Post by Cyn(Squid)let on Aug 20, 2014 1:50:48 GMT
Few months have passed ever since Splatoon's stunning reveal.
The Turf War map at E3 showed lots of potential, for me, that is what sold the game to me.
After re-watching the Tree House Live many times, I realized that this demo is way more completed than I thought. No wonder a lot of people thought this("Oh no, this should be a 15 dollar eShop title!") is the final product because of how polished the overall presentation are. Basically there seem to be many speculation, and I'm here to so some speculation myself. Note that I didn't play Splatoon so I may be missing some information. Also I maybe wrong cause I'm not an expert by any means.
The Gate
When you start you start in your base, the map shown during E3 is generally divided in three sections, your base, the middle ground, and enemy's base. Between your base and the middle ground, there is a gate in between that can only be passed using squid mode, this basically teaches player to lay down paint and uses squid mode. This to me is excellent level design without tutorials. Also on the tactical stand point it forces players to leave a trail that indicates someone has entered the middle battlefield, both to enemies and teammates.
The Anti-Cheap-Camping Design
There are differences between good camping(called tactical ambush) and cheap camping, but you'd ask "But isn't the whole point of squid mode is camping?" Yes, and No. Contradicting, right? That is because the first few minutes in the game, player are trained to instinctively spray any ground that has splotch of opponent's ink on it. Cheap camping is called cheap because the opponent didn't know you're there. I calculated how many hits you've got during squid mode in the Tree House Live and concluded that, when the opponent's ink land on top of you while squid mode directly, you are destined to spawn back in your base. That said, one thing that stands in every Shooter is still there......Hiding behind a walls(in squid mode) and shoot(ink). However, The brilliance lies that no corners are unapproachable from different angles. Also Respawn speed + How fast you jump back to the battlefield = No campers want to stay campers.
The Corridor
The Corridor is an alternative path to the middle battle field, I can't find any picture that showcased it so just find the narrow path on the first pic. Basically its a corridor with two uninkable segments in between. They don't put that Segment in for nice graphics or part of environmental beauty, its to limit player movements to prevent potential hogging for that area. When the directer say they've been playing a lot, they mean it. This area is very well design that plays with the Player's limits. In the Live, the most intense battle often happen between the corridors. most with the usage of the uninkable area and the walls/floor in between.
Well I guess that ends my analysis if I miss anything please point it out.
I welcome any discussion too
The Turf War map at E3 showed lots of potential, for me, that is what sold the game to me.
After re-watching the Tree House Live many times, I realized that this demo is way more completed than I thought. No wonder a lot of people thought this("Oh no, this should be a 15 dollar eShop title!") is the final product because of how polished the overall presentation are. Basically there seem to be many speculation, and I'm here to so some speculation myself. Note that I didn't play Splatoon so I may be missing some information. Also I maybe wrong cause I'm not an expert by any means.
The Gate
When you start you start in your base, the map shown during E3 is generally divided in three sections, your base, the middle ground, and enemy's base. Between your base and the middle ground, there is a gate in between that can only be passed using squid mode, this basically teaches player to lay down paint and uses squid mode. This to me is excellent level design without tutorials. Also on the tactical stand point it forces players to leave a trail that indicates someone has entered the middle battlefield, both to enemies and teammates.
The Anti-Cheap-Camping Design
There are differences between good camping(called tactical ambush) and cheap camping, but you'd ask "But isn't the whole point of squid mode is camping?" Yes, and No. Contradicting, right? That is because the first few minutes in the game, player are trained to instinctively spray any ground that has splotch of opponent's ink on it. Cheap camping is called cheap because the opponent didn't know you're there. I calculated how many hits you've got during squid mode in the Tree House Live and concluded that, when the opponent's ink land on top of you while squid mode directly, you are destined to spawn back in your base. That said, one thing that stands in every Shooter is still there......Hiding behind a walls(in squid mode) and shoot(ink). However, The brilliance lies that no corners are unapproachable from different angles. Also Respawn speed + How fast you jump back to the battlefield = No campers want to stay campers.
The Corridor
The Corridor is an alternative path to the middle battle field, I can't find any picture that showcased it so just find the narrow path on the first pic. Basically its a corridor with two uninkable segments in between. They don't put that Segment in for nice graphics or part of environmental beauty, its to limit player movements to prevent potential hogging for that area. When the directer say they've been playing a lot, they mean it. This area is very well design that plays with the Player's limits. In the Live, the most intense battle often happen between the corridors. most with the usage of the uninkable area and the walls/floor in between.
Well I guess that ends my analysis if I miss anything please point it out.
I welcome any discussion too