Tag Archives: Competitive

Beach Head II: The Dictator Strikes Back Review

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These days, there are all kinds of wonderful death match experiences. From Rise Of The Triad onward, First-person shooters have given players hours of competitive multiplayer. But back in the golden age, not as many games did this. Oh sure, there was the quest for the high score. However, many games had you on the same side, or alternating turns while competing for points. But when Beach Head came out it had a novel idea. Combining several games resulting in a really fun campaign. The sequel took that idea on step further.

PROS: Well crafted. As fun today, as it was when it came out years ago.

CONS: Last stage can go on too long between two great players.

MEDIC: The voice samples are some of the most memorable quips in a video game.

Beach Head II is one of the best competitive multiplayer games ever made. Released two years after the original game, it made one little change to its formula. This completely changed the dynamics of the game in this sequel. Instead of alternating turns, this game casts one player as the heroic army, and the other player as the dictator’s evil forces. The core concept is intact. There are a set number of scenes, each acting as its own arcade style game. Once that game is played, things move onto the next game, and so on. This tapestry of games, makes for an overall campaign, and storyline. Beach Head takes place during World War II. But the setting in this sequel is more contemporary.

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The first stage is an invasion. Player one air drops a squadron onto the shore, and from here they have to storm the Bastille. Player two has to do everything in their power to keep the heroes from getting inside, by using a giant turret. As the second player fires down upon the walls, the first player has to move combatants one by one, to the entrance. They can scale walls, or run down toward the next set. If they get to the bottom, they’ll succeed.  The more combatants they can get down to the bottom the better prepared for the following stage. This is also the moment you’ll see something else that makes the game memorable. This is one of the earliest computer games that implemented voice samples.

When one of the allied combatants get shot, it plays one of four samples. These are looped so the deaths will vocalize the same pattern of phrases. Even still, these are pretty great for the time, and are still pretty memorable. There are other samples that play in later stages too. Now one may think the odds are against the allied forces, and they are. But the heroes can throw grenades at the dictator’s turret. A successful throw will destroy it for big points, and the soldier will make it in, as a replacement turret spawns in.

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Stage two sees the allies taking control of the turret, and firing into the dictator’s military installation. Here the object is to provide prisoners cover as they try to shuffle along, and escape. The person playing dictator, can summon tanks, combat jeeps, a bomb expert to set traps, and even a guy on a roof dropping rocks onto the prisoner. Points are awarded to the allies for every successful rescue, while the dictator gets points for successfully murdering prisoners.

The third stage is a helicopter escape mission. The allied player loads the chopper with liberated soldiers, and attempts to get away. It’s a shmup level, but the dictator can control the many vehicles in an attempt to shoot down the chopper. If they’re successful the round starts again, with the allies trying to shuttle out any remaining prisoners. Obviously the allies get huge bonus points if they can successfully dodge all of the dictator’s assaults.

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The final stage sees the leader of the allies facing off against the dictator himself. Each on a pier facing each other. They throw knives at each other. After landing a few hits the victor will see their opponent fall into the sea. This battle goes on for ten matches. This is where the game’s one major flaw comes into play. The final battle can go on far too long. Once you have two evenly matched players, they can easily duck out, sidestep, and otherwise dodge dagger throws. A 30 minute match up of fun, can quickly become a several hour affair due to the last battle. In hindsight Access Software should have made this a two out of three falls match.

Be that as it may, the final battle is still a lot of fun thanks in part to the nice animation, and splendid sound samples. Hearing the dictator exclaim “YOU CAN’T HURT ME!” is a pretty rewarding experience. Once all of the modes are done, the final score is tallied letting you know which army was victorious.

Aside from the voice samples, the sound effects are really good. Explosions, gun fire, and other sounds are all a cut above most other games of the time. There is also a really nice chip tune of the US Marines theme song. Visually the game still holds up pretty nicely. The sprites all have a great use of shading techniques to portray details. And while not every thing is graphically impressive, it does an awful lot, with a little.

