the point system of ranked modes is why I prefer them over turf war. In turf, you could be winning for longer than the enemies, but then they push back with 20 seconds left and win the game. All your progress didnt matter in the end, the first 2 minutes and 30 seconds doesnt matter as much, whereas in ranked all the time you spend controlling the objective and scoring points counts towards the end result.
@@guillermocervisalmeron2209cheese only helps you flip objective, not hold it (with exception of tower kraken). The game’s pentaly system means relying on only cheese strats will get you nowhere.
even tower kraken isnt that broken since the little knockback matters in the small space of the tower, and you can only stall for a few seconds@@DrewDay1224
About how anarchy modes are more "fair" with determining the victor of the match, it also means that pulling off a turnaround in the last few seconds of the match or into overtime is so much more intense and electric than turf war ever is. There's always that last hope that if you play perfectly right here and now then you might just be able to completely turn the tables. Also, I think the singleplayer modes flesh out the "more platforming, less shooting" aspect. It's easy to dismiss them as a sort of glorified tutorial, but the later parts of them and especially the DLC campaigns are full games in their own right. A video on those would be awesome!
If you're looking for a mode that's heavier on platforming...well that's when I would recommend playing more as the Rainmaker carrier, lol. The decision making involved in when to wait for backup vs. when to move forward, and finding ways to maneuver around in the bits of your team's ink that have already been put ahead of you while accounting for where enemy threats might be firing at you from actually covers this a fair amount. Beyond that, I think a "platforming based" mode is a little tougher to figure out, because you'd need a need a way for the enemy team to hinder you that also involves platforming more than shooting. It's less relevant to Splatoon 3 since everything has been available since day 1, but I think it's worth also pointing out that the order in which these modes have been introduced to Splatoon as a whole has shown a consistent trend of gradually increasing complexity: Turf War: Spread ink Splat Zones: Spread ink in this particular place Tower Control: Stand on the defined-track objective while pushing into the enemy base Rainmaker: Take the freely-moving objective and push *yourself* into the enemy base Clam Blitz: Control the map a la Turf War, then push forward and keep that forward territory held while shuttling clams from mid into the basket The devs started with the basics and over the course of years has led the player-base into deeper and deeper waters as the players get used to it.
perhaps because "inking" sounds mildy inappropriate, and "paint" fits the role way more than whatever "inking" would mean you're painting the floor with the ink, "inking" isn't at all what you're doing in the first place
I would like to add the game design of the multiplayer systems in salmon run, for that I have to talk about asymmetrical and symmetrical multiplayer: in asymmetrical multiplayer players need to work together because each one of them do different things, for example, in overwatch only the healer can heal, or only the tank can shield, and that can be fun to try to work together, but it becomes boring when you try to do something that is outside your role, like in team fortress 2 it is boring to try to get kills when you are the medic. Then comes the symmetric multiplayer games, like overcooked for example, in that game every player can do everything (cook, clean dishes etc), but because the way the game is designed the players NEED to work together to do things more effectively (for example: sometimes it will be faster for one player to do the dishes that are closer to them than to wait for the teammate who are on the other side of the map to get there and do them). It makes for a more fun multiplayer game, because technically you can do everything your heart wants, but if you want to beat the game you WILL need to work together. And that design formula has been replicated in shooter games like Left 4 Dead, in that game everybody can kill zombies equally as well, but sometimes the games demands players to work together, that generally happens with the special zombies, they take out the control of one player which makes it necessary to the other players to go save him. AND THAT is the brilliance of salmon run: every player can kill the salmonids and even boss salmonids, but if you don't want to get overwhelmed by the enemies the best strategy will always to work together (for example: you can wait the time to throw 2 bombs at the flyfish and kill him all by yourself OR you can use a help from one teammate so each one of you can throw a bomb at it, other examples: you can try to circulate a steel eel all by yourself and kill it OR you can have the help from a teammate, another one would be when you need to kill Drizzlers or Steelhead, but the time window they give you to shoot them down is too small, so you need the help from other players to be able to kill them before they shoot more than once), but it doens't stop just there, boss salmonids not only try to make you work together, but also try to separate you from your team (for example: fish sticks will be most effectivaly dealt with if one player chooses to separate himself from the others and climb it, another example would be Big Shots: when they appear in the map they generally are located pretty far away, so yes you could go all by yourself and kill it alone, distancing yourself from your team OR all your team could coordinate to go there kill it and use hiss machine to throw eggs into the basket). So this makes for a cooperative game that everyone can play the way they want, but when things get thought they need to try to work together someway.
