For three glorious hours, Splatoon was playable with very few issues.
When Nintendo announced their plans for the demo/beta of Splatoon with Splatoon Global Testfire, the majority of the Nintendo World Report staff expected the worst, especially since the demo was limited to three hours over the course of less than 24 hours. After all, we've all experienced dodgy online experiences, filled with lag, missed connections, and drops. While Nintendo has had sturdy online games in the past year with Smash Bros. and Mario Kart 8, we basically expected mass chaos and overloaded servers since this was their first major online shooter in years. Thankfully, we were all wrong. Splatoon Global Testfire worked extremely well throughout all of our numerous matches. Outside of a few minor connection issues, it was essentially flawless.
That's probably disheartening to hear for all of the potential players who were busy on May 8 and 9 during the specific Testfire times, but even though you might have missed this test, it bodes very well for the longevity and quality of Nintendo's first foray into modern online shooters. Splatoon is loads of fun, even with a demo that limited you to just two stages and four weapons with set-in-stone loadouts.
The two stages, Walleye Warehouse and Saltspray Rig, highlighted different aspects of the game. The Warehouse is a narrower stage with natural choke points, while the Rig was focused more on vertical battles across a layered battlefield. The four weapons each had their own nuance. The Splat Roller was laughably overpowered for new players, but in the rare matches where players knew how to deal with the slow devastation of the Roller, it appeared that the Splat Roller might be the equivalent of Smash Bros.' Little Mac online problem early on. The Splat Charger, which is their take on a sniper, is tough to get a grasp on, but once you do, you can fire long swaths of paint across the battlefield while fending off foes from afar. It's challenging, but the payoff can be grand. The Splattershots were normal rapid-fire weapons, with the Jr. being better for quick firing and up-close combat. All of the special weapons and grenades were also interesting. A well-timed Killer Wail could wind up splatting the majority of a rival team, and the Splattershot Jr.'s shield can make your team temporarily invincible as it can be shared with your teammates like a piece of food in a Kirby co-op game.
Bouncing between stages and weapons never got old during the three hours of play. As a matter of fact, each hour flew by, as it was spent learning and discovering more strategies and tactics for the online fray. The lack of voice chat or friend matches definitely detracted from the overall experience, but it didn't make it poor, just a little restricted. In some instances, it really would have been wonderful to inform a teammate of a plan of attack. A few matches were hideously unbalanced mainly because a team wasn't on the same page.
If there was any issue that came to light in the Testfire, it was that if a player drops, the match is pretty much lost. Outside of the rare Herculean effort, every match that was four vs. three (or fewer) was a slaughter. Players are going to drop from online games; it'd be great if there was some way to counteract that when it happens.
Hopefully we'll be able to play more Splatoon Global Testfire matches before launch. In spite of the time limitations, it was a rocking good time that certainly makes the wait for May 29 all the more arduous.
Look at all these people who are bad at video gamesI thought that at first, until I hit a match where 3 guys on my team had the roller and nobody on their team did and they mopped the floor with us. I had figured there were ways to overcome the paint roller, but not like that. Great game design might I suggest you not assume that all rollers is the best way to go
(http://i.imgur.com/j0xFml0.png)
Look at all these people who are bad at video gamesI thought that at first, until I hit a match where 3 guys on my team had the roller and nobody on their team did and they mopped the floor with us. I had figured there were ways to overcome the paint roller, but not like that. Great game design might I suggest you not assume that all rollers is the best way to go
(http://i.imgur.com/j0xFml0.png)
What do you expect when virtually everyone involved had absolutely no experience going into this? It's one of the issues with keeping it as limited as it was, they didn't give people time to really learn how the game works, so they latched on to the most immediately intuitive option.
What do you expect when virtually everyone involved had absolutely no experience going into this? It's one of the issues with keeping it as limited as it was, they didn't give people time to really learn how the game works, so they latched on to the most immediately intuitive option.
That's what's so funny, these scrublords declaring something OP NERF PLSSSS after playing an hour at most.
As for me, this demo pretty quickly turned me off the game. What I played was OK (I won 2 matches & lost once, with a disconnect as well), but this game is just way too simple and shallow for my tastes. In the demo at least, it came across to me as Baby's First 3rd Person Shooter, with very little depth and a lot of quality of experience UI perks common to the genre just missing (such as the ability to see your team's loadouts before committing to your own, as well as the ability to change loadouts mid-fight). There's an audience for this game, but it's just not for me.
What I'm most curious about is how they'll handle player dropouts. Since the game will have leveling, and player level will allow them access to better gear, if there isn't anything stopping players from dropping out of matches with lesser-geared players it's going to suck really bad.
This game just sounds like it's incomplete.
How do you all hear about this? I don't own a Wii U anyway but this morning was the first I heard of it.
How do you all hear about this? I don't own a Wii U anyway but this morning was the first I heard of it.
We kinda stuck it on the front page of the website for at least two days.
How do you all hear about this? I don't own a Wii U anyway but this morning was the first I heard of it.
We kinda stuck it on the front page of the website for at least two days.