Tag Archives: Splatoon 2

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!

Splatoon 2: Octo Expansion Review

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Splatoon. It’s become one of the most popular Nintendo franchises in a fairly short period of time. And, as I’ve pointed out in two reviews, it’s easy to see why. It’s an excellent take on third-person team shooting. Plus, each of the games offered a substantial campaign that was easily worth the asking price. Now, Nintendo has gone 90’s PC gaming, and released an expansion pack for Splatoon 2. It boasts a whopping 80 stages, and promises to expand the lore. But does this expansion truly deliver?

PROS: An 80 stage campaign. Killer OST. Unlockable multiplayer content.

CONS: Some of the mission goals aren’t always clear.

PEARL & MARINA: Can be used to cheese your way through.

Splatoon 2: Octo Expansion does indeed deliver on its promises. Maybe not in the exact way you might want. But it gives you what it promised mostly in spades. The campaign centers around Agent 8, a Octoling who wakes up in a subway with no memory of who they are. You’ll start out by customizing the general look of your Octoling, like you did for your Inkling in the mainline Splatoon 2 campaign. As it turns out, Captain Cuttlefish from the original game is also in the subway. Over the course of the campaign we learn that the subway is actually a test facility.  That’s right, Inkopolis has its own Aperture Science.

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The way the expansion is structured is a bit strange at first, but eventually you’ll figure it out, and everything will make sense. Throughout the course of the game you’ll be riding along on a subway train. Stages are placed about along train lines. Some of these tracks intersect with other train lines, and if you want to see everything, you’ll need to complete every stage on a line. Beating any given stage, will give you something the game calls Mem Cakes, icons that resemble the characters throughout the Splatoon mythos. That is, if the characters were marshmallows in a breakfast cereal. Completing an entire line, and collecting all of the Mem Cakes will net you apparel you can use online when you complete the storyline. There’s a giant insect on the subway train. Every time you go to him with a set of Mem Cakes you’ll get the aforementioned clothing.  You can also play as a Octoling online if you complete the storyline. So this expansion gives you incentive to try to beat all eighty of its stages.

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In order to play stages you’ll need some power eggs, and the game starts you out with some. Each stage has an entry fee depending on how difficult the designers feel it is. Once the fee is paid you’ll begin the stage. Stages do show off a lot of variety. Many of the levels play like the ones in the primary campaigns of Splatoon, and Splatoon 2. You’ll go from point A to point B, and take out any enemies you see along the way.  While that sounds simple, in practice it rarely ever is. Your reflexes, and mind will be pushed hard as you try to balance combat, and platforming. These are a lot like EX grade stages in other games, where the bar is raised even higher. You’ll find yourself learning advanced techniques, and new mechanics. But don’t be intimidated. These skills parlay into the primary Splatoon 2 multiplayer, and you’ll likely do better at its other modes too.

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But that’s far from the only kind of stage you’ll be playing. Other stages are survival modes, where you have to go a period of time avoiding obstacles, and projectiles for a period of time. Some of them will send you into a room of death traps. Other times it will be a room of enemies. Often times you’ll be completely unarmed, and in just about every instance you cannot take a single hit of damage. The time limit can be as low as a few seconds, or as long as a few minutes. When you first start out these will indeed be pretty tough. But over time you’ll learn patterns, and eventually clear them. As frustrating as the early attempts can be, these stages are a lot of help too. Because again, you’ll learn how to better dodge, and outwit online opponents by playing them.

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The 8-Ball stages are about on par with what you’d find in Valve’s Portal series, at least in terms of complexity. Initially, things start out pretty softly. You’ll get the basic mechanics of the idea, shooting an 8-Ball at just the right angle to move it along a series of courses to the end. But as you unlock newer stages based around the mechanic, they become far more elaborate. Many of them have segments where there are no guard rails. So if the ball falls into the abyss, you lose a life. Some of them involve pinball bumpers, multiple balls, switches, and time trials. They’re some of the best stages in the expansion.

There are also a number of puzzle stages that involve rotating the stage around in order to reach your objectives. Again, these are comparable to some of the Portal puzzles in terms of complexity. Then there are the handicap matches. These are the multiplayer games, only instead of playing online, it’s just you up against a team of Octolings. These matchups can be compared to the ones in the main Splatoon 2 campaign. You’ll have to defeat the Octoling soldiers which seem to have advanced A.I.