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Now in addition to the full on campaign, you can play the individual stages instead. This is nice if you really enjoy a specific level more than the other ones. But for most who go back, and play this one, going through the campaign together is really what makes things fun. One can also play through the game on their own as the allies. There are three difficulty levels, and the higher you go the more punishing it is. The highest difficulty is notoriously difficult, as the computer will rarely make a mistake. If you have nobody to play it with, it’s a fun ride. But the real entertainment comes from competing with a friend. I spent many Saturdays, and afternoons playing this with my brother, and friends from school back in the 80’s. It was one of the most fun multiplayer experiences on the Commodore 64.

But Beach Head II was also published on other computers of the time. If you collect for the Apple II or Atari 400/800 line, you can also find this game for those platforms. If you happen to live in Europe, you can also find versions for the Amstrad CPC, and the ZX Spectrum. No matter how you play it though, this is one awesome head to head game worth picking up if you have the chance.

Final Score: 8 out of 10

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Toxikk Review

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The arena  first-person shooter. It’s been awhile since the subgenre has been anywhere near the public eye. Oh sure, some people will tell you that Overwatch, and Team Fortress 2 are arena first-person shooters. Mainly because they have some zippy movement, and outlandish characters. But they’re not arena first-person shooters in the classic sense. When many people wish for an arena shooter they mean the very late nineties, and early two thousands. Shooters like Quake 3 Arena, The Unreal Tournament series, and even a dab of Tribes.

PROS: UT2k4-esque movement. Great weapons. Great map design.  Wonderful tutorial.

CONS: Skill Class system could use minor tweaking. Needs a bit more identity.

FATALITY: This game takes a cue from UT99, and adds environmental fatalities.

For full disclosure, I bought the Early Access pass on Steam last year. I know it makes me a bit hypocritical as I never buy EA passes normally. There’s no guarantee a game will get finished, and so I generally wait. But in this case, I caught wind of it, remembered my days in the Maximum Carnage UT2k4 clan, and was wistful. I liked what I saw at the time, but never really talked about it much because there wasn’t much content. You can’t really review something that isn’t complete.

Now that the game is done, and I’ve thoroughly played the final release, I can. The final version, is really, really good. It does everything it advertises, bringing players a game that hearkens back to the old days. Which weren’t that old, as the last UT game came out in 2007. Still, nine years is a long time in video games. There were other attempts like Nexius, but they fell flat even if they weren’t bad for a variety of reasons. They didn’t have an interesting enough look, or they weren’t talked about enough to give them a look. Or they didn’t connect with the players for other reasons.

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But with Toxikk, Reakktor, the game’s developer, seems to be trying to avoid some of those problems. For starters, there’s a demo. That gives you access to all of the game content. I’m serious. You can go download it, play to your heart’s content, and see if it’s something you’ll enjoy. But if you buy it outright you’ll get a lot of features you’re going to need if you plan on playing it with friends for a substantial amount of time.

But before I get into that, let me tell you what the game is all about. I’m sure there are some of you moaning “It’s an Arena FPS! We know!” But I’m sure there are also a number of people out there who have never played one of them. Toxikk is an arena first-person shooter. There is no single player here. The entire game is meant to be an arcade experience where you play against friends or strangers. The core game mode is a Death match mode. Basically it’s a free for all mode, where the person with the most kills wins when the time runs out, or whoever hits the score limit first.

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But what makes the game a bit more challenging is that it uses a similar movement system to Unreal Tournament 2004’s. So instead of simply running around, and shooting people, you can make yourself harder to hit. You can double jumps. You can do massive long jumps. You can do short dodges. You can do cartwheels off of walls. This means enemies have to step up their aiming game. Likewise they can do the same thing. The maps are all designed with the movement system in mind. So you may need to use an elevator jump to get to a certain room. Or there may be a huge gap between rooftops you can’t simply jump over. But using the advanced tricks you do a dodge jump toward the left, then wall jump off of that surface to make the rest of the jump. This system makes travelling through the stages faster, and worth the time to master.