coordinate my ass, what does a booyah mean? i only use it when i get a kill this way button no one focuses enough to notice, i like to spam it to signal that i made an opening but none of them come the communication in splatoon is a complete and utter failure
The essence of the ranked modes (and all modes really) is map control. You want to control an area of the map with your weapon and your ink so the enemy can't push there. The cool thing is that you can also think of turf war in this sense and it becomes much more of a team game. It also explains why more experienced players will rush mid at the beginning of turf war rather than paint spawn first. You deny the enemy team from controlling more of the map, while having a safe area to charge your special if you get splatted and respawn. Apart from splat zones, the interesting thing of the other modes is that the area you want to control also moves and evolves over time. This allows for more coordination and competition, which increases the longevity of the game for those interested. Clam blitz is the black sheep of the ranked modes and even competitive players aren't a fan lol
Clam Blitz is also the only competitive mode I don't know how to compare to modes in other games (or even _playground_ games) Splat Zones is _basically_ king of the hill Tower Control is _basically_ payload in Overwatch. Rainmaker is _basically_ an inverted Capture The Flag (so you're trying to deliver the flag to your opponent's base rather than moving a flag to your base) Clam Blitz is... Err... Well you've got a bunch of clams, and you're collecting those clams, and then when you have enough of those clams they turn into a football, which you then try and throw into your opponent's basket for a bunch of points, and that opens the basket allowing you to throw regular clams for fewer points but more points than you'd score if you converted them all into a football. The common consensus of the mode is that it's the most divisive of the modes, with very few people being neutral on it. It's a lot of people's favourite competitive mode. It's a lot of people's least favourite competitive mode. And I think it's also the mode that requires most coordination... In a game that doesn't default to having a form of VC Which... _for the love of god Nintendo please steal the ping system from Apex Legends_ . That way you can let people coordinate with strangers in the modes you've got that could really benefit from it without opening up your family audience to all the... Ahem... Polite discussion that happens in a CoD or LoL lobby.
Clam blitz is vaguely like basketball. Just like in basketball, play typically leads to both the attackers and defenders crowding around the defenders' basket, and trying to find a way to break through. The "pity clam" is even comparable to handing one team the ball after the other scores. Just add like 30 or so more balls + different rules to fit Splatoon better.
PLEASE THE PING SYSTEM!!!! they have two empty inputs on the D-pad, they could easily add a “that way!” call out that highlights where you are looking. it doesn’t really solve the visual clutter problem that could make it difficult to see, but anything is better than what we currently have
A friend once told me that “splatoon is just Mario Kart with paint.” I know people have different opinions and all that, but come one man, this game is more that just that
A rather fun way to think of the difference in objective for salmon run is that it's actually the polar opposite of "getting the most kills" To put it in meme terms, it is "Objective: SURVIVE"
If you want more platforming then you should have seen splatoon 1. There was a lot more ways to get around and move and your not as forced through a point compared to 2 and 3. That being said another way to add more platforming is just adding more story mode stuff (rails, bouncy pads, fans, moving blocks, etc)
They really felt like they were on a roll at the end of S1. All the last few maps had unique gimmicks that expanded Splatoon's platforming, some of which made them beloved maps for how whack they were. S2 kind of followed the same trend, although a lot of the cool and interesting maps were hidden behind shifty station. And as I've said, I'd rather have a bad gimmicky map (Saltspray Rig as a prime example) over a good but plain map (Barnacle and Dime being an example because I forget its name half the time).
