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

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Interesting so the bonus challenges aren't for every game.

And seems like you need to beat em in chunks to unlock? The gear or a bonus challenge?
IEDIT: actually, forget all that. I just remembered they said there were 20 challenges, so it does look like 5 are unlockable challenges.

There's missing level icons everywhere, so isn't it plausible for there to be a few extra levels after that last one? I assume that the Amiibos won't unlock challenges in boss levels, or the last stretch of levels of the game.
I was thinking the same thing about the boss fights, which seems odd if you consider that if level 27 was the last one, it would probably be a boss fight. The sunken scroll page shows 27 levels and an icon of a horseshoe crab after 27, so could level 28 be the final boss fight?
 
I got to play two out of the three tests. Thought I’d post some impressions.

I love it, I really do. I like the structure of how this game is set up. Quick matches that only last a few minutes works so well and serve as such a low deterrent for playing. If you told me I’d be sitting down for an hour long session of Splatoon I might hesitate to get started, but presenting it as one quick match that leads into another and eventually becomes an hour is easy. I love the idea of territory control rather than killing each other.

I turned Gyro off and turned sensitivity to the lowest setting. Since you can quick adjust the camera with the Y button I had no problem making quick turns. I’ve never gotten into a console shooter before so I’ve never been forced to learn dual analogs. Despite that I adapted pretty quick and did well, placing top on my team almost every round with some high K/D ratios. I'm sure if I actually had some practice with dual analog shooters I'd do even better. To me it just further invalidates the posters claiming non-gyro players are “at a clear disadvantage” or that gyro controls are "essential". I'd do even better if I could use the comfortable Pro controller.

soCIKvA.jpg

I found that a common theme was that other players were more concerned about killing each other than inking ground. Splatting the other team only serves as means to prevent them from laying down more ink. When you wipe the other team out in an area, that’s your chance to claim the territory and then press forward. Not sure why people think the roller is over powered, those players were always the easiest to take out. You should always be firing, leaving a trail behind you, so anytime I encountered a roller I'd immediately squid jet back along that trail and then open fire.

The Gamepad map and jump system is cool, but it doesn’t need to be on the gamepad. A mini-map would be a lot more useful as it’s too dangerous to look away from the TV to check the map. The only time I looked down at it was when I died. An on-screen overlay to super jump would be a lot more useful too as you only have at most, 3 jump points to cycle through. Sigh, maybe one day.

The lack of maps doesn’t personally bother me because the two maps we got to play were really good. It reminds me of playing games like Counterstrike, where I don’t tire of playing the Dust or Aztec maps 100 times in a row.

I think at this point despite all my complaining and frustration with this the decisions of this game, I’m going to get it. This game is very fun and I can’t deny that. It’s worth putting up with the sad Gamepad and bad design decisions. I'll get it digital since it's a pick up and play game, a nice complement to Mario Kart and Smash.
 
I got to play two out of the three tests. Thought I’d post some impressions.

I love it, I really do. I like the structure of how this game is set up. Quick matches that only last a few minutes works so well and serve as such a low deterrent for playing. If you told me I’d be sitting down for an hour long session of Splatoon I might hesitate to get started, but presenting it as one quick match that leads into another and eventually becomes an hour is easy. I love the idea of territory control rather than killing each other.

I turned Gyro off and turned sensitivity to the lowest setting. Since you can quick adjust the camera with the Y button I had no problem making quick turns. I’ve never gotten into a console shooter before so I’ve never been forced to learn dual analogs. Despite that I adapted pretty quick and did well, placing top on my team almost every round with some high K/D ratios. I'm sure if I actually had some practice with dual analog shooters I'd do even better. To me it just further invalidates the posters claiming non-gyro players are “at a clear disadvantage” or that gyro controls are "essential". I'd do even better if I could use the comfortable Pro controller.



