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Splatoon 2 Testfire Thread: This is a port...able game now

phanphare

Banned
also seriously the fucking hd rumble. we gotta talk about that shit. once I started noticing it I stared noticing it everywhere. like, I'm not even going to remember all the unique implementations if I start listing them off but it's great. it's not super intense and if you don't pay attention it could just fade into the background. it could just feel like the game being the game in terms of what you notice because it works so well in conjunction with everything else.

you can feel the curling bomb as it's rolling if it's near you and you'll feel when it stops and explodes
you can feel the ink jet rev up when it's initiated and then fly off the ground
you can feel when one of your teammates is shooting ink at you
you can feel when you're in enemy ink
you can feel when the enemy is shooting at you
you can feel when you initiate the tenta missiles, when, where, and how many launch, while they're still in the air, and where they land. on top of that you can feel how far they are away from you depending on the intensity of the rumble so you know whether or not the enemy you targeted is close or far because if they're close it might be worth it to push because you just locked on and fired missiles at them. in fact, that sense of distance applies to almost every implementation of rumble in the game. when the ink jet revs up if you're right next to it you'll feel it way more than if you're not close. reminds me of a lawn mower starting.
you can feel getting targeted by the tenta missiles. you can feel them in the air right before they land and you can feel when they land around you or if you get hit. again, differing intensity for how close or far away they land from you.
and then there's little touches like the rumble when your respawn animation starts and finishes or the rumble when you moving your cursor on the map looking for someone to super jump to

and that's all I can remember

I used the pro controller mostly, really felt it with the split joy con, and then when I went back to the pro controller I felt it more as well. this is exactly what I envisioned with this game and it's getting me pretty fucking pumped oddly enough. I've posted about this very thing a few times. it's hd rumble implemented in a way where it's not overbearing, it's not gimmicky, it just enhances the overall game feel, and above all is just another avenue for game designers to tie sensory feedback into their games. really impressed right now after that hour.
 

RRockman

Banned
also seriously the fucking hd rumble. we gotta talk about that shit. once I started noticing it I stared noticing it everywhere. like, I'm not even going to remember all the unique implementations if I start listing them off but it's great. it's not super intense and if you don't pay attention it could just fade into the background. it could just feel like the game being the game in terms of what you notice because it works so well in conjunction with everything else.

you can feel the curling bomb as it's rolling if it's near you and you'll feel when it stops and explodes
you can feel the ink jet rev up when it's initiated and then fly off the ground
you can feel when one of your teammates is shooting ink at you
you can feel when you're in enemy ink
you can feel when the enemy is shooting at you
you can feel when you initiate the tenta missiles, when, where, and how many launch, while they're still in the air, and where they land. on top of that you can feel how far they are away from you depending on the intensity of the rumble so you know whether or not the enemy you targeted is close or far because if they're close it might be worth it to push because you just locked on and fired missiles at them. in fact, that sense of distance applies to almost every implementation of rumble in the game. when the ink jet revs up if you're right next to it you'll feel it way more than if you're not close. reminds me of a lawn mower starting.
you can feel getting targeted by the tenta missiles. you can feel them in the air right before they land and you can feel when they land around you or if you get hit. again, differing intensity for how close or far away they land from you.
and then there's little touches like the rumble when your respawn animation starts and finishes or the rumble when you moving your cursor on the map looking for someone to super jump to

and that's all I can remember

I used the pro controller mostly, really felt it with the split joy con, and then when I went back to the pro controller I felt it more as well. this is exactly what I envisioned with this game and it's getting me pretty fucking pumped oddly enough. I've posted about this very thing a few times. it's hd rumble implemented in a way where it's not overbearing, it's not gimmicky, it just enhances the overall game feel, and above all is just another avenue for game designers to tie sensory feedback into their games. really impressed right now after that hour.

Yeah. HD rumble is subtle, but once you notice it you can't go back. Loved it in BMZ where everything has a distinctive feel. From different charge weapons and simply jumping in and out water, it is sublime.
 

Lightningboalt

Neo Member
Had a very narrow defeat and initially I couldn't believe that my team lost, because it looked like we were doing so well at the end.

C70Rf47VYAAK01D.jpg


Well. That sure explains it.
 

Doorman

Member
HD rumble hasn't struck me as any sort of revelation so far, but I do feel like at some point I felt a pretty small subtle vibration right as my refilling ink tank crossed the threshold for being able to use my subweapon again.

Which...would be really cool if true, but I only distinctly recall feeling it happen once.
 

Skeletos311

Junior Member
I won all but one game at the 11 testfire. I even got first 2 times. I think people are getting smart to roller tactics, so that helps. I usually try to control the middle and that seems to work well most times.

Also, wallpaper.
 