I loved this part 2! Your script was just as excellent as the first and your editing was even better than last time! Keep working on using gameplay footage for illustration rather than just using it when you don't have anything else on screen (though, even that was only something I barely noticed). You broke down every mode very well! Your passion came through just as strongly as the first video, and I love it just as much! If I ever need to send a video to my friends to explain why I like Splatoon, this will be the video I send them! I love your idea of a more platforming-focused ranked mode! I wonder if some sort of Racing mode would be possible... Keep up the good work! I hope your channel grows quickly!
one thing i disagree with is that turf war isnt perfect seriously try playing the thing competitively and it just breaks, it devolves to either spawn camping or wining the last fight in the last minute if they fix these problem then yeah, i pretty much has no issues
I love your massively alternative opinions to some of the biggest youtubers out there, it’s such a breathe of fresh air when people actually talk nicely about a game
Something I would like to see in splatoon is better weapon gameplay. I'm not saying it's bad, but the impact and feeling of playing some weapons just don't feel satisfying/rewarding.
My best friend introduced me to ranked modes and Salmon Run. Before that I was in the same camp as you, preferring Turf War over Ranked Modes. I think all modes can be fun however, my favorite mode depends on the map and whatever terrible teammates RNG assigns to me.
I think the design philosophy of all the modes are changing up the previous mode created. splat zones is taking the objective of turfing the entire map and centralizing it to one area. tower control is taking that condensed objective and making it move on a set path, requiring you to deliver it to the end. rainmaker takes that moving objective and allows you to control it yourself. clam blitz, then, is taking the moving objective and spreading it out amongst players, allowing for multiple moveable objectives to be delivered to a single goal. in concept, it's a great idea. in implementation, though, it's a bit clunky. however, for all of the game modes, the most important thing is always the map control of the ink and fighting for it, no matte also the zackscott gameplay is insane 😭💀
From my experience, clam blitz and rain maker start to get really enjoyable at S rank or higher, which I think makes them harder for the majority of players to truly begin to enjoy
12:41 A lot of people don’t like clam blitz, I think it’s fun when you have teammates with comms but it’s not as fun in solo queue. I was a big fan of it in Splatoon 2 but not as much in 3 for some reason??
Honestly, I think clam blitz is *fun...* ...it's just really *weird.* It doesn't really make sense for splatoon mechanics, but hey it'a enjoyable for what it is so whatever. [Edit] If I had to make a guess for a possible *reason* for clam blitz to exist, I'd say that while the other modes force the action towards a specific location, clam blitz stands out as the opposite; it forces the action to spread out, as you cannot win without gathering clams.
