When Should You Ink Your Spawn Point in Splatoon 2?

If there’s one piece of advice that new Splatoon players are repeatedly hit over the head with, it’s “Ink your spawn!” Veteran turf warriors tend to get frustrated when newbies, especially those with backgrounds in different shooter games, get caught up in the excitement of battle and head straight for the enemy with guns blazing. Splatoon, of course, is different: Your goal is to claim territory rather than splat the most foes, and every inch of horizontal surface in a map is valuable. I can’t tell you how many times my team has scratched out a narrow advantage in the center of the map, only to lose because our base was completely uncovered. So…yeah, ink your darn spawn point.

With that question settled, the conversation has shifted to when you ink your spawn point. This debate isn’t so cut and dry, but two lines of thinking have emerged:

  • You should cover your base immediately, and only move on to the center of the map once this is complete.
  • You should move to secure the center of the map immediately, and cover your base later (such as after re-spawning). This theory seems to be gaining the most traction, and is being pushed by prominent community members like Allochii of the Gaijin Gamers:

It’s a thoughtful, convincing argument. It’s also usually the wrong choice.

For my money, the first approach is the best approach: You should ink your spawn right out of the gate, and worry about securing the center later. Here’s why:

  • From my experience, maintaining map control in Splatoon 2 is much harder than in the original game, and come-from-behind victories are as common as Aerospray mains. That volatility means that being the first to grab the center of the map doesn’t mean a whole lot, as that advantage can be lost surprisingly fast. (One could argue that Splatoon 2 has the same problem as the NBA, in that nothing really matters until the last few moments of the match.) Territory around your spawn point, in contrast, is the easiest for you to cover and the hardest for your opponents to take. In short, you should worry about the turf closest to you first, because there’s more than enough time to claim the center (in fact, the later you do it, the better).
  • By the time you get splatted for the first time, things have likely gotten frantic on the battlefield, and you’ve got better things to worry about when you respawn than inking your base: Where is the enemy advancing? Where should you counterattack? How much time do we have to make a push? Do any teammates need support? Is there a safe place to super jump? In comparison, things are relatively calm at the start of a match, and you have the time to breathe and focus on the task (and turf) in front of you. This, in turn, gives you one less thing to worry about later on. (On rare occasions, you’ll find that you play so well that you never need to respawn at all, and you have to make a special trip back to your base to cover it. When this happens, however, the match is usually so one-sided in your favor that it doesn’t matter.)
  • Inking turf means building up your special meter, and having your special ability in your pocket can be a huge advantage when the initial fight breaks out. This is especially useful if you have a defensive special and aggressive teammates, as a well-timed Ink Armor activation can turn a battle into a rout.

Of course, this isn’t a one-size-fits-all mantra: Certain weapons (especially chargers) are going to want to grab strategic positions early (and they might as well, since they aren’t going to be terribly helpful inking the base anyway). However, for most players (especially new ones), the best option is to take the time to cover your spawn point in ink before moving out and engaging the other team.


Splatoon 2: Is It Worth Buying?

Yes. Gosh, this was an easy post to write!

…Wait, you still have more questions? Okay then, fire away!

  • Is there enough new content here to justify being labeled as a true sequel? Not only is there enough new content, but it’s good stuff with no filler.
    • The single-player campaign feels about the same length as the original game thus far, but the ability to use different weapons (and the bonus of using a hero weapon in multiplayer if you beat all the single-player stages with it) adds replayability without making it feel too much like filler.
    • The Salmon Run horde mode is challenging, choatic, and fun as heck to play, especially when teaming up with friends.
    • The Ranked Battles have been changed up a bit to make them more competitive (Splat Zones are in more-contested areas, Tower Control features checkpoints that gave the defending term a bit more time to regroup), and the ranking system has been tweaked to let players skip entire ranks if their skill warrants it (for example, I crushed the competition in C- Splat Zone lobbies and was immediately kicked up to B-).
    • The new maps are great, the old ones are expanded, the gear upgrade system now includes a way to specify what abilities fill those slots…I could go on forever.