MrGameBoy

Member
Again, for those playing with split Joy-Cons, I'd recommend having the middle joint in your thumb rest on top of the right stick for left/right turns, with the end pressing on the ABXY Buttons. The wrist straps help too if you want a less cramped grip with these small controllers.

also seriously the fucking hd rumble. we gotta talk about that shit. once I started noticing it I stared noticing it everywhere. like, I'm not even going to remember all the unique implementations if I start listing them off but it's great. it's not super intense and if you don't pay attention it could just fade into the background. it could just feel like the game being the game in terms of what you notice because it works so well in conjunction with everything else.

you can feel the curling bomb as it's rolling if it's near you and you'll feel when it stops and explodes
you can feel the ink jet rev up when it's initiated and then fly off the ground
you can feel when one of your teammates is shooting ink at you
you can feel when you're in enemy ink
you can feel when the enemy is shooting at you
you can feel when you initiate the tenta missiles, when, where, and how many launch, while they're still in the air, and where they land. on top of that you can feel how far they are away from you depending on the intensity of the rumble so you know whether or not the enemy you targeted is close or far because if they're close it might be worth it to push because you just locked on and fired missiles at them. in fact, that sense of distance applies to almost every implementation of rumble in the game. when the ink jet revs up if you're right next to it you'll feel it way more than if you're not close. reminds me of a lawn mower starting.
you can feel getting targeted by the tenta missiles. you can feel them in the air right before they land and you can feel when they land around you or if you get hit. again, differing intensity for how close or far away they land from you.
and then there's little touches like the rumble when your respawn animation starts and finishes or the rumble when you moving your cursor on the map looking for someone to super jump to

and that's all I can remember

I used the pro controller mostly, really felt it with the split joy con, and then when I went back to the pro controller I felt it more as well. this is exactly what I envisioned with this game and it's getting me pretty fucking pumped oddly enough. I've posted about this very thing a few times. it's hd rumble implemented in a way where it's not overbearing, it's not gimmicky, it just enhances the overall game feel, and above all is just another avenue for game designers to tie sensory feedback into their games. really impressed right now after that hour.
Brilliantly said, phanphare. The HD rumble implementation is subtle, but definitely there. It's all about how the little details add up to create not only an immersive experience, but also work in conjunction with the gameplay (much like the visual cues such as the arrow-shaped squid-player icons on the map and weapons associated with the 4-vs-4 top portion of the HUD).

It's also worth noting that the aforementioned cues are directional, meaning you can get an idea what's happening with respect to your Inkling's current position. Oh, and how can you forget the intense pulsing sensation of being near a Sting Ray?! :D
 

hurzelein

Member
Seriously envy you guys.

How is the handheld mode? I'm rly looking forward to Splatoon in bed, but I can't imagine that I won't have a serious disadvantage in higher ranks (was around A in the first game) because of the smaller screen and awkward motion controls when holding the screen in hands. How does it feel?
 
Seriously envy you guys.

How is the handheld mode? I'm rly looking forward to Splatoon in bed, but I can't imagine that I won't have a serious disadvantage in higher ranks (was around A in the first game) because of the smaller screen. How does it feel?

Damn near perfect. The experience is just the same in portable mode, aside from the resolution decrease. I know gyro controls in that mode can be a bit weird for some people though. But with tabletop and a Pro controller...
 
My current thoughts on the testfire weapons:

Splattershot
The main weapon is just as fucking stupid as ever, and pairing burst bombs with an actually good special is going to result in this being a popular pick I'm sure.

Splat Charger
Still as great as ever if you can actually aim. Charge holds are useful but you can't hold it that long so it's mostly just good for quick repositioning, and you don't actually come out of a hold with a full charge; you have to wait a brief moment before firing. Splat bombs are splat bombs, and the Stingray has a learning curve but is a beast when used correctly.

Dualies
If my opponents could stop using them as a poor man's splattershot and actually use the motherfucking roll then that would be great. Also inkjets are totally a glass cannon; either you die or everything dies. But do protect your fucking jump point holy shit guys. It appears to be really good when actually used by someone who uses the fucking roll properly, though.

Splat Roller
Was kinda shit in the original game, especially after that one patch took away its ability to consistently catch strafers which was, like, its only reason to exist (though that nerf made Dynamos not 100% fucking stupid so it was totally worth it). Still put 1.5 million points into the Splat Roller family anyways because I hate myself.

My personal verdict: Much better now. The roll is only useful for certain situations now, though, because doing two vertical flicks side by side is generally both a lot safer and more efficient than rolling down a path. But it's not that big of a deal because the vertical flick, when aimed at a specific angle downwards, has the OHKO range of the Dynamo while taking a lot quicker to fling (you do have to actually aim, though).

Due to the vertical flick's range, suction bombs now work a lot better. You can combine them with vertical flicks to claim a lot of turf from a single high point. And, with the vertical flick's mobility, you can go from high point to high point to claim turf. You can also use suction bombs and splashdown together to do some really silly shit to claim key choke points efficiently.
 

Skeletos311

Junior Member
It's kind of fun going through the list of people you've played with and looking at what they've been playing. I'm in your profile, looking at your play activity.

I found someone without Zelda on their play activity. Wow.
 

Jintor

Member
also the vertical flick with rollers is a fucking godsend for verticality. One jump and flick and you can squid to the top of a decent sized wall. No more mucking around jumping like a beached fish or waiting for a squid with a gun to come to your aid if you want to climb.
 

