Splatoon Global Testfire Demo Schedule and Info Thread (https://youtu.be/l4UFQWKjy_I)

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Loved that the matches were short and sweet. I could easily see myself playing it in short 15-30 minute bursts. Between this, Project CARS, and The Witcher 3, my summer gaming is more or less covered.
 
I'm still in the tutorial painting everything blue and I am able to take screenshots and upload them to my flickr through the home button O:

Is this you? lol
http://www.twitch.tv/rawkusx
CQv1eBy.png
 
Controls are god tier implementation. These might be the best gyro/analog hybrid controls I've ever played. Granted, there is a bit of a learning curve if you want to use them efficiently as possible (even though the verticle axis gyro control is a no-brainer improvement for this game), but when it comes to turning, between gyros/analog/and the camera reset button which can be used as a quick turn, you can get some impressive degree of control. Gyros are excellent and quick for precision. Analogs is steady and great for movement while aiming. Gyros and alagos together make for turning even 360 degrees faster than analog alone, and camera reset means you can point any direction quickly without having to wave your arms around. In fact, gyro can turn with tilts just just as easily on the horizontal axis as the verticle axis and actual moving the reticle around for precision aiming can be done in close proximity to where your hands naturally would rest.

And people may think rollers are OP but they seem yo be the perfect noob weapon, since they could cover a lot of ground with little skill necessary. At the same time they are pretty vunerable to anyone with a decent shot. Charge shot is definitely more for advanced play since it covers less area quickly but has tons of range and precision. Picking off enemies seems to be part of how that weapon can get good coverage.

Game is great and hopefully there are more opportunities to try out the game the closer we get to launch because some impressions I see that are on the fence might just need more time with the game and a glimpse at more of the content availablr.
 
Since I played with headphones, I noticed a little sound detail that I want to share.

When you're in squid form and restoring ink, listen carefully. When it plays a subtle jingle, you have enough ink for your subweapon.

Yeah, I noticed that as well, kept me from staying in the ink for too long
 
Probably the funnest session I had from the three test ones, and the most intense. One game we had a guy disconnect and another just standing at the spawn site (not sure if he was disconnected too or what, but his character was still there), and we only lost by like 3%. I was a splattershot, and the other guy was a Jr. I don't know how we did it, since the other team had two rollers, but we almost won that one.

I've been very frustrated with a lot of recent information about the game, but it's really fun. Definitely a buy for me. I still think it's going to be a flop in the end, but I hope the franchise can stay alive in some form, it truly deserves it based on this stress test alone.
 
For the third session I went with rightstick aiming only. 30 minutes of Splattershot, 10 of Roller (was going to do 15 or 20 but everyone's still getting acclimated so I cut them some slack) and 20 with Splat Charger.

Right stick aiming works well enough. Someone said it wasn't fast enough but testing it in the tutorial 5 was too fast to reliably aim for me. Default is -1 and I decided on 0 being good enough. It feels like any other shooter really. What they should really add is a custom sensitivity curve so you can adjust the speed to your liking at every stick position. Right now it feels like it goes to top speed by barely tilting it. They should do this for the gyro as well. If they're afraid of intimidating new users, hide it in menus somewhere for experienced players to find. As always options are good.

I... don't remember much of the Splattershot. I was doing good I guess? The thing that sticks out is how the balloon grenades are tough to use since you need multiple direct hits. It's a fair tradeoff though. Splattershot = longer range but weak grenades. Splatershot Jr. = shorter range with more traditional grenade.

The Roller is good fun. Just keep on chuggin'. I used the ink flick more this time to keep enemies back if I didn't get the drop on them. That Killer Wail though... man. Especially on Walleye Warehouse, you just line it up straight down the middle and get amazing coverage.

I appreciated the lines of ink one guy I was playing with was throwing down for me, allowing me to charge ahead to get to the top area in the rig map way before the other team could make it. A good charger on your team can be a real game changer even if it seems like more of a support role.
I wonder if that was me. :lol At the beginning of the match I try to put some optimal lines down to get out there quicker and for teammates to use if they want. Then I try to get to a high point where the teams meet and hold the enemy back with full charges and grenades. Splat Charger is still my favorite play style. I love the challenge of it, especially in close quarters with enemies giving chase. Getting cornered by Rollers is amusing, they always want to run me over so I throw a last ditch grenade out for a beyond the grave kill.

