Splatoon | Spoiler Thread

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Nah, can't say I have been bored or feel boredom will set in anytime soon. I'm around 25hrs of multiplayer so far, and the hrs fly by. Buying new equipment with perks to unlock, leveling up, etc.. give good reason to keep playing so you can fine-tune your character and style of play.

Great to hear, hopefully the player base is sustained until the Aug update.
 
Nah, can't say I have been bored or feel boredom will set in anytime soon. I'm around 25hrs of multiplayer so far, and the hrs fly by. Buying new equipment with perks to unlock, leveling up, etc.. give good reason to keep playing so you can fine-tune your character and style of play.
I guess it'll get great positive reviews based on the fun factor, but it'll get bogged down a bunch because it doesn't fulfill an arbitriary check list like voice chat, number of maps and the like.
 
I don't know if its been posted, but NWR had a Famicast with part of it on Splatoon's TestFire and impression. They are rather scathing about its feature-set/content, though, and some of their info is a bit off/misinformed.

Oof... This is why i've largely stopped following them with news and impressions. Only thing I've really watched from them lately was when they were doing some Xenoblade X livestreams on YouTube.
 
I guess it'll get great positive reviews based on the fun factor, but it'll get bogged down a bunch because it doesn't fulfill an arbitriary check list like voice chat, number of maps and the like.

I've seen some reviewers complain about the lack of changing your weapon load-out while in the lobby. Most reviews will contain minor issues but nothing directly related to the gameplay itself, in my opinion. Things like voice chat, maps, and whatnot. The more I play the more I feel like I would only want voice chat in the lobby.
 
I've seen some reviewers complain about the lack of changing your weapon load-out while in the lobby. Most reviews will contain minor issues but nothing directly related to the gameplay itself, in my opinion. Things like voice chat, maps, and whatnot. The more I play the more I feel like I would only want voice chat in the lobby.

Isn't this somewhat intentional due to the poker-hand nature of the shuffle (in fact its even called shuffle). If you can swap on the fly, you defeat the purpose of the shuffle. I suppose if everyone could shuffle you could end up doing game theory on yourself with trying to build against the opposing team or for your team, but that's rather excessively complicated, lol.

Still I expect it to get slammed pretty hard for the things you mentioned.
 
Why would you want to play offline against bots if you can't play against other people?

Beleive me or not I've read testomies of people who like to play against the dumb AI of practices matches in Heores of the Storm because they like PVE... I woul've no complain if the AI was clever so you can have some challenge... but it's not the case.
 
Isn't this somewhat intentional due to the poker-hand nature of the shuffle (in fact its even called shuffle). If you can swap on the fly, you defeat the purpose of the shuffle. I suppose if everyone could shuffle you could end up doing game theory on yourself with trying to build against the opposing team or for your team, but that's rather excessively complicated, lol.

Still I expect it to get slammed pretty hard for the things you mentioned.

Yeah, it is also missing to keep the game moving at a fast pace. Once the lobby is full the game begins within seconds. No waiting on people to select gear or to press start to indicate they are ready - or MK8 with voting on a stage.
 
This podcast from NWR is really disappointing, considering these are supposed to be people that are reporting information about the game and yet all this time later it seems there are a number of things about the way it works that none of them even realize. Talking about "classes" and being unable to change loadouts mid-match all becomes moot once you understand the whole gear/perk system. I suppose you could set up three or four loadouts beforehand to switch around to, but for as fast as each match is, having everybody shuffling their gear around all the time seems like it would be a hassle. Gear selection here works similarly to kart selection when playing Mario Kart, I suppose to help keep time between matches short.

It seems like it's going to be a recurring issue with reviewers that folks will just say "Oh, this is a shooter, this is what's expected of a shooter" and immediately draw comparisons to other games' feature sets, rather than questioning the intent of Splatoon's specific design decisions. I suppose this is true of a lot of games. Guess that's why reviewing can be tough work!
 
