Out of all the suggestions so far I would like to see the skate park the most. The game seems made for it.Anyone like the idea of an aqua park inspired map?
Diving boards can be used to jump to higher platforms. (excuse my drawing skills)
I'm also thinking a skate park inspired one could be neat;
Good stuff.My new Gamezebo article is up. It's about Splatoon, and why its success would be a great thing for the shooter genre in general.
http://www.gamezebo.com/2014/06/25/splatoon-case-gameplay-vs-gunplay/
Had fun with this. I don't usually get to write about Nintendo (we're primarily a mobile site) so it was a nice change of pace.
My new Gamezebo article is up. It's about Splatoon, and why its success would be a great thing for the shooter genre in general.
http://www.gamezebo.com/2014/06/25/splatoon-case-gameplay-vs-gunplay/
Had fun with this. I don't usually get to write about Nintendo (we're primarily a mobile site) so it was a nice change of pace.
well its not suppose to make different sounds with every paintball, its the same gun(so far) so ofcourse it has that specific sound or else it wouldnt make sense.It's just always the same plain sound, it lacks variety imo.
Awesome article.My new Gamezebo article is up. It's about Splatoon, and why its success would be a great thing for the shooter genre in general.
http://www.gamezebo.com/2014/06/25/splatoon-case-gameplay-vs-gunplay/
Had fun with this. I don't usually get to write about Nintendo (we're primarily a mobile site) so it was a nice change of pace.
maybe another team like monolithsoft(kyoto?) are helpingSo apparently ~40 people are working on this right now, which is actually quite a small team, even by EAD standards. Maybe they'll ramp up development from now until launch, especially if they're hoping to have a single-player campaign of sorts.
both are likely the answer.
... i'm suffering from new splatoon information withdrawal symptoms... i can feel this game getting under my skin... i need it in my wii u now... sigh...
All im gonna say is that I bet there is going to be a ton of rule34 on this game.
A ton.
Anywho, I like the movement in this game. I like any game with cool dodges and stuff.
All im gonna say is that I bet there is going to be a ton of rule34 on this game.
A ton.
Anywho, I like the movement in this game. I like any game with cool dodges and stuff.
Good stuff.
foxuzamaki said:Awesome article
Timeaisis said:Cool, thanks for sharing.
]This game started off as a proof of concept and it seems that it only recently that Nintendo decided to make it into a full game.[/B] My guess is that Nintendo wanted to keep the team small and wait for for the feedback from E3 to assess their options. Or it could be that the game's pipeline is very efficient.
You mean like literally every other Nintendo game out there?
They ALWAYS start off their games as gameplay concepts. Read about the new Starfox. It was basically them testing different concepts before they found one that worked and that's when they started development
Not really what I meant. Nintendo always have games like Zleda and Mario in the oven, and while they do experiment with the mechanics (probably using proofs of concepts) they follow the same underlying concept. Mario is a platformer and sometimes RPG, Zelda is a always an action adventure puzzle game, and Starfox is a rail shooter. Splatoon's concept is completely unique than the one in Zelda and Mario in that it's a new untested genre for EAD; the entire game was a proof of concept. Star Fox seems to follows its old conventions but was put into development to test a novel control scheme.
That is not completely true. They came up the concept and looked at their existing IPs to used them in. When they found none would fit, they created original characters. If they could, this could have easily been a spin-off Mario or Kirby game. Also, Star Fox is not automatically an on rails shooter (Adventure and Command), despite some fans wishing that it was.
Which is why they have to test it during E3.
Adventures was Nintendo slapping on the starfox IP onto a different game. Command is a rail shooter without the rail *shrug.* People buy them largely due to the IP.
That is not completely true. They came up the concept and looked at their existing IPs to used them in. When they found none would fit, they created original characters. If they could, this could have easily been a spin-off Mario or Kirby game. Also, Star Fox is not automatically an on rails shooter (Adventure and Command), despite some fans wishing that it was.
You don't have to bet. It already appeared 5mins into the announcement.
Yesterday I got the chance to play Splatoon and it was awesome. I was hyped about the game, but now I'm even more. The game was fast and very funny, playing 4vs4.
Also, I think it's remarkable that Nintendo tried to be sure that everyone in the event had played Splatoon (we played several matches). They wanted everyone to try the game, something they didn't do for anything else (Bayo2, Smash, Hyrule Warriors, Yoshi, Kirby were already there).
Where'd you go?
Yesterday I got the chance to play Splatoon and it was awesome. I was hyped about the game, but now I'm even more. The game was fast and very funny, playing 4vs4.
