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Joined 1 year ago
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Cake day: June 28th, 2024

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  • If you must know, I’m actually not a Mario Kart fan, played the older ones but haven’t touched the series since DS. More of a Kirby Air Ride and F-Zero GX kinda guy. But I can still understand the appeal well enough to not post this kind of thinly veiled “I’m mad that other people like something I don’t” thread.







  • Them’s Fightin’ Herds has one of the best tutorials in the fighting game genre, but on top of that it also has a story mode cleverly designed to act as a second tutorial. Enemies and bosses are designed you on specific concepts like anti-airing or getting past zoning. It even has platforming segments to get you used to fighting game movement.

    Sadly, the published pulled the plug so chapter 1 is all we’ll ever get. But that chapter 1 is still better than any other fighting game singleplayer.


  • The Atari crash was just Atari. In North America - and only North America, things were quite different elsewhere in the world - Atari was virtually the entire game industry at the time, but that isn’t the case today.

    We already do see individual developers and publishers crash the way Atari did. All the time. But for every flop, there are a dozen hits. The industry is big, and it is not a monolith. And the audience is far far far larger. People will always be buying games. It’s not possible for the entire industry to crash the way Atari did.

    It’d be like expecting the entire music industry, movie industry, or book industry to crash.








  • Turf War - 3 minute timer, whichever team has more ink at the end wins. This mode is only played in casual unranked, ranked is all objective modes. During Splatfests, there’s a special 2v2v4 variant called Tricolor Turf War.

    Splat Zones - Standard King of the Hill. Ink the point to capture it (some maps have two points, you must control both at once). While your team is in control, your timer ticks down. Whoever hits zero first, or whoever has more progress after 5 minutes, wins.

    Tower Control - Payload variant. Tower starts in the center, get on it to ride it along a track towards a goal in the opponent’s base. Ride all the way to the goal for a knockout victory, or after five minutes whoever has come closest to the goal wins.

    Rainmaker - Reverse capture-the-flag. The Rainmaker is a special weapon that starts in the center of the map and has a barrier surrounding it, pop the barrier to explode ink nearby (and take out opponents that are too close, it’s a tug-of-war battle to control pop). Pick it up, and it replaces your normal weapon with a slow charge shot and reduces your movement speed, so teammates need to escort you to a goal in the opponent’s base. Reach the goal for KO, or whoever has come closest after five minutes.

    Clam Blitz - Complicated. Clams spawn around the map, pick up 8 of them to form a Power Clam. Toss a Power Clam into a basket in the opposing team’s base to score 20 points, which also marks the basket as open so that single clams can be tossed in for 3 points each until it closes. 100 points to KO, or best score after five minutes.

    https://splatoonwiki.org/wiki/Mode#Online_games


  • S3’s singleplayer is solid, doesn’t quite live up to the highs of S2 Octo Expansion though. It admittedly does kinda feel like an afterthought, multiplayer is very obviously the core of the series. Side Order brings some cool ideas to the table and has a very good core loop, but the balancing is all over the place and it’s a bit lacking in variety/content.

    I’m really hoping this spinoff is more of an actual spinoff though, show me something new and different in using this IP rather than just another iteration of the same story mode formula sold at full price.