This podcast from NWR is really disappointing, considering these are supposed to be people that are reporting information about the game and yet all this time later it seems there are a number of things about the way it works that none of them even realize. Talking about "classes" and being unable to change loadouts mid-match all becomes moot once you understand the whole gear/perk system. I suppose you could set up three or four loadouts beforehand to switch around to, but for as fast as each match is, having everybody shuffling their gear around all the time seems like it would be a hassle. Gear selection here works similarly to kart selection when playing Mario Kart, I suppose to help keep time between matches short.

It seems like it's going to be a recurring issue with reviewers that folks will just say "Oh, this is a shooter, this is what's expected of a shooter" and immediately draw comparisons to other games' feature sets, rather than questioning the intent of Splatoon's specific design decisions. I suppose this is true of a lot of games. Guess that's why reviewing can be tough work!

I don't review, because most of my reviews would be too glowing even for bad games. If I understand why the developer did something, and I feel like it's clever or well made decision, I don't even think about if it's clunky or if the regular way would be better. It's their game, it's their unique take on a subject.
 
This podcast from NWR is really disappointing, considering these are supposed to be people that are reporting information about the game and yet all this time later it seems there are a number of things about the way it works that none of them even realize. Talking about "classes" and being unable to change loadouts mid-match all becomes moot once you understand the whole gear/perk system. I suppose you could set up three or four loadouts beforehand to switch around to, but for as fast as each match is, having everybody shuffling their gear around all the time seems like it would be a hassle. Gear selection here works similarly to kart selection when playing Mario Kart, I suppose to help keep time between matches short.

It seems like it's going to be a recurring issue with reviewers that folks will just say "Oh, this is a shooter, this is what's expected of a shooter" and immediately draw comparisons to other games' feature sets, rather than questioning the intent of Splatoon's specific design decisions. I suppose this is true of a lot of games. Guess that's why reviewing can be tough work!

People like cliché even if they say the contrary so they will always try compare to something they know. It happened for Fantasy Life 3DS and me and lot of other players lost our trust towards reviewers since then. I was glad to see a lot of none celebreties youtubers defend it and explain what the game is really is.

Because they tough the core of the game was the story while it was not and bashed it. Fantasy Life is a monster hunter like game so its core was the gameplay and the end game. But they totally missed it byt sticking to the story only. For me a reviewers should be like a player, play the game as it is.
 
I don't know if its been posted, but NWR had a Famicast with part of it on Splatoon's TestFire and impression. They are rather scathing about its feature-set/content, though, and some of their info is a bit off/misinformed.

  • No friend matchmaking at all at launch.
  • Splatoon Mii costumes mean no Splatoon character in Smash just like how Mario, Luigi, Wario, Link, Zelda, Sheik, Samus, Meta Knight, Captain Falcon where excluded for the same reason.
  • Super annoying music.
  • Couldn't customize inklings in testfire.
  • There ARE only 4 loadouts
  • TF2 is F2P why isn't this?
 
Two Turf War matches on Arowana Mall with a Splattershot Jr. (and a typical YouTuber hyperbolic title): https://www.youtube.com/watch?v=csS8BJf7_aU

Four Turf War matches with the Aerospray RG (not MG):
Walleye Warehouse: https://www.youtube.com/watch?v=njP39_He0k8
Blackbelly Skatepark: https://www.youtube.com/watch?v=CisAkvXRm9g
Arowana Mall: https://www.youtube.com/watch?v=ieBbCMBmoiA
Saltspray Rig: https://www.youtube.com/watch?v=QGeipR3Lmas

All the jumping around in those videos remind me of CoD, especially during the firefights lol.
Isn't this somewhat intentional due to the poker-hand nature of the shuffle (in fact its even called shuffle). If you can swap on the fly, you defeat the purpose of the shuffle. I suppose if everyone could shuffle you could end up doing game theory on yourself with trying to build against the opposing team or for your team, but that's rather excessively complicated, lol.

Still I expect it to get slammed pretty hard for the things you mentioned.
I highly doubt the intention of Shuffling was so that being locked into certain gear could lead to consequences. I don't think being able to change your gear while you're in a lobby is an unreasonable request. People don't want to lose their spot in the lobby. Although I guess this comes from the same dev/pub that doesn't allow you to change your kart/character while in a lobby in Mario Kart.

And being quick in the lobby menu isn't that big of an issue when they don't have to wait for you to finish equipping stuff.

