To me, Side Order distills the Splatoon PVE experience to its best qualities. Considering Splatoon campaigns have been exclusively composed of levels designed as obstacle courses, enemy gauntlets, and various other trials, it makes perfect sense to forgo the formalities and just introduce a format that is, itself, a series of challenges: the Roguelike genre. Not only does this create more harmony in the progression systems but it also eliminates some of Splatoons more aggravating mission types: theres no instant-failing rail shooting galleries, box sculpting mini games, and generally speaking no requirement to use some of Splatoons more estranged weapon types.

Or at least for the most part. Unlocks are exclusive to each weapon and so full and total completion would require you to do a full run with every weapon type. This is not necessary to enjoy Side Order however, and the way the DLC doles out upgrades makes it more easy than ever to spec away the flaws of particular weapon types - meaning that while this might be Splatoons most demanding campaign to 100% in terms of effort, its also the most flexible and most rewarding Splatoon has felt across the past 4 campaigns theyve made.

Bonus Thoughts:

- The Jelletons (jelly skeletons?) taking inspo from Salmon Run enemies was smart cuz Salmon Run is also something that plays alot to Splatoons strengths as a game.

- Story lacks the huge climaxes that more traditional story campaigns usually have, however I think the more agnostic boss design is much more interesting.

- With even just a few permanent hacks purchased you are nearly unstoppable (pure happiness) It might seem like quite a task, to be expected to win with weapons like the Umbrella but in truth power skews so far in your favor that essentially every run is a win no matter what youre using. It is deceptively doable.

- Its impossible to not make my Agent 8 look like a gimp that just got back from edm night at the club

Reviewed on May 24, 2024


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