Splatoon | Spoiler Thread

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They've already been posted on 4chan before. Want spoilers?

Humans killed themselves with pollution, Squids arive. Squids start turf wars in some egypt thing. Squids and Octalings went to war at somepoint. Octalings had superior weaponry but Squids had a natural advtange. Now Octalings are trying to get light from the Squids to survive, but over the course of the campaign you stop that. Rather or not Octalings will survive remain to be seen.

Also, Judd is from when people were around. Got frozen in space. Squids found him. Fought in the war with them too apparently.

Not a sunken scroll spoiler but a big spoiler for completing the campaign:
You get Octaling gear.
That's pretty cool.
 
I don't want spoilers at all. All I am saying is that spoiler tagged stuff is tempting to click on. I am a curious person.

From the person who posted those spoilers to 4chan, here's a spoiler on the campaign length:
5-6
hours. Forget if that was with or without sunken scrolls.

But yeah. Seems like (major story and content spoilers again)
there's really room for a sequel, especially if you play from the Octaling's side. Wonder if they could ever end up being DLC. There are doodles in the end credits of Squidlings and Octalings getting along.
 
I can't pinpoint exactly why, but I love how Splatoon actually feels just right to watch. Watching competitive FPS/TPS games has always been disorientating to me because players just strafe and jump around unrealistically. I don't play FPS games by default because I get motion sickness easily, but having unnatural movements definitely doesn't help. I guess maybe this is similar to how I never got into 3D fighting games because the fighters just bounce around oddly after being knocked down.

Maybe because it's the slow walk speed in humanoid form? Or maybe because quick maneuvers are done in squid form? Or maybe the animation is just very good? I don't know, but whatever it is it is awesome.



Also, did anyone ever figure out what the available message presets are for the dpad?
 
I can't pinpoint exactly why, but I love how Splatoon actually feels just right to watch. Watching competitive FPS/TPS games has always been disorientating to me because players just strafe and jump around unrealistically. I don't play FPS games by default because I get motion sickness easily, but having unnatural movements definitely doesn't help. I guess maybe this is similar to how I never got into 3D fighting games because the fighters just bounce around oddly after being knocked down.

Maybe because it's the slow walk speed in humanoid form? Or maybe because quick maneuvers are done in squid form? Or maybe the animation is just very good? I don't know, but whatever it is it is awesome.

This comes to mind:
"Nintendo has movement and control in video games down to an artform, and they put that to great use in this game."
http://gamingbolt.com/splatoon-preview-inkling-of-a-great-idea
 
Srsly the best buy player was the shit. Goddamn!

A bit too splatty and not enough positioning, but dammed of they didn't know how to move
 
Damn still 2 weeks? Going so slowly.

lVQs6sK.gif
 
Srsly the best buy player was the shit. Goddamn!

A bit too splatty and not enough positioning, but dammed of they didn't know how to move

they also made good use of the charger. It doesn't seem to be any worse at spreading ink than the splattershot
 
they also made good use of the charger. It doesn't seem to be any worse at spreading ink than the splattershot

The difference is in the spread though, splattershot is god tier at a small radius around yourself, charger obviously is a straight line for a fair distance in front. Charger should be laying out paths for other teams to squid along or to trap enemy members and get to the front faster while splatters and rollers clean up any spots. If you see a charger trying to cover little flecks of grounds you gotta yell PLAY YOUR CLASS and insult them incessently spam booyah over and over
 
This is a nice little overview by a YouTuber (GhostRobo). I forgot to post it before. He goes a bit into the shops, recon mode, range practice (where you can test out your gear), and shows a bit of the hub world for single player.

https://www.youtube.com/watch?v=7ciF3fyAwZE

The range practice thing shows damage numbers so you can test out how much those damage up perks affect your weapons. I imagine someone will compile the list of damage numbers for every weapon (probably someone on SquidBoards if SmashBoards is anything to go by).
------------------

The Splat Zones Best Buy video is definitely the best video (I think it helps that it is Splat Zones and not Turf War lol). It was nice seeing two teams playing well in a close match. Only negative thing I would note is the middling amount of awareness of their surroundings. The best part is that the player was actually last on the winning team. Imagine what the other players were doing lol.

