Author Topic: Splatoon Global Testfire Succeeds Even With Restrictions  (Read 13387 times)

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Offline NWR_insanolord

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #25 on: May 11, 2015, 05:13:23 AM »
Yeah, it made sense as a server test and I also think it was pretty successful at turning it into an event and maximizing hype. I'd love to play more, but I think doing it this way worked out well for Nintendo.
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Offline Lazers

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #26 on: May 11, 2015, 12:00:55 PM »
My only real gripe with the game after playing the beta (other than the friend matching mess) is no Pro Controller support for online multiplayer. Displaying the map that's on the Gamepad onscreen shouldn't be an issue, and you can use the D-pad (or some other input) to cycle through choices of which teammate you want to jump to. Maybe have the map expand and take up more of the screen when you're doing that so it's easier. Playing with the Gamepad was fun and I'm sure I'll get used to it, but I feel like I'd have a better time with the Pro Controller.

Offline Ian Sane

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #27 on: May 11, 2015, 12:33:03 PM »
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.

A narrow 3 hour beta seems pretty dumb, unless Nintendo figured the best test would be to have everyone hammer the server at once.  A lot of games have problems at release when everyone tries to play at once so maybe this was an attempt to simulate it?  It's Nintendo so I feel like I'm giving the idea too much credit.

But I am impressed that there weren't big lag problems.  Regardless of the intentions of the test, restricting it to a specific time would increase the connections.  You figure if Nintendo's net code wasn't up to par that having everyone try to play within this tiny window of time would cause problems but it didn't so good for Nintendo there.

Offline Adrock

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #28 on: May 11, 2015, 04:54:28 PM »
It was announced during the Nintendo Direct.

Offline Enner

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #29 on: May 11, 2015, 05:00:56 PM »

This game just sounds like it's incomplete.


I'm saying this as an explanation, not an excuse: This is probably the new IP tax.

Case in point: Look at Destiny, a new IP, and hear and read how many people felt it was thin on content.

Now Nintendo being weird with the lack of multiplayer options for players to fiddle with, that's pure Nintendo being Nintendo.

Offline Mop it up

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #30 on: May 11, 2015, 05:50:29 PM »
It also worked well in my experience, and it seemed to generate mostly positive buzz. It seems to have earned it some more pre-orders too, so I'd say it was successful.

I think it may be a good idea to run three more hours a week before the game releases as well, keep the hype going. Maybe set up a different mode this time.

Offline Shaymin

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #31 on: May 11, 2015, 08:33:22 PM »
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.
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Offline Leo13

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #32 on: May 11, 2015, 08:48:52 PM »
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.

I'm with Shaymin not only was it all over this site it was all over several sites and people at my work were talking about it. I can't imagine not knowing about it

Offline Ian Sane

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #33 on: May 12, 2015, 12:23:09 PM »
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.

I see it now.  I don't know.  Somehow I just totally missed it. :)

Offline Caterkiller

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #34 on: May 12, 2015, 04:52:27 PM »
I played during 1 of the hours just to see what this was all about. I went in seeing almost nothing regarding this game except for the very first trailer we saw at E3. All the Treehouse footage and what ever else were just completely avoided. I always figured I'd get the game if nothing else was out but nothing about this game really interested me.

This game is soooooo good!!!!! I was absolutely hooked! I didn't even realize I wanted a game like this. The idea of a Mario Paint Ball never appealed to me but after that 45 min session everything about this game had me smiling! The characters now look like timeless Nintendo characters to me, just look at those 3 creepy sharp teeth like the beak of a real squid! This game sucked me in and I am absolutely sold!
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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #35 on: May 26, 2015, 04:26:20 PM »
Does anyone else think the lack of 4-player local is going to hurt? It's something people have come to expect from Nintendo head-to-head multiplayer, not to mention what a great party game Splatoon could be. Of course, I have absolutely no idea how that would affect frame-rate

Offline Enner

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #36 on: May 26, 2015, 06:19:12 PM »
It's a shame that there is no 4-player split screen mode. I can imagine that how Splatoon's engine is now is unable to support that feature at a frame rate and visual quality that the developer is comfortable with.