I don't get why they want you to open the map THEN select spawn point THEN confirm with A if you want to do an emergency escape. They should've just mapped it to the D-pad down button without any sort of confirmation.
Anyway as expected all points to Splatoon 2 having inferior controls to the original.
With the map open, you can also use motion controls to move the reticle to your desired location and then press A. As for "inferior controls", several gameplay videos show that, even with the map displayed, you can still move normally (e.g., Left Stick for movement, gyro for camera, ZR for main weapon, etc.), so it's almost identical to playing the original
Splatoon except (possibly more convenient) without having to look at a separate screen.
His issue with controls (Right JoyCon, accessing B for jump between camera stick usage) would be easily rectified by having a controls customization feature, whether at the system level or simply for the game. Don't want B for Jump? Fine. Make it whatever you want it to be. X, SR, camera stick button... whatever. Let's hope the game has it.
For a game that encourages individuality and style, the sequel should definitely consider having more customization options control-wise. That said, I personally wouldn't want jump on L, as jumping while in squid form would be rather uncomfortable. (Personally, I'd rather have L be the special weapon button.)
Also, maybe I'm crazy and this wouldn't work as well as I've been imagining since the Wii days (because I almost never see anyone else talking about wanting this for an option), but I figured I'd prefer the aiming & firing aspect of a game like Splatoon more if I could move a cross-hair around the screen without that impacting my view while still being able to control the camera with the secondary analog stick. Think of a version of S&P2 where camera manipulation is necessary as it was to a degree in Panzer Dragoon. It could be even nicer IF I found that preferable in most situations but could instantly toggle back to a secondary control setup at the press of a button if I found that preferable for very special situations.
Yes, absolutely agreed! Hopefully sometime soon-ish (like say, when
Pikmin 4 releases on Switch) we might get something like a Joy-Con Pointer (where the IR camera is actually at the end facing the TV, with both shoulder and trigger buttons underneath like the back of an N64 controller's middle prong) and a game update/patch to include support for this peripheral. Having IR pointer controls in shooters is so oh-so-good, especially when combined with the gyro as a failsafe for when the sensor bar cannot be detected.
Main things I'm worried about is that the jumping to a teammate is clunkier, especially compared to the original, and now there will be no inkstrikes. I won so many matches with a last minute inkstrike in Splatoon.. I did like the dodge rolling and the jetpack abilities with the duelies though. I played it at the London event last week.
The thought of beacons without a touch screen legit sounds awful. Like absolutely terrible
Refer to my reply to PotionBleue's post. It's still possible to use Beakons and/or Inkstrike-like weapons with a motion-controlled reticle on the map display.
Speaking of controls, I wonder what will they do with gyro aiming when you use split joycon controls. Pretty sure it only follows one of the two when on the grip since apparently both have gyro each, and the grip does not do anything other than being a grip.
This is what I was wondering as well. Heck, not just for Splatoon, but any game really. The gamepad felt natural since it feels like you're holding a camera and you just point it to wherever you want to film.
Me three as well. (I have yet to receive any replies to my posts with that question.) I wouldn't be surprised if games defaulted to motion controls being restricted to the Joy-Con R, though (as a left-hander) I would appreciate options for toggling which Joy-Con to use gyro when playing Wii Remote-and-Nunchuk style.
Did I remember it wrongly or was there a video showing that you could also control how far the curling bomb goes?
I believe the longer you hold the shoulder button, the shorter the bomb will travel. There's a circular meter (kinda like the special weapon meter) on the curling bomb to provide a visual indicator.
Actually, both of these are still in. The size reduction/increase for whichever team is in danger/doing well just isn't as dramatic as before.
Also replying to confirm Azure J's posts. I think the lack of the squids' cartoony eyes makes the visual cue harder to read. I feel the expansion/shrinkage could be better conveyed by having the squid icons changing but with the main weapons staying the same size.