Author Topic: Splatoon Global Testfire Succeeds Even With Restrictions  (Read 13298 times)

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Offline NWR_Neal

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Splatoon Global Testfire Succeeds Even With Restrictions
« on: May 09, 2015, 10:37:00 AM »

For three glorious hours, Splatoon was playable with very few issues.

http://www.nintendoworldreport.com/editorial/40224/splatoon-global-testfire-succeeds-even-with-restrictions

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.

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Offline NeoThunder

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #1 on: May 09, 2015, 11:11:05 PM »
Can I just say how difficult it is for me to keep liking Nintendo. A beta test that's 3, 1 hour long sessions? But what I wanna complain about is their YouTube video they made of their treehouse people playing along. So their idea was, let's stick 4 people together and have them all just talk at once and not really talk about the game. What the hell? I was expecting to hear about the different controls and general talk about the game. Instead it was like 4 interns just yelling "OH" and "Ya" and just reading other players names on the screen. They were too dumb to know at the end of the hour the server was kicking people off and that's why people were leaving their lobby
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Offline NWR_insanolord

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #2 on: May 09, 2015, 11:12:59 PM »
I went into the event somewhat interested, but skeptical, and I came out of it completely sold on it, so it certainly succeeded with me.
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Offline Leo13

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #3 on: May 10, 2015, 12:05:37 AM »
I played 2 of the 3 hours. Before hand I assumed I'd love the game. After the first 2 matches I was certain I was wrong and that I was never going to like the game and playing this beta just saved me $60. However I kept playing because my kids wanted me to. Every match I enjoyed a little more and by the end of the second hour yes I'll buy it

Offline S-U-P-E-R

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #4 on: May 10, 2015, 12:44:57 AM »
Look at all these people who are bad at video games


Offline Leo13

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #5 on: May 10, 2015, 01:48:43 AM »
Look at all these people who are bad at video games


I 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

Offline ThePerm

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #6 on: May 10, 2015, 02:11:31 AM »
 I had a blast. I thought the time was extremely limited, but I played it for an hour, and that was a fun hour.
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Offline NWR_insanolord

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #7 on: May 10, 2015, 02:15:53 AM »

Look at all these people who are bad at video games


I 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

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.
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Offline DanteZX

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #8 on: May 10, 2015, 03:03:36 AM »
I actually had a great time with the demo. I will agree that the time restriction was possibly one of the dumbest things that Nintendo could have done, but hey it's Nintendo. We should be used to this kinda stuff by now. I was however very excited for this game when I saw it last year, and after playing the first hour session I just wanted to throw my wallet at my tv screen. The other two sessions were just the icing on the cake for me, and I seriously can't wait for it to come out at the end of the month. I can agree with most people that the roller was incredibly overpowered. If I was the devs, I wouldn't nerf the power output, but rather the movespeed you had was ridiculous. Than and the charger needs a bigger reticle for aiming.

Offline S-U-P-E-R

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #9 on: May 10, 2015, 05:24:58 AM »
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.

Offline Enner

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #10 on: May 10, 2015, 06:21:49 AM »
Looks like a lot of people had a lot of fun. I feel sad that I couldn't make any of the times, but it's interesting to see and read the reactions to the brief test.


Hopefully, having full access to the full game's customization and abilities (i.e. perks) systems will prove to give Splatoon a long life.

Offline geckog7

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #11 on: May 10, 2015, 08:45:29 AM »
I think the game is a lot of fun overall. If they have a control option to map vertical aiming to the right stick then I would buy it.
I could never get used to the motion controls. It is just awkward. I was constantly getting up off the couch and holding up the controller when things were getting tense and my aim was not going where I wanted. Seems like a waste to dedicate a face button to resetting the camera as well.....

Offline Shaymin

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #12 on: May 10, 2015, 09:58:49 AM »
Motion controls could be disabled: hit + at the weapon select screen.
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Offline geckog7

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #13 on: May 10, 2015, 10:39:29 AM »
Wow I wish I knew that! It was hard for my brain to separate horizontal aiming with the stick and vertical aiming with motion. Very odd design choice for default controls. Thanks Donald, I will give it another go at the next opportunity.

Offline broodwars

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #14 on: May 10, 2015, 10:56:40 AM »
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.

That's the nature of a demo, though. You only get 1 first impression, and the first impression that's easiest to reach on Splatoon is that the paint roller is overpowered. And it is. I had a match where I & another player on my team were the only rollers and we...well...steamrolled the other team (53 % - 21 %). I lead the team in points by around 2-3x, and I had the most kills on the team. Considering the roller feels like it's meant to be a support role, that doesn't feel quite right.

Yes, there are counters to the roller and if you're going to play roller your teammates need to be other roles, but it's so easy to both quickly cover areas in paint (the only part of the game that matters) & get kills with that it feels OP. It excels at everything it does, with its only weakness being range.

