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Splatoon (Nintendo 4x4 team shooter, Wii U, 2015)

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.
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.

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.
 
This game's strengths aren't going to lie in skilled dueling...no point in competing with classic QuakeWorld play. Lots more team-on-team action (some variant for CTF would do this game good) and some creative gunplay, though!

Media presence could be better, but the Treehouse stream plugged it a lot, so they've got the online forum audience in the bag. There'll be a good marketing push judging from Reggie's enthusiasm.
 
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?
 
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.

Agreed, it annoys me. If this were a valve game (which is completely in line with something that would do) it would be everywhere.
 
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?
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.
 
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.

Hahahaha Lol, this games called my attention but I'm not a exactly a fan of the character design, well it seems to be in pretty early development state so I'm sure there's gonna be more than one character and scenery to chose. Keeping an eye on it since I use to play local multiplayer stuff with my friends :)
 
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.
 
Was.... Was that an ink grenade squid?

Also that ink bazooka looks like such an amazing weapon for quickly laying paths and making comebacks.
 
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.
 
Thought of a cool spin on Team Deathmatch based on the stream.

Only areas that get covered in paint is where you "splatter" an enemy since they explode in your paint color.
 
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.
You're probably right. Hisashi Nogami, this game's producer, has been involved with Animal Crossing since the first installment.
 
If I may ask, how were the controls? And did it feel like an old-school shooter, or it's own thing?

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).
 
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.
I love how Club Nintendo's going to not give the soundtrack CD out in America, too! :|

The next Smash Bros. installment's going to at least have these Inklings in either as playable characters or as an assist trophy.
 
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.
 
Alternate weapons seem to be confirmed in the lite interview on the treehouse stream.
The roller and laser sight were more like alt weapons as opposed to supers.
 
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.

They confirmed in the streams that you can see the enemy moving through their ink as slight ripples. You can not see them if they don't move.
 
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.

Also, not all competitive scenes end up like COD, especially if they aren't as focused on petty statistics. Splatoon's reach will be fairly limited due to the WII U's small install base, too, and Miiverse is a very nice community option.
 
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.
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.
 
I updated this image with the new Call of Duty.

splatoon05dcn.png
 
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.

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.
 
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.
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.

By hit them you mean make physical contact while they're morphed? Does trying to swim under an enemy player force you out into the open?
 
would be awesome if they allow 2 players on one system, then allow proper matchmaking/group play. set up 2 WiiUs in your sitting room and do an effective system link and play online :O
 
Even if you get killed by a camper, they're really only hurting themselves. You can die a billion times and it won't matter much (they get a few points from it). Imagine facing four campers in a game where the point is to cover as much of the map as possible. That's like a free win.

As for competitiveness, I think Smash has shown that these types of games can be fun in both a competitive and casual setting. I hope that's what Nintendo is going for. I think that the game might need DLC support for proper competitive play since common FPS strategies are probably OP (e.g. spawn camping seems like it wouldn't be fun). However, I think this game has a LOT of potential and I'm looking forward to playing it. I just really hope they add more game modes (but please no deathmatch).
 
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.

From what I've seen, it would be pretty hard to camp for too long. All the opposing team needs is one person to get clear and the others can super jump to him/her.
 
Turf War certainly won't fall victim to the usual cheap strategies some players use (mostly ineffectively) in recent FPSes. Other modes will need to be carefully designed, though, assuming there's a way to turn invisible for the most part.
 
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.
 
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.

Close range weapon should be a large paintbrush.
 
I had an idea: what about some Mario sunshine themed DLC for this game?
The DLC can take place in Delphino plaza, one team is the normal squid girls (maybe wearing something bower themed) and the other team has F.L.U.D.Ds (maybe wearing something Mario themed). One team covers the stage in goop, the other cleans it.
 
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.

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.
 
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.

All of that sounds great, especially the vertical levels. For a smaller deve debuting a smaller game this really surprised me so much, cant wait to get my hands on it.
 
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.
 
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 could actually see that being a mode of some kind. Have your teammates attempt to ink a path for you to an arbitrary finish line. All while others do the same.
 
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).
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.

I'm hoping that they're looking at this early feedback and incorporating it into the final version.
 
Hmm, guess the press isn't digging the game so much? Haven't heard that many people talking about it. Player 1 Podcast seemed to enjoy what they saw at least.

Game looks great, and I'm excited for it, but I had to go with Bloodbourne. lol.

-hides-

I love DS...but they didn't even show anything. Not deserving of a vote!
 
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