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Third-Person Shooter

Quantum Break photo
Quantum Break

Quantum Break now has an April 5, 2016 release date

Time moves slow
Aug 04
// Brett Makedonski
Microsoft kicked off its gamescom press conference by bending time and slowly shoving bullets into bad guys. That's Quantum Break -- part third-person cover action game and part television show. We still don't have a goo...

Gears of War HD is fine, but why wasn't active reload its legacy?

Aug 03 // Steven Hansen
[embed]297093:59771:0[/embed] Fergusson calls Ultimate Edition "the first at its best." The team didn't want to update the gameplay to reflect every change brought about by the second and third sequel. It's a "balance between modernization and breaking Gears 1." You still can't move while downed, for instance, but you can spot enemies. Still, the ten-year-old game could use some cleaning up. Fergusson has talked about the slapdash putting together of the original. He noted that, "When you look at Gilligan's Island today, it's a terrible show that should never be watched." That it isn't really funny, "but Mary Ann was hot." This comparison doesn't make a ton of sense because Gears of War: Ultimate Edition is a tech overhaul. It's a shot for shot, line for line remake, like that Psycho with Vince Vaughn. An HD, visually remastered Gilligan's Island would still be Gilligan's Island. I played some Gears Ultimate last week in San Francisco. For shock value, they had Xbox 360s set up to play one round of multiplayer in the original. It is gritty and monotone. Characters feel appropriately like tanks and I struggle to discern between human and alien bug ground monster. This problem didn't go away completely when we switched over to Xbox One, but we can chalk that up to me being not particularly great. I think my team only lost one round, though the win piles were not me carrying folks. Here's a more important question: why is the gruff marine third-person cover shooter the thing that feels most copied from Gears and not active reload? Active reload is still so fucking good. It engages the player when they'd otherwise be waiting for an animation to finish, it has practical advantages, more button presses (in repeatable timing instances) makes for more rhythmic and fluid play. Why didn't everyone do this? The rest of it is still fun, too. The insult of walking patiently up behind a sniper and casually chainsawing them dead. The hulking movement and exploding heads. That one level with a killer train in between halves. And there are new additions like TDM, differing "competitive" and "social" matchmaking, 4K displays if you buy it on PC, additional content if you never played the original PC release. Playing Gears Ultimate will net you the previous Gears games when Xbox One sorts out its backwards compatibility, too, and you of course get early access to Gears 4 down the line.
Hands-on preview photo
Hands-on with the rebuilt Gears of War
Gears of War was not alone in ushering in an era of grimdark, of repetitive third-person cover-based shooting, but it ground our faces deepest into the dirt and grit. At one point an officer yells at prison-broke Marcus Fenix...

Gears of War photo
Gears of War

Devs 'aren't trying to fix gameplay' with Gears of War remaster

But things are being smoothed out
Jul 29
// Brett Makedonski
Even though it'll release almost nine years after the original, Gears of War players won't feel a lot of difference between 2006's game and the remaster. Sure, they'll notice a ton of differences, but they won't feel&nb...
New Splatoon weapons photo
New Splatoon weapons

Splatoon gets new minigun and bucket weapons

The game that keeps on giving
Jul 25
// Patrick Hancock
A new Japanese commercial for Splatoon highlights some brand new weapons coming to the game, including a minigun like the Heavy's in Team Fortress 2. In addition to that, there's a literal bucket that just sloshes paint...
Gears of War photo
Gears of War

PC players will have to wait a bit for Gears of War: Ultimate Edition

No exact date given
Jul 22
// Brett Makedonski
It was only a month ago that The Coalition boss Rod Fergusson took the floor at the PC Gaming show at E3 to announce that Gears of War: Ultimate Edition would release on Windows 10. That's still true, but it wo...
Splatfest photo
Popularity contest burns Team Cat
Perhaps the greatest injustice of the year happened over the July 4 weekend. Nintendo's shooter Splatoon ran its first splatfest event, pitting cats versus dogs. The sides shot it out while less patriotic Americans were shoot...

