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

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With all the people who are complaining about the lack of voice chat I was surprised with how few people used the DPad communication commands...I played 2 sessions and only once one guy used the "Here!" command. I found it very useful and used it a number of times myself when I was alone defending some big spot...and it worked awesomely, most times a teammate came in by surprise and helped me clear the opposition. I hope they add more commands like "fall back", "spread", or something, this way you could easily communicate with people from all around the world in an easy, fast manner.

Err, my excuse is I didn't know that was a thing
 
With all the people who are complaining about the lack of voice chat I was surprised with how few people used the DPad communication commands...I played 2 sessions and only once one guy used the "Here!" command. I found it very useful and used it a number of times myself when I was alone defending some big spot...and it worked awesomely, most times a teammate came in by surprise and helped me clear the opposition. I hope they add more commands like "fall back", "spread", or something, this way you could easily communicate with people from all around the world in an easy, fast manner.
!!!

The possibilities this could have opened...

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The only options I've ever had were 'C'mon' and 'Booyah' whenever I checked it. They seemed more like taunts than anything helpful. I did use 'C'mon' as a "split up" sort of thing, but I doubt that was clear lol.

They really need to let people customize it. At least have a list of presets.
 
The games were so fast paced I felt it difficult to concentrate on things like using the communication effectively and figuring out all of the mechanics in the game and keeping an eye on the gamepad. In a way it was really tense, because in every single game I played it felt like every last one of the 180 seconds mattered. But I also wish there were a longer or slower paced mode.
 
The games were so fast paced I felt it difficult to concentrate on things like using the communication effectively and figuring out all of the mechanics in the game and keeping an eye on the gamepad. In a way it was really tense, because in every single game I played it felt like every last one of the 180 seconds mattered. But I also wish there were a longer or slower paced mode.

There is.
 
I loved the fast paced feeling of turf war. And like someone said yesterday in this thread, it was great how the longer you play, the more other players will slowly fall into team roles. Of course that took a while before getting to that point since there were still teams who only run and gun when they start while you're the only one covering ground.
 
This just feels like backwards game design. The wii u has the tools for a great new experience and yetyou wanna utilize old stagnate game design that battlefield had already proven to be dated. Being able to simply touch is partly why mobile gaming has a more diverse audience, they don't have to use extra menus to placate archaic design,allowing anyone to hop in and join on a mutual skill floor.

What? The Gamepad provides a map with information of which areas are covered with with team's paint. This is nothing novel, or even a "great new experience", it's a tappable map.

Countless games have shown that you can provide this information quite easily as a small minimap in the corner of the TV screen. This is infinitely faster when trying to gather information about the state of the match than tilting your head down to glance at the Gamepad.

Let's go one step further: tap a button, and it instantly enlarges to cover the entire screen for more detailed information, along with a vertical selection list of teammates you can superjump to.
 
I missed today's time but had fun with the game last night. If I'm lucky to have the funds on the 29th I'll pick it up.
 
With all the people who are complaining about the lack of voice chat I was surprised with how few people used the DPad communication commands...I played 2 sessions and only once one guy used the "Here!" command. I found it very useful and used it a number of times myself when I was alone defending some big spot...and it worked awesomely, most times a teammate came in by surprise and helped me clear the opposition. I hope they add more commands like "fall back", "spread", or something, this way you could easily communicate with people from all around the world in an easy, fast manner.
Weren't those random? The game never said how to change them.
 
With all the people who are complaining about the lack of voice chat I was surprised with how few people used the DPad communication commands...I played 2 sessions and only once one guy used the "Here!" command. I found it very useful and used it a number of times myself when I was alone defending some big spot...and it worked awesomely, most times a teammate came in by surprise and helped me clear the opposition. I hope they add more commands like "fall back", "spread", or something, this way you could easily communicate with people from all around the world in an easy, fast manner.

I knew that's what those were for! I even brought it up before in this thread but I wasn't entirely sure if I was correct!
 
