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

You mean this?

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Yes exactly that!
 
Does anyone else wish that this was called Mario Paintball (or something) and had the typical Mario Kart/Party/Golf etc. cast of characters?

People have been wanting Nintendo to make a new IP for a while (outside of eShop titles). Besides, it being Mario Paintball would give a bad image off in that Nintendo relies on Mario too much and/or the Wii U is essentially the Mario machine. It also lets people who don't like Mario try this game without being put off by the IP.
 
I don't believe Nintendo will have a problem making the gameplay expansive enough to rival modern third person shooters. The main problem this game will have is to have an online community that can sustain itself similar to the others in this genre. Nintendo has always shown an apprehension to designing online multiplayer with robust ranking, leaderboard, and matchmaking features encouraging competition and aggressive play. No doubt they will put their own spin on things trying to find ways to encourage community building while keeping the negative elements of typical competitive online communities away, but by doing so it will also be quite difficult to attract people that are used to such communities.

Well, at least I want them to see them try to come up with a good alternative way of making these communities work while encouraging good sportsmanship from opposite teams. It will be interesting to see their take on things if they decide to tackle this aspect of the genre.
 
Since it's quite obvious that there are going to be multiple game modes, do you guys think they will have stages that will be exclusive to certain modes?

Maybe more advanced stages will be for specific modes but overall I doubt it, they probably wouldnt want to limit its variety, since nintendo feels this will be the smash/mario kart of shooters, its possible that they're gonna give as many options as possible.
 
Yes exactly that!

Neat, I'll be calling it a splatter jump from now on. Needed a name for that loop.

I figured that since we now know that you can transform in mid-air and transform back before you land, this opens the door to a few crazy things. First thing I thought of was a wall jump. Basically a splatter jump but when sliding along a wall and aiming at a wall on the opposite side.

Also, in a fire fight you could do something similar to a splatter jump, but you shoot at an enemy and land back in the same ink puddle, ready to quickly move and pop up again somewhere else.

Or my personal favourite, combine both. Two walls of your ink and you get caught in a fire fight, you wall ride, wall jump, but when you transform in mid air shoot the opponent instead of the wall.
 
Neat, I'll be calling it a splatter jump from now on. Needed a name for that loop.

I figured that since we now know that you can transform in mid-air and transform back before you land, this opens the door to a few crazy things. First thing I thought of was a wall jump. Basically a splatter jump but when sliding along a wall and aiming at a wall on the opposite side.

Also, in a fire fight you could do something similar to a splatter jump, but you shoot at an enemy and land back in the same ink puddle, ready to quickly move and pop up again somewhere else.

Or my personal favourite, combine both. Two walls of your ink and you get caught in a fire fight, you wall ride, wall jump, but when you transform in mid air shoot the opponent instead of the wall.

So much potential from just this one thing.
 
I figure you can do this, then return to the previous two ink blots, hide there, wait for the enemies to attack the last blot and then you attack.

Hiding would only be a good idea if you know they are nearby, you don't want to hide for too long in this game. You are willingly giving up territory.

If you know they are nearby, there are all sorts of crazy mindgames you could pull.
 
I figure you can do this, then return to the previous two ink blots, hide there, wait for the enemies to attack the last blot and then you attack.

One will have to think how long to strategically camp for a sneak attack. The longer you are down under the ink waiting, the more of your territory is lost while you are setting idle.

Edit:

Hiding would only be a good idea if you know they are nearby, you don't want to hide for too long in this game. You are willingly giving up territory.

If you know they are nearby, there are all sorts of crazy mindgames you could pull.

Or that. U can see quickly ducking into the ink when you see them firing before they round a corner. Might be able to catch a player off guard in those quick seconds.
 
There's already an advanced movement technique! It seems like momentum is conserved between jumps. I hope the devs keep this in, or better yet design around it.

I have no doubt the devs were taking mental and written notes while the press played during the show. With that much new blood playing there are bound to be methods of play discovered the devs would not have imagined otherwise. Especially with western press who'd have different experience with shooters than most Japanese would.
 
They should make it so you can't paint over somewhere that had just been painted a second ago, so people can cut them off and trap them for an easy shot.
 
Hiding would only be a good idea if you know they are nearby, you don't want to hide for too long in this game. You are willingly giving up territory.

If you know they are nearby, there are all sorts of crazy mindgames you could pull.

Exactly, and thats just thinking in terms of floor game, just think of the crazy stuff people will be pulling with wall hiding.

One will have to think how long to strategically camp for a sneak attack. The longer you are down under the ink waiting, the more of your territory is lost while you are setting idle.

Thats an aspect im enjoying the most, camping or protecting a very centric control point is not a good strategy due the fluidity of the field, every inch matters. You also get to see which terrotory you are losing on the map so you can route your teamplayers that way.
 
Or that. U can see quickly ducking into the ink when you see them firing before they round a corner. Might be able to catch a player off guard in those quick seconds.

That's a neat idea.

The slight problem is, unlike other shooters you can very clearly see the trajectory of any shots in your line of view. Basically, if you shoot ink at a corner and your opponent happens to be looking at it they will know you are there and from what direction you fired from.

Still, as a way to quickly get in and out again fairly safely (reaction time forgiving) it could be useful.
 