Bottom Line: The game definitely earns its 2.

  • How noticeable are the changes that push Splatoon 2 in a more competitive direction? There are two major changes that I noticed:
    • The map designs are a lot more open and…well, square. There’s still a lot of verticality involved, but aside from Port Mackerel, the maps are widened to combat spawn camping and more open in the center to encourage more action (and even Port Mackerel has been widened and opened up a lot). This may give us a hint as to what maps might make the jump from Splatoon to Splatoon 2: Look for maps like Kelp Dome, Ancho-V Games, and Flounder Heights to reappear, while narrow levels like Walleye Warehouse, Arowana Mall, and Hammerhead Bridge will likely get left behind. (I’m curious to see if “split” levels like Bluefin Depot and Camp Triggerfish make a comeback.)
    • I feel like the special weapons have been watered-down for Splatoon 2, and their impact on the game is more subtle than before. (They’re also noticeably slower, in order to give players around you more time to react.) How this makes you feel will be determined by whether you were more often on the sending or receiving end of these specials in the original game.
  • I’m new to the Splatoon franchise! Will I enjoy the game, or just get wrecked by the Wii U veterans? Both, actually. Because everyone is at Level 1 right now, I’d encourage brand-new Splatoon players to start by taking a week or two to master the single-player mode, and avoid multiplayer until the experienced players work their way out of the lower-level lobbies.
  • I’m upgrading from Splatoon! Do my favorite weapons still work the same? If you’re not a roller main, you’re fine: Some of the sub weapons may have changed, but for the most part the weapons still feel about the same. If you are a roller main, however, your re-learning curve will be a bit steeper: In addition to the vertical jump fling (which is a pain to aim) and increased run speed, the weapon seems to consume ink a lot faster than in the original game, and its general fling power doesn’t feel all that powerful anymore. I didn’t find it nearly as fun to play as before.
  • Is there any reason I should not buy this game? Actually, there is: If you don’t have a fast, reliable Internet connection, you should think twice about buying Splatoon 2. Just like the original, the game is heavily reliant on online modes, and Splatoon 2 threatens to be more punitive if you disconnect from a match. Without a network connection, you’re only left with the single-player mode, which isn’t enough to justify the purchase by itself.

Overall, despite some minor complaints, Splatoon 2 is a really fun game that I can’t recommend highly enough. If you’ve got a Switch and a sturdy network, Splatoon 2 is totally worth your time.

Splatoon 2: Early Impressions

Why do I always blink in photographs?

Over the weekend, Nintendo opened Splatoon 2 up to the public for a full-fledged stress test in the form of the game’s inaugural Splatfest. My initial Switch-buying stance caused me to miss out on the Global Testfire back in March, so this was my first hands-on time with the game, and after four hours of ink-flinging, I can confirm that the while there are some tweaks around the edges, Splatoon 2 still contains the fun and magic of the original game, at least for the multiplayer mode (which represents most of the game anyway). My specific thoughts are as follows:

  • I’m a big fan of the new map designs shown during the Splatfest. Starfish Mainstage has a lot of verticality to it and includes a ton of nooks and crannies to ink/explore, Inkblot Art Academy reminds me a lot of Blackbelly Skatepark with its central tower and side alleys (though it lacks the slopes near the bases), and Humpback Pump Track has a large central hill for the teams to fight over and an outer ring that lets players outflank the opposition. My one complaint is that the nighttime motif of the Splatfest kept me from noticing any background details that might give the maps more personality.
  • Moray Towers is my favorite map in Splatoon, and the new ink rails offer a lot more options for attacking a team’s base. It makes it a bit tougher to defend your side than before, but there’s nothing more satisfying than sniping someone out of an ink rail. (I’m interested to see how the added sponges change up Port Mackerel, as that map developed a really bad reputation in the original game.)
  • I like the idea of rotating maps during Splatfest instead of sticking withe the same two or three the entire time. It helps ensure that people who can’t stand certain maps aren’t forced to play them all day.
  • don’t like the idea of randomizing your Splatfest for every match, so I’m really hoping that was just a temporary limitation for this demo.
  • I spent a lot of time with the Splat Dualies, and while they’re functional enough, they don’t suit my playstyle very well. I tend to rely on jump-dodging to avoid foes during combat, but the Dodge Roll leaves you ground-bound in kid form, and I didn’t find the roll to be as effective as avoiding shots.I probably won’t use them very much in the full game.
  • On one hand, the 5-6 disconnections/connection errors I got during the event aren’t bad in isolation. On the other hand, Splatoon has been rock solid for me ever since I upgraded my Internet (I see a connection error maybe once a month), so seeing an uptick in disconnections here was disappointing. Hopefully things won’t be as bad in the normal lobbies.
  • Honestly, I was underwhelmed by the new special weapons. Most were just okay, and the Stingray felt particularly useless (you could barely aim the stupid thing once it fired). Would it kill them to bring back a few specials from Splatoon?
  • The Splattershot, Splat Charger, and Splat Roller are still the same weapons people know and love, albeit with the few tweaks. The weapons felt like they consumed more ink than before, and burst bombs in particular felt a bit slower than in Splatoon (all bombs seemed to have a longer throw range, however). I stuck mostly to the main weapons, but that will change once I get my hands on some Sprinklers. (Happily, my beloved .96 Gal/Sprinkler combo has already been confirmed, as has my Quick Respawn Backwards Hat.)

Overall, I had a lot of fun with the Splatfest despite getting wrecked consistently by the opposition, and I can’t wait to try out the full game (especially the expanded single-player campaign) when it drops this Friday. Splatoon 2 seems to have pulled off the impressive feat of staying true to its predecessor while offering enough new material to “stay fresh.”

How Concerned Should We Be About Toxicity in Splatoon 2?

Image From Nintendo of Europe

Toxicity has been around for at least at long as humans have. (I can just imagine some caveman telling a fellow hunter “Hey man, could you stop throwing the fight here? You aren’t hitting anything with that stupid slingshot, and that sabertooth tiger is wrecking us.”) When the stakes are high in a team competition, there are bound to be people who openly question whether their teammates are doing what they should do to win. Toss in the relative anonymity and sour attitudes of the Internet, and online team games are ripe breeding grounds for toxic behavior.

Because of these concerns, Nintendo made an explicit choice to not include voice chat when it made its initial foray into the shooter genre with Splatoon. While the game still had a few “attack vectors” for toxic players to abuse (squid taunting, booyah spamming, going after other players on Miiverse), the lack of direct verbal communication kept the game from suffering from the massive toxicity issues that plagued its peers.

For Splatoon 2, however, Nintendo decided to include voice chat as part of its effort to establish the game as a serious e-sport. While this allows teammates to better coordinate their movements in battle, it also leaves players vulnerable to toxic teammates. Given that similar games like Overwatch seem to be going through especially turbulent/toxic periods right now, how concerned should Nintendo be about a similar cloud hovering over Splatoon 2?

I think it’s good news/bad news time…

  • Nintendo has obviously put a lot of thought into their voice chat deployment, and they’ve tried to limit contact between random players. Game producer Hisashi Nogami provided the following quote to My Nintendo News:

“The reason we included voice chat is because we wanted users who already know each other to enjoy the game more deeply using a communication tool that’s linked to the game…Voice chat can only be used when playing with someone you know, such as in private matchmaking; voice chat with someone you don’t know in random matchmaking won’t happen.” (emphasis added)

People are less likely to take potshots at players they know than at anonymous squids that they don’t, so these restrictions are good news.