But I've enjoyed every video I've seen so far about the full game. Regardless of player skill. There's always something to learn.
 
I've been watching so many youtube clips! Just sharing some thoughts on strategy:

Zones are can be seen as plastic or elastic.

Plastic zones are the ones closest to your home base where you have easiest access to and the enemy does not. This also includes all the side routes and hidden spots where (new?) players rarely go through. They're also more easily defended with choke points. So in the oil rig map, the upper container storage is much more plastic than the lower platform.

Elastic zones are the ones that are changing three or four times in a single game - basically the middle, wide open areas with many entrances.

It should be obvious that the first thing you should do in the game in Turf War is thoroughly paint the most plastic zones. There's no point in rushing to the elastic areas as ownership of those are usually determined in the final 30 seconds. Mid-game, one or two squids should branch off and paint over the enemy's plastic zones while the others work their way up.

The skate park seems to be a lot more elastic in general, but for maps like the warehouse and the oil rig, people tend to miss an easy 4-5% in their own base, just to keep fighting over the central areas. If they had painted their base well when time wasn't so critical, the final minute can be focused on swinging the elastic area in their favour.
 
I've been watching so many youtube clips! Just sharing some thoughts on strategy:

Zones are can be seen as plastic or elastic.

Plastic zones are the ones closest to your home base where you have easiest access to and the enemy does not. This also includes all the side routes and hidden spots where (new?) players rarely go through. They're also more easily defended with choke points. So in the oil rig map, the upper container storage is much more plastic than the lower platform.

Elastic zones are the ones that are changing three or four times in a single game - basically the middle, wide open areas with many entrances.

It should be obvious that the first thing you should do in the game in Turf War is thoroughly paint the most plastic zones. There's no point in rushing to the elastic areas as ownership of those are usually determined in the final 30 seconds. Mid-game, one or two squids should branch off and paint over the enemy's plastic zones while the others work their way up.

The skate park seems to be a lot more elastic in general, but for maps like the warehouse and the oil rig, people tend to miss an easy 4-5% in their own base, just to keep fighting over the central areas. If they had painted their base well when time wasn't so critical, the final minute can be focused on swinging the elastic area in their favour.

Good observation. The opening areas are important and allow you to unlock your special within 30 seconds or less. I'll share a minor tip I've been using in matches, but may not have recorded. If you know the match is close, throw a grenade at the final second in a dense area of enemy ink. Though time as expired, the grenade will explode and that final bit of ink will count towards your team's final coverage.
 
Another interesting thing about the game design is that it encourages firing wildly in every direction at all times which is pretty great. Unless you're squidding.
 
yeah, I generally get the impression that the last minute is a lot more important than the first two. Makes sense that the game time for turf war is only limited to 3 minutes, when two equally skilled teams face each other only the end of the match really matters

the zones near the starting points are nearly impossible to hold for long for the opposite team so everything comes down to keeping the enemy out of the contested areas in the middle
 
Good observation. The opening areas are important and allow you to unlock your special within 30 seconds or less. I'll share a minor tip I've been using in matches, but may not have recorded. If you know the match is close, throw a grenade at the final second in a dense area of enemy ink. Though time as expired, the grenade will explode and that final bit of ink will count towards your team's final coverage.

Haha we are minmaxing already!

I did notice in some videos the final grenade explosion didn't show up on the overhead view, but that may have been a bug.

the zones near the starting points are nearly impossible to hold for long for the opposite team so everything comes down to keeping the enemy out of the contested areas in the middle

Except for the oil rig, where the starting points can't be accessed by the enemy team. But it's also quite easy to defend the warehouse opening areas if you have a decent team. But I guess it all depends on the team!