Switching loadouts mid-game is definitely not needed, especially with how fast the games are.
 
Yeah, it is also missing to keep the game moving at a fast pace.

Ya, this is a better point actually. But most games will usually skirt this issue with a timer of about a minute... which in this case is 1/3rd the length of a match. <.>

Unfortunately, for the type of game that it is, it doesn't make sense to have load-out swap on death or load because everyone would simply kill themselves in the last 30-seconds and go Roller.

I highly doubt the intention of Shuffling was so that being locked into certain gear could lead to consequences. I don't think being able to change your gear while you're in a lobby is an unreasonable request. People don't want to lose their spot in the lobby. Although I guess this comes from the same dev/pub that doesn't allow you to change your kart/character while in a lobby in Mario Kart.

And being quick in the lobby menu isn't that big of an issue when they don't have to wait for you to finish equipping stuff.

No, I meant that Shuffling is there to keep the teams constantly varied and prevent stagnating load-outs. If, in theory, you could swap on the fly, you could game the system or game theory yourself or the opposition based on weapons. Adding in swaps also slows the pace from match to match of a singular lobby much as it would in Mario Kart even if it would be nice to be able to swap on the fly to change karts/tires.

As I said, they could put on a hard timer to make it play whether you're ready or not but given the 3min length of a match that timer will have to be very short to not feel like a waste of time.
 
  • No friend matchmaking at all at launch.
  • Splatoon Mii costumes mean no Splatoon character in Smash just like how Mario, Luigi, Wario, Link, Zelda, Sheik, Samus, Meta Knight, Captain Falcon where excluded for the same reason.
  • Super annoying music.
  • Couldn't customize inklings in testfire.
  • There ARE only 4 loadouts
  • TF2 is F2P why isn't this?

They actually said the last one?
 
I don't review, because most of my reviews would be too glowing even for bad games. If I understand why the developer did something, and I feel like it's clever or well made decision, I don't even think about if it's clunky or if the regular way would be better. It's their game, it's their unique take on a subject.
This pretty much falls in line with my way of thinking, too. Weird things in games don't generally frustrate me much if I can understand where the developer was coming from when they made the decision to set something up a certain way. In the case of a game like Splatoon, from a developer like Nintendo, it generally feels unlikely that things like mid-match loadout selections were just overlooked "common features." On some facets of the game when compared to others in the shooter genre, perhaps, but regardless of other games this is Nintendo's first in-house online multiplayer shooter, so I don't entirely expect them to follow suit with their contemporaries' checklists.

They actually said the last one?
Not so much "why isn't Splatoon F2P?" as much as he mentioned that TF2 is a F2P team shooter (they were trying to draw parallels between these two but I'm not sure how strong any of the connection really is), and discussing how TF2 has nine widely-varied classes, while the Testfire only had 4 "classes" and Nintendo expects 60 bucks for it. It was a bizarre analogy and probably one you could apply to pretty much any multiplayer game if you really wanted to. Mostly I think it was a jab at how it sounds like Splatoon will be content-and-feature-lite at launch, again, compared to other standard shooters.
 
They actually said the last one?

They called TF2 "Splatoon Sr." and wondered why this is a $60 game with less than 9 classes when TF2 is a F2P game with 9 classes.

"Alright, let me tell you about Team Fortress 2; it's like Splatoon Sr. Right, you've got various different modes in a team vs shooty game and there are 9 different classes and each of them are very different... Splatoon feels like Team Fortress 2 to me (like very fundamentally), but, you know, instead of being like a free to play game with like 9 classes it's a $60 retail game with... I don't know how many classes; less than 9, I'm guessing."
 
No, I meant that Shuffling is there to keep the teams constantly varied and prevent stagnating load-outs. If, in theory, you could swap on the fly, you could game the system or game theory yourself or the opposition based on weapons. Adding in swaps also slows the pace from match to match of a singular lobby much as it would in Mario Kart even if it would be nice to be able to swap on the fly to change karts/tires.

As I said, they could put on a hard timer to make it play whether you're ready or not but given the 3min length of a match that timer will have to be very short to not feel like a waste of time.
Err, what at the bolded? Being on a team with different gear will not prevent someone wanting to switch gear while in the lobby lol.

