Tag Archives: Splatoon 2

Thoughts on the Splatoon 3 trailer

I know I’m really late to the party on this one, at least in article form. By now there are countless others within the gaming community with their own thoughts about what’s going on in the limited footage we were shown. For the five of you who just came out from under a rock, Nintendo recently released their first full-length Direct where they showed off games and products per usual. Every one of these videos always excites some, disinterests others, and for some reason, others get so upset they act completely irrationally about it.

This time out there was some disappointment that there was no mention of how the Metroid Prime 4 restart is going, and not much from lapsed series like F-Zero. And while they didn’t have anything to show on The Legend Of Zelda: Breath Of The Wild 2, they did let us know there was an HD remaster of Skyward Sword coming, which admittedly looks pretty neato.

They showed a lot of popular games were making their way over to Switch like Fall Guys, Apex Legends, Hades which was kind of neat. A bunch of new RPGs, some Monster Hunter games we knew about were expanded on. Not a bad presentation. While I would have liked some other surprises, there was a lot for every kind of player there. But then at the very end, they said “Oh before we leave there’s one last thing for you to see” and then came a trailer for Splatoon 3.

Now the surprise had been a little bit blown for me as I had to work during the initial broadcast and my coworkers told me they dropped a trailer as their phones buzzed them. Almost immediately after that, my phone was blowing up with social media notifications, texts from people, and on.

So when I got home that night I watched the trailer for myself, and some thoughts have been percolating over the last few days about it, so I’ll go a little bit more in-depth here than I really could on Twitter.

First off, I’m not all that surprised there will be a Splatoon 3. That was pretty much inevitable. Splatoon launched on the Nintendo Wii U in 2015. A console that while really cool, failed to catch on for a whole host of reasons. I won’t go into that well travelled dead horse of a topic, but to suffice it to say it didn’t really sell very well. Splatoon was in many ways the best thing to happen to that console. Mario Kart and Super Smash Bros. were two franchises that kept it at retail for awhile. Many bought a Wii U just for those two games. But Splatoon was a NEW I.P. on a failing console that still managed to sell an obscene number of copies. Moreover, it was a fantastic and yes, fresh, take on the team shooter that combined a new, and deep movement system not seen since the era of arena shooters like Unreal Tournament with the team emphasis of games like Battlefield and Team Fortress 2. It didn’t turn the Wii U around, but it did far better than what anyone would have expected.

Splatoon 2 came out two years later in 2017 sold millions upon millions more than the original and is still selling now. The recent announcement has undoubtedly resulted in some rebuys from old players who want to practice up, and new players who want to see what the fuss is about. So with two highly successful games so far, it was only a matter of time before a third one would be made. I wasn’t entirely sure it would have also been on the Switch, usually if it’s not a Mario or Zelda game odds are it will be the only entry on the platform. But on the other hand, Splatoon 2 will have been around for about 5 years which is plenty of time for a new entry to be in the pipeline.

Anyway, the trailer starts us out in a desert where we then see a hooded Inkling. The creator system from Splatoon and Splatoon 2 seems to be here, but greatly expanded as there are a host of hair and leg covering options those games didn’t have. And then we see the Inkling’s pupils being selectable as they raise their eyewear. But interestingly enough there is a Salmonid pet that can also be customized. This is interesting in of itself because in Splatoon 2’s Salmon Run (Horde mode) these were the things trying to kill you.

Beyond that, in Splatoon 2 after you beat the campaign and Callie returns to the hub world to give you game statistics Marie has recorded, there are storyline dialogue bits peppered in. One of which has Marie telling you that the way Grizzco is getting their power eggs is “Pretty sketchy”. So from that we can gather that the mysterious Mr. Grizz may have some major role in the next game’s storyline. He could potentially be the new bad guy holding these creatures against their will and we’re going to have to free them. The Nintendo Twitter message of New Year’s 2020 does spell out S. ave O.ur S. almonids after all.

The desert backgrounds also give off a kind of Mad Max vibe which would also tie in to Splatoon 2’s final canon Splatfest where Team Chaos defeated Team Order. The final canon Splatfest in Splatoon effected the storyline in Splatoon 2’s campaign as when Team Callie lost to Team Marie, Callie went on a sabbatical but then went missing. Nintendo’s own website put up storyboards leading up to the game. Low and behold the end of the campaign sees a brainwashed Callie fighting alongside DJ Octavio.

Further supporting this is that the NOA Twitter has called the new hub we see in the trailer Splatsville and on top of that it’s referred to as the “city of chaos”. So if we know where to look we can get little nuggets of information from this trailer. The hub has far more detail than the ones in previous entries so the little details could be nothing but visual flair, or they could be entirely new gear shops we are not yet privy to. But it’s going to be fun speculating about until the next bit of stuff about the game comes out in official means.

For the quick glimpse of what appears to be Turf War we do get to see some of the weapons appear to have been retooled. But we get a closer look at the bow the inkling carried at the beginning of the trailer. It appears to shoot a spread shot of three ink lines. There’s not a lot of multiplayer here, about 19 seconds if that. But in the chaos we can see there are two moves that happen. A strange air dodge that kind of resembles M.Bison’s Psycho Crusher from Street Fighter II, and a wall jump that allows for an extra height boost.

When I first saw them I wasn’t really sure what to think. The air dodge looks like it might have some defensive utility. Kind of like how substrafing in the current game makes you harder to hit, and lets you zig-zag out of the way a little bit faster. The thing is the spin drill animation of the trailer makes it look like it won’t be something only the most experimental people will discover or find in a metagame. It looks like something built in, anyone can do. It also makes me wonder if it will have some kind of parry property where maybe you can deflect a hit.

The wall jump seems to show one player getting a double jump off of a wall swim jump then one shot killing an opponent. We don’t know if it will have any major utility other than surprise attacks yet, but I immediately thought back to my Unreal Tournament 2004 days where double-jumping, dodge jumping, and wall dodging not only helped you avoid projectiles, but also helped you navigate the map faster with alternative routes. Maybe this swim jump boost will let you get to even higher ledges it would take many more seconds to reach through other means. If this is true, this opens up the game A TON. These moves have official names thanks to the NOA Twitter. They refer to the first move as a “Squid Roll” and the jump as a “Squid Surge”.

So I really want to see them elaborate on both of these. They also have a brief glimpse of a few specials. One of which looks like a combination of the Sting Ray and Tenta Missiles from Splatoon 2, which I’m not sure how I feel about. The Sting Ray is already pretty beastly even if it is a little slow. The Tenta Missiles aren’t so much beefy. But they can be annoying, and it can be a great spotting tool as they bottle rockets all home in on you. Having both of these at the same time, if that is indeed the case could be overkill. So balance is going to be a concern. The other two specials they showed off were a new robot crab, and the Inkzooka from the original Wii U game.

The crab is definitely interesting. How will it work? Will it be a turret I can place on or near the objective? That would be something terrific for defense. Will it be more of a satellite that follows us around and protects us? Will it be something we can use to target a specific enemy as they try to capture an objective? All of these could be pretty good uses. The Inkzooka seems like they’re no longer having it fire tornadoes of ink, and instead it’s firing off up to three mortars of ink. Sort of like a bonus three shot Explosher you get to break out .

Overall, a lot of stuff packed into a few seconds. It reminded me a bit of the character trailers for fighting games where you have to look at everything frame by frame to gleam something from it. So we know we’re getting two new moves that are going to enhance combat and potentially navigation. That’s exciting. The new bow looks interesting. I wonder if it will be another charger type weapon or if it will be more like the bows in Chivalry or Mordhau. And if it will be like the latter I think that will be fantastic because in those Medieval games, bows cannot be held forever. After so many seconds you have to cancel your draw, and redraw. Otherwise you will lose all accuracy and hit nothing. You also have to account for leading targets and projectile drop. So hopefully it will be similar here.

I also like the idea of the pet salmonid for the story mode. I can’t help but wonder if they will be utilized in multiplayer somehow. And it’s obvious the death crab special is going to be a highlight or it wouldn’t have gotten that forefront view. In any case, Nintendo answered some fan questions preemptively with their Twitter thread. One other thing is when the characters spawn in on their espresso machines. It looks like we’ll be jumping into the map from above now. This is going to be something I’ll be paying attention to as more info gets told to us. On the plus side, it looks like it should cut down on the odds of a team going in and trying to spawn camp the opponents. But on the negative side, does this mean you can spawn pretty much anywhere in the map? Or do you have to be within a certain vicinity of the end of the map? If it’s the former, well that could be nice as you could try to find a spot where it’s safe. But if it’s the latter, once everyone figures out what that limit is, spawn camping teams will just go there instead. So again, this is information I’ll be paying attention to. It’s interesting the old clam bake point in the trailer has tarps all over it.

In any event I am very excited to see how this one turns out next year. I presently have over 1,200 hours in Splatoon 2, and continue to enjoy the game. My hopes for the game are bigger maps, an improved individual Rank system that would factor in more than whether or not you and those you were paired with win or lose. Things like who is holding an objective, saving teammates, getting turf covered and more should be a factor in my humble opinion.

I’m also interested to see what capacity Salmon Run shows up in if it returns considering the fact that we have a pet salmonid now, and the implications it places on Mr. Grizz. Will he be the bad guy? Will he just be a patsy for DJ Octavio? Will DJ Octavio reference Vince McMahon? There are a lot of questions that open up from such a small amount of footage. I’m definitely keeping an eye on the future videos Nintendo puts out on this one.

I’ll be a (friendly) competitor!

It’s no secret I’m a big fan of Splatoon. While I play a variety of games, it’s one of my most visited series on my Twitch channel. And while I am not at the same level in Nintendo’s team shooters as I was 14 to 20 years ago in Epic’s Unreal Tournament series, it is a game I’ve tried to master as much as I can.

This has culminated in me being part of an upcoming tournament hosted by Retro Game Brews. For those who don’t know, they do an entertaining podcast, but frequently host tournaments, and races on their own Twitch channel. Often times they’ve spotlighted retro games, and speed run contests. But this time they’re doing Splatoon 2.

So I’m being set up with three other players on 10/30 over on Retro Game Brews channel and hopefully we’ll win. But even if we don’t it should make for a good experience. I haven’t been in a situation like this in years when I would be involved in Sunday night scrims in Unreal Tournament 2004. If any of my old UT teammates stumble upon this, hopefully I’ll see you there.