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But it doesn’t end there. Some of the stages will give you an option of what weapon to use, while others will demand you use a specific one. There are also gauntlet stages, where you’ll have to defeat hordes of enemies in order to get to the next checkpoint. Some of these use the mechanics from the main game as well, such as invisible walls, and floors that need to be inked in order to see them, or switches that have to be shot in order to freeze a piece of geometry so you can jump on or over it. There’s even one that puts the attackers on a turn table, where a switch will cause enemies to spin around in front of you.

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There are also a few boss stages in this campaign. Many of them bring back harder versions of previous bosses. But there are also a few new ones that go along with the storyline of the Octo Expansion. The toughest part about these, are the high entry fees. If you lose, you’ll be going back to other levels to grind away enough currency for a re-match. Be that as it may, these can feel like a massive accomplishment when you finally emerge victorious. When I say these are harder versions, I really mean these are harder versions. The strategies you used before won’t always translate to the rematch. Plus you’ll have to dish out more damage than before, and be on the lookout for new tricks from these old dogs.

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The overall goal is revealed to you when you happen upon a phone in the early goings of the Octo Expansion. This mysterious phone wants you to collect four devices, that are represented on the rail line maps. In order to get to each, you’ll have to play stages that lead up to them in order. Once you’ve done so, you’re ready to escape (which isn’t as cut, and dry as it sounds) But you won’t see every rail line initially. You’ll discover them when you find a stage that intersects on them. So as I mentioned earlier the game gives you a lot to do. Especially if you want to earn those cosmetic items for multiplayer in Splatoon 2. Discovering new lines will also have the conductor giving you currency to enter new stages with so you’ll get a perk for doing so. Don’t forget clearing stages also gives you money so you’ll earn money to go on. As stated earlier, certain levels also give you a choice as to what weapon to use. So if you want to go high reward for an equally high risk, you can choose the least advised option for a bigger payout.

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Of course some of the challenges on display here take only the most honed skills. For many, this will only give the drive needed to complete these. But if you find them too frustrating you can call on Pearl, and Marina to let you skip them. It’s a lot like the aid Nintendo has put in some of its Super Mario Bros. games. Allowing people of a lower skill level to see everything. However the game also makes note of the stages you’ve skipped, and gives you faded versions of the meme cakes outlined earlier. This means you also miss out on some of the lore, because much of the storyline is built into background item drops, chat logs, and other devices. It isn’t all front, and center via cut scenes.

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A lot of this stuff is really well written too, and goes a lot deeper with allegorical commentary, than you might realize. But it also does it without beating you over the head. It’s subtle enough that those looking for it will find it, and those that don’t pay as much mind to it won’t miss it. And at the same time there’s nothing controversial one could glob onto. They did a great job of letting players see the events from a number of viewpoints. There is also some Sci-Fi in this that comes out of nowhere, and yet still fits the storyline like a glove.

You don’t have to clear every stage to be able to complete the campaign, but because of some of the multiplayer rewards, and some of the storyline elements you’ll have enough incentive to go back, and play the stuff you skipped, or replay the stuff you might have previously found too taxing. You’re definitely getting a lot of value in the Splatoon 2 Octo Expansion.

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Be that as it may, I do have a few minor gripes with it. The largest small problem is that it isn’t always clear where you’re supposed to go in some missions. In this handful of stages, you’ll figure it out simply enough with some trial, and error. But knowing off the bat helps immensely most of the time. A minor nitpick but there you are.  It’s also possible to cheese your way through by skipping stages after every two failed attempts. The flip side of this is that you’re not really getting the experience of actually playing the game. It’s certainly a viable mechanic for newcomers to be able to see more of the game, but it has the potential for abuse.

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I also would have preferred more original bosses over the returning bosses from the campaign. The new versions of these old bosses again, do present new, and more difficult challenges than before. But seeing these guys again just didn’t have the same magic. Especially when so much of the rest of the expansion is so new. Still, you’ll likely enjoy the tension that these skirmishes provide. It’s just too bad they couldn’t have had some more original characters for these encounters instead. Visually speaking, there isn’t a notable jump over the base game, but it still looks great. Nice designs, some slick textures, and visual cues. Pretty much everyone will be fine with it. But for those holding out hope this would look like a pseudo-sequel were probably aiming a little too high.