And what I was suggesting was just keep it as it is and let people change their gear while in the lobby. If they manage to change it, great. If they couldn't, sucks for them. Of course, it would be greatly inconvenient to try and switch gear like that, but it is way better than no option at all if people are going to be adamant about the quick pace of going from lobby to game.

And it wouldn't slow down anything in Mario Kart considering they give a generous wait time during map voting.
Single player campaign better be 8-10 hours long.
Pretty sure most people have been saying it is a 5-7 hour single player campaign.
 
I see some of you guys are discussing the loadout/gear system. I'm still kinda confused about how it all works and how a loadout system mid match or before match isn't necessary, so can someone point me in the right direction to read up about it?
 
They called TF2 "Splatoon Sr." and wondered why this is a $60 game with less than 9 classes when TF2 is a F2P game with 9 classes.

"Alright, let me tell you about Team Fortress 2; it's like Splatoon Sr. Right, you've got various different modes in a team vs shooty game and there are 9 different classes and each of them are very different... Splatoon feels like Team Fortress 2 to me (like very fundamentally), but, you know, instead of being like a free to play game with like 9 classes it's a $60 retail game with... I don't know how many classes; less than 9, I'm guessing."

lmao
 
NWR sounds pretty ignorant from what I'm hearing

They can be at times. It always leaves me speechless when I see it. Especially since when they are they're really far off the mark. It's been happening more in recent times as well across their podcast.
 
Not so much "why isn't Splatoon F2P?" as much as he mentioned that TF2 is a F2P team shooter (they were trying to draw parallels between these two but I'm not sure how strong any of the connection really is), and discussing how TF2 has nine widely-varied classes, while the Testfire only had 4 "classes" and Nintendo expects 60 bucks for it. It was a bizarre analogy and probably one you could apply to pretty much any multiplayer game if you really wanted to. Mostly I think it was a jab at how it sounds like Splatoon will be content-and-feature-lite at launch, again, compared to other standard shooters.

They called TF2 "Splatoon Sr." and wondered why this is a $60 game with less than 9 classes when TF2 is a F2P game with 9 classes.

"Alright, let me tell you about Team Fortress 2; it's like Splatoon Sr. Right, you've got various different modes in a team vs shooty game and there are 9 different classes and each of them are very different... Splatoon feels like Team Fortress 2 to me (like very fundamentally), but, you know, instead of being like a free to play game with like 9 classes it's a $60 retail game with... I don't know how many classes; less than 9, I'm guessing."
Ughhh
 
Four Turf War matches with the Aerospray RG (not MG):
[youtube links]
I really like the way this guy moves around the battlefield, but watching the way he actually goes around covering ground...gaaah. I just want to reach into my monitor, grab him, and yell "stop staring at the ground! Look up!!" Such a high rate of fire to be wasting by limiting your aim to such a small area at a time, haha.

NWR sounds pretty ignorant from what I'm hearing
They used to be one of my big go-to's for news way back in the Planet Gamecube days, but it does feel like they've dwindled over time. For what it's worth, the podcast being discussed here right now isn't their "main" team, I don't think, though at this point I'm not sure how any of the staff there is organized. While discussing the direct it sounded like only one or two of them even actually watched it, and those who did seemingly haven't been paying attention to any of the rest of the game's info trickling out over time, which definitely feels odd if you're working for a Nintendo-centric news site.
 
Err, what at the bolded? Being on a team with different gear will not prevent someone wanting to switch gear while in the lobby lol.

And what I was suggesting was just keep it as it is and let people change their gear while in the lobby. If they manage to change it, great. If they couldn't, sucks for them. Of course, it would be greatly inconvenient to try and switch gear like that, but it is way better than no option at all if people are going to be adamant about the quick pace of going from lobby to game.

And it wouldn't slow down anything in Mario Kart considering they give a generous wait time during map voting.

Oh then I misunderstood you, and we agree, lol.

My suggestion is the middle-ground of giving it a brief window. The only thing I was trying to raise is that, from the TestFire experience at least, the down time is next to nothing and that was a very nice experience going basically from match to match with no down time.

