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

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As someone who played shooters using Analog for years, I gave the gyro controls a go. Didn't feel comfortable to me and I wasn't doing well at all. Switched them off and I was doing much better and playing like I normally do in shooters. I don't think either scheme has an advantage over the other. It all comes down to what one feels comfortable with. Analog control is like second nature me and thus my reaction time was much better using that than gyro.

Gyro controls are undeniably more precise and faster. You didn't get used to them, and that's OK, but gyro controls and IR pointing are objectively much better than using analog sticks, even if some can't get used to them. It takes time to learn of course.
 
It also didn't include voice chat on PC.

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Change for the sake of change frustrate's me after 343 took over Halo hah.

"If I'd asked my customers what they wanted, they'd have asked for a faster horse": Henry Ford (well, allegedly, at least).

Don't fear change. It's not always successful, and that's fine, but if we keep denouncing anything a bit different solely due to prejudice, this industry is going to stagna... uh... keep stagnating even more.
 
for some reason the motion controls completely "clicked" with me today all of a sudden. Had an absolute blast playing and destroyed a lot of inklings, however my teammates seemed less than eager to cover turf with Ink and ended up losing a lot. However, still amazingly fun!
 
seemed to work well enough in WWHD

Which is a completely different and much slower paced game. As I recall you only used it when standing in a fixed position, where as Splatoon has you jumping and diving all over the place.

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.
I get that. But if the stick is controlling both axes then I can't see the gyro being manageable without turning the sensitivity down so low it barely does anything. You might as well just have aim assist at that point.


I don't actually know how well it would work, we'd have to actually use it to know for sure.


Sound design is fantastic BTW.

I do feel like there should be a more visible indicator for ink remaining. I know there's the bottles on your back but it tends to blend into the rest of the scenery, especially in your own ink. A dedicated ui element would be nice
Judge your ink level by how much white is showing. The white doesn't blend in like your ink color can. Correct me if I'm wrong but I remember that being the case.

Taking away movement options makes it more versatile?
What do you mean? Jumping is extremely useful in combat and traversal. I think they made it this "weak" to keep it balanced.


The map is essential for setting up contains on the warehouse level. You can shoot ink up the two flanks and hold the middle. If they try and flank you can see your ink disappearing and move over there. The map is very useful when used correctly.
 
Which is a completely different and much slower paced game. As I recall you only used it when standing in a fixed position, where as Splatoon has you jumping and diving all over the place.

this is true but I'd still prefer it and think it would work better than it's currently set up
 
Gyro controls are undeniably more precise and faster. You didn't get used to them, and that's OK, but gyro controls and IR pointing are objectively much better than using analog sticks, even if some can't get used to them. It takes time to learn of course.

Is there a link for proof of this? Because that's not what I got out of playing.
 
Thread moves too fast, I'm out.
See you guys on the discussion thread... and again, if controls aren't customizable besides gyro/sensitivity but also buttons (B for jump goddamnit, not X!) it's gonna really frustrate me, I know it already 'cause it's too ingrained in my brain
 
The gyro controls really are good I simply love them and they work really well. In the end I just prefer traditional. I can see myself variating a lot though just to keep it fresh.
 
You can do it anywhere.

Ah I didn't get that. With that I would still prefer being able to bring up a translucent overlay, as games like Shadowrun have you multi-task equally quickly with their quick-select system.

@Red, I'm not opposed to the map. I'm opposed to it being on gamepad. As I said on the previous page the map is incredibly helpful, just it feels like I'm fighting the controller too by having to look down when 90% of games have a minimap on screen because it's quicker and more efficient. As for jumping, I understand the need for balancing, but making the momentum barely carry over is a poor method of balancing when they teach you that it should give you longer jumps.

@Mclem, that's a silly argument. Customer's have plenty of brilliant ideas - hence the use of focus groups to collect them. The difference is that a good dev realizes when ideas are beneficial and can sort through the shit ideas. Having to look away from the screen putting myself at risk is not a good idea.
 
Anybody else confident they are gonna do a second stress test? If the feedback is good enough they might.

I think they just might have another event before launch yeah.