This just feels like backwards game design. The wii u has the tools for a great new experience and yetyou wanna utilize old stagnate game design that battlefield had already proven to be dated. Being able to simply touch is partly why mobile gaming has a more diverse audience, they don't have to use extra menus to placate archaic design,allowing anyone to hop in and join on a mutual skill floor.

What? Being forced to look away from the action to ascertain how the game is going is backwards game design - hell, being forced to look at a second screen to do any action is poor game design. It may take .2ms longer, but splitting the gamer's attention between screens is a horrible idea in a game as fast as Splatoon.
 
However, having to look down at my lap to find out where areas are during a potentially action-intense moment is ridiculous

Surely if it's an action-intense moment you've got far more important things to deal with on the main screen than to worry about any information on the gamepad?
 
so the reason why rollers are doing so well is that they can spread ink fast and are relatively easy to control? And in contrast, the charge shot isn't that great for painting the map with your ink and is also difficult to aim with for beginners?
 
The reason the roller had good reception was because you don't need any sort of vertical aiming, and thus it's immensely easy to pick up on.

By contrast you need to be very good at aiming to use the charger.
 
part of me wants in on this at launch

part of me is telling me wait like a month or three and see how the game will hold up without online features

eh

still love the aesthetics of this game regardless
 
What? Being forced to look away from the action to ascertain how the game is going is backwards game design - hell, being forced to look at a second screen to do any action is poor game design. It may take .2ms longer, but splitting the gamer's attention between screens is a horrible idea in a game as fast as Splatoon.

he's also referring to tapping the touch screen as opposed to pulling up a list of teammates and then choosing which one to superjump to
 
Loved the demo, each hour went by really fast which is a good sign, I can see myself spending a lot of time playing this. Didn't get fully used to using the gamepad, but just like in other games where the second screen is used as a map, I found it much better than using an on-screen map. I find it much faster to just look down and touch something rather than bringing up a map and selecting a location. It also unclutters the screen, the controls and personally, I always find it immersive to look down at a map and it brings a risk/reward strategy element to the table that mimics what would happen if you want to look at a map during a battle.
With that said, I do think there should be an option to bring up the map and use other controls, even if those players would be at a disadvantage.
It's a shame it doesn't have online for two players on the same console.

Lack of voice chat is the same as usual to me, I don't really miss it since I never use it, but the option should still be there, at least with friends. I can see how voice chat could help with strategizing, even if the simple communication commands are pretty useful.

Also, were those electronic billboards filled with Miiverse drawings? That's pretty cool if so.
 
so the reason why rollers are doing so well is that they can spread ink fast and are relatively easy to control? And in contrast, the charge shot isn't that great for painting the map with your ink and is also difficult to aim with for beginners?
Basically, right now we all suck at this game, even if some people don't want to admit it, and rollers are pretty intuitive and easy to use so it's very good if you suck at this game, which we all do (to varying degrees of course). The charger is relatively hard to use. I think things will feel a lot more balanced once we have the full game in our hands and have a lot of gear and stuff to play around with and, more importantly, have had the time needed to not suck at this game.
 
so the reason why rollers are doing so well is that they can spread ink fast and are relatively easy to control? And in contrast, the charge shot isn't that great for painting the map with your ink and is also difficult to aim with for beginners?

Rollers were getting trounced in the last hour I played - people have quickly realised you can just backpedal and shoot them. Still great for covering areas, but total lack of ranged attack is a fair trade for that I reckon.
 
3 being where it's actually comfortable to play a game using the bulky Wii U gamepad. I'd be more inclined to give it a pass if what appears to be some misguided game designer hadn't disabled the vertical axis on the right analog stick when using gyro controls. Hopefully that was a bug and the stick will work normally on release.

My theory - and I stress it's just a theory, but it does fit quite well with something I've seen occur quite often - is that Nintendo are trying to get non-shooter players with this as well as conventional shooter players, and one thing I've noticed a great many people starting out in FPSes/TPSes doing when they're getting to grips with the controls is accidentally looking at the floor or ceiling when they're turning because their use of the stick isn't precise enough to *only* turn without also incorporating the Y axis. I tried my housemate's girlfriend out on Dishonored not too long ago and she had exactly that issue, and it's by no means the only time I've seen it. Locking it such that the turn control is distinct from the aim control ought to make this much less of a problem for those people.

