I've been ruminating on a previous review for this game. the miasma around it contains a lot of current ambient thought patterns of the affectionately-named "nintendrone" crowd, specifically around topics that have arose in the Switch Era. I think for many of us zoomers in the age range for backloggd (and the broader sphere of gaming culture online in general), the beginning of the switch's life cycle was a special moment. for me personally, the switch released a week before my 18th birthday, and after eventaully snagging one during its inital availability drought, it was my first real console that I owned. not just a shoddily-maintained handheld or a hand-me-down sixth/seventh gen console for me to fiddle around with, but something with brand-new games releasing for it that I could hook up to a TV! the bounty was particularly rich that year too; botw day 1, rereleases of several standout wii u titles, a brand-new collectathon mario game, a long-awaited "true" sequel to xenoblade, and splatoon 2, a multiplayer shooter tuned specifically for the zoomer crowd. the original splatoon presaged our modern neon-color, trend-focused, "what's cool with the kids?" mass-culture shooter wave that awoke from the decline of the tacticool brown-and-grey military shooters of the late 00s and early 10s. it's only natural that nintendo would ride the wave onto their big launch for the switch, and at just the right time as well, lest we forget that fortnite released in early access within the same month that splatoon 2 hit shelves.

five years later, it's inarguable that our perceptions would have shifted. the pangburn who had not started college yet grinding out turf wars on the couch is now halfway through grad school. I've now seen the many ups and downs of the switch as nintendo has consistently reprised their role as the clueless corporate granddaddy of gaming, prone to making jarring business and PR decisions more often than they can spit out decent games. I've witnessed the internet at the same time fall out of the honeymoon period many of us had with nintendo during 2017. putting so many great titles in the launch window left 2018 particularly dry other than the excellent smash ultimate late in the year, and when the release train revved up again in 2019 the quality was much more uneven. wrapped up in 2017 specifically was a revitalization of japanese gaming that brought attention back to the kind of games I'm primarily interested in -- the aforementioned nintendo titles, yakuza 0, nier automata, persona 5, resident evil 7 -- but those good times weren't going to last, right?

hence my interest in the aforementioned review. its main thrust is that nintendo is leveraging FOMO in order to sell everyone on a new copy of splatoon; which is true in the sense that this is how every new game is sold at retail price. it's also an accusation that nintendo has been rightfully accused of exploiting for their limited-time mario 3DAS and shadow dragon rereleases, or their underproduced amiibo lines and retro plug-and-play consoles. there's also a significant portion of this review extolling nintendo's countercultural original splatoon aesthetic that has been dampened in subsequent releases. personally I don't find any of these games particularly against the grain unless we're discussing it through the lens of the prior onslaught of modern warfare-era titles, which is a shaky ground to stand on considering in that case splatoon set the new standard and now suffers the proliferation of its copycats. punk? maybe pop punk... lord knows I had a steady diet of blink 182, alkaline trio, jeff rosenstock, pup, and screeching weasel back when I was playing splatoon 2 regularly. and isn't it more punk to deface clean hotels and malls in the name of artistic anarchy?

meeting those points at face-value means I'm getting lost in the smokescreen though, I need to dig deeper. because there are multiple valid mentions of this new entry lacking innovation, but they're nonsubstantial and swallowed by the rest of the remarks. this is understandable: it's hard to elaborate on features that don't exist. these are buoyed with remembrances of the earlier titles and how fresh they felt at release, contrasted with the stale aura of this new title. there's a general sense that something is wrong with this new game, right? it must be something new... but there's so little here that's actually new that it's hard to pinpoint. could it be the locker cosmetics and their associated "catalog" score, which scans as a battlepass in a post-fortnite world, or the new gachapon machine set up in the lobby? the former is entirely passive and totally free, so its only sin is just being cribbed from contemporaries, and the similar daily gacha is just an extension of that pernicious old ability chunk grind. what could possibly be that missing piece, that absent little bit of soul that the game lost between splatoon 2 and 3?

to me that answer is nothing. I think that line of inquiry is a dead end. my actual opinion? splatoon 3 feel bleh because splatoon 2 (and probably by extension splatoon 1) felt bleh. they're the same game!! I have returned to the well of squid kid bliss and instead am left wondering how eight years into this franchise I am still left without a way to alter my loadout, or play on more than two maps in a given mode at a time, or properly choose which ranked mode I want to play without having to wait for the choices to rotate every two hours! there are reasons these restrictions were originally set up, such as a limited initial set of stages for splatoon 1 or the need to make sure that ranked has a short matchmaking time, but there are other avenues to pursuing these aims that don't come at the expense of player choice and freedom of expression. I just want to use aerospray without getting trapped with these goddamn fizzy bombs, these fucking things that not only need to be cooked to make any impact but even then stil pale in comparison to virtually every other subweapon. could I please get a special that isn't reefslider as well? could I perhaps at least get to avoid playing on a stage that doesn't have walls that make reefslider glitch out near them? or at least could I not have to play on mahi mahi resort like five times in a row?