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And finally, I would have preferred more New Wave, Power Pop, and Pop Punk tracks than the expansion pack delivers, but the Electronica it gives the audience is very good. It’s at its best when it goes for ambience during some of the most difficult tasks at hand. There are also some great uses of sampling the original Wii U game soundtrack in it. So in terms of using the soundtrack for telling the story, one can’t complain much.  Again, all of my issues are minor, and two of them boil down toward preference more so than actual complaints. Really the main issue is that some goals aren’t laid out to you properly in a very small percentage of levels. In the grand scheme of things, that really isn’t that big a deal.

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Octo Expansion is a worthwhile expansion pack. Players who wished the base game had more single-player content than the base game should absolutely download this. With 80 stages, and so much variety, chances are you’ll be playing this a fairly long amount of time. It also has plenty in it for anybody who has become a big fan of the characters, and the world they inhabit. There is a lot of backstory here for those willing to look for it, and for those looking to uncover it. Not only in the cut scenes, and chat logs. But in the actual gameplay as well. It is even a solid buy if you come to Splatoon 2 for the Turf War, Ranked Battles, and Splat Fests. Because beating a lot of these stages will actually improve your skills online. They often require learning some advanced techniques to complete which then parlay into multiplayer. Plus there are all sorts of apparel, and Octoling options you’ll have access to once you manage to complete the storyline.

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Is Octo Expansion required to be able to enjoy Splatoon 2? Not at all. If you stick with the base game, you’ll still get to enjoy all of the Turf War, and Salmon Run you want. But if you like the idea of some added online perks, and hours upon hours of new content for a game you already love, Octo Expansion is a solid recommendation. There are so many things to love about this one. Whether you’re a hardcore fan who sings Calamari Inkantation every chance they get, or just somebody who happens to enjoy a good console shooter, Octo Expansion is quite the catch.

Final Score: 9 out of 10

Power A Joy-Con Power Grip Review

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With any new console, there are always a host of third-party companies that bring out accessories. Even going back to the earliest popular home consoles of the 70’s, and 80’s you could guarantee there were joysticks, and game pads that claimed to do the job better than Atari, Commodore, Coleco, Sega, and Nintendo could. Even today, there are still a large variety of aftermarket controllers for the Xbox One, PlayStation 4, and Nintendo Switch.

PROS: Rubberized contours. Fancy artwork.

CONS: May work a little too well.

OCTO: May look like something you’ll want to use for that upcoming expansion pack.

With a Splatfest in Splatoon 2 just having ended as I write this, I can say this third-party grip has a lot going for it. First of all, it has a really slick piece of Splatoon 2 art on the front of it. Which is really nice for those of you with the Pink, and Green joycons. Power A doesn’t only make this with art from Nintendo’s squid themed shooter though. You can find this with art based on The Legend Of Zelda: Breath Of The Wild, Super Mario Bros., and Super Mario Odyssey.

The grip has a nice amount of heft to it too. The texture on the grips is nice, keeping it from just sliding out of your hands. They have a comfortable indent where your middle fingers can rest easy. So the whole thing feels great in your hands. If you’ve used the grip that came with your Switch for a long period of time, the slight difference may feel weird at first, but over time it may be something you actually prefer.

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The main plate in the center is nice. It feels a bit more solid than the one in the stock grip, and even sports the same player-number lights that the first-party one does. There’s just one problem, and it’s something you’ll need to pay close attention to. The brackets that hold the joy-cons in place work a little bit too well. If you’ve only got one set of them, and you frequently take them in, and out of the grip be careful. Because Power A’s version of this device holds the joy-cons in place very snug. So snug, that taking them out can be a bit trickier than taking them out of Nintendo’s grip. In either case you’ll need to hold the release button on each joy-con before, and during, the process of sliding them out. Nintendo’s solution allows these to very easily slide back out. Power A’s does not. It’s almost as if you have to break theirs in like a pair of shoes. If you only ever take your joy-cons out to charge on the Switch when you’re out of juice, this won’t come up as often. If you’re the type to go between TV, and portable modes multiple times per day, you really need to be aware of this.