It still ought to be an option, as far as I can see. But if I'm right, that's really not a bad reason to have the lock in place and defaulted to on.
 
3 being where it's actually comfortable to play a game using the bulky Wii U gamepad. I'd be more inclined to give it a pass if what appears to be some misguided game designer hadn't disabled the vertical axis on the right analog stick when using gyro controls. Hopefully that was a bug and the stick will work normally on release.

press Y
 
One of my last matches was against all rollers. It shouldn't have been hard but everyone just let them rush our base and it was over before it started.

I guess they didn't know how to fight them they kept trying to get close and personal with them. Not that, that's what they should have been doing, they should have been trying to cover ground.
 
3 being where it's actually comfortable to play a game using the bulky Wii U gamepad.
So hit y and turn position three into position two.

I also hate the lack of momentum conserved when jumping in squid form - its like Smash 4. Going from full speed to half speed when jumping is jarring, despite the extra foot you get from jumping in that mode.
It is jarring and takes some getting used to. I like the versatility it adds though.

Why can't you look up and down with your stick when using gyro?
I can't imagine that working well. Two conflicting inputs and all.

I'll be trying to learn the gyro controls since it offers the best precision and speed.

What is the best angle to hold it in neutral? Vertical? Horizontal?

When I tried in the demo, I don't think I could turn right or left with it, just aim slightly to the left or right. So for gyro, you'll still have to use the right stick for turning?

Thanks.
The best position is whatever is most comfortable for you. Just hit y and it'll adjust to your position. The right stick is for turning left and right, the gyro is for looking up and down and fine tuning your aim.

The stick is to get you close the gyro is to finish the work.

The issue I have is that I can only use the control stick to control horizontally, and using the GamePad for anything but vertical movement is uncomfortable to me. So the result for me, and probably many others, is that you're using your hands to aim vertically and the control stick to aim horizontally.
Uhh, this is how it works. Everyone is (if theyre doing it right) doing this.

It's weird. It's not intuitive. And most importantly, my brain doesn't work like that. I'm not wired to use my hands to aim vertically and my right thumb to aim horizontally. I mean, I can aim with it but it's just a lot easier for me if everything is on my right thumb instead of splitting it up like that.
There have been a number of posts talking about how weird it is, we all thought the same when we started. Most, if not all, still find it strange. Its a new control scheme. You shouldn't expect to just forget all your muscle memory so quickly. You have to keep at it and retrain your brain. You're retreating back to your comfort zone and denying yourself the opportunity to learn an objectively better control scheme because its difficult.

If you give it a chance and really try to learn this new control scheme and end up not liking it that's fine. Its OK if you don't like it. But only after you've given it a real chance.
 
Uhh, this is how it works. Everyone is (if theyre doing it right) doing this.

As I hinted upthread, I'd phrase it a bit differently: You're using the gyro to *aim* and the stick to *turn*. One being a precision tool, the other being general movement. Two different controls for two different purposes.
 
My theory - and I stress it's just a theory, but it does fit quite well with something I've seen occur quite often - is that Nintendo are trying to get non-shooter players with this as well as conventional shooter players, and one thing I've noticed a great many people starting out in FPSes/TPSes doing when they're getting to grips with the controls is accidentally looking at the floor or ceiling when they're turning because their use of the stick isn't precise enough to *only* turn without also incorporating the Y axis. I tried my housemate's girlfriend out on Dishonored not too long ago and she had exactly that issue, and it's by no means the only time I've seen it. Locking it such that the turn control is distinct from the aim control ought to make this much less of a problem for those people.

It still ought to be an option, as far as I can see. But if I'm right, that's really not a bad reason to have the lock in place and defaulted to on.

Anyone that doesn't know what they are doing ends up staring at the floor wondering what the hell is going on. I had to show my kids to tilt the controller up as they both initially ran around staring at the floor. The gyro as it works now pushes the control scheme straight out of casual territory. I'm hoping that the vertical axis on the right analog stick not functioning was a bug.