I had one midgame disconnect this time, and I saw the paint lag a couple times. Over the 3 sessions I'd say that's pretty good.
 
See, I'm not sure about the usefulness of this technique. Possibly getaways and moving in heavily enemy painted areas. Assuming this is you, you can see your teammate with the Charger covering the same, if not more ground until the very last part of the gif.

I feel like it's more about faster movement. And yes it's me in that gif. I kinda did do this in enemy painted areas. I'll see if I can get a gif of it.
 
I think, when I get the full game, I'm gonna try turning the camera sensitivity up with the gyro. Turning horizontally felt really slow and got me killed a few times because I couldn't turn around quick enough to counter-attack. I wasn't making too much use of the camera reset button, though, since I wasn't moving my hands too much when aiming.
 
For the third session I went with rightstick aiming only. 30 minutes of Splattershot, 10 of Roller (was going to do 15 or 20 but everyone's still getting acclimated so I cut them some slack) and 20 with Splat Charger.

Right stick aiming works well enough. Someone said it wasn't fast enough but testing it in the tutorial 5 was too fast to reliably aim for me. Default is -1 and I decided on 0 being good enough. It feels like any other shooter really. What they should really add is a custom sensitivity curve so you can adjust the speed to your liking at every stick position. Right now it feels like it goes to top speed by barely tilting it. They should do this for the gyro as well. If they're afraid of intimidating new users, hide it in menus somewhere for experienced players to find. As always options are good.

I... don't remember much of the Splattershot. I was doing good I guess? The thing that sticks out is how the balloon grenades are tough to use since you need multiple direct hits. It's a fair tradeoff though. Splattershot = longer range but weak grenades. Splatershot Jr. = shorter range with more traditional grenade.

The Roller is good fun. Just keep on chuggin'. I used the ink flick more this time to keep enemies back if I didn't get the drop on them. That Killer Wail though... man. Especially on Walleye Warehouse, you just line it up straight down the middle and get amazing coverage.


I wonder if that was me. :lol At the beginning of the match I try to put some optimal lines down to get out there quicker and for teammates to use if they want. Then I try to get to a high point where the teams meet and hold the enemy back with full charges and grenades. Splat Charger is still my favorite play style. I love the challenge of it, especially in close quarters with enemies giving chase. Getting cornered by Rollers is amusing, they always want to run me over so I throw a last ditch grenade out for a beyond the grave kill.

I had one midgame disconnect this time, and I saw the paint lag a couple times. Over the 3 sessions I'd say that's pretty good.

well, I play as plagiarize on Wii U if that rings any bells.
 
A nice little detail that I noticed while playing in the tutorial: The ink you swim through as a squid leaves a little grove in the ink that stays there till you spray more ink on it. It doesn't seem to disappear with time either.
 
I think, when I get the full game, I'm gonna try turning the camera sensitivity up with the gyro. Turning horizontally felt really slow and got me killed a few times because I couldn't turn around quick enough to counter-attack. I wasn't making too much use of the camera reset button, though, since I wasn't moving my hands too much when aiming.

Yea, use the camera reset button, it's just like old school resident evil, with a flick in any direction plus camera reset is a quick turn in that direction. Makes evasive action when cornered a lot more manageable.
 
I was playing the last match and left the demo open as well. I haven't touched it since I had stuff to do, but now I'm ready to paint everything orange.

I have to make the most of this, because I won't be able to get the game at launch or play until maybe july/august ahh.
 
Cross posting
Hey thanks.

That guy sounds SUPER Negative. O_o
I was simply analyzing what they've presented. During their E3 showcase I made similar posts, except it was mostly positive. The new layer of perks and randomness has big potential to make the game more frustrating than it should be.

I am positive about the game overall. Singleplayer will be a blast and what I've played of the game today with locked loadouts was pure fun.

well, I play as plagiarize on Wii U if that rings any bells.
Nah I didn't remember many names. I'll look out for you at release. :)
 
Did anyone else do this as well?
I really loved it as a strat for getting into a favorable position in the beginning of the match. There was one map where both teams start on one side of the map and there is a big area on the other side that could determine the match depending on which team controls it since it is so big and is farther to get to.

I'm sure you can also use it for rushing into enemy territory but I wasn't good enough to use it effectively, but if you think about it, even if you die in enemy territory and didn't get to cover much turf, them killing you isn't much of a set back since you they won't be recovering much territory even if they get you.