The movement system is paired with a pretty cool selection of weapons. You’ll start with a pistol, but you can run through the maps to find shotguns, sniper rifles, flame throwers, rocket launchers, plasma rifles, and even a nuclear rocket launcher. These weapons all have influences from Quake 3 Arena, and Unreal Tournament. The great thing is, they all have secondary fire modes. So you’ll have to master when to use a primary or a secondary mode. There are also health boxes, ammo boxes for each of the game’s weapons, along with armor pieces to pick up. You’ll also find some stages have a jetpack, health that takes your meter up to 200, and armor that does the same. In most cases you’ll need to know the movement system well enough to get to them though. They’re also in places where you’re a prime target. So there is a nice mix of risk, and reward. The key to victory in a Death match is to keep everyone else from getting the power ups, and good stuff. Even more than your goal of killing everyone. Because it makes them have to fight an uphill battle. All of these elements add layers of depth to what may seem simple on the surface.

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But you aren’t only getting a Death match mode to play. There’s a Team Death match, called Squad Assault where one team goes after the other.  A point capture mode, where the game puts three points on the map for your team to hold. You walk over them, turn the spots into your side’s, and try to keep it. The challenge here is that if you have enough players for the map you’ll have three endless skirmishes. You’ll want to keep some team mates on each point to ensure the other side can’t simply walk up, and take it. Whichever side took points more times wins. So if you can hang onto them longer you’ll keep the odds leaning in your favor.

There is also a Capture the flag mode called Cell Capture. Basically one side tries to steal the other’s cell, then bring it back to their base. The other side is trying the same thing simultaneously. So across the different modes you have a variety of old-school game types. But it gets better for people who love the CTF, and Point Capture modes because some of the maps feature vehicles. Just as UT2k4, and UT3 had them, so does Toxikk. In this game you get a ship that operates a bit like a helicopter, a hover craft, a jeep, and a FREAKING GUNDAM. Each of them is a blast to use, and can add a lot of tension in the battles. The ships can shoot missiles from above, cut people down with a chain gun. The Gundam can step on people, take out several people at once. The hover craft can steam roll people. The jeep can have a rider take control of a giant gun on the back of it while they drive to get the cell.

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But if all of the vehicles sound like they add insurmountable odds, they surprisingly don’t. For one, vehicles all have fairly low health. Even the Gundam. If you’re good enough at maneuvering with dodges, jumps, and the other movement tricks, you can avoid a lot of the firepower. Most of the vehicles will go down from a handful of missiles. If you’re inside a vehicle when it blows up, the other team is also getting a frag. In Cell Capture, you also can’t drive or pilot a vehicle if you’ve picked up the enemy cell. You have to make it back either on foot, or on your hover bike. And if you choose to use the hover bike, you can’t shoot any of your weapons. So you’re pretty crippled, and really have to hope your team can cover you when you’re bringing back a cell.

If the movement system sounds rather daunting to you, Toxikk does have a pretty well thought out tutorial. The very first lesson is just the movement system, and basic weapon handling. From there each lesson gives you a handle on, more, and more. I would recommend every player to at least try the tutorial before going online. Because it can at the very least give you  a handle on the basics. It will also force you to acknowledge when someone is honestly that good. Seeing someone clear a rooftop jump, while shooting down three enemies, and landing unscathed can feel intimidating.

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But that intimidation is why Toxikk has a Skill Class system. As you play the game it measures what you’re doing, and will give you a rating between 1, and 12. This is always in flux. So you can have a ranking of 8, play ten really bad rounds, and find yourself a 7. Likewise, when you improve you’ll go up. This was put in place because the developers realize a lot of people won’t have fun if they’re constantly getting crushed by 12’s with no hope of learning everything. When you go on the server browser in the full game (more on that later) you’ll see servers allow some ranks, but not others. One server may be ranked 1-4, another may be 8-12, with others in between. You have to be within those ranks to join them.

That said, there are servers that don’t utilize the system. So if you would rather learn by playing against the heavyweights than training against  a cruiserweight division, you do have that as an option. Unranked servers are also great for groups of friends because you don’t have to shut out that friend who is too green, or that other friend who is a seasoned veteran.