The window would need to be short, though, too not feel comparatively long vs. the length of a given match... but given how many things you need to tweak such a window would probably not be very convenient, and may be why it was left out all together.

I see some of you guys are discussing the loadout/gear system. I'm still kinda confused about how it all works and how a loadout system mid match or before match isn't necessary, so can someone point me in the right direction to read up about it?

I don't think there's a real start point, that said a mid-match loadout system would be wholeheartedly questionable because the last thirty seconds of the match are incredibly important and certain weapons become exponentially more beneficial then than at other times. If you could swap on death or mid-match, you'd see a lot of people gaming the system to swap to rollers in the last leg of a match to cover as much turf.
 
What I don't understand is that so many people use their sub weapons to paint some areas, they take way too much of your ink reserve to be viable, with the exception of that crawler thing to make fast paths.

And almost nobody uses verticality to paint.

I've seen in Arowana mall some pretty high part areas that can be used to keep defending the middle part and some great jumps to move forward through the sidelines that you need to be a squid to pull (not sure if they are possible.

Skatepark is basically built for this, climb a tower, paint in 360 degrees and keep moving. Keep your ground in push pull areas and charge in with the super or after taking an enemy. Most matches I've seen is just people running in circles and painting just in front of them.

Used to get the big area in Saltspray rig like this all the time, if you get the box at the middle you own that area.

And regarding load outs, I just hope there's a smart match making that tries to team you up with different weapon users when it can. Being stuck with a team of 4 rollers must suck
 
So eventually people figured out that the shooter weapons paint the ground below you when you shoot straight because the ink blobs kind of arc like they're under the effect of gravity. I'm wondering how far this goes. For example, what happens when you shoot up? Can you extend your range with the shooter weapons by shooting at a 45 degree angle?
 
What I don't understand is that so many people use their sub weapons to paint some areas, they take way too much of your ink reserve to be viable, with the exception of that crawler thing to make fast paths.

And almost nobody uses verticality to paint.

I've seen in Arowana mall some pretty high part areas that can be used to keep defending the middle part and some great jumps to move forward through the sidelines that you need to be a squid to pull (not sure if they are possible.

Skatepark is basically built for this, climb a tower, paint in 360 degrees and keep moving. Keep your ground in push pull areas and charge in with the super or after taking an enemy. Most matches I've seen is just people running in circles and painting just in front of them.

Used to get the big area in Saltspray rig like this all the time, if you get the box at the middle you own that area.

And regarding load outs, I just hope there's a smart match making that tries to team you up with different weapon users when it can. Being stuck with a team of 4 rollers must suck

In the test fire my main tactic starting from the spawn point on both maps was to get to a high spot and cover the ground below with my splattershot like a sprinkler. You cover a lot more ground that way than running around.
 
This pretty much falls in line with my way of thinking, too. Weird things in games don't generally frustrate me much if I can understand where the developer was coming from when they made the decision to set something up a certain way. In the case of a game like Splatoon, from a developer like Nintendo, it generally feels unlikely that things like mid-match loadout selections were just overlooked "common features." On some facets of the game when compared to others in the shooter genre, perhaps, but regardless of other games this is Nintendo's first in-house online multiplayer shooter, so I don't entirely expect them to follow suit with their contemporaries' checklists.


Not so much "why isn't Splatoon F2P?" as much as he mentioned that TF2 is a F2P team shooter (they were trying to draw parallels between these two but I'm not sure how strong any of the connection really is), and discussing how TF2 has nine widely-varied classes, while the Testfire only had 4 "classes" and Nintendo expects 60 bucks for it. It was a bizarre analogy and probably one you could apply to pretty much any multiplayer game if you really wanted to. Mostly I think it was a jab at how it sounds like Splatoon will be content-and-feature-lite at launch, again, compared to other standard shooters.

They called TF2 "Splatoon Sr." and wondered why this is a $60 game with less than 9 classes when TF2 is a F2P game with 9 classes.