Yeah I realize this now, but had no idea that's how it worked last night. My daughter played through the tutorial, so I may have missed it if it said so there.
 
I love that the way charger shots fall on the floor points the way to sneaky little sniper hiding spots. In the last game I played one guy kept trying to take the same high ground but as soon as he started shooting one of our team would zip up there to his spot and quickly take him out.
 
What? Being forced to look away from the action to ascertain how the game is going is backwards game design - hell, being forced to look at a second screen to do any action is poor game design. It may take .2ms longer, but splitting the gamer's attention between screens is a horrible idea in a game as fast as Splatoon.
When you look at the mini map on the corner of the screen you are infact "looking away from the action". Maybe what you are trying to say is that it takes less time if you had the map on the TV and in that sense you are probably right.

i was surprised how well it works with the touch screen. i do understand the point of people that think otherwise. The super jump could be easily mapped to the Dpad.

However, there's also the beacon and the missile that use the touch screen. i think those aren't as easy to implement as intuitively withouth the touch screen.
Anyone that doesn't know what they are doing ends up staring at the floor wondering what the hell is going on. I had to show my kids to tilt the controller up as they both initially ran around staring at the floor. The gyro as it works now pushes the control scheme straight out of casual territory. I'm hoping that the vertical axis on the right analog stick not functioning was a bug.
Is not a bug, is a conscious desing decision. One look at the manual and it's quite clear.

i would like the option to enable Y axis with motion. It worked great in NIntendo Land and Zelda.
 
Anyone that doesn't know what they are doing ends up staring at the floor wondering what the hell is going on. I had to show my kids to tilt the controller up as they both initially ran around staring at the floor.

Why didn't you just press Y when they found their natural rest position? Like - IIRC - the tutorial tells you to?

Edit:


The gyro as it works now pushes the control scheme straight out of casual territory.
Whether they succeed at it or not, I do think what I said is Nintendo's intent.
 
3 being where it's actually comfortable to play a game using the bulky Wii U gamepad. I'd be more inclined to give it a pass if what appears to be some misguided game designer hadn't disabled the vertical axis on the right analog stick when using gyro controls. Hopefully that was a bug and the stick will work normally on release.
Get in the "where it's actually comfortable to play a game using the bulky Wii U gamepad" position, then press Y.

If you want full analogue control, you can turn off Gyro in the settings. The reason the "misguided game designer" disabled the vertical axis was exactly to prevent problems like the one you imagined above. You'd end up looking at the sky or ground instead of forwards.

EDIT: Beaten by Redfyn
 
The gamepad map argument always strikes me as missing the point. It's not faster, it's not more convenient, it could be done on the main screen with existing techniques like overlay and minimap...

... But that's really not why the gamepad map is being used. The disconnect/risk when looking down at your personal map is clearly deliberate. It's a trade-off between knowing what's going on across the map, and being able to see what's going on in front of you. It's a dilemma that increases the frenetic feel of matches, because you're splitting your attention between two different devices that each show different information. Add that to the heft of the gamepad's gyro controls, and Splatoon becomes a physically engaging shooter (not in the sense of tiring you out, but by forcing you to make small movements constantly)

It would certainly be more convenient for the map to always be on the main screen, but then you're always getting all the information you need, and the unique interplay between the gamepad and the TV is lost.
 
I was in a match and there was a sniper high up and this guy and I were trying so hard to kill him. Our shots couldnt reach and the grenades were not killing him. This dude just pulled out the wail and blasted that sniper out of existence.

Overkill much? lol
 
Gyro hyperbole complainers have got to be squidding me. Woke up at 4am for the third session and in my zombie state had the most natural experience possible with the controls.
 
so the reason why rollers are doing so well is that they can spread ink fast and are relatively easy to control? And in contrast, the charge shot isn't that great for painting the map with your ink and is also difficult to aim with for beginners?

Pretty much. Rollers make it easy in covering huge swaths of ground but they can easily be taken out by someone who can quickly circle around them once seen or someone who has the higher ground. They're only a threat if you're somehow cornered and they're already too close.