Either way, people should always paint the circle around the spawn :)
 
I don't really agree with that strategy. Just look at these two videos of the same match:
https://www.youtube.com/watch?v=S_cZMTMWqe8
https://www.youtube.com/watch?v=ZLzLf9vwxi4

Andre created a rough path to get to the center area and covered territory while the others painted their way to the center area. You need a combination of the two. Have some rush in and some paint the areas closer to spawn.

Because they got their own area covered a good bit and controlled the center area early, they were easily able to enter the enemy's half of the map. Sure, one person managed to sneak by, but they would never be able to cover enough territory to make up for losing their half of the map.
 
Seriously, GAFguys and GAFgals - I haven't been this excited for a game in years. Those three testfire demo hours? I may as well have just smoked a pack of cigarettes and truncated my life by that same amount of hours* for how quickly it went. I loved almost everything about the demo, and I've been following this game like a predatory bird since it's announcement at last year's E3 to the point where I'm very confident that this game alone would justify a Wii U purchase for me (if it wasn't already my favorite current-gen system, that is).

I absolutely cannot wait to pour hundreds of hours into this game over the summer.

*
I'm sure my math and science here is completely bonkers
 
That's true, but those strategies aren't mutually exclusive. Also Andre's team just dominated in that match so there was a pretty big skill difference (had Andre died at 00:37, all his forward pushing would have been pretty much undone in the next few seconds, but he had skillz).

You're right in that you probably only need one person to make sure your base is covered at the start, while the others can push on ahead. But everyone rushing forth at the start is a poor idea.

My main takeaway is that pushing ahead at the start has fewer advantages than thoroughly covering your base. Green had their own base covered for most of the game, while the middle section changed hands many times. You'll notice at the end of the Andre match that their team's base was still well covered at the end, whereas pink ate a big chunk out of the middle quite easily. That's what I mean by plastic/elastic.
 
Even though the last initial push is usually what decides the match, early coverage means that you have both traversal and refill potential and you might be able to grab spots that are more difficult to get (top of boxes etc) that the enemy might not grab by end of match.

So it's all important!
 
No, do tell.

Nah, I mean I recall the 4chan leaker saying there was a cameo of that character (or, I assume it was him, as they said it was
an ape with a peculiar visage, thought that meant DK's 'mask eyes' that are like the Inklings
, and wondering if there's any screens of it. I assume it's just like a poster of him or something.
 
I've been avoiding everything somehow.

What's the consensus on how the singleplayer looks???

Nice extra mode, very good complement to the multiplayer or excellent mode in itself???
 
I've been avoiding everything somehow.

What's the consensus on how the singleplayer looks???

Nice extra mode, very good complement to the multiplayer or excellent mode in itself???

Length:
5-6
hours. May or may not include sunken scrolls. The 4chan leaker said it
was fun but didn't have any reasons to replay it outside of sunken scrolls. You can upgrade all your single player gear should you like, but not much else to draw you back besides that.
The bosses and areas I've seen looked fun.
 
yeah, I generally get the impression that the last minute is a lot more important than the first two. Makes sense that the game time for turf war is only limited to 3 minutes, when two equally skilled teams face each other only the end of the match really matters

the zones near the starting points are nearly impossible to hold for long for the opposite team so everything comes down to keeping the enemy out of the contested areas in the middle

I never understood why people wanted 5 min matches when the real decision is made during the last minute.

Anyway I doubt turf wars will be competitive. It will be all about splatzone. In that game mode from the very first second to the last will have an effect on the outcome.
 
I never understood why people wanted 5 min matches when the real decision is made during the last minute.

Anyway I doubt turf wars will be competitive. It will be all about splatzone. In that game mode from the very first second to the last will have an effect on the outcome.

Yep definitely. Turf Wars is practice mode :)
 
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