The Exigent Duality
Spla2oon - 15:45 CST, 3/24/17 (Sniper)
Impressions, from the first hour period of the Splatoon 2 open beta:

  1. It "feels" like a sequel: It's equatable to the Mega Drive leap from Sonic to Sonic 2; it's certainly the same formula, with the same core physics, and the same basic aesthetic-- but with spruced up graphics, tweaked audio direction, brand new stages, new menu sounds and animations, to go along with new "fringe" mechanics.

  2. The lack of a dedicated map is palpable: Keeping one eye on the gamepad at all times was an integral part of the Splatoon experience on the Wii U-- and it's gone. Teleporting, which used to take a single screen tap, now involves several consecutive key presses, along with scrolling a cursor around the (totally obstructive when open) map.

  3. The content on display integrates well: The two maps in the open beta have the qualities that distinguished the best stages from the first game; namely, they are simple, balance visibility with verticality, and lack single chokepoints. The new dual-wielded weapon, along with its dodging and jetpack mechanic, fit the game so well it's hard to imagine that they weren't present in the first title.


In all, Splatoon 2's multiplayer is everything I could have wished for in a sequel; it takes what was good about the first game-- the aesthetic, the hilarious and original universe, the motion controls-- and amps them up.

While the "lack of dedicated map" bit is unfortunate, the new interface is perhaps the best possible solution given this new-found, "lack of a second screen" hardware limitation. And to be honest, this player was having more difficulties with the fact that "jump" was moved to the B button (from X, in the first title), than he was with the new map-- those damnable muscle memories!

The first game's single player was very clearly a bolted-on, extended tutorial. It would be amazing if the second game featured a bonafide, immersive experience for lone wolves. Questions also remain for how well this will play in handheld mode, since it would involve tilting the view screen itself; for the record, this participant was using the "pro controller", with the system docked, during his hour of play (to great effect-- this competitor hasn't lost the touch!).

On a personal note, the constant, heart-pounding intensity while playing games like this-- stemming from the unabating fear of not playing up to potential-- is such an undeniable deterrent to what would otherwise be a gloriously enjoyable experience, that it's a pity the angsty, disquieting butterflies can't be arrested (perhaps with a large psycho net!).