which is not to say there aren't minor QoL additions that perhaps alone make splatoon 3 marginally more playable than splatoon 2. the addition of a physical lobby where you can practice between rounds feels more engaging than the menus of the prior games, and thank god that I can finally make a room for my friends rather than messing with the awkward drop-in system. at the same time however, nintendo seems to be floundering a bit in terms of actually making substantial improvements to the game. in their stead, many changes have been made that seem to exist purely to justify the sequel status. sheldon, for instance, takes tickets now for weapons instead of money, which more closely ties his selection to your level progression I suppose? at the same time you still cannot truly skip his obnoxious spiel every time you set foot in his shop, so it might as well not have not been a change at all. the way that ranks for ranked mode are maintained now consist of a universal rank instead of individual ranks for each mode with the tradeoff of individual losses counting much less. perhaps there was a calculated reason for this change, but it ultimately makes me favor avoiding ranked modes which I'm particularly bad at such as tower control due to retaining my overall rank from my preferred modes such as splat zones. these are all side-steps to existing mechanics without being solutions to issues, and they hurt my impression of the game.

I must stress that I do like the overall design of splatoon, regardless of the nitpicks above. the way that refilling ink encourages traversal and the way that turf war flips typical PvP interactions on their head (running is often a viable option!) makes the flow of each match visceral as you continually move from area to area in a mad dash for territory. this is why I sunk so many hours into splatoon 2 back when this concept was still so novel for me. however, this style of play also creates very momentum-heavy matches where the outcome of a match can feel certain only halfway through. walking through endless puddles of your opponents' ink, especially the closer it is to your home base, makes me feel dejected even if I manage to get a kill I'm happy with or make a substantial endgame push towards the opponents' lines. this is amplified by the meager rewards from a match loss; seeing those progression bars get a few sparing drops towards a new level after trying your hardest in a match makes me feel like I almost wasted my time playing. when not playing competitively and thrown in with random team members into a game that seems to tacitly encourage communication, I feel pushed away from participating for more than a few matches at a time, just like I did towards the end of splatoon 2's life.

this is something that really felt noticable for me after I recently tried out modern warfare 2's online beta on the advice of a friend. having not played CoD since middle school, I was shocked at how different the atmosphere was. unlike splatoon, modern CoD is enraptured by the current trends in shooters with its season-based structure and mountains of progression bars, but at the other end of it there's something still very personal and intimately fun waiting in store. getting a double or triple kill at all could keep me going through multiple fruitless deaths afterwards just from the giddiness of succeeding in a split-second interaction. overall team scores just didn't matter, as my personal performance and growth felt rewarded by the systems of the game. who has time to worry about teammate behavior when you're succeeding on your own terms? splatoon 3 makes efforts to rectify this issue with its per-match rewards to each player highlighting their strengths and weaknesses, but these seem to confer little outside of maybe influencing the rewards in an anarchy series. perhaps nintendo is trying to highlight competition and community, but in a game where you have absolutely no way to engage with your teammates before and after matches, the effort seems wasted. splatoon could potentially learn some tricks towards crafting a more efficient timewaster from its contemporaries instead of half-heartedly incorporating their progression systems.

this bears mentioning though: just how much of my enjoyment with CoD came with not engaging with the game for over a decade? has my critical perception been inadvertedly weighted towards the novelty of it in a way that I've lost with splatoon? and again, how much of my degredation of splatoon 3 comes from releasing after a shoddy couple of years for nintendo's public-facing wing? splatoon 3 sits in the middle of a pretty good lineup of switch titles, but in the time since the original hype has died down it's much easier to feel and hear the nervous whispers of those wondering what the hell is going on with tears of the kingdom's rollout rather than the basking in the glory of breath of the wild still fresh in everyone's minds. of course, even breath of the wild cribbed much from its open-world contemporaries, and even though I loved it at the time I can see the criticisms from those who weren't too dazzled to see through the brand recognition on top of it. so perhaps then, splatoon has just been another multiplayer shooter all along, and the light is just harsh enough now for us to call it what it is.

