Splatoon Review
2015Nintendo EADGame
A shooter where the floor is the scoreboard, and the least violent thing on the shelf was also the smartest.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Great | |
| Story | Average | |
| Gameplay | Great | |
| Overall | Average |
Splatoon's central idea is that painting the floor is both your objective and your movement system, and everything else follows from it. Swimming through your own ink refills ammunition, restores speed and hides you completely, so a firefight is really an argument about terrain, and a player who never once shoots an opponent can still decide the match. Turf War runs three minutes and scores only the ground you covered at the buzzer, which makes the last twenty seconds a scramble rather than a formality, and it is the rare competitive mode that is legible to someone watching over your shoulder.
Gyro aiming was the other quiet win, precise enough that going back to a stick feels like an imposition. Nintendo shipped it thin, with a small map rotation, no voice chat by design, and modes drip fed over months, and the single player campaign is a tutorial with boss fights attached rather than a story. What carried it anyway was confidence: the art direction, the invented pop language, the Squid Sisters broadcasts. A new Nintendo franchise arrived fully formed, which almost never happens.
Splatoon at a glance
- Platforms
- Wii U
- Developer
- Nintendo EAD
- Hours played
- 45
- Year
- 2015
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