Red Ash photo
Introducing sci-fi shooter Red Ash
Keiji Inafune and Comcept have wrapped development on Mighty No. 9 and are now returning to Kickstarter to fund their next project, Red Ash, a spiritual successor to Mega Man Legends. Announced today at Anime Expo in Los Ange...

Uncharted 4 photo
Uncharted 4

Uncharted 4 extended trailer: Drake is a Terminator

Kill me? No thanks!
Jul 01
// Steven Hansen
Hey, remember when I crouched in a bush beside skating teens and told you about the extended Uncharted 4: A Thief's End demonstration I saw at E3? (I wrote about it, too.) Now you can watch that extended gameplay and see jus...
Splatoon photo

Splatoon's new mode is like king of the hill with a twist

Mobile gaming
Jun 30
// Brett Makedonski
One of the primary criticisms of Splatoon upon release was its lack of variation in online game modes. Nintendo's been slowly working to fix that, as it has a set of free updates scheduled through August. Another of tho...
Uncharted at E3 photo
Uncharted at E3

Video impressions: Uncharted 4's extended E3 demo

Sneaky sneak
Jun 22
// Steven Hansen
I got to see another large chunk of Uncharted 4: A Thief's End from after the trailer cut off at E3. I wrote about that a bit here. I've also written a bit about why I think Uncharted 4 has the potential to be much better than Uncharted 3's poor showing. Anyways, if you want to see the video we shot in conjunction where I crouch in some bushes as teens do skate tricks nearby, here's that.
Gears 4's Kait photo
Gears 4's Kait

The woman in Gears 4 is Kait and it's not called Gears 4

Holiday 2016
Jun 17
// Steven Hansen
I had an appointment with Microsoft about Gears today, but it ended up being mostly about Gears of War Ultimate, the remake of the original game. I did get one piece of news about Gears 4: the woman's name is Kait. We already...

Marcus Fenix's default Gears of War face is a permanent scowl

Jun 17 // Steven Hansen
Before Gears became the big bad brolf of Microsoft franchises, it was a bit more scrappy. Fergusson was excited to be able to go back and completely change Gears' cinematics. "Back then we were under such time constraints we called them Frankenscenes," he said. Motion capture was re-used and stitched together. The dialogue in cinematics remains intact, but there are all sorts of new camera angles, zooms. Fergusson and company went back to assess, "what were we trying to convey, what did we successfully or not successfully convey," in terms of tone. The five chapters left out of Gears' 2006 360 release (they later made it into the 2007 PC release) are also being included in Ultimate. The "casual" difficulty has become the new normal and a truer "casual" setting has been added. There's still local split-screen on and offline (take notes, Halo 5) with a pillar box look to give both players a view closer to 16:9. And, as folks might be seeing in the online beta, there are dedicated servers, a spectator mode, LAN support, 19 maps, Team Death Match, King of the Hill, community designed Gnashers 2v2, and 1080p, 60fps online play. Unless you're playing on PC and want to crank it up to 4K or whatever.
Gears Ultimate photo
And more on Gears of War Ultimate
Microsoft announced a 60fps, 1080p remake of the first Gears, Gears of War Ultimate, a couple days back. I sat down with Rod Fergusson for a meeting about the remake, which has completely replaced every single art asset, adde...