If you combine the technique with a supermove though, the pay off could be huge for rushing into enemy territory even without much coverage while you are getting there.
 
I also realized by actually taking some more time in the demo that I was using motion controls wrong. I was twisting the Gamepad towards me to try and move left or right, but you actually need to move it in the direction, though spinning as if it's a steering wheel also works. Overall I really like the accuracy the gyro brings, I wouldn't mind this becoming standard. If the pro controller had a gyro it would be perfection.
 
Holy shit controls, Batman. If they wanted to keep motion controls so bad, they should have kept Wiimotes instead of making this abomination (which is true not only for this game, but WiiU in general). While the Wiimote pointer was immediately adaptable and superior to sticks, gyro with this bulky pad feels about as natural as sticking your hands into a hornets nest and nothing about it makes it better than sticks in theory either. In fact, it feels like just another desperate attempt of trying to prove that the ridiculous gamepad concept is supposed to be more than a paperweight, so up/down camera apparently is gyro only. ,,See, you need the gamepad for somethin after all!'' lol. It's particularly tedious playing while (semi-) lying, like I usually do with my setup. Well made motion controls on Wii still worked that way comfortably, but then again, that still was a console with more than two minutes of thought put behind it. Map on the second screen is annoying as usual too, since this isn't a Nintendo DS. Could have been a decent pick-up used for 20 bucks or something otherwise. Even despite the archaic communication, I would have been there for the 3d platformer singleplayer. But this is just bad. Maybe if they patch in real controls (or even Wiimote) later.
 
Had to turn off motion control and set sensitivity to -3.5 and it was more playable.

I really hope this game is deep and not be boring after ~3 hours. Too bad they won't allow you to play with a prearranged team :(

Overall was very impressed with the beta, day one buy for me :D

#RollerMasterRace
 
Holy shit controls, Batman. If they wanted to keep motion controls so bad, they should have kept Wiimotes instead of making this abomination (which is true not only for this game, but WiiU in general). While the Wiimote pointer was immediately adaptable and superior to sticks, gyro with this bulky pad feels about as natural as sticking your hands into a hornets nest and nothing about it makes it better than sticks in theory either. In fact, it feels like just another desperate attempt of trying to prove that the ridiculous gamepad concept is supposed to be more than a paperweight, so up/down camera apparently is gyro only. ,,See, you need the gamepad for somethin after all!'' lol. It's particularly tedious playing while (semi-) lying, like I usually do with my setup. Well made motion controls on Wii still worked that way comfortably, but then again, that still was a console with more than two minutes of thought put behind it. Map on the second screen is annoying as usual too, since this isn't a Nintendo DS. Could have been a decent pick-up used for 20 bucks or something otherwise. Even despite the archaic communication, I would have been there for the 3d platformer singleplayer. But this is just bad. Maybe if they patch in real controls (or even Wiimote) later.

The demo had twin stick controls in the options menu try again

Quick question. How are the dual-stick controls you get when you turn Motion Controls off not "real controls"? Please explain because I don't get what you're saying.

He's like most people who hate motion controls made zero effort to look at the options menu and assumed they couldn't turn off motion controls
 
Didn't have an issue with the controls after I turned off the gyro, but I would seriously love to use a wiimote and nunchuk for this game
 
Holy shit controls, Batman. If they wanted to keep motion controls so bad, they should have kept Wiimotes instead of making this abomination (which is true not only for this game, but WiiU in general). While the Wiimote pointer was immediately adaptable and superior to sticks, gyro with this bulky pad feels about as natural as sticking your hands into a hornets nest and nothing about it makes it better than sticks in theory either. In fact, it feels like just another desperate attempt of trying to prove that the ridiculous gamepad concept is supposed to be more than a paperweight, so up/down camera apparently is gyro only. ,,See, you need the gamepad for somethin after all!'' lol. It's particularly tedious playing while (semi-) lying, like I usually do with my setup. Well made motion controls on Wii still worked that way comfortably, but then again, that still was a console with more than two minutes of thought put behind it. Map on the second screen is annoying as usual too, since this isn't a Nintendo DS. Could have been a decent pick-up used for 20 bucks or something otherwise. Even despite the archaic communication, I would have been there for the 3d platformer singleplayer. But this is just bad. Maybe if they patch in real controls (or even Wiimote) later.