YES! I played the heck out of it on my families Wii U, the good ol' days, it's a great game! Never 100% it, but came close I believe@@TheRenaissanceOfficial
Splatoon is near perfect. My one major problem with the game is how it handles building teams in solo queue. I don’t like playing against a team with Eliter and Hydra where I as a Recycled brella have the longest range to contest
in terms of ranked modes, and specifically from the perspective of a solo queue player, clam blitz is dog water. in series it feels like how you described rainmaker: chaotic, and no one knows what to do or when to do it. wanna try kraken cheese? spam “this way!” to your teammates who cannot see the text among the visual clutter of the game. clam blitz is the open rotation? might as well turn off the game because you WILL match with people on VC and they WILL stomp you. i can see why pro players with teams like clam blitz. the map changes for that mode typically grant the most movement options around the map, and it feels so much better to play on compared to the others, but it is not worth it to me to play clams just to get access to flanks
Here are my takes as an S Rank player 1. Turf War may be the most popular gamemode, but once you start improving, it feels poorly designed. The same thing that makes it easy to start with make it terrible to play as a skilled player. What you said at 8:32 is exactly what makes turf war feel terrible to play sometimes. You could be demolishing the competition with 45 seconds left and lose to a final push that wipes your team by sheer luck. Additionally, since there is no central objective, most of the match you have little to do unless you have high level players on the other team. A ranked turf mode with quick 1:30 matches would fix all these problems, but still have normal turf war for people who like it. 2. Salmon run at higher levels requires everyone to be able to function independently while making sure everyone else is up. At lower levels, just mobilizing as a unit usually works, but when flyfish and stingers stack up, that starts to fail. Having a team of fully capable players allows people to go after the far off threats without the whole team collapsing. While Salmon Run is fun most of the time, some of its maps and weapons can make it feel horrible. Also, Side Order is basically single player Salmon Run with a few twists. 3. Anarchy modes are the most fun of the modes in my opinion. In Turf War, you MUST ink the floor to win. That is your only goal and any part of the floor will due, so people tend to ink every square inch of the base instead of fighting. In Anarchy Battles, fighting off the enemy team is the only way to win and in order to fight off the enemy team, you need to ink the floor, so inking the floor is INCENTIVISED, not required. This enriches the risk to reward part of the game because now you need ink for space control rather than winning and you need to fight to defend the objective instead of temporarily weakening the enemy team. 4. Yeah, clam blitz is the odd one because it functions like turf war until there is a ball. Then, it turns into a game of strategy where you need to keep your eye on the opponent's moves while you make a push since an opponent could dunk their ball while you are pushing to dunk yours. It can be very fun or it can be stalled for eternity (I saw a video of a game where the final score was 100 to 100, the winner was random. That gave me PTSD.).
Bro actually said big run isnt as fun as splatfest. Buddy Big run is way more fun than splatfest because how horrible your turf experience can be ruined because the other team can completely outplay you and there is nothing you can do. In salmon run its all on you. Plus some of the multiplayer maps in salmon run are really good compared to the actual salmon maps. Barnacle was probably the best map ever and the ability to get grizzco weapons makes the event much more replayable than splatfest.
It’s kind of disappointing from a competitive player’s pov that the most popular mode (turf war) is by far the worst mode. It’s not competitive due to not having a knockout function, poor weapon diversity and being largely won by the last minuite, it doesn’t put splatoon’s best foot forward in terms of reaching a wider audience because it’s so focused on being casual. How many times have you heard somebody from another community say “splatoon’s a kid game.” Sure the art style leans into that too but plenty of other games cope with that whilst still being intriguing to a wider community (fortnight, smash bros) which I would argue is because of their focus on being ,not solely on competitive, but at least paying way more attention to their best modes. Splatoon literally hides the better modes behind 10 levels of its worst mode like an extended tutorial and leads to people who could bring new audiences to the game (streamers from other games, etc) not experiencing the best the game has to offer. The growth of the comp community has been stunted because our game focuses so heavily on turf war that there’s almost no outreach from this side of the game’s community to others. Look how popular other games get based off of their comp communities. I agree with these videos that splatoon has something perfect in its core and even that turf war is a great casual mode but it’s hides the game’s best and in my opinion most fun aspects.
i noticed that you use stick controls mid watching and im sorry man but i cant take you seriously anymore unless you have a good reason to use stick without motion
the point system of ranked modes is why I prefer them over turf war. In turf, you could be winning for longer than the enemies, but then they push back with 20 seconds left and win the game. All your progress didnt matter in the end, the first 2 minutes and 30 seconds doesnt matter as much, whereas in ranked all the time you spend controlling the objective and scoring points counts towards the end result.
Let me introduce... Cheese!
@@guillermocervisalmeron2209cheese only helps you flip objective, not hold it (with exception of tower kraken). The game’s pentaly system means relying on only cheese strats will get you nowhere.
even tower kraken isnt that broken since the little knockback matters in the small space of the tower, and you can only stall for a few seconds@@DrewDay1224
About how anarchy modes are more "fair" with determining the victor of the match, it also means that pulling off a turnaround in the last few seconds of the match or into overtime is so much more intense and electric than turf war ever is. There's always that last hope that if you play perfectly right here and now then you might just be able to completely turn the tables.