Also, I think it's remarkable that Nintendo tried to be sure that everyone in the event had played Splatoon (we played several matches). They wanted everyone to try the game, something they didn't do for anything else (Bayo2, Smash, Hyrule Warriors, Yoshi, Kirby were already there).
I'm really blown away at the reception this game's gotten so far. To me it seemed like a really minimal and simple (but totally welcome) $20 DD game. But, I'm not gonna shoehorn it into something before I actually try it. Really excited to see how it actually turns out, even if it's a full retail title.
:3cAnother avatar change, Horizon?
Since we have until 2015 for the release I think that:Ah, so their concerns are mostly about whether the game will get repetitive, they feel the gamepad is not essential despite the devs saying otherwise, and they wonder how much depth the single-player campaign or mode would have.
Honestly, the map function can be emulated with a single screen. I think only one face button is used right now for jump. Make one of the others the map button. Press it and the map comes up, the other 3 face buttons are assigned to your teammates. Press one of those to jump to your teammate or press the map button again to close it. edit: Oh, forgot about the spawn warp. Assign that to a trigger.Gamepad seems pretty essential in the sense of those quick/super jumps as the one guy pointed out. I'd also rather have my tv screen remain uncluttered.
Honestly, the map function can be emulated with a single screen. I think only one face button is used right now for jump. Make one of the others the map button. Press it and the map comes up, the other 3 face buttons are assigned to your teammates. Press one of those to jump to your teammate or press the map button again to close it. edit: Oh, forgot about the spawn warp. Assign that to a trigger.
If they decide to let us go online with 4 players on one system they'll have to do something similar to this. The second screen map is cool and interesting but not necessary for this game imo.
You do realize you can jump ANYWHERE you have territory, not just to a teammate, right? It would be gimped without the touchscreen. There's no way to emulate it nearly as well
Honestly, the map function can be emulated with a single screen. I think only one face button is used right now for jump. Make one of the others the map button. Press it and the map comes up, the other 3 face buttons are assigned to your teammates. Press one of those to jump to your teammate or press the map button again to close it. edit: Oh, forgot about the spawn warp. Assign that to a trigger.
That's not how it works. You can only jump to your teammates or spawn. It's important to make inroads into the opposing teams territory and act as a beacon for your teammates to push even further. Jumping anywhere would be unbalanced/not fun (though I think jumping to teammates has potential to be abused as well, but we don't need to discuss that now). You can see in the gameplay footage when a ring appears around the player, that signals when one of their teammates tapped them and will be jumping to their position shortly.
I don't think that would work well during a faced-paced game.
With the gamepad, it's:
1) Find teammate
2) Touch him/her
Your method is:
1) Press map button
2) Find teammate
3) See/process what button is assigned to teammate
4) Press button
It's not so much the extra steps as the extra mental processing involved. You can't just touch the teammate as soon as you see him/her, you have to actually look next to that teammate to see the corresponding button, and then press that button. Not only does it take longer, but it takes mentally away from the larger game being played, and you'll have to switch back afterwards.
I don't think that would work well during a faced-paced game.
With the gamepad, it's:
1) Find teammate
2) Touch him/her
Your method is:
1) Press map button
2) Find teammate
3) See/process what button is assigned to teammate
4) Press button
It's not so much the extra steps as the extra mental processing involved. You can't just touch the teammate as soon as you see him/her, you have to actually look next to that teammate to see the corresponding button, and then press that button. Not only does it take longer, but it takes mentally away from the larger game being played, and you'll have to switch back afterwards.
Pretty sure. I think they explained it on the Treehouse interview.Oh, if that's true then nevermind
Wowfunhappy said:I don't think that would work well during a faced-paced game.
With the gamepad, it's:
1) Find teammate
2) Touch him/her
Your method is:
1) Press map button
2) Find teammate
3) See/process what button is assigned to teammate
4) Press button
It's not so much the extra steps as the extra mental processing involved. You can't just touch the teammate as soon as you see him/her, you have to actually look next to that teammate to see the corresponding button, and then press that button. Not only does it take longer, but it takes mentally away from the larger game being played, and you'll have to switch back afterwards.
Games like Splatoon should serve as a reminder to Nintendo that it can always attempt to innovative on the software level instead of trying to innovative with gameplay ideas using the GamePad or any other type of controller/peripheral. Anyway, it is refreshing that a shooter like Splatoon exists, as it defies typical genre expectations as well as the target demographic that its generally aimed at.