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No doubt the joy-cons will probably survive, it’s rare most of us break a Nintendo controller. Nintendo’s own controllers, and peripherals are usually of a high quality. However, if you get frustrated, and yank too hard, the rails on the grip could bend, or snap, rendering the whole thing useless. You may find you’ll have to gently wiggle your joy-cons until they’re willing to move. It’s a shame that my complaint has to be that they do their job too well, because it’s a lot better than what many might expect. Slipshod efforts from controller manufacturers have given many decent to great peripherals a bad reputation. Whether you started gaming with the 2600, NES, Genesis, or something else entirely, chances are you had at least one cheap controller. That one joystick or game pad that was shoddy, but your folks bought it because it was only ten dollars. That still holds true today. There are many aftermarket controllers that are made with the cheapest parts possible. This grip is not one of them. I put it through many hours of Splatoon 2 over the last several nights, and it worked great. It’s comfortable, light, yet sturdy, and you’ll never have to worry about your joy-cons falling out of it.

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Just keep in mind you’ll need to be gentle, and patient when it’s time to take the Switch on the road. Power A’s grip is made fairly well, but it isn’t built like a tank either. It isn’t going to win any fights with the wall. But then not many controllers will. If you’re careful with your stuff this thing will be a fine peripheral, and you can find one based on one of your most-liked Switch games. If you’re hard on your controllers, you may want to invest in something heavy-duty like a Pro Controller, or even an arcade stick. But don’t throw any of these at your wall. They probably won’t win, and you’re not going to get the security deposit back for the holes in the drywall. Impatience, and frustration aside, I recommend this for those who need a replacement grip, and want something a little bit more personal.

FINAL SCORE: 8 out of 10

Game Traveler Deluxe Travel Case For Nintendo Switch Review

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So now you have the fastest selling Console in American history. It’s going to provide you years of entertainment on your TV. However, you love the portability of tablets. What if you decide to take your Switch to the local Starbucks to get in a few rounds of Ultra Street Fighter II in on your coffee break? You might scratch it, or lose your beloved fighting game somewhere in a seat cushion! What to do?

PROS: Inexpensive. Contoured for the console. Includes some nice perks.

CONS: Not enough space for an extra AC Adapter, or car charger.

CHOOSE: Slightly sturdier plain, or screen printed with your favorite game.

Enter R.D.S. Industries Inc. They produce the Game Traveler series of cases. Notably, today’s case. The Game Traveler Deluxe Travel Case (Say that five times fast.) is an affordable, streamlined case that gives you most of the necessary features  a large case would. For starters, it’s compact. Often times cases for tablets, laptops, and even some phones get bulky, and oversized. Almost defeating the purpose of having a case in some instances.

 

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The Game Traveler Deluxe Travel Case has a sculpted, contoured inlay inside. So it fits the Switch easily, and firmly, Just zip it open, take the Switch out of the dock, and put it inside. You’ll notice though a couple of indents that the console will rest over. These house two little plastic cases. One of which will hold four physical Nintendo Switch games. The other will hold a few memory cards.

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Above that is a soft cloth pouch that defends the screen from scratches in the event something jostles around while moving. This gets snuggled down with Velcro. On that pouch is a zippered pocket for a few other small items. Perfect for a stylus. The bottom half is constructed of a durable plastic material. So it keeps everything nice, and snug. Depending on the version you pick up, the top half will differ slightly. If you go with the plain, black version it too has the same durable plastic. It’s covered with a nice, nylon texture. And it will have a little Nintendo Switch themed zipper.

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However the other models are screen printed, and these prints are done on a soft, vinyl. So they aren’t quite as protective in every situation, though the difference is pretty negligible. The version I ended up going with was the one themed after Splatoon 2. The screen printed versions of the case will have a rubber zipper based on the specific game the art is based on. So in my case, it’s a little squid from the game. But there are other versions based on Zelda games, Mario games, and others. The Mario Kart 8 Deluxe version has a little Mario logo for a zipper for example.