E3: First hands-on Ubisoft's Tom Clancy's The Division

Jun 15 // Steven Hansen
[embed]294064:59046:0[/embed] We sure as fuck weren't as team work oriented as Ubisoft's carefully directed demo, which will basically be the case if you aren't playing regularly with a couple pals. Quoting the developer, it's a "standard shooter" in terms of controls. Each character had a few different abilities, which later can be customized (there's a turret, remote sticky bomb, a homing mine that follows you until it finds an enemy to go after) and my character was outfitted with a shotgun that somewhat unsatisfyingly took chunks of my opponents' health bar out. Like, that's not what shotguns should be doing. But The Division is heavy on its crazy tech UI theme, and the co-op focus means it could end up something like Destiny -- kind of a boring loot fest, but fun with friends. It's cool that you're at risk of losing your high level loot if you're killed in this instance and that might make even strangers try and team up (loot is evenly split, too). There are crazy dudes with flamethrowers to worry about and "Rikers," a gang of murderous inmates escaped from Rikers Island prison, which kind of doesn't make sense given how many prisoners in the United States are non-violent offenders and probably would return to their families if released rather than into a group of murderous thugs, but, hey, gritty apocalypse. Of course there are also other players to worry about. At any moment they can go rogue and start fights between fire teams (in our demo, we all tried to kill each other), but you can also all work together and wait for an extraction out of the instance. The goal seems to be making it so your first impulse isn't to kill anyone you come across, because that just makes things harder and puts your gains at risk. The Division isn't quite for me. I don't need endless progressions, bars, and numbers to play a game. But folks who got well into Destiny might find a nice little squad-based multiplayer shooter here. But I also still have no clue how the open-world element works, as this demo might as well as have been any old multiplayer map.
The Division photo
Divisioning a division in Division
Tom Clancy may be dead, but The Division isn't. It's been two years since Ubisoft announced its apocalyptic "online, open-world action RPG," but I finally got hands-on at a Ubisoft event this E3. We were set up in a boiling h...

Division release photo
Division release

Tom Clancy's The Division release date is March 8, 2016

That was cold, Ryan
Jun 15
// Darren Nakamura
Ubisoft showed off some more of The Division at its press conference today. In the gameplay preview, a team of three makes a shaky alliance with a random group of two. They all take down some bad guys, steal their loot, and ...
Gears of War 4 photo
Gears of War 4

Gears of War 4 announced, features new characters

Looks pretty spooky and stormy
Jun 15
// Jed Whitaker
Gears of War 4 has been announced by The Coalition at Microsoft's E3 press conference, and it looks spooky as hell. No familiar faces were in the trailer, as it looks like the game focuses on all new characters. Fans of the series will be happy to know that the Gnasher shotgun, Stub pistol, and Lancer are still here. Coming exclusively to Xbox One, the release date is still unannounced.
Gears of War photo
Gears of War

Gears of War Ultimate Edition coming August 25

Bring on the meat
Jun 15
// Zack Furniss
Looks like the Gears of War Ultimate Edition will be here in just a couple of months. If you're itching to get the chainsaw revving, you can play it when it releases August 25. I remember being 14 and thinking Gears of W...
E3 2015 PvZ GW2 photo
E3 2015 PvZ GW2

Plants vs Zombies: Garden Warfare 2 is coming!

Jun 15
// Jed Whitaker
Plants vs Zombies: Garden Warfare 2 arrives next spring, EA announced at Microsoft's E3 press conference. It will feature new characters and weapons. From watching the trailer it looks like there was a mech, and super hero ad...
Splatoon photo

Splatoon gets a new weapon today, here are the details

Jun 12
// Brett Makedonski
Splatoon players have been painting the town for two weeks now, and have had a heck of a time doing so. Tonight, they get one more method with which to carry out their madness. A tweet from Nintendo of America reveals th...
Devils Third photo
Devils Third

Devil's Third coming to Japan this August

Physical copies are exclusive to Amazon
Jun 10
// Jed Whitaker
Nintendo has posted the Devil's Third release date for Japan, revealing that it is coming August 4, just two months after E3. Also, it appears the physical edition will only be available on Amazon. Not much has been sai...
Quantum Break photo
Quantum Break

Remedy taking a (Quantum) Break from E3 this year

More at gamescom
Jun 08
// Brett Makedonski
Microsoft and Remedy are taking the exact same approach to E3 plans for Quantum Break that they took last year: Do absolutely nothing. The developer and publisher are opting out of the world's grandest stage in favor of...

Square Enix reveals online shooter Figure Heads

Fighting robots strike PC in 2015
Jun 08
// Kyle MacGregor
Today, Square Enix unveiled a new online third-person shooter by the name of Figure Heads. Set in a future where meteorites make the surface of the earth uninhabitable and force mankind to live underground, unmanned robo...
Uncharted 4 photo
Uncharted 4

The Uncharted 4 box art is inspired

It's always either a gun or a sword
Jun 03
// Joe Parlock
Amazon has unveiled the official box art for Uncharted 4: A Thief’s End, and dang is it a stroke of artistic genius. The way the light plays off of Drake’s back, making sure your eye is drawn directly to the litt...
Nude Splatoon Boy photo
Nude Splatoon Boy

Nude, nippleless boy in the official Splatoon manga

Official Nintendo Rule 34
Jun 02
// Jed Whitaker
A recent issue of CoroCoro Comic -- a popular monthly manga magazine in Japan -- included an official Splatoon manga. The manga serves as an introduction into the world of Splatoon and its multiplayer mode Turf Wars. Besides ...