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there is something behind that $60 price tag, and it's.... tableturf battle. this might have been the case if nintendo had bothered rolling out online multiplayer for it, but leave it to them to surprise in the oddest of ways. instead we get a brand new single-player mode that seems to derive more from octo expansion (note: I have not played it) than its direct predecessors for better or for worse. I played about sixty total levels including the three mid-game bosses but not including the crater or rocket levels.

splatoon 3 opts for more focused, puzzle-like level design over its predecessors, which were built around every potential loadout being used in every level. this entry opts for bespoke loadouts for each stage to maximize the amount of encounters it can build around those particular weapons. in a few cases this results in some really clever stage design (I'm thinking of the curling bomb stage towards the end of the game that focuses on tightly-aimed ricochets) but in most cases falls surprisingly flat. much of this is due to carrying over many enemies from the prior games with few updates. these octopi foes generally have extremely poor mobility options compared to the protagonist and generally wield highly-telegraphed projectiles that can be easily evaded, and this game in particular really struggles to emphasize its intended stage routes with how useless most of these enemies are. this is particularly noticable with how many basic cover configurations you'll fight enemies from that seem almost copy-pasted throughout the game. splatoon 2 has its own foibles (overly long, unfocused level design) but generally designed more interesting arenas with better escalation of conflict than 3 does. splatoon 3 has a tendency to lock down level progression into very pre-defined, "solvable" encounters that do not surprise the player when completed "correctly" and feel broken when subverted by obvious means. this could still be elevated if that escalation of conflict was engaging, but splatoon 3 tends to favor overloading each level with rote expressions of the player's toolkit before hinting at more thoughtful level designing past the final checkpoint. the curling bomb stage perfectly showcases what could have been the case for these levels, where initial simple ricochets build up into longer areas with movable walls, platformers, and adversarial inkers to navigate and plan around; it helps that for this level the solution space is purposefully wide and more daring solutions yield rewards.

the more explicit puzzle stages have a couple bangers as well (the pac-man level is particularly cool), but too many fall into common level design traps like long obstacle cycles to listlessly wait through or boring auto-scroller sections. I could understand trying to make these easily solvable to make sure everyone has access to the final areas, but in this mode virtually every level is optional, and I would've enjoyed seeing some more out-of-the-box puzzle ideas beyond just shooting targets with a particular weapon on an ink rail or simple rube goldberg contraptions. some of these are particularly frustrating; the one I have to highlight is the tennis level, where the angle of the player's camera behind the "net" sort of kills my depth perception in the void beyond where the targets are shot from, and the level ends with a block that taps the net and never makes it into your play area as some sort of sophomoric joke to force you to replay another minute of scripted tennis target shots. bleh. just less than what I would expect from nintendo in terms of design finesse.

bosses are fine, but the standout is definitely the area six one. probably the most explicit reference we've seen yet to another game that dealt with cleaning up someone else's ink...

Reviewed on Oct 02, 2022


16 Comments


1 year ago

Haven't played Splatoon but good review, it always makes me leery when other people evaluate mechanics-focused games (such as a competitive multiplayer shooter) without mentioning mechanics at all. I've never really been a Nintendo person specifically, but most people including myself had to learn to see past "brand mystique," often the hard way. Good games come from many, many different places, often obscure.
I just can't imagine critically evaluating how "punk" Splatoon is as a serious criteria for review lol. Like, it's a game made by the Disney of the video game industry, and its vibe always struck me as 90's Nickelodeon.

1 year ago

@HotPocketHPE thank you! i think splatoon in general is a game that hasn't gotten a really solid mechanical breakdown, and i don't think i even particularly did it justice as a gameplay concept here. I'm not sure I'm particularly apt for the role either given my relatively weak ranked performance (outside of splat zones on occasion), but I'd be curious to see someone approach it from an expert angle. and yes, the "brand mystique" is intoxicating, especially for a lot of us who grew up with particular franchises or whatever. i think the common response online has been to renounce fealty upon seeing whatever brand do wrong rather than just admitting that they're a company and don't work for us. navigating the contradiction between "this is a series of creative works that i enjoy or even identify with" and "this is a franchise of products from a corporation" can be difficult i suppose. this review in particular i intended as a companion piece to my mgs3 review from a few months ago; in that case i dissected my own changing perception in regards to a single game, and here I've tried to expand that changing perception to how context behind a series and their creator can affect how we perceive a particular game.