True.
I also hope they give a stage creator/ editor mode. It would be fun to be able to design your own stages.
Being able to effectively mod and create content for this game is something Nintendo needs to consider. Sharing stuff via Miiverse and building a half-decent community that way is right up their alley. It's more likely than adopting Halo-style matchmaking, anyway.

Seconding Riposte on adding latency to ink control. I could see it working as an optional modifier.
 
I have no doubt the devs were taking mental and written notes while the press played during the show. With that much new blood playing there are bound to be methods of play discovered the devs would not have imagined otherwise. Especially with western press who'd have different experience with shooters than most Japanese would.

Not only this, but I'm hoping these devs are taking note of the gameplay elements that make shooters like Counter Strike and TF2 so compelling. A low skill requirement coupled a high skill cap is just one of the things common among to the two games.
 
I want to get excited for this game but I've found myself struggling to do so.

I think the concept is quite fun and fresh, and the visuals are very cute. It's a sharp looking game.

My concern, after trying to get into it - watching both of its treehouse showings, etc - I just don't think the actual combat/shooting part of the game looks fun. Obviously it'd be easier to make that call if I had my hands on it, but I feel like I've played enough shooters/competitive games to have a good eye for this type of thing.

Obviously I hope I'm wrong in the end, but the game just don't look like a very fun shooter to me at this point. The paint and traversal stuff are cool and look good, but if the shooting doesn't hold up along with it then it's all going to fall apart for me.
 
I just finished writing my preview of Splatoon. I honestly wasn't expecting a whole lot, but I ended up really, really liking it. Probably the most fun I had at the entire expo.
 
That's a neat idea.

The slight problem is, unlike other shooters you can very clearly see the trajectory of any shots in your line of view. Basically, if you shoot ink at a corner and your opponent happens to be looking at it they will know you are there and from what direction you fired from.

Still, as a way to quickly get in and out again fairly safely (reaction time forgiving) it could be useful.

I think the ideal strategy is to splatterjump/squidhop until you reach your enemy's attackers and engage in a firefight there while your teammates follow behind you and paint the area safely knowing that you're covering their front. Of course then the enemy could hide units in front of their painting troops which will be able to get behind your attackers and in front of your painters...

I want to get excited for this game but I've found myself struggling to do so.

I think the concept is quite fun and fresh, and the visuals are very cute. It's a sharp looking game.

My concern, after trying to get into it - watching both of its treehouse showings, etc - I just don't think they actual combat/shooting part of the game looks fun. Obviously it'd be easier to make that call if I had my hands on it, but I feel like I've played enough shooters/competitive games to have a good eye for this type of thing.

Obviously I hope I'm wrong in the end, but the game just don't look like a very fun shooter to me at this point. The paint and traversal stuff are cool and look good, but if the shooting doesn't hold up along with it then it's all going to fall apart for me.
I think it comes down to what you find fun in a shooter. If you happen to like Sniper Elite style gameplay where you just sit back and pick people off, you might not have fun (or you might; the devs did say they're introducing sniper rifles). I don't think Turf War will appeal to everyone, but hopefully the gamemodes coming to the game will appeal to every category of shooting fan.
 
I think the ideal strategy is to splatterjump/squidhop until you reach your enemy's attackers and engage in a firefight there while your teammates follow behind you and paint the area safely knowing that you're covering their front. Of course then the enemy could hide units in front of their painting troops which will be able to get behind your attackers and in front of your painters...

There's a help button on the gamepad right? It requires that you have teammates who know the strategy, but how is this for an idea:

Splatterjump until you hit a corner. Check to see if there are enemies there.
If they are looking at you, immediately fire towards them, hit the help button, and then run/splatterjump away.
They will probably fire back, recovering the territory they just lost from you firing. They might also chase after you. Your teammates can see on the map where you were and which way you fired (from the help signal and the map), ready to ambush them from behind.
 
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I think it comes down to what you find fun in a shooter. If you happen to like Sniper Elite style gameplay where you just sit back and pick people off, you might not have fun (or you might; the devs did say they're introducing sniper rifles). I don't think Turf War will appeal to everyone, but hopefully the gamemodes coming to the game will appeal to every category of shooting fan.

This pretty much. I much prefer objective based and focused, team shooters (like tf2 and bfbc2); why things like bf3/cod have zero appeal to me (where you just care about your score/KD). Do like CSGO but that again is more about tactics and team play than straight up accuracy.
 
Best way i see this game working is with a free to play model. Get a lot of custumization options or maybe unlock extra stuff via amiibo interaction.

Getting a full functional NIntendo type of game (60 retail) thing seems to difficult and time consuming.
 
Best way i see this game working is with a free to play model. Get a lot of custumization options or maybe unlock extra stuff via amiibo interaction.

Getting a full functional NIntendo type of game (60 retail) thing seems to difficult and time consuming.

obviously scope for digital and cheap as well. Really depends what they do single player content wise (if any, can do a digital cheaper game; if none then maybe f2p with light customisation.) also problem with f2p is its hard to make sequels, if you continue goodwill updates e.g. tf2.
 
If this had been mario paintball we wouldn't have gotten the adorable inklings... even thinking that makes me sad :o

Reila, that new avatar of yours is just awesome XD
 
reminds me of adventures of square.

Very very cool looking game I think it has character and uniqueness and looks very fun.
 
What does the counter/circle in the top right corner indicate?

Points for ink coverage. That is the only thing that matters. Even when you kill someone it only gives you points of the ink from their death explosion that lands on an area not your color.
 
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