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It’s a solid, compact case. The times I’ve taken it out to lunch or coffee it’s performed nicely, keeping the console from scratches, and dents if bumped while walking with it. The rubberized handle is a nice touch as well. Now obviously if we’re bringing extreme examples to light, like dropping it from the top floor of the local mall, then going downstairs to see if it survives? I don’t know that it will protect your Switch from something like that. There are all kinds of tales of Nintendo products surviving crazy scenarios. But don’t tempt fate. The case will likely help in a small drop from say your waist to the floor. But if you’re accounting for extreme examples, a better idea would be to buy a third-party warranty that covers accidents, and screen damage. Maybe even get a case made of Tungsten just to be safe.

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Really, the sole complaint I have is that it isn’t *quite* big enough. I bought an extra AC Adapter to bring in the rare case that I forget to charge the console’s battery before leaving, and it won’t fit in the case with everything else. So you’ll have to carry one in a separate bag if you ever take it on vacation, and need to charge your Switch in the hotel room. But really, beyond that one annoyance it’s a great case. You can fit everything for a local trip you’d need, and you won’t have to carry 3 or 4 bags the way you did for some retro handhelds like the Game Boy, Game Gear, or Lynx. 

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Overall though, I’m happy with the Game Traveler Deluxe Travel Case. It may have a convoluted name, and I have to throw the extra plug in my pocket. But it gets the job done, and is far more convenient than the duffel bag size of some of the other options out there. The fact it can hold some games, and accessories without over stuffing itself is also a nice achievement. It’s a case, and it’s not terribly exciting. But the screen printed art versions do add a dash of fun to the mundane. If you’re going to be using the Switch as a portable, it’s a pretty nice option worth looking into.

Final Score: 8 out of 10

Splatoon 2 Review

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Well folks, it’s a new year, and thanks to a nice Christmas bonus I now have a Nintendo Switch. So now I have another platform to play games on, and review. I apologize for the delay in getting out some articles to you. Just know, the end of the year gets very busy for me, leaving me not as much time as I’d like for reviewing games. All of that being said, my first Switch game purchase is a sequel to one of the best games I own for the Wii U. Is Splatoon 2 as good as its surprise hit predecessor?

PROS: Everything you loved about the original, and then some!

CONS: Convoluted voice chat. Consulting the map is worse. Drawing with thumb sticks.

AMIIBO: The older figures have as much merit as the new ones.

In a lot of ways Splatoon 2 is a much better game over its predecessor. It features a lot of new weapons, and new maps. It has a few new modes. It also takes the Nintendo Switch’s wireless capabilities to add a LAN like feature. Think in the vein of the original Xbox’s system link feature. There are new characters, and a lot of great customization options. Even the campaign is improved. There is a lot to like here.

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For those who never played the original game, be it because they didn’t have a Wii U, or because they were more enamored with something else, Splatoon 2 is a shooter. More accurately, it’s a third-person shooter with a lot of the stuff you’d find in a first-person shooter. You’ll be killing people, and blowing things up. But what really sets the game apart from every other game of its ilk is its mainline game objective.

Splatoon 2 is a very multiplayer focused team shooter. You’ll hop into game modes with other players online or offline (I’ll get to that soon enough), and fight alongside your teammates for victory. Splatoon’s trademark mode is called “Turf War”. In it, each team has to focus their efforts on painting every floor their own color. You’ll be doing this with a variety of paint, and water themed weapons, and tools that shoot ink. As is the case with many modern shooters you’ll start out with a competent gun. But as you play the game more, over time you’ll begin to level up. Once you get to around level 4 or so, you’ll be able to go into the various shops to buy newer weapons.

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Each of the weapons also comes with a perk you can use once you earn enough points by painting the floors. Some of them are things like jetpacks where you can temporarily hover above everyone dropping ink. Others are rack mounted ink missiles. Or shields. Or any other number of things. During all of the game modes, you can, and will be killing each other. But that doesn’t get your team victories. Playing the objective does. When you kill an opponent it is really just a means to buy yourself a few more moments to paint.

Seeing how the characters in the world of Inkopolis are Squid people, you can transform into a squid which results in all different kinds of strategies. As a squid you can swim under your own team’s ink. You can camp in it, waiting for enemies to walk into an ambush. You can paint walls, and swim up to higher ground. You can try to go stealth, and get around opponents so you can start painting over their ink, and change the those floors to your team’s color.