So I’ve been playing a lot more Splatoon 2 on the channel as I’ve been practicing up some weapons I normally don’t. Believe it or not, Splatoon 2 and it’s predecessor both have three positioning roles, and each of the game’s weapons fall into one of them. So I got to a point where I felt satisfactory with the Kensa Splatterscope, pretty good with the .96 Gal Deco, and surprisingly decent with the Kensa Splattershot Jr. Normally, I roll with the buckets in the game. But if I’m placed into a support or backline roll I would like to at least do competently.

Anyway, I won’t be the only one involved in this tournament. 1UpJohn will be there, as will MegaRetroMan. Neither of whom will be on my team, but neither of whom will be taken lightly. Leading up to the tournament again, I’ll be playing a lot of practice so you might just catch me online. When the time comes it will be up to myself, Kleyman, Baggins, and Princess Kitty Mew Mew when the time comes.

And while this tournament will largely be low key, and none of us are going to be what you might think of as an e-sports level, for anybody looking to improve at the game I highly recommend a few people. Wadsm is one of the best players out of Germany and has a fantastic video on Gear here

ThatSrb2Dude hails from the UK, and is one of the best players in the entire competitive Splatoon scene. Here he goes over an optimal setup for proper motion controls but do keep an eye on all of his material as it can be very beneficial to new and old players alike.

Latias is a phenom with chargers, the game’s Sniper class of weapons. Watching some of their material here is not only going to shock you with how good they are, but you may pick up some basic strategies on how to be a better support or backline player.

And while they’re sporadic with their video releases you can’t go wrong with watching FTWin playing through the North American Nintendo tournaments.

Why do I mention these people? Well one of the best ways to improve at anything is to analyze what some of the best people at a game are doing in the game, and seeing if you can’t adapt some of it to your own unique play style. It doesn’t mean you’ll be a pro overnight, but you may see some improvement. And in any game, hobby, or in life in general, seeing improvement can be as big a motivator as a big win can be. Best of luck to all in the tournament who might see this, and to everyone out there in your own quests to grab the proverbial brass ring! Hopefully this tournament will get a few more folks to check out Splatoon 2 if they haven’t already.

And if you’re interested in other tournaments, races, or other competitive old-school events, be sure to follow Retro Game Brews. A massive thanks for the opportunity to take part in this.

Splatune & Splatune 2 Review

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It’s no secret that I have been a big fan of Nintendo’s 2015 foray into competitive third-person shooters as well as its 2017 sequel. The subsequent single-player expansion pack was pretty cool too. It included 80 stages. Merely clearing the game lets you play online as an Octoling. But if you make it to completion? Well, then it even features one of the toughest secret boss fights since Capcom and SNK gave us God Rugal.

One of the best parts of the Splatoon games has consistently been their music. Whether you’re talking about Keity Pop & Mari Kikuma voicing the Squid Sisters, (Sea O’ Colors in Japan) Rena Itou & Alice Peralta voicing Off The Hook (Tentacles in Japan), or any number of the game’s many fictional bands like the Chirpy Chips (ABXY in Japan). The music goes beyond simply providing something to listen to during matches, it is used extensively in world-building.

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So the music does a good job in the games but how does it fare on its own? In my opinion, it fares very well. Many game soundtracks these days feel like film soundtracks. Either grand orchestrated pieces that may fit a scene perfectly well. Or a collection of real-world musical tracks most of us know, or at the very least have heard somewhere else. These soundtracks hearken back to a time where several things were true. Video game music used to really describe a game’s identity. When you heard Guile’s theme outside of Street Fighter II, you immediately thought of Guile fighting another character like Blanka on the airstrip. Even today, songs like Going Down The Fastway immediately take anyone who has ever played Rise Of The Triad, back to 1995 sitting at their computer eating monk meal.

Outside of video games, throughout the 1970s, 1980s, and even the 1990s if you bought an album it potentially included tchotchkes. Sometimes they might have been replica ticket stubs for a show the album was a recording of. Other times they gave you fold-out posters.  When CDs began to overtake Vinyl records in the 90s these weren’t as common. But now and again there would still be something spiffy showing up with one of them. 15 years ago some of them even tried to mimic the look of a vinyl record by coming in gatefold sleeves. Of course, nowadays CD releases are neither as sought after as the vinyl resurgence nor do they have the prevalence or simplicity digital downloads do.

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But video games have also started to see an interest in their soundtracks over the last several years. And while many of them can be purchased on Steam or sometimes directly from their composers, Many of them have been going the film route. With a grand orchestrated score or a list of top 40 hits. Which may make sense for Grand Theft Auto. But it doesn’t make sense for everything. But oddly enough while a lot of soundtracks are available they’re not always available across the board. Sometimes they’re only on digital storefronts. Sometimes only on vinyl, in a very limited number. Or sometimes pretty plentiful, on CD, but not here in North America.

The Splatoon Soundtracks have yet to see a digital release as far as I can tell, and they have no international release so you’ll have to import them from Japan or buy them from a business that has already imported them from Japan. Or from an importer, or from an individual second hand. But it is a worthy endeavor.

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No matter what kind of music you’re into, there’s likely going to be a few songs you’ll really like. The first album has a lot of electronic synthpop, New Wave, and Power Pop inspired by the early 90s Pop Punk sound. And this fits very well as the characters in the games are doing battle in malls, skate parks, and other places teens and young adults would be. But the OST also has many Experimental, Electronica, and Post Punk sounding tracks as that fits the campaign nicely. The Octarians are led by a Samurai Octopus DJ after all. The thing is, all of these fit a long car ride, or a commute nicely.  Most of the music here stands out and even the stuff that doesn’t is still pretty good. The stars here are clearly the Squid Sisters, but there are a lot of good songs over two discs. And beyond that, you still get all of the sound effects they recorded.

The second soundtrack continues this trend, but Off The Hook has a blend of Hip Hop and dance genres like Funk and Disco. These tracks are really good and again, stand on their own. One of the especially catchy jams is Acid Hues which those who have played Splatoon 2 may remember from the Splatfest events. You’ll get a wider variety of music in the sequel with tracks like Fins & Fiddles having a Celtic rock band influence, Rip Entry having a very slick bass line that feels like it could hang out with a Red Hot Chili Peppers set, and Tentacular Circus mashing a bunch of effects together before erupting into something that sounds like DEVO had a few beers with Danny Elfman. It goes with the craziness of the stage it’s featured in. But by itself, there’s something captivating about it. Splatune 2 also has a lot of cool Jazz and seafaring Rock. And of course, the highlight for a lot of fans will be the Squid Sisters’ Spicy Calamari Inkantation.

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But these albums also give you some of the extra little things I talked about with the albums of old. Splatoon gives you a couple of nice alternate covers you can use to simulate the fictional albums of the game’s universe. Including the breakout Squid Sisters record as well as DJ Octavio’s. Splatune 2 on the other hand includes a polybagged guitar pick with a rather nice Splatoon squid logo on it.

Do you absolutely NEED to get these? No. You’ll be paying more than the price of a typical album, and you’ll have to pay extra for importing them. But if you’re a big fan of the games and you like collecting physical releases of games, movies, and music these are something to consider picking up. Kadokawa has also released other official Splatoon series’ albums. Octotune (which I don’t have yet) includes all of the tracks that were added to Splatoon 2 through updates over the years as well as all of the music from the Octo Expansion pack. Beyond that, they have also done live album versions of the different live shows Nintendo has done over the years.

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Besides giving us a Philip J Fry “I see what you did there.” meme moment, Splatune and Splatune 2 are fantastic soundtrack albums that hearken back to a time long before buying music on iTunes or streaming it through Spotify was how to get your music. With a wide variety of sound and some really cool feelies, these can be appreciated by anyone who likes good music. Though, importing these is still going to appeal mostly to the biggest fans. If you are one of those biggest fans you won’t be disappointed. If you’re not, you likely won’t be disappointed either as the music is really good. Still, it won’t be everybody’s cup of tea. Even if that tea is super tasty.

Final Score: 9 out of 10

Bosses and the RAAAAAAAGE they sometimes instill.

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I recently went back and replayed the Splatoon 2 Octo Expansion. I had beaten the story mode when it came out. But I had also skipped a few stages and so I had decided to go back and 100% the game. With the upcoming Splatfest, I figured now would be as good a time as any to finish up the 10 or so stages I didn’t do, and replay the handful I glossed over near the end. I had also heard tales of just how difficult the super-secret boss encounter in the game is. To experience that you need to clear every one of the 80 stages, and pay Pearl any of the money you may have borrowed from her to enter stages if you had run out of it trying to clear stages. So over two nights, that’s what I did. Sunday night I cleared all but about three remaining stages. Then Monday night after a grueling workday I finished those up. As I unlocked the super-secret boss encounter I was reminded of many of the toughest fights I played through over my lifetime. This by no means a list of the absolutely most difficult. But a number of the ones that immediately came to mind. Also yes, I will talk about the one I defeated last Monday night.

Also, I know many of you may not have played some of these games and worry about spoilers. So you may want to skip over some of these with your hyper scroll wheel or you may want to click the back button. On the other hand, I don’t think any of these are from games that came out this year thus far. So I think enough time has passed for most of these.

Why do these encounters stick out in our minds?  I think there are multiple reasons. Some of them are as simple as “This character is a cheap bastard, and I’m glad I never have to do it again.” Others might be cheap bastards too. But they have a cool design, awesome backstory, or something else that goes along with that well. You expect Dr. Wily to be a cheap bastard. He’s cowardly, crosses his fingers. But sometimes still shocks you with the lows he will sink to. Other villains exude confidence and a demeanor that put you into a false sense of security. You’ll think to yourself “This bad guy doesn’t need to be cheap. They’re just going to be a fair challenge that I’ll just have to practice a lot.” And then the game goes “To Hell with that.”. There are other bosses that are sometimes far more brutal than the final bosses they answer to.

Anyway, these fictional entities often get our blood boiling. They bruise our egos. They often don’t play by the very rules they set, and they constantly cheat. But why would we expect anything different? These are villains after all. Some of them are defeated by our pure skill. Others are defeated by completely cheesing them. But we love and hate all of these antagonists for being the world’s biggest stinkers. So here are some of the ones I’ll certainly never forget. And again, these are by no means the most definitively toughest encounters, just ten of the ones that stuck out in a sea of thousands.