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Separate from the Skill Class, is point system is an MXP experience point system, and this isn’t really all too important. But if you enjoy the game, and play fairly enough, over time you can increase this number for some cosmetic armor options for your character. There’s an assortment of different heads, torso options, and camouflage options you can use to customize your look. Everyone can change the color of their combatant. But people who like the game can add a few more tweaks over time. The coolest being a fearsome skull mask. This is one of the few grievances I have though because nothing about the core game requires any grinding. Perhaps it was put in for fans of that sort of thing, without effecting the game play. But it just seems odd. Since everything is open anyway, why make costume pieces on a ladder?

It doesn’t matter too much though because everything gives you boatloads of MXP. Fragging someone. Completing a tutorial. Utilizing trick jumps in a match. Piloting a vehicle. Virtually everything aside from dying gives you some points. You even get MXP in team modes for assists. Hell, if you’re bad at the game, but just really want a cosmetic item bad enough you can play against bots on the lowest possible difficulty.

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Now people who just want to play the core game can use the free demo. It isn’t timed. You aren’t blocked from any of the levels or weapons or movement. It’s all there. But if you enjoy it, or have friends you want to play it with, it’s well worth picking up the e-tail version. Buying the game means you’ll get a server browser. So you can actually find a server you, and your friends can all join without having to worry about an outlier not being able to get in because it was a certain rank limit. Paying customers also get the ability to host their own server, be it dedicated or by playing peer-to-peer through a router. You can set up private games over the internet too.  There are other perks for buying the full game too. You get to use the character customization I talked about, as well as the game’s SDK.

What does that mean? Well you can make your own content. New stages, modes, characters, whatever you want. If you’re proficient enough in using Unreal Engine 3, the sky is the limit. Because of this, even if you don’t plan on designing mods, or stages you benefit. Buying the game means that you can also download, and install mods other players make through the Steam workshop. So there is a wealth of potential stuff you have access to if you buy the game outright.

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Unreal Tournament games were played for years after release due to the prevalence of new maps, modes, skins, characters, weapons, and other content made by fans. The same could be said for the Doom, and Quake games. So hopefully, Reakktor Studios’ insistence on taking the path set by Epic, and id many years ago will have a similar payoff.

It all hinges on a player base sticking around. At launch some of those fears were quelled as a lot of people seem to have discovered the demo, and seem to be liking it. Toxikk is a fun game I think everyone should at least try. It’s a beautiful game too. Reakktor has pushed this iteration of UE3 about as far as it can probably go. There are a lot of cool visual tricks, and filters they’ve utilized to make it keep pace with even some of the newer games on bigger budget engines coming out. The environments are gorgeous. Great textures, wonderful designs, the entire world looks like it takes place in the same universe. Even the homage levels Dekk, and Cube feel like they belong here even though their layouts are taken straight from Unreal Tournament (Deck was in all of the games), and Doom 2 (Dead Simple).

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There are a wealth of menu options too. You can tweak all kinds of graphics settings, turning off some of the visual fidelity, lighting effects, bloom, and motion blur if you’re on fairly modest hardware. You can even turn off the frame rate limiter which starts on 60. But for a game of this nature you should really push it as high as it will go. It’s a much more responsive experience, and worth dealing with some tearing if you have a standard 60hz monitor.

You can also customize your entire HUD. The colors of the weapons on your selection bar. The crosshairs on your weapons, you can  even turn off your HUD entirely if you want. The hit markers when shooting someone, the size of them, the sound it makes. All of it. That’s besides the fact you can set whatever key binds you wish, weapon priority order, and a whole lot more. Toxikk is not giving you a shortage of performance or personal style options here.

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The audio is one of the weaker points in Toxikk. The sound effects are actually really good. But the soundtrack  could stand to be markedly better. The game tries to accent everything with a score of thumping techno, and electronica. But nothing really stands out. There aren’t any catchy loops, or hooks the way its inspiration possessed. UT, and its sequels had great songs like Go Down that would be stuck in your head even months after playing. Even people who aren’t fans of electronica can enjoy the UT OST. Toxikk’s soundtrack isn’t bad. But it feels too generic at times. It fits the atmosphere of the game, but doesn’t do much beyond that.