I found that a common theme was that other players were more concerned about killing each other than inking ground. Splatting the other team only serves as means to prevent them from laying down more ink. When you wipe the other team out in an area, that’s your chance to claim the territory and then press forward. Not sure why people think the roller is over powered, those players were always the easiest to take out. You should always be firing, leaving a trail behind you, so anytime I encountered a roller I'd immediately squid jet back along that trail and then open fire.

The Gamepad map and jump system is cool, but it doesn’t need to be on the gamepad. A mini-map would be a lot more useful as it’s too dangerous to look away from the TV to check the map. The only time I looked down at it was when I died. An on-screen overlay to super jump would be a lot more useful too as you only have at most, 3 jump points to cycle through. Sigh, maybe one day.

The lack of maps doesn’t personally bother me because the two maps we got to play were really good. It reminds me of playing games like Counterstrike, where I don’t tire of playing the Dust or Aztec maps 100 times in a row.

I think at this point despite all my complaining and frustration with this the decisions of this game, I’m going to get it. This game is very fun and I can’t deny that. It’s worth putting up with the sad Gamepad and bad design decisions. I'll get it digital since it's a pick up and play game, a nice complement to Mario Kart and Smash.


I personally liked having to look down to check the map for super jumping. It created a tangible sense of tension. I think the presence of an onscreen mini-map would make it too easy to run away from firefights. It would turn something that, to me, currently feels like a last-ditch hail mary into a "get out of jail free card" That was my experience, at least.
 
Dem black squids. I love the fact this game has skin color customization (take that, Animal Crossing :P)
Got a female inkling amiibo from walmart preordered.

Did anyone know they went up? I didn't think they had at all.
I pre-ordered mine too. I didn't want to support amiibos, but I couldn't resist :x
 
I personally liked having to look down to check the map for super jumping. It created a tangible sense of tension. I think the presence of an onscreen mini-map would make it too easy to run away from firefights. It would turn something that, to me, currently feels like a last-ditch hail mary into a "get out of jail free card" That was my experience, at least.

That's a good way to look at it.

Super jumping is very powerful. You can move across the entire map in a second, and it gives you a bird's eye view of what's going on. But it's not overpowered because there are two things keeping it in check. One, having to look away to activate it. That makes it safe when doing it in the spawn, and risky when doing it on the battlefield. And two, the marker that shows where you're going to land. That allows allies to protect you and enemies to know where to attack, so super jumping into an area covered in enemy ink may not be the best idea.

I think it makes sense this way. But I can see the argument for having an overlay. Since it would still be distracting you from what's actually going on, keeping some of the inherent risk.

But yeah, I think it's fine as it is.
 
I got to play two out of the three tests. Thought I’d post some impressions.

I love it, I really do. I like the structure of how this game is set up. Quick matches that only last a few minutes works so well and serve as such a low deterrent for playing. If you told me I’d be sitting down for an hour long session of Splatoon I might hesitate to get started, but presenting it as one quick match that leads into another and eventually becomes an hour is easy. I love the idea of territory control rather than killing each other.

I turned Gyro off and turned sensitivity to the lowest setting. Since you can quick adjust the camera with the Y button I had no problem making quick turns. I’ve never gotten into a console shooter before so I’ve never been forced to learn dual analogs. Despite that I adapted pretty quick and did well, placing top on my team almost every round with some high K/D ratios. I'm sure if I actually had some practice with dual analog shooters I'd do even better. To me it just further invalidates the posters claiming non-gyro players are “at a clear disadvantage” or that gyro controls are "essential". I'd do even better if I could use the comfortable Pro controller.



I found that a common theme was that other players were more concerned about killing each other than inking ground. Splatting the other team only serves as means to prevent them from laying down more ink. When you wipe the other team out in an area, that’s your chance to claim the territory and then press forward. Not sure why people think the roller is over powered, those players were always the easiest to take out. You should always be firing, leaving a trail behind you, so anytime I encountered a roller I'd immediately squid jet back along that trail and then open fire.

The Gamepad map and jump system is cool, but it doesn’t need to be on the gamepad. A mini-map would be a lot more useful as it’s too dangerous to look away from the TV to check the map. The only time I looked down at it was when I died. An on-screen overlay to super jump would be a lot more useful too as you only have at most, 3 jump points to cycle through. Sigh, maybe one day.