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.
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Offline NWR_Lindy

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #15 on: May 10, 2015, 04:10:26 PM »
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.
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Offline Phil

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #16 on: May 10, 2015, 06:27:44 PM »
I didn't try the stress test dealie out. I knew once I played it, I'd want more immediately. I wouldn't be able to handle the three week wait. Looking forward to the finished game, based off of the positive impressions all over the place of the event.
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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #17 on: May 10, 2015, 06:40:54 PM »
Even though I was pretty terrible at the game, I did like playing it, and I've pre-ordered it. For reference, most of my prior experience with shooters comes from an obscure Macintosh game called Avara (it looked kinda like if Star Fox was an FPS). I wish you could play the tutorial level with the other weapons.
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Offline Enner

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #18 on: May 10, 2015, 07:03:34 PM »
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.

The UI fumbles I'll give you, but I don't understand the criticism of the game being too simple and shallow. I can only speak from observation, but compared to Gears of War, all Splatoon is majorly lacking in options and management is a secondary weapon and traditional reloads and ammo pools. Being able to sprint, cloak, and reload in squid form simultaneously looks like an interesting substitute to the traditional options that Splatoon has eschewed. I believe this change will only further prove more interesting as players get used to using the squid form more often and with greater offensive and defensive prowess (An example being a Youtube video azeke shared in the Splatoon! thread https://youtu.be/k4HfKeGzTy0 ).

As for the lack of stuff to do, the full game appears to have a lot more variety in weapons and tools as well as perks. Some of the perks on the clothing look to be a bit too boilerplate (damage up looks to be boring and overpowered for shooters) so hopefully the metagame on the perks will turn out interesting.

Then again, I'm coming from having spent a fair bit of time in Battlefield 3 and Planetside 2, two gargantuan first-person shooting machines. What I'm seeing in Splatoon! is something I'm in search of: an experience that is relatively uncluttered and focused.

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.

I'd imagine that Nintendo's EAD development team thinks the adequate counter to this are the short 3-minute rounds. I have doubts it will play out that way. We haven't heard yet of a disconnect penalty. I hope there is one.

Offline GK

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #19 on: May 10, 2015, 07:05:54 PM »
I thought the roller was OP too for a few games especially when I did so well using it. The roller only seems OP when you let someone sneak up on you. Otherwise, just shoot/bomb them as soon as they're in range. Area coverage means little if you're constantly respawning.

As fun as the roller was for scoring kills, I felt like I contributed more using the guns. Often I would cover a flank of a roller on my team & take out nearby opponents just to keep him going across the field. 
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Offline JasonMaivia

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #20 on: May 10, 2015, 10:23:22 PM »
I wanted the matches to be a little longer, at least by a minute or two.  I felt like when a match was ending, I was just getting started.

Offline NeoThunder

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #21 on: May 11, 2015, 02:39:40 AM »
Still feel this game is not big enough to be a $60 retail game. I think it would have been better as a $20 online download game. Only if the game had a strong offline single player campaign could you justify $60. I see this game dropping to $40 within 2 months
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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #22 on: May 11, 2015, 02:46:48 AM »
It does have a single player campaign. I don't think we know a ton about the depth and quality of it yet, but it's definitely there.
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Offline JasonMaivia

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #23 on: May 11, 2015, 03:18:44 AM »

This game just sounds like it's incomplete.

-Having just a shallow 1-on-1 versus mode for offline multiplayer sucks.  I was expecting 4-players, but it that wasn't possible, at least have bots to fill up team slots.


-Also, there's no offline co-op multiplayer modes in this game either.


-It also would have been really cool to have two players on the same console play others online, like we do with Mario Kart, or with Smash Bros. against friends.


-Having just 5 stages is terrible.  Nintendo said that they're adding more throughout the summer...but that's because the game is most likely incomplete. I definitely wouldn't pay $60 for this.


-What's with the lack of customization options for online games?  There's no way to set up teams, you can't choose to play with friends, only 2 stages that's randomly picked every 4 hours, no way to adjust the time limit, and we already know how there's zero communication between players in the game.  I just don't want Nintendo handling online games anymore.


Maybe Nintendo will surprise us later on with new modes that will give the game more depth, but right now, it seems to me that the "full" game probably won't be available until August.

Offline pichael

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Re: Splatoon Global Testfire Succeeds Even With Restrictions
« Reply #24 on: May 11, 2015, 04:35:46 AM »
I can understand people getting frustrated that they couldn't play the game longer then he 3 set hours, no more then me because I was working and could try any of them, but you have to realise that;

1) if you like it that much they want you to buy it so don't want to give away too much from their new IP

and more importantly

2) this was a stress tests of the server. I doubt that there will be more people online at once who buy the game then try it for free and condensing it to select times pushes everyone online at once to see how the servers cope.

I thought it was a good idea Nintendo done it this way instead of day one thinking "Fingers crossed it all goes well"