Also, I think the singleplayer modes flesh out the "more platforming, less shooting" aspect. It's easy to dismiss them as a sort of glorified tutorial, but the later parts of them and especially the DLC campaigns are full games in their own right. A video on those would be awesome!
If you're looking for a mode that's heavier on platforming...well that's when I would recommend playing more as the Rainmaker carrier, lol. The decision making involved in when to wait for backup vs. when to move forward, and finding ways to maneuver around in the bits of your team's ink that have already been put ahead of you while accounting for where enemy threats might be firing at you from actually covers this a fair amount. Beyond that, I think a "platforming based" mode is a little tougher to figure out, because you'd need a need a way for the enemy team to hinder you that also involves platforming more than shooting.
It's less relevant to Splatoon 3 since everything has been available since day 1, but I think it's worth also pointing out that the order in which these modes have been introduced to Splatoon as a whole has shown a consistent trend of gradually increasing complexity:
Turf War: Spread ink
Splat Zones: Spread ink in this particular place
Tower Control: Stand on the defined-track objective while pushing into the enemy base
Rainmaker: Take the freely-moving objective and push *yourself* into the enemy base
Clam Blitz: Control the map a la Turf War, then push forward and keep that forward territory held while shuttling clams from mid into the basket
The devs started with the basics and over the course of years has led the player-base into deeper and deeper waters as the players get used to it.
finally a normal person who calls it "ink" and "inking" and "turf" and not "paint/painting/paint"
perhaps because "inking" sounds mildy inappropriate, and "paint" fits the role way more than whatever "inking" would mean
you're painting the floor with the ink, "inking" isn't at all what you're doing in the first place
I would like to add the game design of the multiplayer systems in salmon run, for that I have to talk about asymmetrical and symmetrical multiplayer: in asymmetrical multiplayer players need to work together because each one of them do different things, for example, in overwatch only the healer can heal, or only the tank can shield, and that can be fun to try to work together, but it becomes boring when you try to do something that is outside your role, like in team fortress 2 it is boring to try to get kills when you are the medic. Then comes the symmetric multiplayer games, like overcooked for example, in that game every player can do everything (cook, clean dishes etc), but because the way the game is designed the players NEED to work together to do things more effectively (for example: sometimes it will be faster for one player to do the dishes that are closer to them than to wait for the teammate who are on the other side of the map to get there and do them). It makes for a more fun multiplayer game, because technically you can do everything your heart wants, but if you want to beat the game you WILL need to work together. And that design formula has been replicated in shooter games like Left 4 Dead, in that game everybody can kill zombies equally as well, but sometimes the games demands players to work together, that generally happens with the special zombies, they take out the control of one player which makes it necessary to the other players to go save him. AND THAT is the brilliance of salmon run: every player can kill the salmonids and even boss salmonids, but if you don't want to get overwhelmed by the enemies the best strategy will always to work together (for example: you can wait the time to throw 2 bombs at the flyfish and kill him all by yourself OR you can use a help from one teammate so each one of you can throw a bomb at it, other examples: you can try to circulate a steel eel all by yourself and kill it OR you can have the help from a teammate, another one would be when you need to kill Drizzlers or Steelhead, but the time window they give you to shoot them down is too small, so you need the help from other players to be able to kill them before they shoot more than once), but it doens't stop just there, boss salmonids not only try to make you work together, but also try to separate you from your team (for example: fish sticks will be most effectivaly dealt with if one player chooses to separate himself from the others and climb it, another example would be Big Shots: when they appear in the map they generally are located pretty far away, so yes you could go all by yourself and kill it alone, distancing yourself from your team OR all your team could coordinate to go there kill it and use hiss machine to throw eggs into the basket). So this makes for a cooperative game that everyone can play the way they want, but when things get thought they need to try to work together someway.