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10. Dr. Wily Machine #10 (Mega Man 10)

I’ll be you were probably thinking I would mention the Dinosaur vehicle bot with two forms and subsequent saucer fight from the previous game. Or perhaps the 11th Wily Machine in the following game. A lot of you were probably thinking the Wily Castle 2 Dragon, or Wily Machine #2. But Mega Man 10’s next to the last encounter is somehow at least to me, a little more salt inducing. For the first form, things aren’t too bad. He does the “Shoot missiles that can be used as platforms” thing previous Mega Man bosses have. But then after you blow up the Pirate ship skull faceplate, Dr. Wily gets stupid cheap. He fires an orb that keeps you from moving so that he can get you caught in not one, but two clouds to ground lightning bolts. And while all of this can be avoided once you know what to do, you’re going to die like a hundred times figuring it out. Plus you have to do the required robot master gauntlet when you run out of lives again before fighting him. I’m told playing on the lower setting makes him a tad slower. But it’s still some cheap stuff. Definitely one of the Dr. Wily encounters you will probably lose your cool on.

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09. Dark Fact (Ys 1.)

Dark Fact is an asshole in every version of Ys. In some versions, he might be slightly slower. But he’s still one of the biggest jerks in boss encounters. He flies around the room doing a figure 8 pattern and you have to run up and stab him. Sounds simple enough right? Well, then he summons fireballs. Of the bullet-hell shoot ’em up variety. So you’ve got to try to avoid taking too many third-degree burns while trying to stab him. And with all of that going on, he also randomly destroys part of the floor so you either: A.) Get stuck in one part of the room eating fireballs until you die. Or B) Manage to somehow not burn to death while getting enough stab wounds in that he finally bleeds out. Suffice it to say many of you will be flipping tables when you get to him. This boss took me many, many attempts to defeat, and what a sigh of relief it was when I finally put him down.

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08. Bowser (Super Mario Odyssey) 

Yeah, Bowser would have to get on here somewhere. By no means the most difficult of the examples listed here, he gets a very memorable appearance that will stick with you. At first, it doesn’t seem like much of a fight. It repeats an earlier encounter. He throws his hat at you, and you need to take control of it to knock him out of the arena. But this is easier said than done because he sends a ton of crap at you to keep you from getting to him. He jumps onto the ground sending out rings of fire. He shields himself with flames while breathing out the longest flamethrower breath possible. And each time you do get to him he throws more decoy hats as well as increases the number of flame rings and flamethrowers and tail swings at you. But unlike other Mario games, you don’t really beat him when you beat him. Because the game goes all Metroid and throws a self-destruct sequence into high gear. So you have to take control of the King of the Koopas in order to escape in an honestly quite challenging platforming section. You’ve only got so much time and for all the power Bowser has, he’s slow. So good luck with that one. Still, it’s one of the coolest Mario moments ever. And if that’s not enough for you there’s even a harder third version of the fight hidden in the metagame.

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07. Demogorgon (Forbidden Forest)

This one gets on here because he requires two major metrics in order to be defeated. You have to hit a pixel-perfect spot to pierce his heart and you have to do it in only 60 seconds. Succeed and the game will loop allowing you to go on. Fail, and it’s Game Over. His pixelated visage will come down from the heavens oh so menacingly. Even if you have extra lives in reserve. It matters not.  On top of this, The Demogorgon is only visible when lightning strikes. The only help you’re given is sometimes seeing the background distort if he happens to be there. Sometimes, but not always. You’re likely going to hear that shrieking ear-piercing BEEP BEEEEEEEP BEEP BEEEEEEEP BEEEEEEEEEEEEEEP in your dreams.

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06. Evil Otto (Berzerk) 

Evil Otto is invincible. He was also inspired by the game’s creator’s boss as he reportedly smiled when he yelled at people. Evil Otto will relentlessly hunt you down and hump your corpse. Forget your childish opponents in your favorite shooter. The smiley face of doom did it first. You can’t shoot him. You can’t hope one of his subservient robots turns on him. All you can do is run. The rare exception is the children’s mode in the Atari 2600 port where he can be killed. But even going into baby mode won’t help you. Because Evil Otto will still respawn. Good luck sleeping tonight.

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05. Jasper Batt Jr. (No More Heroes 2)

This guy is an annoying pain in the ass. He drives a hovercar around his office so you can’t hit him with your swords. He also has a slew of death lasers that generate throughout the office, and can even summon a giant death beam. After you manage to weaken him through some well-timed strikes that lead to QTEs when he tries to run you down, the cheapness goes up to eleven. After you blow up his car he becomes a supervillain. And as a supervillain, he either shoots around 50 bats at you, teleports the second you go to hit him or manages to land one of his Incredible Hulk punches on you. When you really start to put the hurt on him he gets even cheaper.  Warping around like a Dragonball Z character, throwing tornadoes at you while giving you more suplexes and piledrivers than Mike Haggar. If you somehow survive all of that he becomes a Godzilla you have to cut up from a rooftop while avoiding death beams he spits out. If you manage to pull it off, you’ve defeated one of the toughest bosses out there.

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04. God Rugal (Capcom Vs. SNK 2)

This guy is SNK Boss Syndrome to the nth degree. First of all, the guy will take off nearly a quarter or more of your life bar with any given move. He will also repeat specials at an impossible speed and land combos that no human player could reasonably pull off. Your only hope is to block like crazy and find the one move the computer didn’t account for and spam it until you maybe win. That is if he doesn’t clown you before you can figure it out. Which he will. SNK was always a genius with its evil boss plan. An idea Capcom implemented here, and something even Midway rode within Mortal Kombat games. Make the bracket pretty doable, and then suck out hundreds of tokens from people who made 98% of the journey and really want to see that final 2%. In this case, though reaching him or the other secret Akuma variant also requires you to keep up your performance score. That means winning with Supers and Perfects on the way. If you pull that off, the ending of the tournament is interrupted and you’ll face one of the two ultimate boss variations. And if you get God Rugal there will likely be a broken controller in your future.

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03. Grim Matchstick (Cuphead)

A lot of Cuphead is difficult since being Nintendo hard is kind of the point of the game besides honoring 1930’s era animation. But Grim Matchstick is the one boss that really stands out from the crowd of bosses for me. He’s clearly inspired by the Dr. Wily Mecha Dragon boss in Wily Castle 2 (Mega Man 2) but other than jumping on clouds like blocks, the fight is a completely original experience. He starts out the way you might expect. Spitting projectiles you need to avoid while shooting him. But before you know it he has boulders flying at you in different combinations of three patterns. While also dodging other projectiles. If you last long enough, he ends up behind you where he spits out a marching band of flames. And you still need to avoid other things at the same time. Make it past all of that and he becomes a Hydra. With practice he is beatable. He’s still very much a pattern memorization exercise. But that doesn’t make him any less tough.

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02. Gurglewocky (Giana Sisters Twisted Dreams)

Gurglewocky is easily one of the toughest bosses you’ll face in a game. He’s a three form affair that requires a lot of memorization and dexterity. When you first reach him they take a page from New Super Mario Bros. Wii, where he chases you down Bowser style. Fitting as the original Commodore 64 game borrowed Super Mario elements. But from that quick moment, things kick into overdrive. He becomes a background boss where he uses a variety of attacks. He’ll swing his tail at you. He’ll spit a fireball into the air and cause it to rain fireballs. He’ll also fill the floor below you with lava leaving you with only some moving platforms and temporary blocks to stand on. When this happens, if he does the fire rain I mentioned earlier, the fireballs shoot back up out of the lava while the other fireballs are still raining down. Not enough for you? Sometimes he’ll shoot larger fireballs that you can avoid a little bit easier. But if they land in the lava, it causes fire columns to go from lava coated floor to ceiling.

After around three of these attacks, he’ll spit a flaming rock out that follows you around as you avoid more of these attacks. He usually does another one after this, and then shoots a line of fire out that goes either clockwise or counterclockwise. Depending on which world you’re in at the time (Dream or Nightmare) You’ll have to shift it to the opposite color of the flame on the boulder that’s been chasing you. The fire breath will then clear the fire off of the rock so you can knock it back at him. Do this three times and you can move onto the next phase. But before you can, he’ll likely flood the entire room with lava except for the very top line. You’re going to die a ton of times on this form. If you can manage to get past this and hit him three times you can escape. But he appears again! After you almost get crushed by boulders you have to dash attack his mouth at just the right time. Pull it off and you can say you’ve saved Maria! Even though that means you’re just going to be moving onto the Expansion pack content.

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01. Inner Agent #3 (Splatoon 2 Octo Expansion)

And this leads me to the battle I had with the super-secret boss in Nintendo’s 80 stage DLC for Splatoon 2. Inner Agent #3 can only be faced if you’ve beaten every stage and owe Pearl no money. (Stages cost money to enter and if you lose the level you pay to continue or reenter it later. If you run out of money Pearl will give you more. You can repay it to her when you earn money back for beating stages.) And the stages have to be beaten. You can’t use the game’s level skip mechanic. So you’ll have to go to any stage you used the mechanic on, and replay it. Once you have all of that done you can face the boss by going to a previously closed locker. This initiates a flashback where our expansion pack protagonist Agent #8 faces the protagonist from the original Splatoon (Wii U).

I had heard from a lot of players in the Splatoon 2 community that this was one of the hardest fights in videogames. But I went in with just a dash of skepticism. Surely some of this was just hyperbole. Nintendo game bosses are usually a nice balance of tough and fair. This is not one of those bosses. The match starts out with Agent #3 turning at you slowly before divebombing into the arena as the Squid Sisters’ Calamari Inkantation comes on. They start with an immediate Splashdown special and proceed to throw auto bombs while shooting at you. Shortly after this, they start initiating Inkjet specials (Two different specials so far when they should only be able to use one.). If you can manage to injure them enough to break a temporary shield they then go back to a Splashdown special and then the Bubble Blower special. This creates giant Bubbles they can explode for massive damage and kill potential. All while still throwing auto bombs that are basically homing bombs. Survive this, and they begin throwing a massive slew of auto bombs while also shooting you. Get past this, break their shield again and they’ll begin to ride a UFO while they shoot continual Tenta Missiles at you while throwing auto bombs and shooting at you. So now you have homing explosives of two varieties coming at you.