Review: Shooter

Jun 02 // Nic Rowen
Shooter (Book)Released: June 2, 2015MSRP: $5.00 Shooter is a collection of essays from recognizable names in game criticism speaking on a wide range of topics related to games that involve some kind of gunplay. Some chapters take a deep dive into the mechanical and technical details that make shooters what they are. Steven Wright's “The Joys of Projectiles: What We've Forgotten About Doom” for example, laments the rise of “realistic” modern shooters and how their largely interchangeable hitscan assault rifles have abandoned many of the mechanics that made early FPS games so pleasurable and skill testing. Others are more personal, such as Gita Jackson's touching reflection on how Counter-Strike could be seen as a microcosm of the (seemingly one-sided from her self-deprecating perspective) sibling rivalry she shared with her brother. Shooter strikes a great balance, it never gets so bogged down in technical minutia that it feels like a lecture in game design, but has enough mechanical grounding that it doesn't just become a series of anecdotes either. The games Shooter examines are varied and numerous. Of course genre forebears and trendsetters like Doom, Half-Life and Call of Duty are discussed as you would expect, but there is plenty of attention paid to less bombastically popular titles as well. Genre-defying shooters like Red Orchestra 2 with its brutally unforgiving depiction of realistic combat, and the insidious darkness of Far Cry 2, which sets aside the typical rationales for heroic violence to make the player complicit in something unsettling, get entire chapters dedicated to them. It's a great technique. By examining the few games that step outside of the bounds of typical FPS conventions and power fantasy dynamics and figuring out why they feel so different, it is easier to pinpoint the standard tropes and expectations of the genre that have become so ubiquitous that they are nearly invisible. Perhaps the greatest praise I can give to Shooter is that it made me reexamine and reflect on my feelings about a few games. When a piece of criticism grabs you by the collar and demands you take a second look at something, you know its doing it's job right. Filipe Salgado's chapter on the intentional ugliness and barely contained chaos of Kane and Lynch 2: Dog Days almost made me want to play through the game again with a fresh set of eyes -- eyes more willing to see past the clunky mechanics and thoroughly unlikable protagonists to scan for deeper meaning. Almost anyway (this is still Dog Days we're talking about). At its best, Shooter feels like a lively conversation with some very smart people who enjoy, but expect more from, their trigger happy games. Its snappy, intelligent, and occasionally funny. At it's worst, the book veers into the pretentious. At times, it feels less like a conversation and more like an awkward dinner party dominated by a lecturing windbag everyone is too polite to interrupt. Thankfully these rough patches are few and far between. The rest of the book is well worth putting up with the occasional eye-rolling turn of phrase. Mostly though, Shooter feels important. The industry needs more “capital C” Criticism to unravel the subtext and ideas behind the games we love. Games mean something. They impart messages, communicate ideas, either by conscious choice on the part of their developers or by the assumptions they make -- the casual omissions and things taken for granted. We have to start examining these ideas in a mature, intelligent, and yes, academic way. Shooter isn't the first example of this kind of criticism in games writing of course; there have certainly been other books written, and articles penned (on sites like Destructoid, I might add) that dive into these waters. But, it is still very much a nascent field. Video games are a young medium, and we haven't had time to establish a critical tradition like film and literature has. We need to cultivate these voices; the generation of writers that will talk about games in a serious manner in the coming decades. What better way to stake a claim in this new field than to gather a variety of exceptionally talented voices to talk about and critically examine what is generally considered gaming's dumbest, most developmentally arrested genre? The thrill of shooting a Cyber-Demon with a rocket launcher may be obvious and simple, but there is a lot to unpack when you take a closer look.
Shooter Review photo
Looking at life down the barrel of a gun
Shooters seem simple. You step into the shoes of your typical tough guy space-marine or mercenary and empty clip after clip into the faces of Nazis, or aliens, or alien-Nazis from the vaguely disembodied gun bobbing up and do...