The lack of maps doesn’t personally bother me because the two maps we got to play were really good. It reminds me of playing games like Counterstrike, where I don’t tire of playing the Dust or Aztec maps 100 times in a row.

I think at this point despite all my complaining and frustration with this the decisions of this game, I’m going to get it. This game is very fun and I can’t deny that. It’s worth putting up with the sad Gamepad and bad design decisions. I'll get it digital since it's a pick up and play game, a nice complement to Mario Kart and Smash.

I really wish they could adapt the gameplay to the pro controller and make a 2-local-online mode like in Mario Kart 8. Like, I really seriously badly wish. I don't care about the voice chat though. Anyway, I'm going to buy this, but with a broken heart.
 
That's a good way to look at it.

Super jumping is very powerful. You can move across the entire map in a second, and it gives you a bird's eye view of what's going on. But it's not overpowered because there are two things keeping it in check. One, having to look away to activate it. That makes it safe when doing it in the spawn, and risky when doing it on the battlefield. And two, the marker that shows where you're going to land. That allows allies to protect you and enemies to know where to attack, so super jumping into an area covered in enemy ink may not be the best idea.

I think it makes sense this way. But I can see the argument for having an overlay. Since it would still be distracting you from what's actually going on, keeping some of the inherent risk.

But yeah, I think it's fine as it is.

Feels so good to kill an enemy then see two beacons show up and you just wait for them to land. lol.
 
I'm totally fine with the gamepad as main controller, but I would love to be able to play splitscreen online like Mario Kart 8 with one person using the pro controller.
 
I personally liked having to look down to check the map for super jumping. It created a tangible sense of tension. I think the presence of an onscreen mini-map would make it too easy to run away from firefights. It would turn something that, to me, currently feels like a last-ditch hail mary into a "get out of jail free card" That was my experience, at least.

That's actually a very good point. In the same way like checking your bag in ZombiU could be done via a pause menu, but it will take so much away from the game.
 
I caught myself sitting at work today daydreaming about playing Splatoon again. The last time a game had me constantly thinking about it while not playing it was Dark Souls, so I'm glad something has finally come along that's ignited such a level of interest in me (and I'm astonished that it's an online TPS).

I only got to play one of the testfires on Saturday, but I really enjoyed it. I'm probably in a minority, but I had no online hiccups while playing, which is a good sign that Nintendo hopefully won't botch the online for the proper release.

Played with every weapon a little bit, I don't agree with the "Roller is OP" crowd, because while that was certainly my first impression, I realised other weapons can easily shut it down, plus it's fairly awful for covering walls in ink and being able to swim up them. Teams that let you freely run around painting every floor in sight with it are of course going to suffer, though. On the other hand I was on a team with no rollers that utterly crushed a team using 2 of them for one game.

The Sniper felt weakest to me, but I think it has a lot of potential in a more coordinated/savvy team to pin down opponents to let your team have free reign to paint the place up.

I'm not going to pretend that not having baked-in voice chat isn't a hassle, but I'm not going to knock the game for it either. Generally while playing online I skype with friends and avoid any public voice/chat channels, because I dislike being battered with negativity for hours at a time. That's not why I play games.

I just really enjoy how simple the game is to pick up and play and the awesome potential for hidden depth and an interesting metagame, especially as more maps, modes and gear come out (and possibly balance patches? Who knows?)

Game and amiibos preordered from Amazon UK (because DE sucks and has nothing available). What pains me the most is having to wait for my goodies to make their way to Austria.

But I'm on the hype train and I ain't coming back.
 
I'm totally fine with the gamepad as main controller, but I would love to be able to play splitscreen online like Mario Kart 8 with one person using the pro controller.
Online matches need the GamePad for Super Jumps & certain Super Weapons. The local 2-player mode was made around those limitations.
 