You have to throw Splat Bombs (Grenades) at them until their shield breaks again. This is where the unfair cheapness really kicks in. They do three Splashdown specials in a row while throwing more auto bombs at you. This becomes a war of attrition trying to get in a few hits while avoiding massive assaults. Keep in mind you also need to have the floor covered in your ink to be able to escape these attacks, and each attack only makes the floor more and more their color. Also when you shoot at them they will start dodge rolling out of the way despite the fact they aren’t using dualies (the only weapon class that allows one to use this move.) If you can somehow break their shield in between avoiding all of that. Then, you’ll knock them out and get the win. Winning gets you a cosmetic item for multiplayer. It’s not much, but as it is the only way to get it, at least other players will know you went through a proverbial war. By some miracle, I did it on my eighth attempt or so. But I can see why many put this high on their lists of tough bosses. All of that said, when you understand the patterns well enough you can defeat them. But even with that understanding, it isn’t an easy fight. People may mock me for comparing Inner Agent #3 to an SNK boss, but until you’ve gotten there yourself you’ll never know just how apropos that it really is.

But as I said earlier, this is by no means a “Top hardest” list by any means. Just some of the ones that came to mind as I was entering the fight with Inner Agent #3. There is a slew of challenging bosses out there. I can already hear fans of Ninja Gaiden, Dark Souls, Guilty Gear, Castlevania, Final Fight, and Streets Of Rage getting ready to beat me to death with their keyboards. So what say you? What are some of your toughest boss encounters? Which ones made you lose your composure, break your controller, or simply say “Fiddle DeeDee”? Tell your stories in the comments below.

 

Splatoon 2’s competitive scene map debate.

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Recently, one of the top European Splatoon 2 players did a couple of video episodes on their thoughts about how they felt they could grow the community. Ways to help not only the top players keep their knowledge of the game ever-growing, but to welcome more people who are new to the multiplayer aspect of the game into playing more competitively. One of the major thoughts he had about this was to have the tournament scene agree on reducing the number of maps to use.

ThatSrb2DUDE argues that due to the fact that there are four major modes in the game (five if you find the odd tournament that includes the base Turf War mode) there are north of 100 maps in the game when you consider that there are small changes to each map for each mode. For example, if you fire up Shellendorf Institute on Splat Zones, you’ll notice some slight alterations to the basic Turf War version of the map. And that this added complexity could potentially turn off some people from getting into the competitive side of the game because of it. Instead of knowing 23 basic maps they have to know the 23 basic maps plus the four variations of each. So in a way, yes that’s 92 if you count variations. 115 if you’re also counting the basic Turf War mode as well. As he points out, most of the tournaments don’t play Turf War, but a handful of tournaments do play them so it’s worth noting.

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I want to start out by saying I do see where this movement comes from. If you’ve never played the game or you’ve only played a little of it and then decide you’d like to see what competitive gaming is like,  that is a lot of nuances to get by. Many of the changes to the maps between are true, minor, but they can greatly change the methods of which you traverse your way to the goals.

Be that as it may, I think I have a unique perspective on this, as from 2002-2009 I played a lot of competitive Unreal Tournament games. Now while I was never anywhere near a top dog in terms of getting out to scores of tournaments and racking up wins, I was in a clan and we had a lot of scrimmages. UT, UT 2k3/2k4. and UT3  all featured a scene with far more maps than Splatoon 2. That’s because not only were there whichever maps came with the game but also multiple modes and the community created thousands of maps and mods. Many of these also were played in tournaments.

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He brings up the point in the video that some may cite a lack of variety if some map/mode combinations were ignored but that all 23 base maps would have at least one of their variants played so there would still be variety. And that is true. But from my time in UT, the map variety could be endless depending on the given tournament you were in. But many would point out and rightfully so, that in UT most of the maps were made for specific modes. Facing Worlds was made for CTF for example.

Still, it was possible for the community to alter maps for other modes or even invent entirely new ones. I know my clan had a hell of a time playing 2k4 Freeze Tag, a fun take on Team Deathmatch where everyone was frozen in place when killed, and a teammate would have to revive you. The round would end when one side was entirely frozen. It’s the vast kind of variety that I became accustomed to. If my memory serves me right a number of contests implemented some of this community content. Modes, maps, bright skins, the list goes on. But of course, some of these events had their own specific rules. It wasn’t just one wholesale ruleset across the board. On our server, we kept a large swath of maps going in the UT2k4 rotation. Ask most veterans of the game, and they’ll tell you as great as a map as it was, playing only Rankin could get old quick. (It was the lone map on many of the demo servers that let you try the game out.) That isn’t to say there weren’t favorites. Every UT had a variant of Deck. The original version had Conveyor, the iconic Facing Worlds and the beloved low gravity map Morpheus. UT2k4 gave us the aforementioned Rankin, Citadel, Albatross, and many more. UT3 had a few memorable ones too like Shangrila, Tolan, and Rising Sun. And it wasn’t long before each game would see ports of each other’s maps showing up in addition to the slew of community content.

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And I think that’s where my opinion would lie. I think every tournament should be able to decide on their own which maps and mode combinations are permissible. The exception being a Nintendo backed tournament, where Nintendo would probably decide that. But since they generally do their own World Championships I don’t think that would be an issue. This way one show might allow for say Clam Blitz on Walleye Warehouse when another show might not.

I think within those organizations though they should hear all opinions because not everything the top players want is going to be appreciated by the lower-ranked players until they get to that level. At the same time, sometimes someone who is starting out can bring a perspective the more skilled players hadn’t considered before, and the organizers can try to find a ruleset that they feel best fits the needs of the different player levels.

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Having said all of that, I know the current professional players have a much different perspective than I do being on a different (ie: higher) level. They’re going to know things about the game that I don’t. They’re going to have a larger range of experience and knowledge seeing they have played thousands of hours more than someone at my level. Against the best players in the world, I should add. They are going to have information that is invaluable. So that isn’t to say I’m completely dismissing the idea of a mode reduction should all of the shows adopt it. And if I were to enter a tournament with three friends I don’t think any of us would suddenly not play because Arowana Mall‘s Tower Control variant wasn’t included.

But opinions were called for across the spectrum. And because I religiously played a game that called for an insane number of variations at the time,  I have no problem personally, with the maps in Splatoon 2. Or their variants. Although I will concede that ThatSrb2DUDE’s point about clams spawning near goals in Clam Blitz could be seen as cheap. If you have someone stocked up on Ninja perks, and speed perks, they could conceivably sneak into enemy territory, and rack up a bunch of free points before getting noticed with little effort. Maybe that’s something Nintendo could look into with a future patch.

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In closing, I will say one thing I absolutely do not want to see happen is barriers being placed in between skill levels. Let me explain what I mean, using a game I loved playing as an example. Near the end of its peak, Chivalry: Medieval Warfare had a lot of beginners pick it up during deep discounted Steam Summer Sales. And they weren’t being retained due to the high skill ceiling. Now part of the turnoff obviously were some of the indifferent or even sometimes cold veterans whose attitudes were “Git Gud” rather than ask “What are you needing help with?” But worse than that, the developer didn’t address their concerns either. Instead of helping to cultivate a better environment they created “Beginner” servers where only low-skill number players could play together. In doing this it didn’t enable any of them to learn any nuance or meta-strategy. So when they got too high a level to play on the beginner servers they were just thrown to the wolves and slaughtered where many just stopped playing altogether. As wonderful as that game was, It was a huge problem that ended the life of that game far sooner than it should have. I don’t see that happening in Splatoon 2, at least on Nintendo’s end. They’ve always been good about trying to make games interesting for dabblers and enthusiasts alike.

But I don’t want to see that happen in circles of the community. You don’t want to have a system that coddles new players. They’ll never grow without challenges to overcome. But you also don’t want to inadvertently create a gatekeeping scenario where only people already way into the game will want to get invested. It is a video game after all, and most of us, even the competitive ones want to have fun. More importantly, we want people to play against, and those people are only sticking around if there’s some fun to be had in doing so. So if you do see someone new playing the game on stream or at a convention or your house, be welcoming to people. One thing I’ll never forget about Unreal Tournament III was a loading screen tip that rings true. “Practice good sportsmanship. You were an n00b once too.”

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Again I’m not a top dog in Splatoon 2 by any means. I’m just a big fan of the game trying to grind his way to X rank if it’s possible. I’m not in a clan and I’m probably one of the older fans as I have the salt and pepper on my chin as I crack open my can of IPA. Still, I think for a geezer in the “A” ranks, I hold my own most of the time. And no I don’t think the game should be UT, I very much enjoy it for what it is. It’s an excellent and unique take on one of my favorite genres. But I see parallels at times. Having a wide range of modes and maps is one such example.

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Anyway, if you play any Splatoon 2 or even if you don’t, what do you think? ThatSrb2DUDE posted a link to a survey, that I’ll put below! It runs to 11/8/19 so you have a few days to look it over and make your voice heard. And hey, again, I am not a top-level player by any means so don’t take my opinions as facts here. But if you do happen to be at the top of the mountain reaching for the brass ring, I hope something I’ve talked about is at least useful to some degree. Either way, it’s definitely an interesting topic to weigh in on whether you’re a top-level player, a fan like me who plays regularly, or even an occasional dabbler.

Competitive Splatoon Survey.

The Art Of Splatoon Review

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For those who don’t know, I’m not someone who has the privilege of making any considerable income off of my online endeavors. Like most of you, I have another ongoing job while this is largely a hobby with the potential to become a side hustle. And to be frank, never go into a passion with the express purpose of being the main gig. If it happens, great. But you’ll more than likely make nothing, or worse, get paid in exposure and burnout faster than a cashier dealing with murderous hyenas on a Black Friday.

But fortunately, one perk in my pedestrian work is a paid week of time off. Usually, I use it during a convention week or to maybe, actually go somewhere. But with the need to replace my car, get a phone, and some unforeseen expenses cropping up I couldn’t really afford to see much of the world, or much beyond my State. So I went with what we call a “STAYcation”. A week where we stay up all night, sleep in or do nothing at all. And we LOVE it.