glad I got your channel recommended, I love Splatoon since the old days on my WiiU :P
can't wait for the Side Order breakdown (:
I will add that pressing up and down on the dpad makes “this way” and “booyah” comments to help coordinate in all modes.
coordinate my ass, what does a booyah mean? i only use it when i get a kill
this way button no one focuses enough to notice, i like to spam it to signal that i made an opening but none of them come
the communication in splatoon is a complete and utter failure
The essence of the ranked modes (and all modes really) is map control. You want to control an area of the map with your weapon and your ink so the enemy can't push there. The cool thing is that you can also think of turf war in this sense and it becomes much more of a team game. It also explains why more experienced players will rush mid at the beginning of turf war rather than paint spawn first. You deny the enemy team from controlling more of the map, while having a safe area to charge your special if you get splatted and respawn.
Apart from splat zones, the interesting thing of the other modes is that the area you want to control also moves and evolves over time. This allows for more coordination and competition, which increases the longevity of the game for those interested.
Clam blitz is the black sheep of the ranked modes and even competitive players aren't a fan lol
Clam Blitz is also the only competitive mode I don't know how to compare to modes in other games (or even _playground_ games)
Splat Zones is _basically_ king of the hill
Tower Control is _basically_ payload in Overwatch.
Rainmaker is _basically_ an inverted Capture The Flag (so you're trying to deliver the flag to your opponent's base rather than moving a flag to your base)
Clam Blitz is... Err... Well you've got a bunch of clams, and you're collecting those clams, and then when you have enough of those clams they turn into a football, which you then try and throw into your opponent's basket for a bunch of points, and that opens the basket allowing you to throw regular clams for fewer points but more points than you'd score if you converted them all into a football.
The common consensus of the mode is that it's the most divisive of the modes, with very few people being neutral on it. It's a lot of people's favourite competitive mode. It's a lot of people's least favourite competitive mode. And I think it's also the mode that requires most coordination... In a game that doesn't default to having a form of VC Which... _for the love of god Nintendo please steal the ping system from Apex Legends_ . That way you can let people coordinate with strangers in the modes you've got that could really benefit from it without opening up your family audience to all the... Ahem... Polite discussion that happens in a CoD or LoL lobby.
Clam blitz is vaguely like basketball. Just like in basketball, play typically leads to both the attackers and defenders crowding around the defenders' basket, and trying to find a way to break through.
The "pity clam" is even comparable to handing one team the ball after the other scores.
Just add like 30 or so more balls + different rules to fit Splatoon better.
PLEASE THE PING SYSTEM!!!! they have two empty inputs on the D-pad, they could easily add a “that way!” call out that highlights where you are looking. it doesn’t really solve the visual clutter problem that could make it difficult to see, but anything is better than what we currently have
its my favorite mode because not all the players are concentrated in one single area like all the other modes, theyre more spread out to get clams
What’s your favorite game mode is Splatoon?
The singelplayer campaign 100%
clam blitz and rainmaker, they are so fast and chaotic, I find it pretty fun
My favourites are tower control and splatzones
Salmon Run.
...Or for specifically the PvP modes, Clam Blitz.
...Despite being a casual who doesn't use VC and how coordination-oriented that mode is.
Salmon run and rainmaker
A friend once told me that “splatoon is just Mario Kart with paint.” I know people have different opinions and all that, but come one man, this game is more that just that
A rather fun way to think of the difference in objective for salmon run is that it's actually the polar opposite of "getting the most kills"
To put it in meme terms, it is "Objective: SURVIVE"
If you want more platforming then you should have seen splatoon 1. There was a lot more ways to get around and move and your not as forced through a point compared to 2 and 3. That being said another way to add more platforming is just adding more story mode stuff (rails, bouncy pads, fans, moving blocks, etc)
They really felt like they were on a roll at the end of S1. All the last few maps had unique gimmicks that expanded Splatoon's platforming, some of which made them beloved maps for how whack they were. S2 kind of followed the same trend, although a lot of the cool and interesting maps were hidden behind shifty station. And as I've said, I'd rather have a bad gimmicky map (Saltspray Rig as a prime example) over a good but plain map (Barnacle and Dime being an example because I forget its name half the time).