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The only other issue I have with Toxikk  is that while the character designs are really cool, they aren’t anything you haven’t seen in other games. They could use a little bit more personality, and perhaps some fleshed out back story. The most you hear about is that there are two factions; the Drayos, and the Exocom. There isn’t much told about either group, or the world. While I do think it is imperative any multiplayer game, focus on the actual game being fun (which this absolutely does.) it could have given players a little bit more detail on its universe. It may have gotten some players a little bit more invested, by having them care about the world. The UT games did this well with much of the story being put into the world, and in bios for the characters. There was also an intro in them to explain the setting. All without having to make people play through a campaign.

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That said, I still highly recommend Toxikk. If you miss playing old school arena FPS games I think you’re going to like it immensely. If you’ve never played Q3A, or a UT game but love playing competitive shooters in other subgenres you may like it. In the short time it’s been out there are already plenty of new players learning, and adapting. That’s in addition to veterans of the old games who have discovered it. If you’ve wondered where this style of game has been, or you’re someone tiring of modern progression systems Toxikk is definitely worth looking into. If after my long-winded review, you’re still on the fence check out the demo. You have nothing to lose by doing so.

Final Score: 8 out 10

Splatoon Review

Third Person Shooters have become one of the most popular genres since joining their First Person brethren. Nintendo has seen some minor action in these realms before. With Metroid Prime being one of its flagship entries. But that trilogy was more of an adventure game, with light combat elements. Long before that, there were Rare’s Goldeneye, and Perfect Dark. What  did both of these titles have in common? Second Party status. Nintendo’s formerly partially owned studio made these. Nintendo hasn’t had a fully First Party shooter with a competitive focus. Until now.

PROS: Focus on a different target. Family friendly as well as hobbyist friendly. Miiverse. Humor.

CONS: A little light on maps. Customization needs to be unlocked. Campaign may be too hard for young kids.

STEVEN BLUM?: There’s a homeless version of Mugen named Spyke who will steal clothes for you.

A smaller, younger team of Nintendo’s developers played a lot of those Nintendo 64 shooters back in the day. They initially came up with an idea of two blocks splattering ink on a floor. Competing with one another to see who could cover more of it. From that game play idea, the team built Splatoon on top of it. It’s a surprisingly captivating direction to take the genre in. For years we’ve been used to shooting at each other for frags. Even in games with team based objectives, there is an obsession with kills versus deaths. Splatoon has fragging, but the focus on turf really makes kills secondary.

Booting up Splatoon for the first time immediately puts you in a tutorial to get you accustomed to its control scheme. The game uses the Wii U gamepad in a combination of controller, and mouse look controls. If you’ve been accustomed to game pads over the last 20 years, it may take you a few minutes to get used to. But it’s actually pretty intuitive. The left stick moves your character, while the right stick just swerves the camera left, and right. You actually use the Gamepad’s gyroscopic feature as a mouse. This makes aiming much closer to a PC game. Things are fairly smooth, and easy when tracking down an enemy. The left, and right turn speed is a little slower though, so you may go back, and forth between using the stick, and moving the pad. For those who absolutely refuse to use mouse look, you can turn it off in the settings, which makes the right stick aim instead.