PROS: 320 pages of assets and artwork associated with Splatoon.

CONS: If you’re not a Splatoon fan you might appreciate it slightly less.

ASPIRING: Artists and developers may want to look into this book as well as fans.

Anyway, if you followed me at all online you would have seen I used a big part of my time moving the needle ahead, then behind, and then ahead again in Splatoon 2’s Ranked Modes. I streamed a large amount of it on my Twitch channel and had a blast most of the time. I even titled them “Staaaaying Fresh on STAYcation.” I thought it was rather clever. Although there was one point where I had a severely bad run and became more tilted than a five-year-old who wasn’t allowed to get an overpriced Superman figure at CVS. At least it wasn’t the breakdown GunstarHeroes had while playing through Battletoads on the Game Gear. Also, you should follow GunstarHeroes because he’s a really swell guy who runs a very entertaining stream whether he’s having a stellar run or not.

But it’s no secret I’m a big fan of Nintendo’s competitive shooter. It has a unique take on the idea and some great implementation of its ideas in more traditional modes. On top of a fantastic single-player campaign. It’s no wonder over two games the new IP has slowly been building a competitive as well as an involved community of fans of all stripes. This is especially true in Japan, where there are even physical releases of the games’ soundtracks. As well as live concerts, albums of those concerts and even a number of behind the scenes books of sorts.

Imagine my surprise when I found out Dark Horse Comics actually published an English translation of one of these books. I found a lone copy on one of my STAYcation days when I went from my area of Connecticut to the Shoreline for a change of scenery and pace. Frankly, it’s amazing. And I don’t only say that as a fan of these video games. Even if you don’t care about the franchise, this is a very insightful book because you can see the amount of love and talent the artists behind the game put into it. There are almost 400 pages of concept art, sketches, preproduction art, postproduction art, test renders, promotional art, animatic layouts, you name it.

Considering how many things go into a game these days the amount of stuff here is staggering. And this focuses solely on art assets. That’s before the soundtrack, sound effects, voice acting, or the coders or animators or the other load of things involved. Unfortunately, I can’t show off a lot of it here seeing how I don’t know how much would get me into hot water. But suffice it to say as a fan of videogames this is something you may consider picking up.

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I would also recommend it to anybody who is an aspiring artist because of the peek behind the curtain. You can get a glimpse into some of the techniques that were used for the game and again, you can really appreciate the amount of care and detail in every piece of it. Even seemingly small things like the billboard art and logos for fictional brands, or a texture used for the world’s streets, or a backdrop used for a skybox have an importance you don’t always get to appreciate when you’re busy trying not to get killed by an Octarian sniper as you’re playing a stage.

These are the kinds of hardcovers I wish there were more of, especially for games or other creative endeavors I become a big fan of. But many games don’t foster enough of an audience for publishers to see the return of investment on. While I wouldn’t be surprised in the least to see a multitude of things like this for Fortnite, or Final Fantasy or Grand Theft Auto or Overwatch see the light of day, even popular games like Splatoon have often been seen as not quite popular enough.

Thankfully, this one has done at least well enough that Dark Horse appears to be releasing a translated edition of The Art Of Splatoon 2 later this year. In any case, those who have been interested in seeing just how much goes into the average Nintendo game’s artwork would do well to give this book a look. Or anybody interested in making art assets for any video game for that matter. When we play a game it’s easy to miss a lot of this sort of thing because to take your eyes off of a goal can often lead to a fail state.

Likewise, I would recommend this to artists, or anybody who just appreciates great artwork in general. There are all sorts of styles, techniques and more to be seen here. Watercolors, acrylics, line work, T-poses, even a bit of the bubble method. And even as a novice one can see that any given piece of art in this book took hours, possibly even days to get the way the creators wanted or needed it to be. If this book does nothing else for you, it will make you appreciate the work that goes into games just a little bit more.

Obviously, for fans of Splatoon, this one really is a no brainer as you’ll get to see the artistic evolution of the character designs, world-building and many of the ideas born during the creation of the original Wii U title. Everything imaginable is here, even including the fonts and typefaces used in the Inkling and Octoling languages throughout the game.

The presentation is great too. Not only is this printed on a very high-quality paper stock but there are even little clear screen printed textures on the hardcover background that only show up in certain angles of light. The Art Of Splatoon may be the art book with SPLATtitude. But the book is one of the best of its kind even rivaling Tim Lapetino’s Art Of Atari which is another fantastic artbook fans of video games ought to check out. If you’re a video game fan interested in seeing the level of work that goes into a game these days, The Art Of Splatoon does indeed, stay fresh.

Final Score: 10 out of 10

Update, and some Splatoon 2 goodness

Hello all! I know I lied a bit dormant the last week or two. My siblings went on vacation so I was bouncing between working and taking care of Brownie. He’s a 13-year-old Yorkshire Terrier who needs constant attention. As such it didn’t leave much time for writing up reviews.

But in the interim, I did discover a cool little video from a YouTuber NintendoCade. Here they break down how North American Splatoon 2 Players can nab some costume options that were previously only opened up to Japanese players. If you’re on the My Nintendo program it’s actually pretty easy:

Unlocking Japanese costume options in North American Splatoon 2

I should also note there are some Splatoon themed 3DS themes on there too. One of which will actually cost you 20 gold coins (The shop currency you get by registering your Nintendo Switch games). Still, if you have a 3DS knocking around, and you revisit it every so often, hearing Calamari Inkantation between games isn’t a bad thing.

I’m going to try to get back to regular updates again now that things have subsided a little bit in my personal life. I was gifted a couple of things for my birthday recently, so those are already in the pipeline of things to go over when I’m done with them. Hopefully, all is well with you! If you have a copy of Splatoon 2 go pick up your free gear while you can! And if that wasn’t enough, Nintendo just posted another balance patch!

Competitive Awareness

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Recently, professional tournament player ThatSrb2DUDE made a video commentary about growing a community. In this case the competitive side of Splatoon 2. As someone who used to play in an Unreal Tournament clan back in the days of that franchise, I had a few thoughts about his points. As well as some things of my own that I couldn’t possibly reply on in a mere tweet on Twitter.

In the commentary, he brings up the fact that as Splatoon 2 is nearing the last run of updates, and will soon be in the final version of the game going forward. Because of that, some competitive players fear the competitive side of the game may go away. He goes on to tell people that rather than go around dooming the game, they should create awareness of the game. Make videos discussing aspects of what they love or don’t. Making debates about strategies, or any other number of topics about the game. And he very passionately talks about that content potentially getting people interested or even keeping people interested in the game.

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The potential for a bigger competitive scene in Splatoon 2 is absolutely there. The game has sold over 8 million copies and people are still buying it. There’s a lot of people playing it, and there’s no shortage of competitors when I’ve ventured into the game’s Ranked modes. Even if I never seem to get beyond the B ranks. But I digress.

He is right though. If you love a game and want people to look into it, you’ll have to bring it up. And it’s no secret that I’ve really liked playing the Splatoon series. The original and current entry have both been quite phenomenal. Still, while I’ve talked about the game a lot, I don’t cover this game exclusively here. But his video did make me think about some larger points. Some things I remember from my Unreal Tournament days are applicable to this topic, and even some things from other genres. Maybe you’ll agree with some of this. Maybe disagree. But I’m going to lay it out there anyway.

I’ll also preface this by saying while I was in a pretty good clan, we were by no means the top players in the world. Much like Splatoon did, Unreal Tournament really grabbed me. It had fantastic weapons. It had a wonderful aesthetic, and it had something no other FPS at the time did: A focus on movement. To become good at Unreal Tournament you couldn’t just simply master knowing the maps, or what gun was best for what situation. You had a dodge system. Mastering dodges was the best way to avoid projectiles and even get around maps faster. You could diagonally short hop down halls. Roll out of the way of missiles, and more.

The sequels 2003, and 2004 were more fantastical and added newer modes. But they also made the movement even more important. Adding greater distances, dodge jumps, and crazy animations that made characters harder to hit. Somewhere along the line, I decided that I just wanted to be good at the game. So I practiced and practiced. But I found simply doing this wasn’t helping. So I decided to take baby steps. I decided to get proficient with one weapon and give myself a small number of frags every deathmatch.

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I chose a weapon nobody seemed to use. The Bio Rifle. It shot little blobs of goo. If you held the secondary button though, it would charge a giant blob using all of its ammo. Often times this would kill people in one hit. Thing is, it was slow, and you had to have a great ability to lead opponents. It took time, but I would eventually consistently be in the upper half of the scoreboard.

By around 2005, I had played a lot on a server called The Super Witch server, where a lot of regulars noticed me. Again, I wasn’t great, but they were intrigued by how well I did with the Bio Rifle, before long, I was in the mXc Maximum Carnage clan. We played late night scrims with other clans. We were all really invested in the game, and by 2007 when the sequel came out things petered out. The new game changed some mechanics many in the community didn’t like. It changed the aesthetics to mimic Gears Of War more too. It was still an amazing game, but it didn’t have the staying power the old games had.

Be that as it may, I can see some parallels. Getting new people to embrace the game is going to be the first major goal. This is true of any game. Again, the potential for Splatoon 2 is definitely there in the sales numbers alone. One factor in this is what ThatSrb2DUDE talks about when he mentions content. Sadly, most console games don’t have mods. But that is one of the ways we kept the UT games going as fans. Sure, internet video would have been a Godsend back then, but mods did the same thing. If you were playing UT, and a friend came by you could load up custom levels. In fact, the second game came with the Unreal Engine utility if you bought a certain version. I actually got invested enough in the game to attempt making my own maps for Maximum Carnage. I went to Borders, (I miss that bookstore) bought a 900-page textbook on it, and tried to learn the basics. I figured out enough to make very blocky, poorly textured maps. But you know, other players who knew what they were doing liked my layouts. So a few of our members took them and polished them up. Lighting effects, some terrain, some modeling, and they ended up on map rotation.

Thing is if you love Splatoon 2 or any game you don’t have to be a master to contribute to the fandom around it. And growing that fandom can increase the number of people who want to play more seriously. Back in the day, there were a lot of Unreal Tournament fans making wallpapers, icons, maps, and mutators. You might not be able to mod Splatoon 2 but people have done the former. Over the last few years, a lot of talented people have done extensive animation. Even small bands have covered songs from the two games’ soundtracks.