Splatoon photo

Splatoon ranked mode, new stages, and Zapper available in Europe

Are you a high ranked kid or squid?
Jun 02
// Laura Kate Dale
Are you a kid or a squid who has been furiously playing Splatoon since launch in the hopes of unlocking that new wave of content for the game? If you're in Europe you're in luck, as a bunch of new content is being added to th...
Rise of the Tomb Raider photo
Rise of the Tomb Raider

New Rise of the Tomb Raider trailer shows off highly unsafe climbing practices

Full reveal at Microsoft's E3 briefing
Jun 01
// Darren Nakamura
Lara Croft reaches the top of the ice wall after a probably-should-be-dead experience. She has several carabiners attached to her belt. Why didn't she use them on her way up? Granted, it wouldn't have helped if all of her an...
EDF 2 Vita photo
EDF 2 Vita

Earth Defense Force 2 strikes Vita this autumn

Go back to space!
May 29
// Kyle MacGregor
Everyone knows about Earth Defense Force 2017. For many of us, it was our first introduction to Sandlot's series of campy shooters, which involves saving the world from giant alien bugs. But that isn't where EDF got its star...

Very Quick Tips: Splatoon

May 28 // Chris Carter
General tips: Try out every weapon in the game. Too intimidated to play online with it? Go to the shop to give it a trial run in the training course. Play whatever you want, but know that early on, there will be a lot of rollers out there to deal with. Talk to the cat in town every day for the occasional bit of free gold. Try to recharge your ammo by going into ink constantly. If you can get somewhere by way of your squid form, do it. There are lots of advanced tactics in this game, but one is done by inking the ground quickly below you, squid morphing, and jumping away from your opponent. Repeat as many times as necessary. In the campaign, you can press any level to instantly super jump to it -- it's really useful for getting around quickly, and I didn't even realize it until the very end.   Turf War: This sounds self-explanatory, but when you're playing Turf War, look for a special (grenade or super attack) that can earn you more turf. For instance, the Splash Wall is a great defensive tool, but other powers will help you actually cover more ground. You always want to be taking turf, even while taking out enemies. Later on in a match, look around for areas that haven't been covered yet. It's safe bet that the enemy team hasn't even realized that this place exists, and likely won't return to it as the match ends. Always watch the GamePad map after a death. Is your ally deep into a base with lots of uncovered ground? Tap them to super jump to them. Mash the screen (gently) in case they die -- you'll jump over there anyway if you tap in time. You'll learn to see certain weapons on the map by the pattern they lay down. For instance, it's easy to spot a roller going in a straight line, switching the territory color. Learn to spot them and stay away if necessary, and get to higher ground. Ambushing people on walls is a great tactic to stay alive if you're outgunned. While running around a corner, quickly ink the wall and stick to it. Most players won't suspect an aerial attack from behind. Don't have enough time at the end of a round after a respawn? Paint objects quickly in your base. You won't have time to super jump or get to any useful location. Splat Zones: Always get to the zone immediately, but create at least one path back. If you have nothing to do and your zone is more than covered, consider ruining the other team's path towards their spawn. It'll significantly slow them down when returning. There are a lot of items here that particularly shine in Splat Zones, like Splash Walls. Use these to block off choke points and prevent enemies from rushing into your zone.
Splatoon tips photo
Jelonzo is the coolest
Just because Splatoon is a light-hearted online experience, that doesn't mean that it lacks depth. Here are some tips to help you along the path to ranked dominance.