Desperate attempt sounds right.
 
Holy shit controls, Batman. If they wanted to keep motion controls so bad, they should have kept Wiimotes instead of making this abomination (which is true not only for this game, but WiiU in general). While the Wiimote pointer was immediately adaptable and superior to sticks, gyro with this bulky pad feels about as natural as sticking your hands into a hornets nest and nothing about it makes it better than sticks in theory either. In fact, it feels like just another desperate attempt of trying to prove that the ridiculous gamepad concept is supposed to be more than a paperweight, so up/down camera apparently is gyro only. ,,See, you need the gamepad for somethin after all!'' lol. It's particularly tedious playing while (semi-) lying, like I usually do with my setup. Well made motion controls on Wii still worked that way comfortably, but then again, that still was a console with more than two minutes of thought put behind it. Map on the second screen is annoying as usual too, since this isn't a Nintendo DS. Could have been a decent pick-up used for 20 bucks or something otherwise. Even despite the archaic communication, I would have been there for the 3d platformer singleplayer. But this is just bad. Maybe if they patch in real controls (or even Wiimote) later.

lol 😂
 
Phew. It wasn't me, I am Reila there too.
:)

The fact Splatoon was originally supposed to be a Mario game makes this even more amusing.

I think I remember seeing your name not sure.

I only remember the crazy names like Ham and Mr.Potato

I was VicialSage
 
Holy shit controls, Batman. If they wanted to keep motion controls so bad, they should have kept Wiimotes instead of making this abomination (which is true not only for this game, but WiiU in general). While the Wiimote pointer was immediately adaptable and superior to sticks, gyro with this bulky pad feels about as natural as sticking your hands into a hornets nest and nothing about it makes it better than sticks in theory either. In fact, it feels like just another desperate attempt of trying to prove that the ridiculous gamepad concept is supposed to be more than a paperweight, so up/down camera apparently is gyro only. ,,See, you need the gamepad for somethin after all!'' lol. It's particularly tedious playing while (semi-) lying, like I usually do with my setup. Well made motion controls on Wii still worked that way comfortably, but then again, that still was a console with more than two minutes of thought put behind it. Map on the second screen is annoying as usual too, since this isn't a Nintendo DS. Could have been a decent pick-up used for 20 bucks or something otherwise. Even despite the archaic communication, I would have been there for the 3d platformer singleplayer. But this is just bad. Maybe if they patch in real controls (or even Wiimote) later.

Ah, so the great Spieler Eins experiment of "How many Nintendo games can I hateplay before I quit?" continues!

There's a bunch of people doing fine with Splatoon's motion controls. You are just not very good at the game.
 
First shooter I have played which made me actively look for areas where there were no opponents to go to.

If you want to secure a win from behind, just look for such areas in the last minute and forget about anything other than inking the ground.
 
Finally got some time in and I just wanted to say that there's a ton of things I actually don't care for in this game. Granted, I went in expecting this game to be more of a Quake meets Super Mario Sunshine than I guess what it is. Hopefully everyone can read my impressions without the need to pounce first before understanding the above first.

I'm going to start with some positives. I'm not trying to be negative. This has been pre-ordered since Amazon posted it. But my positives are short. The best thing about the game is the squid and how it functions. I was caught off-guard a few times by a guy jumping up behind me while he was in stealth in his paint. I really, really liked moving around as the squid and quickly being able to transition from shooter to squid. And as far as the graphics, it looks really good with short load times. A solid frame rate the entire time. Perfect. I'd say the best thing about this game is how it looks and it's presentation. The paint splatter is a much more clean version of what Super Mario Sunshine brought to the table (which I still think is a fantastic looking game). I guess the only other thing I liked a lot was the map on the screen and how it updated area controlled in paint in real-time.

Again, I know it's a test but these are impressions of just that: the test.

So my biggest beef with the game is the aiming system. I'm used to games that have reticles to show you what distance you're shooting at. With the 2nd gun (looked like a normal Super Soaker), I honestly couldn't figure out where the thing was firing or how far the distance was. I finally got a hang of what the point of the game was and that was to just spray paint all over the place sort of like a THPS graffiti mode but without the skill. The roller class was the most fun I had playing. You cover a lot of area and you feel kind of like a tank. People move when they see you rollin'. They hatin'.