Once you’ve completed the tutorial you end up in a hub world. Walking straight ahead takes you into the online battles. You can play turf war against friends, or random players in four on four matches. Every match you play, whether your team wins or loses will give you some in-game currency, and experience points. Of course winning a match will give you more points, than losing. Rounds are two minutes long. In that two minutes your team has to paint as much of the floor with your ink as possible. While your team is doing this, the other team is doing the same thing. Skirmishes then break out, as you kill opponents to buy yourselves enough time to continue painting the level in your turf color. It may not seem like much, but Splatoon’s combat actually becomes pretty deep. Pressing the left shoulder trigger will turn you from a humanoid, into a squid. You can then swim in your own ink, undetected by the enemy. Spraying walls allows you to even swim up them, and onto higher terrain. If you’re running out of ink, turning into a squid, and swimming in your team’s color will reload your weapons. Each weapon comes with two secondary attacks as well. Pressing, and holding the right shoulder button will launch the first secondary. This uses up more ink, but depending on your weapon can have a variety of uses. Ink grenades, landmines, and shower curtains are just some of what you’ll see in Splatoon. Each can be used in a variety of tactical ways. The shower curtain can be placed in narrow hallways, while you paint the other side of it. You use it like a force shield in a sense. There are desperation weapons you can use as well. Filling a meter by painting over enemy ink, will let you launch them by pressing the right stick down as a button. Then you can press the right shoulder button to use it. There are ink tornadoes, Shin Hadokens, among a plethora of other options.

The gamepad touch screen also comes into play during battles. There is a fast travel option you can use. If you look at the pad, during a match you can see where your team mates are, and super jump to their location. You can also see where enemies are, so long as they aren’t swimming in their ink. This can be good, and bad. Good in the sense that you’re able to quickly come to the aid of a comrade. Bad in the sense that the opposing team can use it as an ambush. This could be even more effective had Splatoon offered a voice chat option. Unfortunately it doesn’t. While the reasons are sound when it comes to public matches (Not having to deal with sore sports hurling slurs or curse words in a family friendly game is a good thing.) it takes away communication from friends.(You also have the ability to join your friends in these matches through a friend’s filter.) It isn’t unreasonable to think someone might have 7 friends or acquaintances who might play this together online. Still, with the short match times, it isn’t too much of a detriment. You’ll still have plenty of fun, and if you’re desperate you can always conference call three friends during your games together.

While you’re in the lobby waiting for players to join up, you can also play mini games on the gamepad. These also appear on an arcade cabinet in the plaza, where you can play them at your leisure. The best of these is probably the first one, a tower climbing game, where you jump up platforms as a squid.  After levelling up to a certain ranking, you’ll be allowed to play ranked matches in addition to the standard turf wars. Every so often you should stop playing online, and re-enter the hub stage. There are stores you can enter to buy better weapons, and clothes. Clothes in this game do more than simply make your character look cool. You have to reach a rank of 4 before you can buy anything. But once you do, you’ll find the store clothing items will enhance your online play with perks. A shirt may refill your ink faster. A certain pair of shoes may make your character run faster. At the same time none of this feels really overpowered. if you can aim, and move well enough, anyone can defeat anyone. In addition to abilities, all weapons have some sort of drawback. There is a big emphasis on balance when it comes to maps, and weapons. While there are plenty of weapons to choose from, rivaling even the Call Of Duty series, there aren’t many maps. Nintendo is promising free content updates for this game, so in a few months things may be better on this front. But for now, it is a little bit lacking. Thankfully, the underlying game play is so much fun, that it shouldn’t dissuade you.

This game does a lot of little tiny things that make it feel different enough from other games in the genre to make for a vastly different feel. The atmosphere is right out of a mid nineties Nickelodeon cartoon. The music is filled with late 80’s, and mid 90’s power pop, and pop punk trappings. It’s pleasant to look at, and listen to. While it might look like a children’s game on its surface, it really does hit a vibe that screams “Everyone is welcome.” If you love your modern military shooters, you’ll have fun. If you cut your teeth on Quake, Doom, and Unreal Tournament, you’ll have fun. If you’re a parent who wants to play a shooter with your 10-year-old child, the both of you will have fun.  Very few, if any, developers have been able to implement a genre usually aimed at a 17, and up demographic, into an all ages setting.