I loved this part 2! Your script was just as excellent as the first and your editing was even better than last time! Keep working on using gameplay footage for illustration rather than just using it when you don't have anything else on screen (though, even that was only something I barely noticed). You broke down every mode very well! Your passion came through just as strongly as the first video, and I love it just as much! If I ever need to send a video to my friends to explain why I like Splatoon, this will be the video I send them! I love your idea of a more platforming-focused ranked mode! I wonder if some sort of Racing mode would be possible...
Keep up the good work! I hope your channel grows quickly!
one thing i disagree with is that turf war isnt perfect
seriously try playing the thing competitively and it just breaks, it devolves to either spawn camping or wining the last fight in the last minute
if they fix these problem then yeah, i pretty much has no issues
I love your massively alternative opinions to some of the biggest youtubers out there, it’s such a breathe of fresh air when people actually talk nicely about a game
Something I would like to see in splatoon is better weapon gameplay. I'm not saying it's bad, but the impact and feeling of playing some weapons just don't feel satisfying/rewarding.
My best friend introduced me to ranked modes and Salmon Run.
Before that I was in the same camp as you, preferring Turf War over Ranked Modes.
I think all modes can be fun however, my favorite mode depends on the map and whatever terrible teammates RNG assigns to me.
Great video, maybe even better than the first one!
Wow, thanks!
@@TheRenaissanceOfficial also I agree with all your opinions about anarchy mode 😂
I think the design philosophy of all the modes are changing up the previous mode created. splat zones is taking the objective of turfing the entire map and centralizing it to one area. tower control is taking that condensed objective and making it move on a set path, requiring you to deliver it to the end. rainmaker takes that moving objective and allows you to control it yourself. clam blitz, then, is taking the moving objective and spreading it out amongst players, allowing for multiple moveable objectives to be delivered to a single goal. in concept, it's a great idea. in implementation, though, it's a bit clunky. however, for all of the game modes, the most important thing is always the map control of the ink and fighting for it, no matte
also the zackscott gameplay is insane 😭💀
From my experience, clam blitz and rain maker start to get really enjoyable at S rank or higher, which I think makes them harder for the majority of players to truly begin to enjoy
2:41 skip the summary for viewers from first video
12:41 A lot of people don’t like clam blitz, I think it’s fun when you have teammates with comms but it’s not as fun in solo queue. I was a big fan of it in Splatoon 2 but not as much in 3 for some reason??
There is a salmon run solo mode it’s called side order
Honestly, I think clam blitz is *fun...*
...it's just really *weird.*
It doesn't really make sense for splatoon mechanics, but hey it'a enjoyable for what it is so whatever.
[Edit] If I had to make a guess for a possible *reason* for clam blitz to exist, I'd say that while the other modes force the action towards a specific location, clam blitz stands out as the opposite; it forces the action to spread out, as you cannot win without gathering clams.
Opinion on DOOM and Ultrakill? Sorry, if this is off topic.
Splatoon
I’m sorry, is that fluidity music? This is a super important question.
Yes it is. Are you familiar with that game?