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Each of the modes lasts around five minutes per round. At the end of the Turf War the game displays an overhead look at the arena, and the team who painted more of it their color wins the round. Winning a round gets you a lot of points, which helps you level up faster.

The other modes are played under Ranked Battle, which you can begin playing once you reach a certain level. There’s Tower Control, which is a take on the push cart mechanic seen in other games. You have to hold your position on it, and the longer you do, the further toward your goal it drives. Of course the opposing team will try to kill you, and take it for themselves. If they’re able to do so, it will go in the opposite direction toward their goal.

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Splat Zones is a variant of the mainline Turf War. Only instead of painting the entire map, the game will outline two key areas to paint. If your team gets one, or both painted your color, you have to defend the position, and hold it as long as possible. At the end of the round the team that held them down the longest wins.

Finally, there’s the Rainmaker, which is another take on the push cart mechanic. But this time it’s centered around a special weapon; The Rainmaker. One player on one team will have to take it, and then get it to the goal on the opposing team’s side. The player can defend themselves with it, as it fires charged shots. But the player will instantly become the default target. The entire enemy team will try to kill them so one of their own can take it for themselves. This is the only mode where your attack performance is going to matter as much as an objective.

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Once you, and some friends have at least a B rank, you can group up into a League Battle, where you can play as a team in the various Ranked modes. The nice thing about the Ranked modes in this is that each mode has its own individual rank for you. So for instance, if you’re doing well with the Rainmaker mode, but patently average in Tower Control, you’ll see an *A* in the former, and a *C*. It’s great because if you get competitive you can see where you may need some practice.

There is also a fourth mode called Salmon Run. This mode works as a horde mode, where you have to keep waves of killer robot fish from taking you out. You’re also given a quota of eggs you need to collect during waves. These are dropped by bosses. It throws you into the grind with three other players, and you’ll have to work together to get all of the eggs, and survive. This also mixes up your load out when you play it, so you’ll be forced to learn to use weapons you might not normally choose. The only real issue with this mode is that you can’t play it all of the time. At least online. You have to be leveled up enough to do Ranked play, and the game’s servers will turn this mode on, whenever whomever manages it decides it’s playable.

 

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When you first fire up Splatoon 2, things go about the way they do in the original. It will give you a quick character customization process. After this you’ll, be thrown into a brief tutorial to get you used to the control scheme. Splatoon 2 works in TV mode by using the two Joycons in the grip included with the Switch. Or you can use a Pro Controller or equivalent. As was the case on the Wii U in Splatoon, you can play with or without gyroscopic aiming. For those who eat, sleep, and breathe a controller with their shooters, turning it off might seem like a no brainer. But honestly, I would recommend using the gyroscopic aiming. When you’re in the heat of battle, and need that smooth, yet pixel perfect aim to hit something it is a Godsend. It isn’t quite as good as using a mouse in a PC shooter, but it’s still much better than the thumb stick. Particularly when trying to hit high or low targets on an angle. And you can focus your camera at any time by pressing the Y button. Handy, if somehow you find yourself stuck looking too far off.

With the Tutorial done, you’ll be dropped into the Inkopolis hub world. Again, as in the original Splatoon, you can go to the different shops after you’ve leveled up a bit, talk to NPCs, and get video updates telling you when maps have been rotated on the servers for online multiplayer. But beyond that you can find a shady character named Murch. Murch is pretty much this game’s version of the first game’s Spyke. After you get to the proper level, you can have Murch track down outfits of the random player characters who appear in Inkopolis. For the right price. They generally won’t have the same stats, but it is a way for you to find some of the nicer clothing options early, although they’ll usually cost you more.

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As for each of the shops, again as in Splatoon one shop will have the weapons for purchase as you unlock them. You can also try them out before you buy them to see if it’s right for your play style. The others will cover shirts, shoes, and headgear. Each of these does more than simply make your character look cool. They have different attributes that will help you during your multiplayer matches. Some may boost your run speed. Some recharge your weapon’s ammo faster. Some will negate some enemy perk effects on you. As well as other potential benefits. Over time you can add other abilities to the clothes. If you ever regret some of the abilities that found their way into the clothes you can also have Murch scrub them out for a fee. At which point you’ll have to start over leveling that piece of apparel.