Dem black squids. I love the fact this game has skin color customization (take that, Animal Crossing :P)

I pre-ordered mine too. I didn't want to support amiibos, but I couldn't resist :x

I never wanted to get into Amiibos.

I now have 4.

How did this happen?
 
I love how the background music get's muted a bit when you submerge in the ink.

I don't mean to bore you, but as a music fanatic technically the game is utilizing something called a low pass filter when that happens.

A low pass filter essentially takes all the high end of the track out (and only lets the lows of the track pass through). This successfully emulates how we perceive sound when dipping into water, or in this case ink.

Just thought I'd point that out and shed some light on Nintendo's brilliant sound design. :)
 
Online matches need the GamePad for Super Jumps & certain Super Weapons. The local 2-player mode was made around those limitations.

Yeah, but like others already said it's easy to replace that with a map overlay toggle in that situation. I'd take online splitscreen with my brother over touchscreen controls any day.

I don't mean to bore you, but as a music fanatic technically the game is utilizing something called a low pass filter when that happens.

A low pass filter essentially takes all the high end of the track out (and only lets the lows of the track pass through). This successfully emulates how we perceive sound when dipping into water, or in this case ink.

Just thought I'd point that out and shed some light on Nintendo's brilliant sound design. :)

Not boring at all, on the contrary! I know it isn't exactly muting the sound but I didn't know how else to describe the effect :p
 
How does everything think the paintbrush will different from the rollers?

It looks like you go pretty fast compared to the roller, so maybe it'll be better at taking opponents head on. It may even be a good counter to the traditional roller if you can just run circles around them.
 
It looks like you go pretty fast compared to the roller, so maybe it'll be better at taking opponents head on. It may even be a good counter to the traditional roller if you can just run circles around them.

I wonder if your attack goes further than the roller also. In the trailer the guy spread a lot of ink on the vertical wall.
 
The paintbrush seems terrible for ink coverage though, its trail is so narrow. Unless you can use its splashing to cover a lot of ground.

The upside, I guess, would be that it could make a quick trail for your team to follow you with, then they could pop out and start splatting everywhere.
 
To me it just further invalidates the posters claiming non-gyro players are “at a clear disadvantage” or that gyro controls are "essential".
I'm not sure if those claims are invalid after a mere 3 hours of gameplay. Once Splatoon gets its core player base, we'll start to see whether gyro controls really speed up gameplay or not.

You can overcome any control deficiency with a smart playstyle, but I think anyone building their Inklings as a "KO-the-other-guys" unit will need the Gyro to be competitive.
 
Yeah, but like others already said it's easy to replace that with a map overlay toggle in that situation. I'd take online splitscreen with my brother over touchscreen controls any day.
The framerate would also be cut in half. This is why we don't have more than 2 Player Co-Op for Mario Kart 8 online.
 
Hey Ninty... Ya'll having anymore of them Testfire demos?

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Same, man. Couldn't play all weekend...though it'd be nice if they had some more of these stress tests for the next two weekends! You know...making sure the servers can REALLY handle the player count

I'm so bored and Splatoon deprived I'm editing the colors of the renders.

greenink_by_richardksj-d8swtsd.png

I know it shouldn't matter much, but you think you can also change the colour of the gun from orange to green as well? It's bugging me and I don't know why lol
 
Is it confirmed if inking walls count towards the score? I haven't seen a proper consensus on this

nope, they mentioned in treehouse live only the floor counts towards your end %. inking walls is just useful for navigation purposes, climbing up to get the high ground and access different areas of the map.
 
If you enjoy speeding around, sneaking up on foes, and taking on multiple enemies in close quarters it should be pretty effective and fun.
In theory I do, but there is always the possibility of the weapon being crap/vastly outclassed by other melee weapons. Oh well, too soon to worry about that.
 
In theory I do, but there is always the possibility of the weapon being crap/vastly outclassed by other melee weapons. Oh well, too soon to worry about that.

True, it's possible. To me it looks like you could run circles around a Roller. If they try to flick ink at you dive under to dodge. Less paint output than the Roller but more mobility and quicker swipes, I think it'll work out.
 
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