Review: Splatoon

May 27 // Chris Carter
Splatoon (Wii U)Developer: Nintendo EAD Group No .2Publisher: NintendoReleased: May 29, 2015MSRP: $59.99 Players will start the journey as a measly level one squid in Inkopolis. You should learn the layout in roughly 20 minutes. It's not huge, but it has a lot of character, mostly due to the fact that other players are littered about the townside. No, this isn't quite like a Phantasy Star Online lobby with live players running around, they're more like static NPCs that draw upon the character's avatar, style choices, and Miiverse postings. If you're not keen on walking everywhere to play a specific mode, an easy-to-access map is located on the GamePad -- perfect. There is one annoying thing about the hub world -- the news station. Every so often at certain intervals, a fake "news" show will play, interrupting whatever you're doing. It displays the next set of levels that are up for multiplayer, and any other relevant events that are happening. A lot of you will probably think it's cute, and it is a neat idea, but sometimes they're literally repeating the same phrases on the same stages I've seen multiple times over -- it's not a dealbreaker, I just wish I could just skip through it. Shops, however, are anything but annoying, as I'm a full-on fashion addict. Whether it's the shoe, shirt, or hat boutique, I'm usually inside of a [digital] brick and mortar location ready to spend all of my cash on clothes I will never wear. These items are mostly cosmetic however, and even though they do have some stats attached to them, they're negligible at best. So if you aren't down with the idea of amassing clothes, you probably aren't going to be spending a lot of time in Inkopolis. [embed]291959:58680:0[/embed] It also must be said that the story mode isn't really linked to the hub world, which is mostly for multiplayer. Any acquisitions from the hub are strictly used in online play, though you can unlock some weapon blueprints in the campaign and you'll get a few bonuses to bring back after you complete the story. In other words, think of the single-player narrative as a staging grounds for playing online. The levels themselves are very well designed, and in line with a 3D Mario game -- which is definitely a compliment. There's a lot of variety found in every single stage, with mechanics like geysers, invisible paths, moving blocks, and a whole lot more. Gimmicks never outstay their welcome, and just as you've started to master a concept, Splatoon moves on to the next one. The pacing is superb. Boss fights aren't exactly innovative, as they all boil down to "kill the giant weak point three times," but they are fun to play. They remind me of less inspired Mario Galaxy or 3D World fights, even down to the enemy models. All in all you'll go solo for roughly 30 levels, which should last you 10 hours -- a little less if you rush, a little more if you go for all of the collectibles (which do a great job of worldbuilding, by the way). So how is the game actually played? By inking everything in sight, of course! Well, sort of. In the campaign you'll have access to just the Splattershot, which is like a rapid-fire rifle. You'll use your colored ink to defeat enemies and create paths, which can be crafted on most surfaces on the ground and most walls. By holding the L trigger you'll instantly morph into a squid-form, which isn't capable of attacking (outside of a special super ability), but can traverse quickly in ink. You'll have to master the art of offense as a kid and defense as a squid to really grasp what Splatoon has to offer. Other weapons essentially mirror other shooters (Splat Charger is a sniper rifle of sorts, there's also a grenade launcher and a light machine gun) outside of the Splat Roller, which is utterly unique. In my mind it's easily the most fun weapon to play with in the game, as you'll roll your way to victory, painting the town as you run and destroy enemies along the way. It seems broken at first glance, but it's actually pretty balanced, as skilled snipers and nearly anyone with a gun can counter it from high-ground, all the while earning points online (which I'll get to in a minute). Outside of the story mode there's also "Dojo," which is strictly a one-on-one offline affair, with one player using the GamePad, and another the Wii U Pro Controller. Your goal is to pop 30 balloons, and you'll have the ability to choose from every basic weaponset as well as five arenas. It's fun, but extremely limited, and felt like a momentary distraction from anything else. It was really disappointing once we realized that we can't play together online on the same console. As for the amiibo-centric mode, the only figure I had access to was the Splatoon Boy for the purposes of this review. It keeps the high going from the campaign, mostly because it is the campaign. Each figure features the same levels, but with a new weapon -- in the Boy's case, a Splat Roller. The rewards are mostly gold, with some cosmetic items and the rare weapon variant. So is it worth $35 to pick up the lot? Based on the Boy, I'd say "no," but it's a nice extra. Try the story first, and if you are really itching to play it multiple times, grab them.The main attraction of course is online play. The entire draw of Splatoon is simplicity in this regard. Matches are short, and they don't feature voice