You can also buy food from a food truck for some temporary benefits. Beyond that you can also scan in Splatoon, and Splatoon 2 amiibo figures for some costumes. The original toys get you some of the outfits from the first game, while the newer toys get you some newer options. It should be noted if you open the Callie/Marie two pack, these toys also get you songs to listen to.  The toys will also give you access to a photo feature, and let you save load outs to them! One cool thing the original game did was implement the Wii U’s Miiverse service very well. You could post on Nintendo’s boards, and even draw fan art. But the game would post these pieces of art on walls at random in online matches.

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With the service defunct, this game does retain a draw feature. Going up to a kiosk in Inkopolis will allow you to draw pictures, or write messages that can appear in the game on the walls. The thing to keep in mind though is you’ll want to use this feature in handheld mode, as you can draw freehand that way. Sadly, if you’re using the console in TV mode you’ll have to draw with the controller. Something that doesn’t work well at all. The sticks just swing far too wildly for you to do the intricate kind of detail needed if you’re someone who loves to draw. I should also note that once Nintendo rolls out its online service, you’ll need to pay $20 a year to enjoy online multiplayer. As of this writing it costs nothing to play online. But if you haven’t kept up with gaming news over the course of 2017, it has been something to be aware of. On the plus side, the netcode is really good in this game. I ran into no lag, even when connected to a hotspot getting coffee.

If you’ve been reading thus far, worried that you can only play this game against online warriors fear not. As I mentioned earlier, Splatoon 2 has a mode that works a bit like an offline LAN. If you have a few people with Nintendo Switches meet up somewhere, you can use the system’s wireless setup to connect the consoles together allowing each of you to play against one another in teams locally in the same room. Now unlike an actual LAN, you won’t be sharing files, resources, and other stuff through a router. But, it does make for a great time that will take you back to four player F1 Race on the Game Boy. However, if each of you have an old Wii wired adapter, you can play an actual wired LAN tournament through a router. This is also handy for convention tournaments.

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But things don’t end there. If you’re not typically drawn toward multiplayer games, but you do enjoy single player action games, there is once again a campaign. Splatoon 2’s campaign is a bit more fleshed out that the original game’s was. This time instead of following Captain Cuttlefish down a sewer drain, you’ll see a mysterious woman hanging out in the back of Inkopolis square. When you follow her, you’ll find it’s actually Marie from the first game. It would seem her best friend, and fellow pop star Callie has gone missing. As an undercover agent she hires you to join her to face the Octarians.

This time around they’ve taken Callie, in addition to the Zapfish. So you have to help Marie rescue her. In the sequel you’ll again play a multitude of stages that combine elements of Super Mario Galaxy’s platforming, Metal Gear Solid’s stealth, and Doom’s circle strafing. It’s a lot of fun, and requires more than just hand, and eye coordination. Each of the stages houses blueprints, and hidden fish. If you find them you’ll get some back story for the game to read, as well as the ability to unlock some firepower for the multiplayer modes. You can also spend the tickets found in the campaign at the food truck for some boosts. Finding all of them takes some time, and some sleuthing on your part. Especially in later stages where they get pretty creative in hiding these items.

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Stages are laid out similarly to Super Mario 64. There’s an overarching hub world, with different entrances to each of the stages. Some of these are cloaked, so you’ll have to shoot them to make them appear. Things get a bit more intricate as time goes on. Every stage will put you in exponentially harder situations that will force you to learn the mechanics. Until you get to that final showdown.

Boss fights in Splatoon 2 work almost exactly as they did in Splatoon. You’ll find the weak point, attack it, and then find you’ll have to do it three times. But each time, the attack patterns become a bit more complex, and so you’ll have to employ the advanced strategies you’ve learned in order to take them down.  Aesthetically they get more, creative as they’re introduced to you too.

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The campaign is also done in a way that ultimately trains you for the multiplayer. But does so in a way that feels fulfilling. It doesn’t feel like padding, or that it only there as a trainer. The story is entertaining, and has a lot of funny dialogue. It’s also got a fair amount of challenge, and isn’t too long, nor is it too short. Though the final boss may irritate you a little bit with the cheap desperation moves.