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Where am I going with all of this? The point is you don’t have to be a professional gamer to potentially bring in a player who may want to play at a professional level. Like Unreal Tournament, that kind of stuff can get people to at least look at the title. To see what all of the fuss is about. Another thing you can do is simply play the game with friends or relatives. Bring the Switch over to their house and let them try it out. Talk about the basics with them. If they find it fun, they might go pick it up for themselves. Sure, you can stream the game, but people will generally keep coming back to see you more than a game. If they like it, they may recommend it to people they know. Keep in mind that doesn’t guarantee they’ll love it as much as you do. But somebody else they know may.

Of course people already hopelessly devoted can talk endlessly about tricks, strategies, and metagame topics. But a lot of that is going to appeal to people who have already decided they want to put in the extra time to master the game. This again is where someone who doesn’t mind talking about the beginning paces can be key. Potential newcomers to any game can find even dipping their toe into competitive environments daunting. The perceived complexity can bring a bit of apprehension or frustration to someone coming into a new game green. Especially if that game has been out for a while. This is why veterans should be mindful of new players. That doesn’t mean going easy on them or letting a newcomer win. That sort of thing doesn’t make it fun for the long-time fan plus, it can even feel condescending to the person who just started the game.

But it does mean letting go of some of the pride. We’ve all run into that player in our favorite game that has to let everyone know they’re top dog. That person who has forgotten that at one point they too were once a beginner. That person who will deride anybody who may suggest something that may potentially help someone just getting into the game at their detriment.

But those newcomers looking to become a competitive player need to also remember that it isn’t going to come easy. Splatoon 2 may look family friendly, and cute. But it is just as cutthroat as any other team-focused shooter. You have to have some self-confidence going into those ranked modes. But you also have to have humility. You’re probably going to lose an awful lot of matchups before you fully grasp the nuances. “How did I get shot by 20 missiles already?” The other side filled up their specials at the same time. “I shot that guy point blank! How is he not dead?” Did you see what perks they have equipped? This is where you’re also going to have to analyze your own habits, find where you messed up, and try to come up with contingency plans or ways to avoid the same situation.

And you shouldn’t give up. When things get rough remember that while you’re trying to be the best, it is still a game. Unless you’re in the midst of a tournament because you got to the professional level, and have big money riding on a win, a loss means nothing. But each loss can give you valuable data that you can learn from. Going again, back to my days in UT, (specifically UT2k4) It took me months of playing on Deck 16, to come up with the best possible path through the map. Memorizing the four main choke points, and how to shoot down the redeemer with a glob of slime. Did that mean I was always going to be at the top of the scoreboard? No. In fact, everyone who spent a lot of time in the Unreal Tournament games had a very good idea of how to move in that map as it was one of the most popular maps. But I did learn what rooms to avoid, or how to use trick jumps to escape a certain situation. If I had thrown up my arms, and pressed CTRL+ALT+DEL I would have never gotten as far as I had. That isn’t to say I never got angry. But I didn’t leave mid-match. I finished a grueling round.

Rage Quitting is also something you should never do. It doesn’t look good on you, and it drives away anybody who might have tried to help. Splatoon 2, in particular, is also a game that can turn on a dime. If you watch some of the Championship matches you’ll see matches that seemed like decisive victories for one team, completely change in the last twenty seconds. Even if you’re not having the best day, you at your worst is still better helping to the other three players, than not having a fourth at all.

This is applicable to all kinds of games. One of the bigger names on YouTube, Maximillian_DOOD talked about this a long time ago. But it’s still applicable here. Just as it was applicable to me back in my Unreal Tournament days. I can tell you, I can be a sore loser. Nobody likes to lose. But it is so much better to finish the round, then go calm down, than to take the ball and go home mid-match.

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But if you can roll with the punches in a game you really enjoy, over time you will improve. It’s like anything else. If you play regularly, eventually you’ll get better. A competitive environment isn’t easy, but it isn’t supposed to be. Don’t go in expecting to win or lose, go in doing everything you can to win but making small, reasonable goals that are more important. “I’m going to get five splats.” “I’m going to learn the side path in Walleye Warehouse better.” “I’m going to get better at finding, and destroying enemy beacons.” You might not get the win, but they’ll get you one step closer. Making the first time you do get that win to feel even more satisfying.

Anyway, I realize I’ve been rambling, not all of it may seem related, and I don’t know how much this helps. But if you love a certain competitive game like Splatoon 2, and want to grow a competitive community talk about the game with anyone who will listen. Be welcoming to newcomers, while helping them realize it takes a little bit of time, and practice to become better than average. If you have a skill apply some of that to the fandom. It’s part of the reason why fighting games made a resurgence, and even why arena FPS attempts have come out of the indie space. I have no doubt there will be another Splatoon, as both the original Wii U game and the Switch sequel have done so well for a relatively new I.P. But ThatSrb2DUDE raises a great point. If you like a game, don’t cast a self-fulfilling prophecy of doom on it. Celebrate it. Have fun with it. Share it with as many fellow players, and collectors as possible. Also, if you are competitively minded and Splatoon 2 intrigues you check out his channel.

Until next time…

STAAAAY FRESH!

PowerA Enhanced Wireless Controller for Nintendo Switch Review

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The Third-Party Controller. It’s been a mainstay since the days of the Atari 2600. For over a generation, one of gaming’s running jokes has been this familiar scene. You’ve invited someone over for a night of video games. You want them to play with you, but you don’t have the cash for a second controller. They’re expensive. You need an alternative that isn’t as costly. So you pick up a compatible controller for a third of the price and force the guest to use it. Why is this a joke? Because for over 40 years, there have been countless controllers made by companies other than the platform holders. Controllers that have often been shoddy, made from cheap, brittle plastics. Controllers that often wear out fast, or simply aren’t as responsive as the stock controller that came with the console.

In short: Third-Party controllers have often been largely inferior to their First-Party counterparts. But, over the years there have been exceptions. The long-defunct Suncom often made controllers on par with the likes of Atari, and Coleco. ASCII made a couple of terrific pads for the NES, Sega Genesis, and Super Nintendo. But, by and large, these were never the rule.

PROS: Feature rich. Build quality. Affordable.

CONS: No NFC chipset for Amiibo figures. No Lithium-Ion battery.

NOW: You’re playing with PowerA.

In recent years a newer name has come into view. PowerA. This company has controllers you’ll see sprinkled along with First-Party controllers on pegs in Walmart, Target, and Gamestop stores all across the USA. They started out making some inexpensive wired controllers, and have slowly introduced some wireless alternatives. This is especially true in the Nintendo Switch sections. Near the end of 2018, their wireless offering began showing up, and initially, it might seem easy to write it off like another bad knockoff. But quite honestly, you might just want to consider this one.

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With Nintendo’s own Pro Switch Controllers costing nearly $80, you may not be prepared to get one on a whim. A set of Joy Cons and another grip is also not an inexpensive endeavor. PowerA’s offering is almost less than half the price of Nintendo’s and is as responsive in its reaction time. I’m serious. You can approach any game you own on the console with it, and it performs wonderfully. The thumbsticks have a very nice grip along their circular rims and feel great. It also has a sturdy, yet light feel. Enough heft without weighing down your wrists during long play sessions.

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There’s also a nice bonus in that there are two programmable buttons they’ve added to the underside. If there’s a game that has a sequence you want to assign to either of them, you can press the center button on the other side, and then program the sequence to either side button. This can be handy in some games where you don’t want to deal with a combination of simultaneous movement. Maybe you have a game that requires you to press Y, and X at the same time for certain tasks. And for whatever reason, you can’t get a handle on it. Now you can make that a single button press. Or maybe there’s a game that makes pressing a weird, unintuitive combination mandatory. Now, you can skip that.

PowerA also made a controller that pairs with the Switch fairly easily. All you have to do is go under the grip order menu and press the sync button along the top. It may take a moment longer on an initial synchronization but after that, it’s pretty quick. The controller also features some really well-made face buttons. the A, B, X, Y buttons have a nice feel, and the D-pad feels terrific. The shoulder buttons and triggers also have a great feel to them. The +, -, Camera, and Home buttons feel a little bit brittle and cheap. But they’re also not the most essential ones either. Unless you just have to take 30-second clips of everything, it probably won’t matter much to you.

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The controller also includes a gyroscopic movement! Until recently, most Third-Party offerings omitted this to get to a lower price. The thing is, there are a handful of games that really do play better with motion controls enabled. Super Mario Sunshine’s Cappy trick jumping, and Splatoon 2’s smooth, quick aiming go much, much better with motion controls. In the case of the latter, the difference between using the right thumbstick, and tilting the controller is night and day. So having that feature in a controller is a must for some players. Some who enjoy Mario Kart 8 Deluxe might enjoy motion steering.

But, there are a few concessions here to be aware of. First, the battery. The PowerA solution does not have a rechargeable Lithium-Ion battery like the Pro Controller does. Instead, the company went with traditional AA batteries. There is a plus, and a minus to this. On the minus side, you’ll have the expense of buying AA batteries in bulk or rechargeable AA batteries, and a AA battery wall charger. You won’t have the same battery life Nintendo’s solution gives you either. But on the plus side, if you’re still playing games on the Switch in 15 years, you’ll still be able to find batteries. And you won’t have to take the controller apart to replace them.

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Sadly, this controller also eschews the NFC chipset the Pro Controller has. So you can’t use Amiibo figures or cards with this. You’ll still need to use your Joy-Con controller to scan in the collectibles if you want to use their features. It isn’t the worst thing in the world, but it is inconvenient if you want to play Smash Bros with this controller while also training Figure Players.

Considering the cost of the controller (at the time of this writing) though, these omissions may or may not bother you too much. It manages to come through on all of the most important fronts. It also performs as well as the Nintendo options in your games save for the cut feature or two. If you’re in the market for a second controller for your Nintendo Switch, this is definitely one worth considering. Just keep in mind you’ll need a stash of batteries, and Amiibo Figures aren’t compatible with it. You can also find it in a variety of different colors or screen prints. Sadly none of these feature the Squid Sisters or Inklings. Despite there being a non-motion controlled wired Splatoon themed controller by PowerA. Hopefully, future revisions will include other Nintendo themed screen prints.