YES! I played the heck out of it on my families Wii U, the good ol' days, it's a great game! Never 100% it, but came close I believe@@TheRenaissanceOfficial
Splatoon is near perfect. My one major problem with the game is how it handles building teams in solo queue. I don’t like playing against a team with Eliter and Hydra where I as a Recycled brella have the longest range to contest
in terms of ranked modes, and specifically from the perspective of a solo queue player, clam blitz is dog water. in series it feels like how you described rainmaker: chaotic, and no one knows what to do or when to do it. wanna try kraken cheese? spam “this way!” to your teammates who cannot see the text among the visual clutter of the game. clam blitz is the open rotation? might as well turn off the game because you WILL match with people on VC and they WILL stomp you. i can see why pro players with teams like clam blitz. the map changes for that mode typically grant the most movement options around the map, and it feels so much better to play on compared to the others, but it is not worth it to me to play clams just to get access to flanks
Here are my takes as an S Rank player
1. Turf War may be the most popular gamemode, but once you start improving, it feels poorly designed. The same thing that makes it easy to start with make it terrible to play as a skilled player. What you said at 8:32 is exactly what makes turf war feel terrible to play sometimes. You could be demolishing the competition with 45 seconds left and lose to a final push that wipes your team by sheer luck. Additionally, since there is no central objective, most of the match you have little to do unless you have high level players on the other team. A ranked turf mode with quick 1:30 matches would fix all these problems, but still have normal turf war for people who like it.
2. Salmon run at higher levels requires everyone to be able to function independently while making sure everyone else is up. At lower levels, just mobilizing as a unit usually works, but when flyfish and stingers stack up, that starts to fail. Having a team of fully capable players allows people to go after the far off threats without the whole team collapsing. While Salmon Run is fun most of the time, some of its maps and weapons can make it feel horrible. Also, Side Order is basically single player Salmon Run with a few twists.
3. Anarchy modes are the most fun of the modes in my opinion. In Turf War, you MUST ink the floor to win. That is your only goal and any part of the floor will due, so people tend to ink every square inch of the base instead of fighting. In Anarchy Battles, fighting off the enemy team is the only way to win and in order to fight off the enemy team, you need to ink the floor, so inking the floor is INCENTIVISED, not required. This enriches the risk to reward part of the game because now you need ink for space control rather than winning and you need to fight to defend the objective instead of temporarily weakening the enemy team.
4. Yeah, clam blitz is the odd one because it functions like turf war until there is a ball. Then, it turns into a game of strategy where you need to keep your eye on the opponent's moves while you make a push since an opponent could dunk their ball while you are pushing to dunk yours. It can be very fun or it can be stalled for eternity (I saw a video of a game where the final score was 100 to 100, the winner was random. That gave me PTSD.).
Bro actually said big run isnt as fun as splatfest. Buddy Big run is way more fun than splatfest because how horrible your turf experience can be ruined because the other team can completely outplay you and there is nothing you can do. In salmon run its all on you. Plus some of the multiplayer maps in salmon run are really good compared to the actual salmon maps. Barnacle was probably the best map ever and the ability to get grizzco weapons makes the event much more replayable than splatfest.
It’s kind of disappointing from a competitive player’s pov that the most popular mode (turf war) is by far the worst mode. It’s not competitive due to not having a knockout function, poor weapon diversity and being largely won by the last minuite, it doesn’t put splatoon’s best foot forward in terms of reaching a wider audience because it’s so focused on being casual.
How many times have you heard somebody from another community say “splatoon’s a kid game.”
Sure the art style leans into that too but plenty of other games cope with that whilst still being intriguing to a wider community (fortnight, smash bros) which I would argue is because of their focus on being ,not solely on competitive, but at least paying way more attention to their best modes. Splatoon literally hides the better modes behind 10 levels of its worst mode like an extended tutorial and leads to people who could bring new audiences to the game (streamers from other games, etc) not experiencing the best the game has to offer.
The growth of the comp community has been stunted because our game focuses so heavily on turf war that there’s almost no outreach from this side of the game’s community to others. Look how popular other games get based off of their comp communities.
I agree with these videos that splatoon has something perfect in its core and even that turf war is a great casual mode but it’s hides the game’s best and in my opinion most fun aspects.
i noticed that you use stick controls mid watching and im sorry man but i cant take you seriously anymore unless you have a good reason to use stick without motion