@Hot_Anarcocoa I totally agree, to me it's self-evident that splatoon isn't "punk" but it becomes difficult to explain why, right? what i was trying to get across in that section is that responding to a specious claim is one thing, but it may be not worth engaging with at face value when a deeper meaning can be unraveled. imo in this case the linked review's claim that the series used to be punk/countercultural reflects a perception of nintendo as an underdog standing against gaming hegemony during their financial struggles in the wii u era. in that way and in how that review describes a sort of betrayal of that perception, i think it becomes an interesting bellwether of how the latter half of the switch era will be remembered even if it doesn't tell us much about the game itself.
I would really like to hear an inkling cover of "The day the nazi died" now though.
I have to commend your passion for writing on games here, Pangburn. I'd have trouble writing a twelve paragraph review of my favorite games, and you just felt "bleh" about this one and got all this writing out of it.

1 year ago

@Hot_Anarcocoa thank you! i mostly just have brain worms. i think sometimes i like writing about games more than i like playing them...

also I'm waiting for the inevitable Punk Goes Squid cover album to drop as well. I'm snorting laughing thinking of deep cut trying their hand at a choking victim song

1 year ago

great write up, out of curiousity what are you in grad school for? (starting my masters in library science next year myself)
Hahaha

1 year ago

@Detchibe I'm working on my phd in computer engineering, doing mostly safety research nowadays but I'm aiming to shift my focus to education as I get closer to my dissertation. getting an MLS sounds great! librarian work is fascinating because it's so multidisciplinary

1 year ago

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1 year ago

@HylianBran maybe I'm misunderstanding your point but like, your comment is representative of a view that this review is entirely a counteragument to.

1) what logically would be the reason why splatoon would not be a series? as this review lays out: splatoon is nintendo's attempt at making a marketable competitive shooter that matches their brand strategy and image. it was an incredible success as well, considering that splatoon 2 sold 13 million+ units. splatoon 3 has already sold 3.45 million copies in japan alone. you state that making sequels is "too smart" for them, how? what reason would they have for not releasing a follow-up five years down the line to a wildly popular launch-window title? are they somehow averse to making money?

2) you say that nintendo is not the type of company that makes sequels to games that don't warrant them. as listed above, I think it's pretty obvious that splatoon warranted a sequel. but regardless of this, nintendo is famous for their "evergreen" titles, aka leveraging their familiar assets repeatedly for each console. some sequels off the top of my head that really didn't need to exist: basically every modern yoshi game (barring the fact that people generally like woolly world), chibi-robo zip lash, nsmb2 and u, metroid prime federation force, paper mario color splash (origami king as well though that one at least made significant changes to address the sticker star/color splash issues), animal crossing amiibo festival, pokemon let's go pikachu/eevee, and the veritable onslaught of sports titles filling in cracks in their release schedule over the switch's lifespan. splatoon 3 made a lot more sense than some of these, though tbf most of these were also just cheap cash-ins, whereas I assume splatoon 3 was somewhat more expensive. my main point in the review is not that splatoon 3 is an unnecessary follow-up to splatoon 2 (I tried to refute this point) but rather that splatoon 3 retains major design issues from both prior games, and it seems that the designers don't really know what to do to improve the series.

3) not sure quite what you mean by the "paint running dry" but if that happens it'll just be wii u part 2. like they did back then, they'll just do a complete shift to "safe" releases, weather the storm, and then cut the console's lifecycle short in order to move on to the next console rollout. I sort of doubt the same thing will happen anytime soon given that the switch has much stronger legs than the wii did (plus many other factors I could enumerate but don't want to clog this lengthy comment with), but the blueprint is already there. nintendo's done a lot worse at points in the past than they're doing now without question.

basically if you perceive of nintendo as some sort of creative amorphous entity that is bouncing back from the wii u era, then I could see you landing on something like the comment you just posted. but that perception has numerous holes and doesn't reflect reality in a material sense. likewise, if you analyze the game from that lens, the resulting critique retains all of the same issues. this review aims to pull back that veil and appraise the game as a regular multiplayer shooter instead of mystifying nintendo's creative process and public perception, and even then I stress in the review that there are personal perceptive factors that influence my view of the work regardless of my attempts to avoid them.