  • However, the bar to becoming friends with someone via a Nintendo system is pretty low in my experience. I’ve gotten quite a few random friend requests from players who I’ve only known for a few Turf Wars or Mario Kart races, and I tend to accept them without doing a whole lot of vetting. I’ve also sent out a lot of friend requests to Splatfest teammates who I’ve never met, and they’re rarely rejected. (In fairness, I should note that I’ve met a lot of cool people via these random friend requests, so it’s not a completely broken system, just a risky one.) In other words, it’s not too hard to become friends with people you’ve never met and don’t know, and when it comes to toxicity concerns, that’s bad news.
  • Because voice chat is done through a separate smart-device app rather than the Switch itself, there’s an extra cost burden placed on players who want to participate in it:
    • You need a smart device (phone, tablet, etc.) that can run Nintendo’s app.
    • You need a suitable headset if you want to hear both your teammates and the in-game audio.

In other words, not just any random squid can jump into voice chat—you have to make a dedicated effort/investment to receive that privilege. It’s not much of a barrier, but it’s good news from a toxicity standpoint (if you’re going to say mean things to someone, you’ll have to pay extra to do it).

  • For players that don’t want to pay for the privilege of voice chat, however, there are freely-available tools like Skype or Discord that can allow players to communicate outside the scope of Nintendo’s walled garden. While this option requires some coordination ahead of time between players, it’s not hard to imagine people giving out their Skype user names as freely as they accept Miiverse friends. This is technically bad news, but these tools have also been available for players to use for the original Splatoon, and they don’t seem to have wrecked the community yet.

Overall, while I do think that the risk of exposure to toxic behavior is higher thanks to the inclusion of voice chat, the restrictions that Nintendo have put in place (both implicitly and explicitly) mitigate this danger somewhat. We’ll inevitably hear reports about the new voice chat feature being abused, but I don’t we’ll reach the widespread toxicity that games like Overwatch are experiencing right now. The key for players is basically to choose their friends wisely, and be considerate of others when  they chat with them.

There’s no way to completely eliminate toxic behavior, but if we all aim to be more understanding and less confrontational towards our fellow squids, we can minimize its impact and make the game more fun for everyone.

My Reaction To The ARMS (+ Splatoon 2) Direct

Yesterday, Nintendo aired a new Direct presentation centered on its next big Switch release ARMS, and closed with a small single-player trailer for Splatoon 2. While I’m not a huge fan of fighting games and really couldn’t care less about ARMS at this point, I was curious to see exactly what the game would include, and find out definitively whether or not there was enough here to change my opinion. Let’s dive in, shall we?

  • The character design is pretty decent here. There’s a lot of variety in both the aesthetics (standard fighters, ninjas, pop stars, autonomous robots, non-autonomous robots, etc.) and functions (each character seems to have some unique ability to distinguish them).
  • The arena designs, on the other hand, are not terribly inspired. They all look nice and have some small differences, but for the most part they seem interchangeable.
  • The various non-fighting modes are nice, but they look kind of shallow and may not have a lot of replay value. Dunking opponents through a basketball hoop made me laugh when I saw it, but I feel like both that and the volleyball mode would get old pretty quickly. Grand Prix reminded me of the old Mortal Kombat “climb the ladder” setup (which I never really enjoyed, but a lot of people did), and 1 vs. 100 has a Super Smash Bros. vibe to it (actually, I wasn’t a huge fan of that mode in SSB either). Andre from GameXplain muses in their Direct discussion that the single-player content here will be pretty light (perhaps even lighter than in Splatoon), and I think he’s on to something.
  • Back in my E3 post, I said that Nintendo should adopt the Splatoon-style approach of releasing more (free) content in the months after the game’s release. Not only is Nintendo doing this, but they’re going a step further a running a “Testpunch” event across two weekends to give players a taste of the game (and the company’s servers a taste of the loads they’ll see in production). This is a great move to get skeptics like me to give the game a spin with no strings (springs?) attached, and perhaps convince them to take a chance on buying the full game.
  • The highlight of the Direct for me was the Splatoon 2 trailer, and it was as good as I had hoped. The single-player mode has more enemy and weapon variety (although I didn’t see the “Hero .96 Gal” I wanted), and builds nicely on the lore from the original game. While I’m not 100% sold on the “evil Callie” theory that’s been floating around, it would certainly be an interesting plot twist. (I also like the Hero Suit design a lot more now—the clothing now screams “cool Squidbeak splatoon member” instead of “highway safety worker.”)
  • I’m starting to think Nintendo’s going to owe Blizzard some royalties with its upcoming titles, because I’m seeing a huge Overwatch influence in both ARMS and Splatoon 2:
    • The character roster in ARMS feels very Overwatch-like in its composition (very diverse) and some of its specific designs (Mechanica is basically a ten-year-old D. Va).
    • In addition to the similar Splatoon 2 special attacks (the Ink Slam looks a lot like Lucio’s Sound Barrier, while the Jet Pack makes me think of Pharah’s Barrage), if the “evil Callie” theory is indeed true, then she’s basically Widowmaker. (It’s too bad that Marie wasn’t the captured one, as her charger preference would have made her the perfect Widow clone.) Honestly, I’m kind of hoping for more of this sort of thing (the charger equivalent of McCree’s Deadeye would be both awesome and terrifying).