Charge shot is, imo, mainly for players who want to focus on taking out enemy players so that their own party can cover more ground. They'll probably get the lowest score out of the team but they can pretty much help a team win in the end.
 
I was in a match and there was a sniper high up and this guy and I were trying so hard to kill him. Our shots couldnt reach and the grenades were not killing him. This dude just pulled out the wail and blasted that sniper out of existence.

Overkill much? lol

There is no kill like overkill.
 
he's also referring to tapping the touch screen as opposed to pulling up a list of teammates and then choosing which one to superjump to

I understand that - but when you're dead why not just have that be the screen? It takes maybe .2 seconds longer to cycle through and it keeps your eyes on the actual game. This part isn't as big an issue but it's still frustrating. Battlefield uses this type of spawning on teammates with a view of the map and it's great. Being forced to look at the clunky as controller - hell even being forced to use it as opposed to the Wii U Pro when the devs could have put the map on the screen is even more tiresome.

As for people asking why I'm looking at the map during combat, I'm not - but do you see how fast the squids move? What about people superjumping in on squids in pools of their own ink? The second you take to look down at the minimap could get you killed when having it on-screen is much better and doesn't risk your death. I can't believe this is even an argument.

It is jarring and takes some getting used to. I like the versatility it adds though.

Taking away movement options makes it more versatile?

As for everyone, this is what it's like in BF3. Make this the respawn screen with a live feed of the minimap and just have you scroll between teammates with the joystick or even the d-pad. You can spawn on the diamonds. If it really takes you that much longer to scroll through 1-3 alive teammates than it does to look down and push a button, something may be up with your reflexes.

BF3_5F00_Operation_5F00_Metro_5F00_E3_5F00_Briefing.jpg
 
But those taunts on D-pad help to tell team mates to help you and stuff.

yeah I never really got that feeling. I had "come on!" and "booyah!" and neither is particularly helpful.

I understand that - but when you're dead why not just have that be the screen? It takes maybe .2 seconds longer to cycle through and it keeps your eyes on the actual game. This part isn't as big an issue but it's still frustrating. Battlefield uses this type of spawning on teammates with a view of the map and it's great. Being forced to look at the clunky as controller - hell even being forced to use it as opposed to the Wii U Pro when the devs could have put the map on the screen is even more tiresome.

As for people asking why I'm looking at the map during combat, I'm not - but do you see how fast the squids move? What about people superjumping in on squids in pools of their own ink? The second you take to look down at the minimap could get you killed when having it on-screen is much better and doesn't risk your death. I can't believe this is even an argument.

super jumping isn't limited when you spawn and it's a really crucial element of the game. having it be a single input is crucial imo.
 
Which Amiibo do you think will unlock each of the respective 8 bit minigames?

630x.jpg


It seems to me that the green squid amiibo will unlock Squid Racer and the inkling girl will unlock Squid Beatz due to the headphones she is constantly sporting in official renders.

I suppose that leaves the inkling boy to unlock the Squidball game? I don't see why he would unlock that one, but it's the last one due to process of elimination.
 
With all the people who are complaining about the lack of voice chat I was surprised with how few people used the DPad communication commands...I played 2 sessions and only once one guy used the "Here!" command. I found it very useful and used it a number of times myself when I was alone defending some big spot...and it worked awesomely, most times a teammate came in by surprise and helped me clear the opposition. I hope they add more commands like "fall back", "spread", or something, this way you could easily communicate with people from all around the world in an easy, fast manner.

Sadly they already said they wouldn't since "It doesn't flow well with the game"
 
I did notice the number of Rollers drastically reduced by the second half of the last hour. People are learning it seems. Should be interesting to see the metagame evolve when we have all our options.
 
Which Amiibo do you think will unlock each of the respective 8 bit minigames?

630x.jpg


It seems to me that the green squid amiibo will unlock Squid Racer and the inkling girl will unlock Squid Beatz due to the headphones she is constantly sporting in official renders.

I suppose that leaves the inkling boy to unlock the Squidball game? I don't see why he would unlock that one, but it's the last one due to process of elimination.

I want Squid Beatz that's all I know.

It makes sense though.
 
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