Visually, the game looks slightly better than the original. With the game going up a minor notch from a 720p resolution to a 1080p resolution. A lot of the art has call backs to the original game, and even some of the old maps were retooled, and brought back. The texture work is also a little bit cleaner than in the old game. Overall, it isn’t that different from the last game. It’s still beautiful, but those hoping this would be a massive graphics leap over the old game may be left wanting a bit.

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There are a few minor complaints I have with the game though. As a veteran of the first game, the dual screen gameplay really did one thing well. That was the map screen. You could jump to a teammate’s aid at any time by touching them on your screen. In this one you can still get to them, but you have to pull up the screen mid battle, and then select them. That fraction of a second in the heat of warfare can get you killed as you’re busy pulling up the map instead of looking at the incoming threats.

Another thing I think some people won’t like, is the cumbersome way they implemented a voice chat feature. Rather than, simply including it in the game, and letting players use a common headset you have to download an app to your smart phone, and have that an arm’s length away. This doesn’t affect me as I don’t have much more than a crappy old prepaid emergency phone. (I know, I know, I’m a relic.) But for those who do, this can be inconvenient, especially when someone calls your phone, and trying to take a call while voice chatting is going to be a pain.

It’s probably better to have a cheap, old laptop nearby with Discord, or another voice group chat application on it, and just using that to strategize on the fly instead. It’s not that much different although at least you won’t have to drop out to take an important phone call while you’re in a game. You can just tell everyone in the chat you have to take the call, without inexplicably leaving.

I also found it odd that the Salmon Run can’t be played online all of the time. Shooters generally let players play their favorite modes whenever they want, and locking this one up for arbitrary reasons just seems perplexing to me. Maybe they were trying to make it feel like a Splatfest event. But then again, it is one of the offline LAN modes too.

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Fortunately, one thing that is very impressive is the soundtrack. Not only do some of the great tracks from the original show up again, but the variety is larger too. You’ll get the Pop Punk, Power Pop fix. But you’ll also get a lot of New Wave, Funk, Disco, and J-Pop too. In fact, a lot of the tracks mix a lot of these sounds together to make for something new. It really is a lot of fun to listen to. Hopefully, Nintendo will find a way to release this soundtrack as they did the first. Just at a much wider availability.

Overall, I’m quite pleased with the game. Aside from a couple of baffling decisions it does successfully move the great gameplay of the original onto Nintendo’s newer, highly successful system where more people can be exposed to it. It’s fun because even if you’re not very good at shooters, you can still do very well by focusing on the objectives. As long as you’re painting a floor, you’re getting some points, and leveling up. In fact, just like last time around, you’ll find a lot of good players don’t boast the highest Kill to Death ratios. That isn’t to say it isn’t important. It buys your team more capture time. But you don’t have to feel bad if you see your little squid combatant explode into Looney Tunes gibs constantly. I only wish they could work on solving the AFK issues that rise on occasion. If someone abandons a match, or stops playing, it’s curtains for their team. If you’re on that team it can be frustrating to find the reason you were beaten is because player 4 got zero points. Which is impossible unless you set the controller down, and walk away. But I digress.

Splatoon 2 is a great game. It is pretty much everything the first one was, with a lot more weapons, and clothing. The new mode, is pretty fun, even if it does only open up once in a while. And if you really don’t do multiplayer, the campaign is something that you’ll at the very least enjoy one play through on before trading it in or selling it off. I wouldn’t hop in if you aren’t willing to at least try a multiplayer game. At least with this being somewhat portable though, the LAN option is a great way to play locally with friends if your only concern with online are the trolls, and jerks who spoil things.  And even beyond that, the ability to join a lobby with three friends mitigates this a bit.

I know I keep repeating myself in this review. But for those who do love online competitive multiplayer though, this one is a no brainer. There are a ton of great strategies, action, and advanced movement techniques to master.  If you like online multiplayer, but are hesitant about needing to Get Good, fear not. It’s still something you can have a blast playing at a rudimentary level. Really, the only people who may want to pass are those who have no interest in competitive gaming. Though the campaign is still worth a rent for those who love a good platformer, or action romp. The issues I do have with it don’t ruin the experience by any means, but can be annoying. Still, as I said earlier, it’s a must play for Switch owners who are fans of multiplayer. Especially those who loved the original Splatoon on their Wii U machines.

Final Score: 9 out of 10.