But going back to the aiming bit, the reticle makes you feel like you're aiming at what you're not shooting at. The first time I loaded the rifle gun, that laser made it feel like I was holding a sniper rifle without a scope. Nope. And unless you just happen to know the maximum distance your gun shoots, the way it's presented gives you the feeling you're going to be shooting at a further distance than actuality. I'd prefer the game to just feature a grenade lobber reticle seen in modern shooters. Something similar to this:


I initially didn't like the game mode given, but I can see it being fun. There's some elements of strategy but nothing to write home about. It could be a lot of fun but then I run into a major downfall for the game. I felt the core gameplay wasn't very fun. The shooting, for being a shooter, felt overly casual. Casual is one thing. This just felt like a mediocre shooter title with paint splatter.

Now I read this:

http://www.neogaf.com/forum/showthread.php?p=163128391#post163128391

Shuffle? So any interest I may have had picking this up when it was dropped to $20 is thrown out the window. This might be the most forgettable Nintendo game I've ever seen. My only thoughts while playing through this test was, "Maybe this will be a different experience with my friends.".

I hope some of you really enjoy it. Truly do. And I'm not going to come in Splatoon's threads and give more impressions than what I've given. I hope this turns out fine and I'm just a little shocked at how different this game feels than how my first impressions were, which again was a Quake meets Super Mario Sunshine third-person shooter.
 
I kinda mess it up doing it, but you get the idea lol I just need more practice :P

I tried doing that too, jumping around in enemy ink and then do surprise attacks.

Another nice trick was using the sub weapon while submerged, since it makes you come out of the ground and then submerge again very quickly. Someone here posted about it yesterday.
 
Holy shit controls, Batman. If they wanted to keep motion controls so bad, they should have kept Wiimotes instead of making this abomination (which is true not only for this game, but WiiU in general). While the Wiimote pointer was immediately adaptable and superior to sticks, gyro with this bulky pad feels about as natural as sticking your hands into a hornets nest and nothing about it makes it better than sticks in theory either. In fact, it feels like just another desperate attempt of trying to prove that the ridiculous gamepad concept is supposed to be more than a paperweight, so up/down camera apparently is gyro only. ,,See, you need the gamepad for somethin after all!'' lol. It's particularly tedious playing while (semi-) lying, like I usually do with my setup. Well made motion controls on Wii still worked that way comfortably, but then again, that still was a console with more than two minutes of thought put behind it. Map on the second screen is annoying as usual too, since this isn't a Nintendo DS. Could have been a decent pick-up used for 20 bucks or something otherwise. Even despite the archaic communication, I would have been there for the 3d platformer singleplayer. But this is just bad. Maybe if they patch in real controls (or even Wiimote) later.

I guess you missed the options menu with twin stick controls and adjustable sensitivity with both control schemes
 
Holy shit controls, Batman. If they wanted to keep motion controls so bad, they should have kept Wiimotes instead of making this abomination (which is true not only for this game, but WiiU in general). While the Wiimote pointer was immediately adaptable and superior to sticks, gyro with this bulky pad feels about as natural as sticking your hands into a hornets nest and nothing about it makes it better than sticks in theory either. In fact, it feels like just another desperate attempt of trying to prove that the ridiculous gamepad concept is supposed to be more than a paperweight, so up/down camera apparently is gyro only. ,,See, you need the gamepad for somethin after all!'' lol. It's particularly tedious playing while (semi-) lying, like I usually do with my setup. Well made motion controls on Wii still worked that way comfortably, but then again, that still was a console with more than two minutes of thought put behind it. Map on the second screen is annoying as usual too, since this isn't a Nintendo DS. Could have been a decent pick-up used for 20 bucks or something otherwise. Even despite the archaic communication, I would have been there for the 3d platformer singleplayer. But this is just bad. Maybe if they patch in real controls (or even Wiimote) later.

I think options should be there. If people want to play with the Wiipad, then great. If they want to use remote and nunchuck, they should be there. Same with dual analog. I just wasn't a fan of the Wiipad controls and there's no way I'm using dual analog. There needs to be a campaign to add those controls in so that people have options.
 
It's amazing how people will call controls that they are not good at, to be straight up "shit controls".

Gyro controls are not shit. You are shit at Gyro controls. There's a huge difference. Just because I cannot control Street Fighter or Tekken, does not mean Street Fighter and Tekken are shit. It just means I am shit at them.
 
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