1 year ago

@Pangburn I didn't think it through very well. I said making iterative sequels like this is "too smart" for Nintendo because Nintendo always does the most roundabout stupid things. My comment was more about the game than your review... I also haven't played the game, this is purely speculative. By "painting running dry" I mean that this is an iterative sequel, at least compared to other big numbered sequels in Nintendo's catalog (Mario, Zelda, etc), and if they keep making these it'll eventually see diminishing returns. I'm sorry, I was not intending to offend you or criticize your review, merely some surface-level observations on the game

1 year ago

*paint

1 year ago

@HylianBran oh no apology needed, my bad for coming across too strongly. nintendo's operating like more of a well-oiled machine than they have in years rn so i expect them to stay relatively ruthless for the time being. in regards to diminishing returns for later splatoon games... yeah i think i agree with you. a splatoon 4 with the same level of QoL increase that 3 had from 2 is gonna look bad, even if they expanded the single player even more. i can imagine that they're scared of making mechanical adjustments and alternating fans, but at the same time just keeping the same modes with some overhauled features would go a long way towards justifying the purchase. which itself just describes an iterative sequel, but it would at least be one that tries to actually address core issues with the underlying game

1 year ago

I know I definitely turned a blind eye when Splatoon 2 was announced for Switch. It only made sense to abandon the sinking ship that was the Wii U as soon as possible. Splatoon 3 felt glaring from the day it was announced though. It didn't help that Nintendo left people in the dark long enough for fears like "what if this game doesn't actually have enough new content" to crop up. I guess that came to fruition, in a way.

Honestly, even if I did take interest in Splatoon 3, I don't think I could bring myself to spend $80 on it (my NSO has been expired since January) as long as I'm still seeing people complaining about rampant connecton issues on Twitter every day. I find it genuinely insulting that the richest company in Japan, with one of the biggest install bases they've ever had, refuses to dish out money for dedicated servers in any of their games.

The only other thought that comes to mind about Splatoon 3 is that I kinda wish people voted for "law" in Splatoon 2's final splatfest. I could see them running with themes of creative rebellion and rule breaking, similar to games like De Blob and Jet Set Radio. Then again, I wonder if Nintendo would even be cool enough to go in a direction like that. ¯⁠\⁠⁠(⁠ツ⁠)⁠⁠/⁠¯

1 year ago

@Hooblashooga from the initial trailers i expected something different with the locale given the first couple showings of the splatlands, aka less of an urban feel with fighting in the wasteland or something. obviously that didn't come to fruition. for me it was worth $60 just to regularly play it with friends, but you're right, the connection issues are still incredibly obnoxious. i think more people would've seen a sequel as legitimate if it just came with a netcode overhaul. dunno what they would do to capture a jsr/de blob style that they aren't doing now, as there's surface-level representations of those themes here just like there are in those other games.

1 year ago

Sorta weird what you mentioned about the fact the Switch is a coming of age console for a lot of people on here. Made me realize I'm a couple years older than most the other people on the site. Which maybe doesn't make that big a difference but fundamentally seemed to allow me a cynicism already guaranteed by my peers most others missed on. Every Switch game I have played from borrowing my sister's console has disappointed me immensely, BotW, Metroid Dread, 1-2-Switch, Animal Crossing (tho in fairness its hard to appreciate AC when you're playing it spontaneously). These and much more rolled off me. Except for Splatoon, I thought it was really good and then I remember playing Splatoon 2 and finding them indistinguishable, but I didn't play either of them thoroughly.

Idk I'm not being very helpful here but I cant help but look at Splatoon and see an absolute cash cow with a lot of ability for variations and stories that aren't happening. Reminiscent of graffiti-pop games like Jet Set Radio or Sludge Life. More specifically, I think the Splatoon series may be able to be seen as a very latent foil to Mario Sunshine but in the way it is its almost a bit bitter. Splatoon throws back down the graffiti Sunshine cleaned up, says 'fuck your tourist attraction' and embraces the metropolitan squalor. The irony tho is that Sunshine was a push of the mechanical systems to their sandbox exploration limits, whereas Splatoon is just an on rails run and gun. It's like the Splatoon series has ironically became too clean for its own aesthetic sensibilities to even work. More specifically tho if you were to ask me I'd probably say that Splatoon in general just suffers from a lack of open world sections like other graffiti-pop games of its type do, the abstraction from inking buildings and running off takes out the mischievous joy of those titles, as defanged as it ultimately is. Perhaps why it feels so empty, Nintendo has to be dodgy about telling people to do illegal or 'immoral' shit, that's why Wario for example has become more a minigame collection than what he was doing at first which was robbing people.

I think maybe the assumption for a lot of people was that Splatoon was gonna be a launch step for seeing if there was enough interest to launch the series into something more ambitious so its a shame. I just recommend in general people embrace a bit of consumerism here, you can just watch what other people say before you spend 60$ on something. There's no need to be part of the conversation, a lot of these people probably already have weighed that decision out well and its just an inane one to us. Tho, its not unlikely that the lack of iteration on the series here is meant to churn money through artificial multiplayer lobbies but I'd have to know if the original Splatoon still has an active enough lobby for that to be true or not.