The game also does a really great job at implementing Miiverse. Probably one of the best implementations thus far. Going through the hub world, you will find other players’ characters populating Inkopolis, with their forum posts being spouted in a cartoon bubble. Other times you will see Miiverse postings appearing as graffiti on walls. You can also go to a kiosk to post to Miiverse. It’s pretty good, and I hope it’s expanded upon either in updates, or new games. Another thing that happens fairly often are the progression updates. As you get farther in the game the two valley girl news caster characters will warp you to the hub world to watch a news brief. Sometimes this will be upon unlocking a new map, or mode. Other times it pushes along the single player campaign story. That’s right. Splatoon also features a campaign.

If you go to a certain manhole cover in the hub world you will find this old man inkling named Captain Cuttlefish. He’s a conspiracy theorist who is obsessed with proving a race of Octopi are looking to take over the world. Why? Because years ago the people of Inkopolis defeated them in a turf war, and they want revenge for it. Of course the Captain can’t prove it, but he sends you on a 5 hour-long campaign to stop them anyway. While Splatoon is focused almost entirely on the multiplayer aspect of the game, this campaign is not an afterthought. It does a pretty great job of acclimatizing newcomers to the controls of the game, and teaching multiplayer techniques. All while offering a satisfying single player experience. Much like the base game, it starts you out in hub worlds. You have to find secret entrances to each level by uncovering them with ink. When you do, you’ll enter them, and be treated to a TPS meets Super Mario Galaxy level. What I mean by that is that each one of these levels has launch sequences similar to the SMG series. You’ll kill a bunch of Octopi, look for secrets, and then launch Mario style to the next area.  At the end of each of these levels, you’ll free a Zap fish. Think of these like the game’s shines, or stars. After you beat so many stages you’ll have to contend with a boss. And make no mistake, these bosses are difficult. They add in the challenge of Nintendo’s greatest platformers’ boss puzzles, and patterns with third person shooting.

All of the stuff you need to succeed in the multiplayer, also needs to be used in this campaign. So for those who have zero interest in the competitive online combat, the campaign is still going to be compelling. Plus you can use the skills you learn in either mode in the other. The campaign is also worth playing for those who have no interest in single player. Why? Because throughout the campaign are hidden blueprints you can find, that will unlock weapons for the multiplayer mode. So the game is really poised to make you want to try everything. There is also a 1 on 1 multiplayer mode where one player plays on the gamepad, while the other uses a classic controller, and the TV set. This is played offline, and each player tries to shoot target balloons. But they can still frag each other to buy time to pick up a few more targets while the other waits for their next life to spawn.

Splatoon also has support for Amiibo figurines. There are three figures available one based each inkling, and a squid figurine. In the plaza there is a giant Amiibo figurine package. Putting one of these toys on the gamepad will give you a handful of special clothing items, and a list of challenges. The special content really has no bearing on the gameplay. The clothing items don’t give you any better perks over the main game’s. The challenges are really for a personal experience, so you don’t really have to buy any of the toys to enjoy the game. Though two of the mini games can be unlocked by beating the challenges.

Splatoon is an excellent Third Person Shooter. Nintendo has laid the seeds for what could potentially be a major franchise, and has made one of a handful of shooters that can be enjoyed by any age group. Still, it isn’t absolutely perfect. There aren’t any functional problems to speak of. Everything in the game feels great. After bingeing on the game for a couple of days non stop, I can say I rarely ran into a connection problem. I never experienced any notable lag. This game is solid in every respect. But the lack of voice chat in games with friends, and the low number of maps keep it just shy of reaching its full potential. Nintendo has plans for updates, and content. Nobody knows all of the details, but as of now things are light on the map front. It’s also going to disappoint some that you have to unlock the ability to customize your character by levelling up. Fortunately the game play in multiplayer is so good, it will keep you wanting to play in spite of those issues. The game’s single player campaign is also a great ride. It might prove difficult for some of the younger children to get a handle on, and lead to some frustration. But if your kids are pretty good at platformers like Mario, or Donkey Kong, and want to move into fast paced action games Splatoon is easy to recommend. It’s also easy to recommend to any shooter fan. It plays great, and does a number of things to move the genre in a new direction. Whether you’re a hobbyist, or a dabbler Splatoon is something you should look into.

Final Score: 8 out of 10