Capsule Review: Splatoon

A colorful third-person shooter with a strong and consistent punk aesthetic. The main draw of the game is the online arena-based competitive multiplayer which tasks you with painting the area with your team’s color of ink and only incidentally with shooting up the opposing team members. Since you’re essentially using water guns with fairly short range, combat is kinetic and intimate. There’s a lot of clever and satisfying synergy in the mechanics: your score is determined by how much territory you cover in your own ink, but that ink also allows you to hide, travel faster, and restock your ammo. But there’s an extended progression system that means you’re never playing on a level field and it’s ages before you can customize your outfit and loadout to any significant degree. Plus it features the usual frustrations of online multiplayer - you can get booted if the Wii U decides your connection isn’t good enough, you spend a lot of time in the lobby waiting for enough players, and even when everything works your experience depends on the behavior of random strangers (and it always sucks to lose a match because you had an idler on your team). Bot matches would have gone a long way to rescue it, but are not available. There is a single-player mode, but it’s totally separate - the progression is disconnected, you can’t customize your character, and it’s a much more Mario-like series of levels with four-step design that uses a ton of mechanics not found in the multiplayer. There are a couple of arena levels that are a blast, but they are few and far between. All in all, I love the game’s world, but this is not quite the game I want to play in it. For now, I’m just hoping for spinoff titles.

I Stopped Playing When: I got frustrated with how much time I was spending in the matchmaking lobby, how often I was put up against people with way better equipment than I had, and how slow it was to get new equipment and outfits.

Docprof's Rating:

Two Stars: Meh. The game has some merit - it probably held my attention for at least an hour or I came back to it for more than one play session. But there wasn't enough draw for me to stick with it for the long haul.

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