In the end, this Direct was a 90% no-op for me: I’m still not that excited by ARMS, and I was already super-hyped for Splatoon 2. Still, that last 10% is key, because the ARMS Testpunch might be the thing that finally gets me excited about that game. (At the very least, the event will be worth a good blog post afterwards.) With these two games and the mountain of 3DS titles coming this summer, Nintendo appears to be heading into E3 with the most momentum that it’s had in years.

Splatoon 2: A Wish List

Back when I started this blog, a wrote a post about what Splatoon could learn from its everything-but-Nintendo counterpart Overwatch, covering everything from team building to player customization. Now that Splatoon 2 has officially been announced, I think it’s time to revisit this topic and come up with a full list of the features I’d like added to the new game. Without further ado, let’s get to the list!

  • Turf War Lobby Updates. You know, the basic stuff: Let players change weapons inside a lobby, allow players to designate teams in casual matches, that kind of stuff.
  • Players of the Game. You don’t want to slow down the postgame stat reports too much, but I think anointing a ‘Player of the Match’ and displaying their stats and giving them a small XP/money bonus would be a pretty cool idea.
  • Stage Voting/Selection. Right now, a lot of players feel like how much they enjoy playing on a map is inversely proportional to how often it appears in the rotation. For me, it means that it seems like I’m always stuck on Hammerhead Bridge, and Moray Towers only comes out of mothballs about once a week. I’d prefer to see a Mario Kart 8-style voting scheme put in place, where players could select from an assortment of 2-3 pre-selected maps (or roll the dice with ‘Random.’), and the game would choose the map based on those votes (whether by majority rule, random single selection as MK8 does currently, or something else).
  • New Battle Modes. Splat Zones, Tower Control, Rainmaker, and even Turf Wars were interesting twists on classic FPS/TPS battle modes. I don’t have any specific recommendations here; I’m just in the mood for another fresh take or two on the battle scene, and consider this idea a vote of confidence for the Splatoon developers to use their imagination to create something fresh.
  • Skirmish Mode. Squid parties are a big thing in Splatoon, and nothing is more annoying than ending up in an ambiguous game where half the players are partying and half are playing seriously. Splatoon 2 should include a special mode similar to Overwatch’s Skirmishes, where there is no real objective and players are free to do whatever they want. Add some fun emote animations, increase the special charge rate, and (maybe) disable splatting, and you’ve got the perfect place for party squids to live without fear of persecution, while serious players can get on with their serious matches. It’s not a perfect solution, but I think just letting players know what they’re getting into ahead of time will help alleviate their saltiness.
  • Permanent Splatfest Gear. Overwatch’s answer to Splatfests were holiday-themed events that involved special game modes (Junkenstein’s Revenge, Mei’s Snowball Offensive, etc.) and new character skins. Unlike Splatfests, however, these skins could be used even after the event had ended (which makes sense, given that anyone that had paid real money for the skins wouldn’t have wanted them taken away). I think Splatoon 2 should follow the same method for its Splatfests (because Splatfests are definitely coming back), and let players keep their cool team shirts.
  • Playable Octolings. Picture this: An expansive single-player campaign, concluding in an epic truce between the Inklings and Octolings and allows the player to use Octolings in online matches. How is this not a good thing? If desired, Nintendo could even give Inklings and Octolings different strengths and weaknesses—for example, Octolings could deal more damage than Inklings with their weapons, but could not move or swim as fast. Regardless of how they’re implemented, the Splatoon community has demanded their implementation since the original game launched, so why not give the people what they want?