Final Score: 9 out of 10

 

Splatoon 2 tips from a merely average player.

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It’s no secret that I’ve really enjoyed the Splatoon series a lot. I’ve reviewed the original game, the current game, and its downloadable expansion pack already. But I’ve been playing the game regularly since getting my Nintendo Switch. And the fun I’ve had with it over that time has led me to wanting to write a little something more about it. True, there are full-fledged guides you can find out there from the Prima guide that launched alongside the game to Nintendo’s *Splat*-egy guide. A guide they include if you’re fortunate enough to find either the Starter Edition or the Starter Pack version of the retail release. (The former also includes stickers.).

With this in mind, one might wonder why I’d even bother attempting to write my own article when these in-depth books are out there. Especially considering that I am not a professional level player who has been on a competitive team winning tournaments, and getting paid to do so. While this is also true, I have been in a competitively minded group in the past. I was in the Maximum Carnage clan in the heyday of Unreal Tournament 2004. While Splatoon, and Unreal Tournament are quite different competitive shooters, there are some parallels. Both are fast paced, and frantic. Both offer multiple modes, and both require a mastery of their respective weapon line up. And with Nintendo’s recent free demo push, some newcomers may just stumble upon this.

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For the purpose of brevity I’ll be keeping the focus of this article on the competitive multiplayer. So there won’t be a walk through of the campaign, the expansion pack campaign or the Salmon Run cooperative horde mode. I will say however that completing the campaigns are even beneficial to those whom prefer the multiplayer. Clearing the campaigns unlocks aesthetically alternate gear you might want to flash around. If you’ved purchased, and cleared the DLC even via the simplest means you can choose to play online as a Octoling. The mainline campaign also has tickets hidden throughout itself. Find these, and you can use them for temporary buffs at Crusty Sean’s (The food truck in the plaza.). Clearing the campaign also means The Squid Sisters can prattle off multiplayer stats to you.

The plaza is also going to be very important as it has all of the shops you’ll need to visit to unlock weapons, and gear. It also has the Street Urchin named Murch whom you’ll need to visit from time to time. When you first start playing online you won’t have access to these right away. You’ll be armed with a Splattershot Jr., a Splat Bomb, and you’ll have your Ink Armor special.

The weapons in Splatoon 2 are broken up into a few categories. Each of which come as a *kit*. You’ll have the primary weapon which is the general gun you’ve selected. Then a sub weapon which is usually an explosive, though sometimes it will be a utility like a water sprinkler or a radar dish. Each kit also gives you a special weapon. These are powerful weapons, moves, or perks you can employ after filling a meter by painting floors, and killing opponents. Some of these are moves like the Splashdown, where you can jump up like WWE Superstar Roman Reigns, and punch the ground. Which will cause a massive blast of ink to appear, killing enemies in its wake. Or the Ink Strike, a weapon that can target enemies, and fire a wave of ink based missiles after them.

Weapon categories consist of a few main groups. First are Blasters. Blasters are the game’s equivalent to rifles, and machine guns. These can give decent coverage while inking, and a respectable dose of damage. There are a couple of them that are exceptions, but by, and large they’re going to be for those comfortable with faster firing weapons.

Sloshers are the first of two categories that kind of feel like shotgun equivalents. They’re basically buckets, or variants of the bucket. A few of them like the Explosher, and Sloshing Machine are based off of the look of a washing machine. Most of these weapons perform insanely well at close range, with a few being ideal at medium range. The Explosher can actually be used long-range, and can almost be compared with a grenade launcher as it can lob a blob of ink a great distance. No matter the case, these also give you a fairly wide coverage when inking floors, and so they can serve a great purpose in either painting or combat.

Rollers are a popular choice as they can be very instrumental in quickly claiming territory. They’re also a high damage line of weapons. You can run right into enemies, and take them out. Fans of stealth kills will want to go with one. Alternatively there are also brushes which can be used the same way. Brushes are also fairly great melee range options as they can dole out high damage when standing toe to toe with an opponent. The brushes don’t have the same fast coverage as the rollers generally. But they do allow for some fast path creation.

Chargers are a great option for those who enjoy the Sniper class in other shooters. These are long range weapons that lie down a fairly long line of coverage on the way to a target. They have a slow rate of fire though, and many of them have laser scopes. So you have to be able to lead targets properly. You’ll also want to master some movement techniques in the event you’re the last one in the group, and you’re spotted. You can repeatedly fire them for some short-range action too, but they lose a bit of power. Still, these can be a beneficial choice in a tight-knit squad. Especially during ranked modes.

Splattlings are basically the chain guns of the game. They have rotating barrels, and fire copious amounts of ink in a wide-spread in a short amount of time. They also tend to run low on ink quickly, so there is a bit of a trade-off. That said, they’re an excellent way for players to give cover while teammates go for the goal. They’re also a great choice for defensive players who like to cover choke points, or their own bases. They do a high rate of damage too, making them formidable in the hands of a skilled opponent.

Splatoon 2 also introduced the Dualies class of weapons. These work like automatic pistols like Uzis in military themed shooters. They have a high rate of fire, and allow the player to do a roll dodge while using them. This combination makes anybody who uses them much harder to hit. They might not be as potent as the Blasters, but they are as dangerous as the stick, and move approach allows them to hit, and run effectively.

Finally, there are the Umbrellas which are the other Shotgun weapons. At point-blank range they are very powerful, and they have the added benefit of shielding you from enemy fire by opening them. These aren’t permanent shields mind you. After taking so many hits they’ll be temporarily disabled. That said, they can be a great front line choice, as you can withstand a couple of shots, and give cover to a teammate who may follow behind. And they’re very useful in close range combat situations.

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Each of these weapon classes has an entry that can be placed in one of three play style categories. Attacking, Support, or Defense. I can’t go over every single weapon in the game in this article as it would take far too long. But the gist of it is that some weapons are geared more toward attacking opponents, and taking them out. Other weapons are suited more toward backing up the rest of the team so that other members can get to the objective. Then there are the ones geared toward hanging back, and providing cover while also defending their position. Depending on the map, and mode being played you may be the type to change your load out, and style.

Your Sub Weapon is also important. There are a few categories. The first are the bombs. These are more or less the water grenades of the game.  Bombs cover fairly large areas in ink, and they also dole out massive damage. Some of them like the Suction Bomb can be stuck to walls. Others like the Auto Bomb follow people around for a while before exploding. Others like the Ink Mine are obfuscated until a moment before they go off.

There are also gadgets. The Sprinkler can lay down ink continuously until it is destroyed, or you throw one down in a new spot, or until you die. One cool thing about that is you can try to hide one in a hard to reach place so that you can be laying down ink while taking care of an opponent, or trying to claim an objective.  Others like the Squid Beacon will give your teammates a place to jump to. Really handy when you need to get them closer to the goal at hand quickly. Point Sensors are a great utility to tag enemies, and have their locations temporarily shown on the map.

Again, each of these kits tries to give you a versatile combination of items that complement each other. How do you get these kits? The same way you get your gear, and that’s through the shops. There are four of them. A shirt shop, a footwear shop, a headwear shop, and the weapon store.

The shops are opened up to you once you reach level 4. You raise your level by playing in the game’s online modes. There are really only two major level moments you need to hit, and that’s so you can experience everything. The first of course is level 4. Getting to level 4 allows you to go into the shops where you can spend the points you earn winning, and losing battles online. The second is level 10. If you want to play the ranked modes you’ll need to play online regularly until you reach that number. After that? Your level really won’t mean anything other than you’ve played a lot. Getting to level 30 will get you a Sea Snail every level upgrade from that point on. But beyond that it’s meaningless. So when you start out, don’t feel intimidated by seeing 35’s or 50’s in your matchups. It isn’t an indication of skill. In fact, it isn’t uncommon to see highly skilled players in the teens.

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Of the shops, the one you’ll probably want to go to first is Ammo Knights. Here the fast talking Sheldon, will prattle on about the guns you can buy. It’s also the place where you can test your weapons out on dummies, and rafters. It’s nice because you can come here to see results of buffs or nerfs to weapons when Nintendo releases a new patch. You can also get a feel for a weapon before you decide to go ahead, and unlock it with hard-earned points. When I started playing I just went for every weapon I could afford after playing matches for hours at a time. And when any update brought along new weapons I was sure to buy those once I hit the appropriate level to use it. My reasoning was that I would have the option to use anything available, and I could worry about the other stuff later.

However, that might not necessarily be the best way to go about the shops because the clothing options do more than look cool. Each of the clothing options come with perks called Abilities. There are a wide variety of these, and can greatly help you in online matches. Not only do they have a perk on the clothing item, but there are an additional one, two, or three slots on the apparel for more.

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As you play online, the clothing will level up at the end of each round. The amount will change depending on whether your team won or lost, as well as your performance during the round. When you fill the meter up you’ll randomly get another perk. There are two main types of Abilities: Unique, and Regular. Unique ones are only on specific types of clothing. These can not go into the additional perk slots which limits them to one slot on only a handful of possible clothing options. This is likely for balance.

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Regular chunks however can be used in the sub perk slots, as well as appear in the main perk slot. Moreover, some of the fictional clothing brands have a better chance of randomly generating certain types of Regular chunks. It is possible to have pieces of apparel with the same ability in every slot on it as a result. And it isn’t uncommon to see players online with them. Be that as it may, it can take a long time to get perks on each slot, and some clothing items may only have one slot on them. You may ask yourself how it is that someone managed to get three slots, with the same ability in all three of them.

Enter Murch

Murch is the short Urchin I mentioned earlier, and he is key if you don’t want to leave what perks you end up with to chance. He can do a number of things for you, for a price. For starters, if you have any Sea Snails you can give one to him to re-roll your Abilities. You can also have him use a Sea Snail to add a perk slot to a clothing item that might have only one or two by default. The easiest way to gain Sea Snails are to take part in Splatfest events when they occur. These are 24 hour events where players pick a side (ie: Ketchup Vs. Mustard), and compete in Turf War matches. These matches take place in Normal or Pro varieties. Normal being a bit better for those whom want to play with friends (assuming you’ve chosen the same side) as it has the option to do so. Pro being the better way to go if you want to gain a higher individual score, and get a chance to be entered in random 10x or 100x matches with more potential rewards. At the end of the Splatfest you’re given a number of Sea Snails based on whether your side won or lost, and what Splatfest rank you hit (from Fanboy or Fangirl to King or Queen).

