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Splatoon 2 Global Testfire hands-on - Initial impressions of the Switch's first big online shooter

Target practice

Splatoon 2 Global Testfire hands-on - Initial impressions of the Switch's first big online shooter
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Nintendo conducted a 'Global Testfire' for its forthcoming Switch multiplayer splat-'em-up, Splatoon 2, this weekend just gone.

It was a tantalisingly stop-start process, taking place over six hour-long windows spread across three days - at least two of which were timed to be downright hostile to a Brit enjoying the first sunny weekend of spring.

There was a strictly limited spread of content, too, with just two Turf War maps and four selectable weapon sets.

Despite all this, I was able to experience enough to form a few initial impressions of Nintendo's colourful sequel. Here's what I found.

It's Splatoon as we know it

It's less than two years since the first Splatoon launched - which sounds like a pretty normal turn-around for a Call of Duty game, but equates to a lightning-fast follow-up in Nintendo time.

As a result, it's no surprise to reveal that Splatoon 2 feels a lot like Splatoon. It looks almost indistinguishable, in fact. That's partly down to the relatively small technical gap between Nintendo's most recent two consoles, no doubt.

But playing the game also feels remarkably similar. It's still got that bouncy, messy combat. It's still really satisfying 'colouring in' all the floors and walls.

This is a relief given the change to a new set of controls. But things aren't perfect on that front...

The map needs work

The original Splatoon made use of the Wii U's unique tablet controller to provide a constant map of the playing field and your team's movements around it. Not only that, but you could tap those team mates and jump straight to their position for some coordinated overloading.

On the Switch, you can't have the touchscreen and the TV in play at the same time, so Nintendo has had to find a workaround for Splatoon 2's map. And my first impressions of it weren't too good.

Having to press a button to bring the map up over your field of view, then hold one of the four left-hand 'd-pad' buttons, then press a button to make the jump to that location feels like two stages too many for a fast-paced online game.

Nintendo needs to streamline Splatoon 2's map, or this potentially vital strategic element could get sidelined.

Thumbs up for the splat dualies

The only new main weapon on show here was the much-publicised splat-dualies - which is essentially Nintendo's take on the whole John Woo twin-pistol thing.

They're a lot of fun to use. These twin-blasters aren't great for covering the levels in paint (which is your primary goal), due to their limited range and unfocused spread. But they're excellent for up-close combat.

It took some time getting used to the dodge command that lets you quickly shift in any direction. This move requires some subtle brain remapping for a Splatoon veteran used to simply dipping back into squid form to throw your opponent off, but it has the potential to make you a particularly slippery customer.

Oh, and the associated charge ability - a jetpack that lets you rain death from above - is deliciously empowering. It also grants you a look at the level from above whilst depowering, which is particularly handy given the aforementioned map limitations.

Splatoon 2's best levels are yet to be revealed

We only got two maps to play with in the Global Testfire: Musselforge Fitness and The Reef.

Neither is particularly memorable in terms of landmarks or features. There's none of the extraordinary verticality or moving level furniture of some of the post-launch Splatoon level releases, for example.

But both maps have been carefully laid out with the necessary chokepoints, elevated sniping areas, and precariously exposed gantries for varied online play. There was something here for all play styles, which is obviously why Nintendo picked them out.

My favourite of the two was Musselforge Fitness, which resembled one of those modern indoor activity centres - all angled parquet flooring and climbing walls. You could almost smell the sweaty sports socks - although as I said, it was a warm weekend.

The ramped sections in the middle made for some suitably frenetic encounters, as you often couldn't spot your opponents until you were upon them.

Conclusion

Don't let my initial comments put you off - 'more of the same' really isn't the big negative that it would be with other franchises. That's partly because Splatoon felt so fresh upon its launch - and that wasn't all that long ago.

Plus there's the simple fact that most people didn't even play the first Splatoon. It sold well for a Wii U game, but the Wii U only shifted 14 million-odd units. Even if this were just a second chance for that first game to reach a wider audience, I'd be happy. That it's much more than that is a big fat bonus.

Indeed, the only real concern I have with Splatoon 2 based on this brief beta phase is its jerry rigged map function. Here's hoping Nintendo does more than paint over the cracks ahead of the game's launch later this year.

Jon Mundy
Jon Mundy
Jon is a consummate expert in adventure, action, and sports games. Which is just as well, as in real life he's timid, lazy, and unfit. It's amazing how these things even themselves out.