you can kill or eliminate each other, how does that work since it seems like you can be killed in two secs?
Some team at EAD Kyoto. So it's central Nintendo pedigree that's behind this.
I saw 80+ images of this IP on rule34 the day it was announced, lol. That alone should say something about Splatoon's online presence.
You're probably right. Hisashi Nogami, this game's producer, has been involved with Animal Crossing since the first installment.Looking into the studios at Nintendo and I'm going to take a guess and assume that the developer is the Kyoto Software Development Group No. 2. They're responsible for the Wii series games (excluding Fit) and Animal Crossing games. Looking passed Wii Sports Club which is mostly a reworking of Wii Sports, the last full retail game they released was New Leaf two years ago. All other groups are either occupied with bigger games or are ones that specialize in smaller scale games.
If I may ask, how were the controls? And did it feel like an old-school shooter, or it's own thing?
I love how Club Nintendo's going to not give the soundtrack CD out in America, too! :|Developers mentioning that the music in the game is what they imagine is "cool" music in the world the characters live in, hence all the music gear.
I love attention to detail like this.
Also, can you see the enemy when they go squid mode? If it is your team you can clearly see the ripples as they go past you in the ink but I haven't seen that with enemy squids yet.
Thinking there might be a strategy to use the mobility of squid mode to quickly get behind them in a fight. Instead of duking it out like they seem to be doing on stream.
Camping in this game wont be nearly as aggravating as I think it is in a lot of the games, since the goal wouldn't be to spawn camp, but to sneak by. Paying attention to your map would be the counter strategy to that.Uh oh. There ought to be some visual indicator that lets you snuff out any campers. Otherwise, the only safe way to keep your behind clean is to paint over even the smallest of enemy paint blotches.
Uh oh. There ought to be some visual indicator that lets you snuff out any campers. Otherwise, the only safe way to keep your behind clean is to paint over even the smallest of enemy paint blotches.
The map seems very useful in almost every regard. You're right, camping will probably be much less useful than normal because of the literal turf-control mechanic.Camping in this game wont be nearly as aggravating as I think it is in a lot of the games, since the goal wouldn't be to spawn camp, but to sneak by. Paying attention to your map would be the counter strategy to that.
Uh oh. There ought to be some visual indicator that lets you snuff out any campers. Otherwise, the only safe way to keep your behind clean is to paint over even the smallest of enemy paint blotches.
I updated this image with the new Call of Duty.
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Just saw the devs giving a little more info;
4 maps at the moment, making many more.
Working on more vertical maps to make more use of wall swimming and make judging the arc of paint more important.
Multiple superweapons, not all offensive- some help your team.
Pic your loadout of weapon + superweapon pre match.
Sniper is a charge shot weapon?
Some kind of close range shotgun type weapon.
You'll eventually hit them anyway if they stay hidden, and you don't advance your team's progress with just the occassional camp kill.
Just saw the devs giving a little more info;
4 maps at the moment, making many more.
Working on more vertical maps to make more use of wall swimming and make judging the arc of paint more important.
Multiple superweapons, not all offensive- some help your team.
Pic your loadout of weapon + superweapon pre match.
Sniper is a charge shot weapon?
Some kind of close range shotgun type weapon.
Edit: also the texture of the ink on the ground changes the more times the same patch is painted over, going all gloopy.
Yeah, I really like how the spray arcs, makes aiming for a target or high surface more deliberate. Good to hear they're thinking of short-range, large-blast-area weapons as well. With loadouts and such, this is coming across as a very Nintendo-like spin on the class-based shooter.Just saw the devs giving a little more info;
4 maps at the moment, making many more.
Working on more vertical maps to make more use of wall swimming and make judging the arc of paint more important.
Multiple superweapons, not all offensive- some help your team.
Pic your loadout of weapon + superweapon pre match.
Sniper is a charge shot weapon?
Some kind of close range shotgun type weapon.
Edit: also the texture of the ink on the ground changes the more times the same patch is painted over, going all gloopy.
Yeah, but camping you basically give the opposing team a "power play" which will allow them to ink up more of your turf.
On another note:
Getting way ahead of things here, my mind is already thinking of future uses for the Inkling IP. Just think, fast paced, squid in ink racing. I can see that mechanic spicing up the racing genre.
I love the contrast between urban/industrial environments and the bright ink. That one screenshot.
This fanart is so neat.
Something is wrong with the y-axis analog controls but I can't put my finger on it. Could be sensitivity or acceleration. The default is actually motion controls on the gamepad, which could be part of the reason why. It felt incredibly weird and floaty.They were kind of odd and actually really the weakest part... It was really difficult to shoot and jump at the same time (jump was X) and to switch guns you pushed in the left stick. And the motion control to aim was a really odd choice... then left-z is go into goo mode and right-z is shooter which took some getting used to. It felt like I was fighting with it, but everyone was so it didnt impact the game too much for NOW.
Just don't try to be TOO different with controls... sometimes it works because it works. It didn't really feel "old-school", but it wasnt too different where it was unfamiliar. It had a good balance of defense, shooting and sneaking.
I want to play more! But I think this game may break down when it gets to higher level competitive play. It's more of a good game to bring out when you got some friends over, not really a COD esque type experience. Which I'm afraid it will turn into (because all competitive shit does).
Game looks great, and I'm excited for it, but I had to go with Bloodbourne. lol.
-hides-