"Alright, let me tell you about Team Fortress 2; it's like Splatoon Sr. Right, you've got various different modes in a team vs shooty game and there are 9 different classes and each of them are very different... Splatoon feels like Team Fortress 2 to me (like very fundamentally), but, you know, instead of being like a free to play game with like 9 classes it's a $60 retail game with... I don't know how many classes; less than 9, I'm guessing."

What am I even reading
 
  • No friend matchmaking at all at launch.
  • Splatoon Mii costumes mean no Splatoon character in Smash just like how Mario, Luigi, Wario, Link, Zelda, Sheik, Samus, Meta Knight, Captain Falcon where excluded for the same reason.
  • Super annoying music.
  • Couldn't customize inklings in testfire.
  • There ARE only 4 loadouts
  • TF2 is F2P why isn't this?

Super annoying music? The hell?
 
Seems that this game is going to have a lot of mixed reviews. More positive than negative and not that constant as other 90+ Wii U games on metacritic like Bayo 2, SM3DW, Smash, MK8, etc. I just hope lot's of people buy this game so we can have a pretty active online community like in MK8 and Smash.
 
Pretty sure most people have been saying it is a 5-7 hour single player campaign.
I've heard that too, though with amiibo and if you try getting all the scrolls it should pass the 10 hour mark easily.
And yeah, expecting this to be a F2P game just because another shooter is F2P is silly. It's like saying CoD shouldn't be because Blacklight: Retribution is F2P. Those two are probably more similar too.
 
I don't think there's a real start point, that said a mid-match loadout system would be wholeheartedly questionable because the last thirty seconds of the match are incredibly important and certain weapons become exponentially more beneficial then than at other times. If you could swap on death or mid-match, you'd see a lot of people gaming the system to swap to rollers in the last leg of a match to cover as much turf.

Ok that's cool. I was just wondering so I can understand better a refute others who criticize this lol.

Seems that this game is going to have a lot of mixed reviews. More positive than negative and not that constant as other 90+ Wii U games on metacritic like Bayo 2, SM3DW, Smash, MK8, etc. I just hope lot's of people buy this game so we can have a pretty active online community like in MK8 and Smash.

Yeah over the past month of info coming out even before the testfire this has been my thought as well. I'm expecting a lot of reviews in the 7-8 range because reviewers will definitely grill Nintendo on their online capabilities with the game, especially for a new type of TPS. I'm still getting it Day 1 though!
At a discount lol
 
  • No friend matchmaking at all at launch.
  • Splatoon Mii costumes mean no Splatoon character in Smash just like how Mario, Luigi, Wario, Link, Zelda, Sheik, Samus, Meta Knight, Captain Falcon where excluded for the same reason.
  • Super annoying music.
  • Couldn't customize inklings in testfire.
  • There ARE only 4 loadouts
  • TF2 is F2P why isn't this?
So they're idiots?
 
TF2 comparisons are particularly dumb as TF2 was sold for *years* as a regular game, and only went F2P after a top-heavy monetization and grinding system was bolted on top of it.

It's like asking why a new game is more expensive than an old game that's in the bargain bin.
 
I've heard that too, though with amiibo and if you try getting all the scrolls it should pass the 10 hour mark easily.
Is this what we've come to? Making amiibo as a part of the main package of the game?

I doubt the scrolls would add more than an hour of gameplay.
 
BTW Guys, at this point in time, in the Japanese COMG pre-order charts,

Pikmin had 48 points.

Xenoblade Chronicles X had 40 points.

Splatoon has 52 points.

That means that it is almost guaranteed a 100k opening in Japan.
 
Is this what we've come to? Making amiibo as a part of the main package of the game?

I doubt the scrolls would add more than an hour of gameplay.
It adds replay-ability to older stages if you want more out of it, sure. The stages seems to have some replay ability in general as well so that combine with the multiplayer mode should hopefully lead to a pretty fulfilling experience.
 
So eventually people figured out that the shooter weapons paint the ground below you when you shoot straight because the ink blobs kind of arc like they're under the effect of gravity. I'm wondering how far this goes. For example, what happens when you shoot up? Can you extend your range with the shooter weapons by shooting at a 45 degree angle?

One of the Treehouse guys tweeted during the first testfire that firing up does not extend your range. Shooting straight is the best option.
 
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