Of course, with any sequel comes the possibility of regression, and Nintendo’s made a few surprising decisions that might annoy players (for example, throwing out all of the existing special attacks). Hopefully Nintendo sticks to using a surgical knife rather than a machete when it comes to feature removal, and focuses on adding rather than subtracting in Splatoon 2.

There’s one final demand I have for Splatoon 2: A launch date that’s sooner rather than later. (“Summer 2017” better mean “early June” and not “late September.”) After all, the biggest demand from Splatoon fans is simply “MOAR SPLATOON NOW!”

Will Nintendo Lose More Than A Screen?

As part of its master plan to run as far away from the Wii U as possible, Nintendo announced that the Switch will have a single screen for gaming, bringing an end to its dual-screen era. For the most part, this is not really a big deal, as no other companies were doing anything in this space, and a lot of games didn’t make great use of the second screen anyway. However, there are a few Wii U games that may put Nintendo in an awkward position:

  • The games were very successful on the Wii U, and Nintendo would like to capitalize on their success by bringing them to the Switch.
  • However, these games made extensive use of the Wii U Gamepad, and thus will a) require a bit of re-engineering to work without it, and b) risk raising the ire of fans who had gotten quite used to using it.

There are two games in particular that I’m thinking of, and while I can see a way forward for both of them, one game’s path is a lot simpler and easier than the other. Let’s start with the easy case:

  • Splatoon. Nintendo’s quirky-fun shooter differs from most other games in the genre in a lot of ways, but one major difference was how Nintendo incorporated its second screen into matches: Not only could you see what territory had been painted what color (an important thing to know, since every inch of the map matters), but you could also instantly jump to a teammate or beacon anywhere on the map with a simple tap of the screen. Removing the second screen, therefore, means re-implementing the super-jump feature and finding a way to make the map available and easily-accessible on the main screen without it getting in the player’s way.Can It Be Fixed? Yes, but not without pain. For example, the map could be overlaid on screen with the press of a button, but would that distract players from inking turf? (Honestly, I can’t imagine that it’s more distracting than looking away from the TV to check the Gamepad.) Similarly, buttons could be assigned as ‘insta-jump’ controls, but you’ll need to figure out how to show the player which button corresponds to which teammate (something like the C-button display in Zelda: Ocarina of Time comes to mind). Beacons will be the biggest problem, since there could be up to 12 available for jumping, and are not tied to any specific area on the map. Good luck with that one, Nintendo
  • Mario Maker. This game could be a huge headache for Nintendo, as the entire GUI for building a level is based on the Gamepad. Getting the same functionality out of a standard controller is just not happening.Can It Be Fixed? The only viable strategy I see here is releasing a touchpad accessory exclusively for the Switch version of the game. (Nintendo did the same thing with the mouse it packaged with Mario Paint way back when, so the idea makes sense given the heavy influence that game had on Mario Maker‘s design.) Of course, such a move would kinda-sorta defeat the purpose of the Switch, given that hauling around an extra touchpad would make the system much less portable. My fear is that Nintendo’s recent 3DS release of Mario Maker is a sign that they do not see any viability in bringing it to the Switch, and thus are preparing to move on without it.

While I’m still definitely excited for the Switch, I’m a little nervous about how Nintendo might decide to port (or give up on) Gamepad-heavy games to its single-screen console. In the absence of any information until 2017, though, all we can do is wait and see what happens.