Is Splatoon 3 heading in the right direction?
We first saw the actual full game of Splatoon 3 through the release date trailer, and I think this is the first time we’ve really seen the gameplay and design differences in Splatoon 3, and I really want to talk about that.
I know this may not sound like the most exciting thing, but visual clarity and UI is very important and there are many different little changes, so hear me out, when someone dies at the top of the screen, the X is more of an animated thing that really shows that someone is down, and when the crab pots are nearing expiration, it is a very clear visual In this game, despite the amount of stunts, it is still very easy to tell where everything is and what is happening, the stunt table has a much easier way to tell you how many points you need to charge your stunts.
It’s easier to know how many points you need for a stunt, how many points you have, and as a better timer, supplements stand out more instead of being masked in the background, many weapon visuals like exploding radiation or slosher trails are closer to the actual hitbox, and for new things like invincibility, when you’re outside your spawn shield or at the start of a squid roll there’s a clear white indication.
I know on paper these don’t sound important, but when you combine these, both as a player and as a viewer, it makes the game a lot more accessible, which means there’s more clarity than trying to figure out what’s where because the stingrays are blocking your view Splatoon is already one of the fastest paced shooters out there.
So having more clarity is especially important for a game like this, and I think that would UI aside, would the middle of the game feel different from Assassin’s Creed 2? I think both of those are very positive changes, and like the UI, this was done through incremental changes to various aspects of the game that encouraged the development of the game, the main point being stunts, as a quick background, Splatoon 1’s stunts were more or less just broken, you pressed buttons and you could do things because you were just blatantly overpowered, it was invincible for you One But these stunts often have a lot of value, or they force people to move when no one is really doing anything, regardless of what you, the player, are doing, and that’s easily the biggest problem. Of the seven “triple” stunts we’ve seen so far, almost all of them either last much shorter, don’t cover the entire map in range, or in most cases are orca 5. 1 has the largest range of any of these stunts, but as you can see, it only lasts about 2 seconds, so if you don’t push the person you’re using the whale on, it’s basically just a mild annoyance , like the big bubble, and while it does offer a lot of protection, you have to be in a contested area to I talked to some other Splatoon pros and it’s clear that the charger best exemplifies this in a vacuum and how it plays around its Spe.