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Another thing Murch can do is scrub the Abilities from an article of clothing for 20,000 points. When you do this, the chunks that were on the item go into a sub menu where they can be used later if you have enough of them. During Splatfests you’re given a T-Shirt. Often times the game will announce the Splatfest a week before it takes place. If you choose a side immediately you can begin filling, and scrubbing slots all week-long, farming chunks. Murch will scrub Splatfest T-Shirts for only 2,000 points. So you can get a head start on saving up those chunks.

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Here’s where it gets really interesting though because once you have 10 of any given ability chunk you can assign it to a perk slot on a clothing item. So you can then begin to choose what perks you want, and base them around your kit of choice. If you want the same ability across three slots, it can also be done however, stacking an ability costs more. You’ll have to have 10 for the first slot, 20 for the second, and 30 for the third. If the main ability on the clothing item is a regular one, that is up to four of the same perk across the item. This is where taking part in Splatfests can help you immensely.  Of course it should be noted each one you stack is a bit less potent than the last, so on some level there are diminishing returns. Still, having a hat with four run speeds, a shirt with four run speeds, and a pair of shoes with four run speeds will net a noticeable run speed difference.

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You can also pay Murch to order a competitor’s gear by choosing to when looking at their layout in the plaza. It costs more than finding it in one of the shops, and takes 24 hours per order though you can order up to three at once. But if it’s one of the rarer items that never seems to show up when you go into a shop it might help. Do note, that the perks on the clothes aren’t guaranteed to come along with it though. And while I’m not covering it here, do know that playing the cooperative Salmon Run mode (When it cycles on) can gain you some costume options, and perks as well.

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The main mode of the game of course is Turf War. As you likely know by now the goal is to paint a map your team’s color while the other team attempts to do the same. You’ll run into skirmishes almost instantly, killing each other so that you can gain ground while opponents are spawning. While it’s generally considered the game’s casual mode, it can still be rather cutthroat. This is a mode you’ll actually want to play a lot of to practice the mechanics, as well as see which of the game’s massive selection of weapons best suits your play style. You can also join up with friends, though if they’re in a full game you’ll be waiting for it to end until it lets you do so.

The game cycles its maps, and ranked modes every couple of hours. While it can be annoying to be on the same two maps for a while, it does negate the voting fights that break out in other games that, ironically, often end up going between one or two fan favorites. So this solution forces everyone to play every map eventually.

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Anyway, Turf War is a great means for both casual, and competitive players. If you’re not particularly great at fragging opponents like an Unreal Tournament fiend, you can focus on painting. Pressing the X button pulls up the map at any time, and is a great tool in every mode. Pressing it again, will make it disappear. While it is up, you can see where your three teammates are at any time, and then jump to them if it looks like they’ll need backup. It also lets you see any Beacons a team member may have placed, as well as any enemies that may have been spotted. The obvious sight will be what ink is splattered where. You can see areas that haven’t been painted yet. You can see lone splashes of enemy ink surrounded by yours. This might give an indication that an enemy is planning an ambush.

Along the top you can also see what weapons enemies have. As you play more over time you’ll get used to seeing how these function. Knowing an enemy is wielding a Splatbrella means you’ll be better suited trying to find a place to flank from the side. This way they can’t just shield themselves. Likewise you can see what your teammates are using, and try to modify your tactics around their strengths to help win. Maybe you notice you’ve chosen a sniper class weapon, but the random teammates all have Dualies. Try finding a point where you can cover them from the left, right, and behind as they rush to the center of the map to paint.

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A lot of skills, and techniques from other games can help you in Splatoon 2 as well. Map control is a universal skill. If you know a map like the back of your hand you can better anticipate where enemies will show up, because you’ll know the most common routes. You’ll know what spot gives the best advantages, and know to help your team hold it. Also, it’s easy to forget you have a sub weapon, and a special move or weapon. Remember as you get frags, and ink turf, you’ll fill your meter. Many of the specials have a variety of uses. You can use the bubble blower to shield your teammates, or you can just blow up your bubbles to take lives or turf.  The same can be said of the sub weapons. Going back to controlling a map, as I said earlier you may want to hide a sprinkler on a ceiling  or sneak a Beacon deep in enemy territory.

While Turf War may only count painted floors toward your score, don’t discount inking a wall to get to higher ground. You can swim up walls, and you can even use that fact for some stealthy maneuvers. Keep in mind too, that if you swim quickly you’ll leave ripples that an astute enemy may spot. But if you move very slowly, barely pushing that control stick you won’t. You’ll also barely make a sound. If you’re wearing clothes with the Ninja Squid ability on them, you won’t make a sound making surprise attacks, and escaping some assaults a little more manageable. Don’t discount the saying “Run away, and live to fight another day.”. Sometimes you’ll find yourself in 3 on 1 firefights, you simply will not win. Pulling up the map, and jumping back to spawn can allow you to regroup with your team mates as they spawn so you can try to regain composure.

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When you reach Rank 10 you’ll be able to play the Ranked modes. These focus far less on inking the map, but keep in mind it’s still beneficial. You can move faster in your own ink, so always keep that in mind. There are four Ranked modes. Splat Zones, Tower Control, Rainmaker, and Clam Blitz.

Splat Zones is a microcosm of Turf War. Instead of trying to make the entire map your color, your team must control one or two tiny areas of the map until your counter hits zero. If the other team takes that control, a cool down timer gets placed on your team that has to count down before the main timer continues when you take it back. It’s a lot more important to work together here because these spots will be a non-stop hot spot the entire game. At least two of you should be on or next to the area at all times. But this is easier said than done. If you’re wiped out, the four of you are going to be at a massive disadvantage when trying to take it back. There are a variety of strategies a team can take. Do you all hold the line? This may work best if the enemy team rushes you, but they can also try to flank you. Do you have one person distract the enemy by running toward their end of the map so the others can take it? They may not take the bait.  Paying attention to what people have chosen can really help you plan accordingly.

Tower Control is a push cart mode where both sides run to the center to take control of the tower. Once upon the tower it will move into enemy territory, and if unopposed will eventually land near the enemy spawn for a win. Someone on the team has to be on the tower for it to move. Over the months I’ve seen several impressive strategies from random teammates, as well as enemy teams. Often they’ve involved creative exploitations of sub weapons. Putting shower curtains on the tower as a shield. Booby trapping the tower with an ink mine. Putting Beacons on or near the tower for team mates to take it. Some teams have had their entire squad on or next to the tower, attempting to bum rush the opposing side. Others have sent one lone combatant out on the tower while lying in wait to ambush the enemy if they killed them, and claimed it for themselves. Again, knowing the map will help you plan strategies immensely.

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Rainmaker is also a push cart mode except that instead of a tower, one person on one team can take control of the fabled Rainmaker. Which is kind of like the BFG of Splatoon. It can deal massive damage, as the wielder can shoot powerful ranged attacks. Of course there’s also a big target on their back, as opening the map reveals their location. So its imperative the cohorts of whomever holds it, gives them ample cover. If they die, they’ll drop it, and both sides will fight over the gun again. It’s important to have an attacker who can scout ahead of whomever is going to hold the weapon, and have defenders who can protect them from incoming flanks or surprises from behind. Again, knowing the map layout is key, and constantly checking the map for signs of reprisal is going to be important.

Clam Blitz is a weird hybrid of a football game, and a base attack/defense game. Each side has a net protected by a shield. The goal is to fill the enemy net with clams. In order to see the net, you have to destroy the shield with a football. You get the football by collecting enough clams or by having one spawn eventually. You can’t throw the football very far, so you have to get really close to the shield with it, and the football shows up on the map so resistance will be fierce. If you do break the defenses, your teammates will also be able to throw clams they’ve found into the net. You have to be fast because eventually the net will become shielded again.

Some strategies I’ve had luck with have been throwing clams to a teammate who has a lot of clams to spawn a football. But you want to wait until you’ve managed to infiltrate enemy territory, and you’re close enough to the shield. Otherwise you’re easily seen coming.  Another is getting my own football while another player has one, causing confusion, and either going for the shield while they’re busy with them. Or by distracting them long enough for the teammate to break the shield with his.

Other times I’ve hung back, and tried to just defend our net with surprise flanks while my team tries to push into the enemy camp. You’d be amazed at how often both teams can have footballs going simultaneously. You can also try to throw the football from below or above the shield when the enemy team is standing guard in front of it. This isn’t always easy to pull off, especially on some maps like Camp Triggerfish where one can often see that strategy coming from a mile away. On the other hand you can often combine this strategy with others.

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While I am by no means a professional grade Splatoon 2 player, I hope if you’re a newcomer, or a lapsed player some of this stuff can help you get up to speed. It’s a great game, with a growing community. There are over 8 million players so there are a ton of opportunities to improve. You can even play all of the modes privately with friends which makes for a great way to practice. As well as bring in other newcomers without intimidating them with veteran strangers. You should also strongly consider mastering the game’s motion controls. For some of you it might seem cumbersome, especially if you’re accustomed to twin stick shooting. The game lets you shut them off, and use a traditional twin stick scheme. But hear me out. Motion controls can be far more effective. Aiming is far smoother, especially when going after higher or lower targets. Even with them enabled you can still do snaps to the left or right with the right control stick. I generally use the joycons in a grip when playing. Some swear by the Nintendo Pro Controller, or an equivalent like the ones by third-party Power-A. It’s not quite as seamless as a high dpi mouse being used on a PC FPS game. But it’s far more responsive over a thumb stick in my experience.

I also recommend watching some tournament level players on Twitch or YouTube if you want to pick up pointers. ThatSrb2Dude, and Wadsm are two such players whose content has been a wealth of help in my own quest to do better. Some of the things I’ve talked about here, I’ve learned by watching them. So be sure to check out some of their content, and live streams if you get the chance. And of course, simply playing regularly will help you improve. Whether you’re looking to become a competitor, or you’re like me, and just simply want to be a better all around player. Hopefully something I’ve listed in all of this rambling has been of some value to you. Have fun inking, and until next time….. STAY FRESH!