Guest impressions from the Splatoon experts.
Now, here at Vooks, we love Splatoon. Adore it, even. But the truth is… we’re not that great at it. We could tell you what we enjoyed about Splatoon 2, but why not get in the experts to give you all a bit more of an in-depth look at the changes, and what they mean for the future of the game?
We asked our friends at Oceanink Offensive to give their opinions, from a competitive player perspective. Team member Rose asked the burning questions, and everybody else gave the answers!
Nicosar: The pro controller felt good; it’s obviously got a different heft to the GamePad and the layout’s a bit different, but I felt able to control my character pretty much all the time. The handheld configuration felt extremely clumsy – a lot of this was likely because the sensitivity was set very low (and we weren’t able to adjust it), but on top of that I felt that the Joy Con analogue sticks were too small and positioned too close to the buttons (which made jumping extremely awkward. The handheld setup was also very heavy, but I suspect a lot of that was due to the security apparatus attached to it.
Alecat: It took a few games for me to get used to the configuration. When playing with the pro controller I also found that every time I was splatted I’d end up staring downwards at my hands, expecting to see the map which was a harder habit to override than the new button layout.
Playing with the Joycon attached to the console was so much more cramped than playing on the WiiU GamePad – an obvious side effect of trying to make the console’s form-factor more suitable for portable play. I am however interested in trying this configuration out more once I can play the game again. I’d also like to try the Joycon disconnected from the console and in the grip, which weren’t options available to us at the event.
Bickibird: The new controllers need some getting used to. The pro controller played on the TV is comfortable but looking down at the controller when I die (normally done on the GamePad to look at the map) is going to be a tough habit to kill. The portable version with the Joy Cons connected to the tablet was a bit awkward at first but with time I’m sure I can get used to it. It’s just a bit weird using the gyro controls on it because the whole screen moves when you have to aim. We didn’t try the Joy Cons connected to the Joy Con grip- I would like to have compared this with the pro controller when played on the TV.
Hiero: The pro controller felt great to play with, given it is smaller and lighter than the GamePad, which made it easier to turn it around in my hands as I play. The button position on the Joy Cons, however, felt too close and my thumb often brushed against the right stick and messed up my aim when I jumped.
Kyouma: It was weird for me. Felt familiar yet also very different since the controllers were both much lighter than I’m used to. Like the others, had initial issues with the right stick in portable mode, but felt I was adjusting towards the end of the session. Certainly not the way to play competitively. Pro controller set up was really nice. Would have liked to try the Joy Con grip, but I personally think they’ll feel relatively comfortable.
SpongeBev: The pro controller felt extremely natural to use, largely thanks to the familiar gyro. Despite the different placement for the right analogue stick and jump button, it’s nothing you can’t quickly get used to. The same can’t exactly be said for playing with the Joy Cons attached to the screen, as it feels too crammed together.
Nicosar: The revised interface will be huge; it lets you see every player’s weapon and whether or not they have a special charged. It’ll make it easier to take advantage of teammates’ specials but it’ll also make blindsides far less likely.
Alecat: It would be cool to see if we get a spectator mode, as a competitive game needs to be able to engage an audience. There were screens showing a kind of birds-eye view of the game as well as able to toggle between different player points-of-view. I am not getting my hopes up too much as right now I have more questions about the logistics of spectator mode. For a start, will we need a ninth Switch to be able to spectate an eight-player game?
Bickibird: Being able to see which inklings have their specials is going to be the main thing in altering the competitive scene, I believe. For example, opponent players will keep their distance from rollers super jumping with splash down.
Hiero: The new information presented, that is, the weapons that each player is using as well as when their special ability is active, means teams can more easily co-ordinate their actions and can better anticipate the tactics of the enemy team. The still-vague status of the spectator mode leaves me cautiously optimistic, though it would be fantastic to have of course.
Kyouma: I feel a lot of the new weapon abilities (i.e. dualies dodging, chargers swimming with charge etc.) will make for some really intense matches and amazing looking plays at the highest levels of competition, even more so than in the first game. Hopefully the supposed spectator mode we saw is easily usable by all to show that off.
SpongeBev: The refined squid icons on the HUD are a major plus, being able to examine the other team and yours at a moment’s notice. It’s especially important to know what weapons are available for both sides and who has their special prepared. Of course, if a conventional spectator mode truly exists and lives up to its potential, it will be a logistical dream for both online and offline tournaments.
Nicosar: For me it’s actually the sound design; a lot of the basic sounds (squids splatting, explosions, hit confirmations) have been tweaked or changed wholesale. There are still some familiar sounds, though!
Alecat: Super jumping was awkward. Unlike the original game, the map is not ever-present, and nor are the jumping icons. Once I caught myself twisting my thumb to hit the non-existent “Jump to base” icon that would have been on the GamePad. Super jumping in the heat of battle is going to be very weird I think – you have to press “X” to bring up the map, then select the person you want to jump to, then confirm that jump. It’s also the only time the game uses the “A” button.
Bickibird: The squids themselves! I love the new hair and the new clothes. We only got taste of one new type of weapon (the duel guns), I’m anticipating more (hopefully).
Hiero: Removing the GamePad screen, leading to the change in how the mini-map is accessed was difficult to adjust to. Having to press multiple buttons to super-jump is a lot less convenient than being able to simply tap on the screen.
Kyouma: The absence of the GamePad screen, though I felt they handled it quite well. I like the new map feature and, while I find the d-pad selection of teammates for super jumps rather cumbersome, being able to aim the cursor on screen with gyro is very fast and intuitive.
SpongeBev: Undoubtedly the new concept for the map screen. Although controlling the cursor with gyro controls is smooth, super jumping can feel awkward. It’s not as seamless as before since you need to open the map first, even when attempting to escape to your spawn point. Outside of that, it can be distressing needing to take an extra step for an overhead perspective to check for flankers, view area coverage and see how your teammates are managing. Thankfully, you at least still have full control over your Inkling when the map is on-screen.
Nicosar: Tentamissiles! They let you scout out the enemy team’s positions while you’re targeting, and they feel amazing as they launch. More for deterrence than actual killing, but it’s still great seeing a missile volley go off.
Alecat: Nothing will replace my beloved bubbler and echo! But there’s something very satisfying about super-jumping to an ally and clearing the space around them with a Splashdown.
Bickibird: My favourite is the splashdown. I like having a move that helps me if I’m in a sticky situation. In Splatoon for Wii U I would usually use weapons that require close combat and having a special to get me out of sticky situations is very useful for those types of weapons. You just need to make sure the enemies are close enough to be affected.
Hiero: Tentamissiles, when used well, can be very valuable to locate enemies, then either take them out or force them to reposition in a hurry. It’s a dual-purpose special that your allies can also take advantage of by picking off enemies that are panicking away from their current location, so I think it’s a very useful addition to any team.
Kyouma: Stingray
SpongeBev: Tentamissiles are a more assertive Inkstrike, creating reliable pressure. Provided you can find a safe space to launch the projectiles, you’re free to act as they land. It reveals the target’s locations to you, and your enemies can be forced into an unfavourable confrontation.
And there you have it! If you have any further questions about Splatoon 2, you can find the Oceanink Offensive team on Facebook, Twitter, and even their Discord server!
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