chat. In other words, even if you get spawn camped or dominated, matches are only a few minutes, and you don't have another team taunting you along the way. The core mode you'll be playing right off the bat is Turf War, which is a lot like Tony Hawk's Graffiti gametype -- kills don't matter, and the more you paint the battlefield your color, the higher your score at the end. Your personal score is how you level-up online, earn gold for clothes, and unlock the right to use new weapons. I enjoy lots of shooters, and in my mind, Splatoon has easily carved its own little niche around them. It's a more relaxing affair, both in terms of the zen-like qualities of the paint, and the online experience in general. It's refreshing to be able to try out new loadouts without fearing that they might not be viable, and the maps are fairly easy to learn as they are symmetrical. Don't worry though, there's plenty of room for advanced tactics, which the playerbase is already experimenting with just based on the Global Testfire events. My favorite trick that I discovered while playing online is to paint a wall while running from someone, quickly hide as a squid, and leap out from above as they turn the corner. Ranked play by way of the Splat Zones mode, unlocked at level 10, can be a respite from constant Turf War matches. Based on the current XP gain, it should take roughly a day's worth of playing to unlock, and although Nintendo automatically enabled it for my build of the game, a "certain amount of players" will need to reach 10 to play it. It's basically King of the Hill, with more of an emphasis on zone control and kills than Turf War. Your objective is to score as many points as possible while owning a point on the map, keeping everyone else out of the area. It's pretty great, but sadly, these are the only two current online modes. Nintendo has revealed that more are in the pipeline (Rainmaker and Tower are already confirmed), but for now, you'll have to deal with just two. Online play was smooth for me during the past two weeks of testing on pre-launch servers. I've played well over 100 games, and there were only a few sessions that were dropped during matchmaking. Once the game arrives we'll provide a launch-day report of the server situation, but for now, it's been wonderful. There are a few hangups with the way this component was designed though. When you're in the queue for a round, you can't quit -- not even with the home button. It's a bit odd, especially if you realize that you need to handle something in real life, as your only option is to turn the Wii U off. Additionally, you can't switch up your weapons while you're waiting for a game to start, as you can only do that in the previous menu. Also, after a match is completed, if you hit "yes" to quickly start a new match, you cannot change your loadout there either. It's odd, as nearly every other shooter allows you to do so, and it breaks up the pacing to constantly drop games (that you can't quit) to go try a new style. No voice chat actually isn't a big deal to me in unranked Turf War as it's going for a more casual type of gameplay, but it really should be an option in Ranked play. After all, Nintendo set up a grading system that sees your rank drop if you lose. I'd appreciate the ability to at least communicate with my team. Lastly, there's nothing implemented currently for AFKers (I guess Nintendo is relying on short matches to eventually weed them out), and there are limitations in the current build in regards to playing with friends. After matching up and playing a few games, the game will switch you around on opposite sides every so often. An update is coming later this year will allow friends to play together consistently -- odd. None of this really bothers me all that much, but I can see some of these problems being major issues for a lot of you out there. The thing that mostly bothers me about online play is that there's only a handful of maps and two modes at the moment. In some ways, Splatoon's online component is disappointing, and the lack of so many features will likely push other shooter fans away. But most of those shortcomings can be forgiven in my mind because of how damn fun it is. As a shooter it's refreshing, and as a 3D platformer it's up there with some of Nintendo's greatest creations. You'll quickly forget about the fact that you're playing Turf War over and over as you squid down an alley, leap across a gap, and shoot enemies in the air as you fall. All Nintendo needs to do is keep supporting Splatoon, because the foundation is fantastic. [This review is based on a retail build of the game provided by the publisher. Nintendo also provided the Squid Boy amiibo.]
Splatoon review photo
A splash hit for Nintendo
If you think Nintendo hasn't been taking risks, you haven't been paying attention. Yes, most fans await the next Mario and Zelda announcement with bated breath during every E3 presentation, but the publish...

Splatoon Rabbits photo
Splatoon Rabbits

The kids in Splatoon could have been rabbits!

I'm a rabbit now, I'm a squid now
May 20
// Jed Whitaker
In the latest of Nintendo's Iwata Asks series, the producer of Splatoon revealed that at one point in development you'd play as a rabbit instead of kids! Perhaps they changed it because "You're a rabbit now, you're a kid...

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