After much speculation as to whether Nintendo would ever tackle a shooter, they knocked it out of the park from the get go with Splatoon. It was fun, unique and like nothing else I’d ever played. Splatoon 2 is a very conservative sequel by most accounts and likely only exists because a port of the original wouldn’t have looked good considering that some are already grumbling at the number of Wii U ports on the Switch. That said, the foundation is still strong and the new additions and tweaks are very good. I’m not going to go over the core mechanics of Splatoon 2 much, I covered that back when I reviewed the first one (https://frivolouswastesoftime.wordpress.com/2015/06/18/splatoon-for-wii-u/).
The core mode of Splatoon 2 is still the brilliant turf war, where teams of four have three minutes to coat as much of the map with ink of their colour as possible, with the winning team having the higher percentage. You still need to try to take out your foes to buy some precious time to dominate the map, but it’s not your main goal. Taking focus of shooting away from violence is so very Nintendo and I really do love them for it. After climbing 10 ranks, unlocking new weapons and clothing along the way, you can enter Ranked Battles, which have different modes such as a tower defence mode and one involving possession of the powerful ‘Rainmaker’ weapon. These are fun, but I was irritated to have to spend so long working my way back up to them. This game is very similar to the original; new maps and weapons make a difference, but the foundations are functionally identical. This makes the work back up to Ranked Battles a bit obnoxious, and limits the excitement of unlocking new weapons. Oh, I’ve got the Splat Roller back…cool. I imagine that this is an issue with almost any regular online shooter, but this is the only one I really play apart from the odd round of Titanfall 2. It’s an example of why I don’t like upgrade and EXP in online modes in FPS. I get why it’s there; you’re placed in a skinner-box and the little dopamine rush when you unlock something new is nice, but I’d much rather everyone be given access to everything upfront, with unlocks being purely cosmetic. I’m aware that this is a gripe with modern shooters in general, but it did impact my enjoyment of the multiplayer. Still, the core fun is still very much there and I don’t think it’s really possible to have a bad time playing Splatoon 2 online.
The major addition is Salmon Run, a really horde mode, where a team of four must defend themselves from wave after wave of enemies, complete with boss encounters. It’s surprisingly intense and a lot of fun, particularly when played locally. My ability to engage with Salmon Run has been limited by the fact that it’s only available at particular times. I’m reliably informed that this is par for the course for online shooters but I hate this. Some critics have been saying they like the pleasant surprise of Salmon Run popping up and being available, but as someone with a full time job and limited ability to play games, turning on Splatoon 2, wanting to play Salmon Run and not being able to is infuriating.
The single player is continued and improved upon. Story wise it’s basically the same; Giant Zap Fish is stolen from Inkopolis and you have to save it blah blah blah. The only twist is the role played by Callie and Marie, the Squid Sister pop stars of the first game. In a neat little twist, the final Splatfest of Splatoon, where Marie won the popularity contest over Callie, has greatly upset Callie and she has gone into hiding. I liked the way it tied back to the last game, but the actual plot still isn’t much, even if the world building remains surprisingly well thought out.
I really enjoyed the single player stuff in the first game, but it’s much better now. The levels are much more intricate and the platforming elements I loved from the first game expanded upon. A nice change is that the levels are based around a variety of weapons, rather than just the Splattershot in the first game. This means you have levels based around sniping with the Charger, or tanking through with the Roller, or using a variety of the other weapons. You can also replay these levels afterwards with any weapon of your choice, with the levels altering slightly to accommodate this. This adds a lot of replayability if you fancy it. Nintendo could probably have got away with giving this series no single player element at all, but I’m really glad they did.
There are some minor cosmetic upgrades, but mostly speaking Nintendo are sticking with the instantly iconic style they settled on for the first game. 90s American biker/graffiti culture is a weird cultural touchstone to tap in to, but it works undeniably well. The music is still as strong as ever, faster and exciting tracks mixing with the low key reggae relaxation of the lobby. The only real upgrade I could spot visually was that the actual ink itself looks far more real and silky. Once again, Nintendo prove that power isn’t everything; Splatoon 2 looks and sounds wonderful.
Splatoon 2 is more of the same, which is not a bad thing. Being able to play handheld on the Switch is a revelation and I hope this allows the series to grow in a way it never really could on the poor Wii U. With many free maps and weapons to come, I look forward to dropping back into Splatoon 2 for as long as Nintendo keep supporting it, or even Splatoon 3.