DMONKUMA

Junior Member
Yeah so I did pretty well this time. All I had to do was increase the sensitivity of my gyro and stick. Though I still hat rollers....
 

Regiruler

Member
So even though there's armchair excuses of not enough RAM to do voice chat, you can access the home menu during online play for God knows what reason.

Disable it, RAM acquired.
 
So even though there's armchair excuses of not enough RAM to do voice chat, you can access the home menu during online play for God knows what reason.

Disable it, RAM acquired.

What makes you think absence of voice chat has anything to do with lack of ram? Let's wait until the online app trial begins before jumping to conclusions.
 

TI82

Banned
Wish I could share my experiences. Unfortunately I couldn't connect to the servers anytime so far so I'm kind of done trying. :/
 
So I've never played Splatoon online (only single player at demo kiosks) and that was some of the most fun I've had online since Rocket League. I think this might be my favorite online shooter. And fuck it worked absolutely perfectly.
Also Roller > Dualies > Splatshot > Charger
 

atr0cious

Member
So I've never played Splatoon online (only single player at demo kiosks) and that was some of the most fun I've had online since Rocket League. I think this might be my favorite online shooter. And fuck it worked absolutely perfectly.
Also Roller > Dualies > Splatshot > Charger
Wait until you see the gatling guns, buckets, nozzles, and washing machine.
 
Yo so my roommate had this happen to her earlier and she took a screenshot of it:

gQyWtBD.jpg


Notice the dude with the splooshomatic. Did anyone else see anything like this? I'm really curious how something like that happened? Maybe a dev?
 

RedFox85

Member
I know we are all buzzing over how great the testfire was but I want to take a minute and ask if anyone is hoping the game will have a good campaign mode this time around. The last game was kind of bare bones in that regard. I don't mind some online play but man I would love some platforming/puzzle shooting and boss fights. In regards to the testfire I had some fun for sure, the dual weapons were great and the roll when you remember to use it is a super helpful. The style in this thing is as awesome as ever, bright beautiful graphics and awesome music - spiritually it feels linked to something like the jet grind franchise so yeah I love it!
 

ASIS

Member
also seriously the fucking hd rumble. we gotta talk about that shit. once I started noticing it I stared noticing it everywhere. like, I'm not even going to remember all the unique implementations if I start listing them off but it's great. it's not super intense and if you don't pay attention it could just fade into the background. it could just feel like the game being the game in terms of what you notice because it works so well in conjunction with everything else.

you can feel the curling bomb as it's rolling if it's near you and you'll feel when it stops and explodes
you can feel the ink jet rev up when it's initiated and then fly off the ground
you can feel when one of your teammates is shooting ink at you
you can feel when you're in enemy ink
you can feel when the enemy is shooting at you
you can feel when you initiate the tenta missiles, when, where, and how many launch, while they're still in the air, and where they land. on top of that you can feel how far they are away from you depending on the intensity of the rumble so you know whether or not the enemy you targeted is close or far because if they're close it might be worth it to push because you just locked on and fired missiles at them. in fact, that sense of distance applies to almost every implementation of rumble in the game. when the ink jet revs up if you're right next to it you'll feel it way more than if you're not close. reminds me of a lawn mower starting.
you can feel getting targeted by the tenta missiles. you can feel them in the air right before they land and you can feel when they land around you or if you get hit. again, differing intensity for how close or far away they land from you.
and then there's little touches like the rumble when your respawn animation starts and finishes or the rumble when you moving your cursor on the map looking for someone to super jump to

and that's all I can remember

I used the pro controller mostly, really felt it with the split joy con, and then when I went back to the pro controller I felt it more as well. this is exactly what I envisioned with this game and it's getting me pretty fucking pumped oddly enough. I've posted about this very thing a few times. it's hd rumble implemented in a way where it's not overbearing, it's not gimmicky, it just enhances the overall game feel, and above all is just another avenue for game designers to tie sensory feedback into their games. really impressed right now after that hour.

I didn't feel any of what you described. It was just rumble to me, really, really good rumble, but still just rumble.

Can't wait to try it again with this in mind.
 
What in the actual hell.

How does one achieve this level of skill.

By playing Splatoon 1 for many, many, MANY, hours with highly skilled players.


Yo so my roommate had this happen to her earlier and she took a screenshot of it:

gQyWtBD.jpg


Notice the dude with the splooshomatic. Did anyone else see anything like this? I'm really curious how something like that happened? Maybe a dev?

I heard people saying that it's a glitch when someone disconnects before the match starts.
 

Brenal

Member
im loving all the impresions so far, im sure the online will be as good as the last time, im just hoping for some bots and modes desinged for local multiplayer.
 
From only having watched streams, the map sizes are a bit bigger this time around?

I'd put them at about Walleye Warehouse and Urchin Underpass sizes. Splatoon 1 actually has some rather large maps. Moray Towers, Hammerhead Bridge, and Piranha Pit come to mind for the first game's largest stages.
 
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