2159: Splattack

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I spent a bit of time before my shift at work today playing Splatoon. Having finished the single player, I jumped back in to the multiplayer for a few games, and was reminded quite how much I like that game — a fact that surprised me somewhat when I first played it, given that I’m not normally one for competitive multiplayer shooters, team-based or otherwise.

Splatoon is a bit different from your usual multiplayer shooter, though, in that there are no game modes that require you to kill the other team. Instead, most of them are about territory control of various types: the basic “Turf War” game mode, for example, involves covering the ground with ink of your team’s colour, with the winner being decided by majority coverage after three minutes. Other game modes found in the Ranked Battle mode vary somewhat in what they require you to do, but none of them are straight-up deathmatches, which means there’s no necessity to be a 1337 MLG noscope pro.

Splatoon is testament to Nintendo’s desire to make games accessible to everyone. Competitive multiplayer shooters are historically rather elitist in nature, with inexperienced players often being mercilessly mocked or picked on until they “git gud”. Unpleasantness in chat — be it voice or text — is so expected that it’s become something of a cliché to talk about racist thirteen-year olds playing Call of Duty; consequently there are many people — myself included — who, preferring their games to be fun rather than an unpleasant experience, avoid this type of thing and thus tend to miss out on games that, despite everything, are often quite culturally significant, not necessarily from an artistic perspective, but as an activity that brings significant numbers of people together.

Splatoon could have easily been a disastrous failure, being a Wii U game. Yet it has gone on to become one of Nintendo’s biggest success stories all around the globe, with it rarely being difficult to find people to play with, whatever hour of the day you happen to be online. I was expecting it to be hard to get a full group together when I played this morning, for example, but was pleasantly surprised to be matched with a full team almost immediately — since Japan was awake and happily playing away already.

The other nice thing about Splatoon is that it doesn’t have a chat function. Like, at all. This drew some criticism on its initial release, since it’s sort of an expected feature in your typical multiplayer games these days, but in Splatoon’s case it really isn’t necessary or desirable. The GamePad screen allows you a tactical overview of the entire battlefield and what your team is up to, and simple controls allow you to send messages of support or requests for assistance to your teammates without having to speak. By taking away the chat facility, the ability to abuse one another is also taken away, keeping things family-friendly for everyone and encouraging veteran players to play nice with newbies, since if you’re not being a team player you’ll just end up dragging your teammates down and, in most cases, throwing the game as a result.

The other thing I particularly appreciate is that games are over quickly. No twenty-minute slugfests here; a single match is just three minutes long, meaning that even if you’re stuck with a team of AFKers, you don’t have to suffer for too long before things are mixed up and you can try again with some new companions. And since teams are jumbled up before each match, even if the same players stay together, it’s rare to see unfair dominance from one side or another.

Above all, Splatoon is just plain fun. It’s colourful, it’s energetic, it’s humorous and it’s highly enjoyable — even if you don’t typically like multiplayer shooters. I’d highly encourage you to jump on it even if it’s not usually your sort of thing — you may just find yourself pleasantly surprised by how much fun you end up having.


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