Or I'm hoping at least lol

If I was in marketing at Nintendo I would do one for an hour every Saturday afternoon until all the new modes are released. Call it Splatoon Saturday and advertise it on The Cartoon Network and the Disney Channels.
 
To those having trouble hitting x, have you tried pressing it with the middle part of your thumb?

Are you planning on taking your thumb off the stick or pressing b with part of your thumb while keeping the tip of your thumb on the stick?
 
You're relying on me being a bad player and not looking at it logically - the minimap has no purpose being on the gamepad and looking away is poor game design. Anyone could get killed checking the minimap on their crotch instead of glancing aside - which takes no time at all.
That's really the point though. I know I'm contradicting everyone else who says the map is super convenient, but there's a deliberate tension that can only exist when there's an opportunity cost associated with looking at the map.

There's a reason the most popular games all have the minimap on the screen and not on an external device.
I can't think of many popular games that ever had the choice to put the minimap on an external device, outside of the WiiU.
 
I warmed up to this game after playing my second hour, once you get a grasp on traversal and controls, the game really opens up.
 
I think a major thing people keep forgetting when they say "Just have a mini map on the TV" is that you need to see THE WHOLE MAP, Not just what is near by you. How can you have a view of the whole map on the tv - with each map varying in size and shape - take up a corner of the screen and not have it take up significant screen space?

The A button isn't used for anything, so I'd appreciate it if you could hold A to put a translucent overlay of the map on the screen. It'd be much better than having to glance down at the gamepad.
 
I can't think of many popular games that ever had the choice to put the minimap on an external device, outside of the WiiU.

Actually, Black Flag (on PS4, at least) had a companion app for tablets that had full map integration with live play. I quite liked it, although it was annoyingly slow. Was very nice in particular for cross-referencing treasure maps with the environment.
 
Is there a link for proof of this? Because that's not what I got out of playing.

Anecdotal but my friend has never been able to make the perfect score in the shooting gallery minigame in Majora's Mask, but when they bought and played the 3D version they were able to get the perfect score much quicker. They praised the precision, that they felt more in control than what analog sticks gave them.
 
I wish they'd patch nunchuck+ Wii Remote IR aiming like they did for a bunch of controlling options in Pikmin 3 post-launch but I know it ain't happening. :(

Still, #teamSplatIR could unite under the right hashtag and tweet the devs ;)
 
Mini maps suck. Putting on the game pad is a great compromise. I hate COD is all mini map management. tF2 has no minimal and it rocks
 
To those having trouble hitting x, have you tried pressing it with the middle part of your thumb?

Are you planning on taking your thumb off the stick or pressing b with part of your thumb while keeping the tip of your thumb on the stick?

Not liking Gyro, I get.

Not liking the Gamepad, I heard that before.

Not liking the Jump button being X - the button that is closest to the analog stick and thus easiest to press - is something I REALLY can not understand. Wouldn't pressing the B button be more difficult since it's farther away?
 
Is there a link for proof of this? Because that's not what I got out of playing.

You likely won't find any proof unless someone has done a study of data collected between the stats of stick users vs nonstick. However, the argument is pretty much similar to sticks vs KB/M where you'll find a ton of info (differences are tracking, calibrating, and actual physical movement), but I'm not sure about proof. Your own unique experience does not disprove anything either.
 
That's really the point though. I know I'm contradicting everyone else who says the map is super convenient, but there's a deliberate tension that can only exist when there's an opportunity cost associated with looking at the map.


I can't think of many popular games that ever had the choice to put the minimap on an external device, outside of the WiiU.

Any game on PC could ask you to have the map in a side-by-side program. Dota2 and League, two games that have the biggest audience in the world have it in-client. CoD BLOPS II and Advanced Warfare AND Ghosts (one of the biggest modern franchises) have the radar on the TV on Wii U. If you want to add tension by removing the radar - that's fine. But you still have the radar, at this point you're not adding tension - you're making it more difficult for the player to gain information about the game that is handed to you.

Also - We'll never know, but I highly doubt any of the devs put the minimap on the gamepad to build tension. They did it because it was one of the few things they thought they could put on the gamepad and Nintendo probably asked. Like I said though, I could be wrong.

edit: Even more games - Devil's Third Wii U also has radar on screen.
 
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