{"id":206421,"date":"2017-07-19T04:03:53","date_gmt":"2017-07-19T08:03:53","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/review-in-progress-ign\/"},"modified":"2017-07-19T04:03:53","modified_gmt":"2017-07-19T08:03:53","slug":"review-in-progress-ign","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/progress\/review-in-progress-ign\/","title":{"rendered":"Review in Progress &#8211; IGN"},"content":{"rendered":"<p><p>      Share.    <\/p>\n<p>    [Editors Note: Because Splatoon 2 depends on servers for    matchmaking, and because Nintendos Switch mobile app will    launch alongside it on July 21, this review is in progress    until shortly after its released to the public. Read on for    our full impressions of Splatoon 2 as it exists in its    pre-release state.]  <\/p>\n<p>    It feels as if the paint had just begun to dry on Splatoon    after its release on the Wii U in 2015 when Nintendo applied a    fresh coat and relaunched it with Splatoon 2 on the Switch. That may be why this sequel    feels less like a whole new game than a new version of the    first one that rolls up the best post-launch updates to the    colorful and adorably non-violent team-based shooter and adds    some new toys. Of course, considering the first game is a lot    of fun, thats not necessarily a bad thing, especially if you    missed it for lack of a Wii U. And despite some questionable    choices that can leave you trapped in matchmaking purgatory,    the addition of a standout and clever take on a co-op horde    mode provides some seriously addicting fun that has me coming    back for more.  <\/p>\n<p>    Like its predecessor, Splatoon 2s emphasis on using vibrant,    ink-based weapons to splatter both enemies and the ground alike    in your team color to control territory makes it a distinctive    kind of visually rewarding fun. Controlling the ground is more    than just a way of keeping score, though  youre far more    mobile in your own territory, creating lots of opportunity for    strategies around creating a highway to an objective and    cutting off your opponents, and also setting up areas to    submerge into the ink and replenish your ammo. The key to    victory on the eight distinct and symmetrical maps currently in    rotation often lies in being aware of terrain, ink management,    and the oppositions plans.  <\/p>\n<p>    Between the original arsenal, the guns added in post-launch    updates, and the new ones introduced in Splatoon 2, theres    plenty of ink-based weaponry to choose from, and yet each type    has distinct uses. Theres the fast and furious Inkbrush that    covers ground quickly, contrasted with the Slosher that manages    to turn a literal bucket of ink into a deadly close-range    weapon. One of my favorites of the new batch is the Dualies,    dual-pistol style weapons that have a great rate of fire and    also let you quickly dodge-roll when firing to strafe enemies    and release a concentrated burst of ink. Theres also a    brand-new array of special weapon powerups, many of which work    well with proper coordination to break stalemates. The    protective Ink Armor shields your entire team from harm, while    the Tenta Missiles can lock onto and fire a salvo of ink    strikes on multiple enemies.  <\/p>\n<\/p>\n<p>      Obtaining new gear is a smoother process than in the first      game.    <\/p>\n<p>    Going hand in hand with Splatoon 2s wealth of weapons is a set    of gear that provides both style and bonuses in combat, with    the added twist of over 20 random secondary abilities that    unlock after youve battled with them equipped enough times.    These range from practical effects, like increasing ink    recovery rates, to highly specialized abilities that can track    the enemy who last splatted you or players youve recently hit.    Obtaining new gear is a smoother process than in the first    game, too  you can now order any gear youve seen on other    people in-game using currency earned from battle, though the    abilities attached to yours might not be the same due to random    generation. Paying to scrub unwanted extra traits to make room    for new ones leaves chunks of those abilities behind to apply    to other gear, letting you mix and match from your inventory,    or you can try your luck at unlocking different bonuses to    replace the old ones that better align with your playstyle.    This is a good way get value out of gear you earned but dont    plan to wear: by scrubbing enough ammo-conserving bonuses from    gear I wasnt using, I was then able to apply that trait to my    favorite jersey (for a hefty price). Offering the chance to    craft the perfect gear for your playstyle to give you a better    edge in the more competitive Ranked Battles has kept me more    invested than I was in the first Splatoon.  <\/p>\n<p>    Aquatic Ambience  <\/p>\n<p>    With a world this colorful and fun, its great to see how much    better people and places look on the Switch. Characters like    the weapons dealer Sheldon and clothing merchant Jelfonzo look    better than ever with more detailed models and textures, and    the various forms of street art and graffiti scattered around    the maps pop. The ink itself shimmers and glints with shiny    flecks. Despite it all, Splatoon 2 never failed to maintain a    smooth 60 frames per second in battle even with ink flying in    all directions in a fully populated eight-player match. In    handheld mode, things look great, and the option to set    sensitivity for both modes of play helped immensely when    switching between handheld and docked mode. I actually ended up    swapping between motion and non-motion controls with surprising    ease (though not being able to use the control stick to look up    and down with motion and controls does take getting used to    every time).  <\/p>\n<p>    Solo Artist  <\/p>\n<p>    Splatoon 2 brings back a very familiar and simple 32-mission    single-player campaign that, with some exceptions, follows the    style of its predecessor almost to the letter. Theres a fair    amount of hand-holding and will only take six or so hours to    run through and find most collectibles, but missions provide    some pretty fun ideas to play around with. There are places to    stylishly grind on ink-rails like a squid version of Tony Hawk,    and elsewhere you can lure giant, ink-vacuuming Squee-G robots    into your enemies path. Spraying ink to activate expanding    sponges or moving platforms gives it a light Super Mario    Sunshine feel, but it rarely challenges you the way co-op and    multiplayer do. The most significant improvement over Splatoon    is that the sequels campaign lets you try out each of the    weapon types, which is a great way to learn about their    potential and how they can be used in multiplayer before    jumping online. This focus on weapon research greatly extends    replay value, as you can head back into levels youve already    conquered to discover new challenges based on the weapons    strengths and limitations.  <\/p>\n<p>    Heading into Splatoon 2s main lobby lets you queue up for an    engaging variety of online modes. Each mode automatically drops    you in one of two maps that change up every two hours, which    keeps things feeling fresh and doesnt let a map wear out its    welcome as quickly as in other games, where the community often    picks a favorite and plays it to death. The standard Turf War    mode, which carries over from the original, is welcoming for    beginners and veterans alike with the simple yet entertaining    concept of competing to ink the most territory in three    minutes. No two matches ever feel the same because the    battlefield hotspots  dictated by the competing colors of ink     are constantly changing, and several times being at the right    place at the right time was what narrowly pushed our team to    victory. This is one case where I actually miss the Wii U    gamepad  without the second-screen map or an always-on-screen    minimap, you have to hold a button to overlay a map to see how    things are going or jump to a teammates location. This means    youll need to be that much more alert to the status of your    team and the terrain, and finding a safe spot to check the map    overlay took some getting used to.  <\/p>\n<\/p>\n<p>      Being at the right place at the right time was what narrowly      pushed our team to victory.    <\/p>\n<p>    Besides Turf Wars, Ranked and League Battles are where more    precise and objective-based modes await. The    king-of-the-hill-inspired Splat Zone, a tug-of-war style    payload mode called Tower Control, and a spin on    capture-the-flag where you carry a powerful but    movement-impeding weapon to the enemy base called Rainmaker.    Unfortunately, these modes arent well populated yet, so Ill    have to wait until Splatoon 2 goes live before I can    effectively test them out.  <\/p>\n<p>    The only real problems Ive encountered so far are the lobbys    matchmaking system and the lack of a between-match loadout    screen. Like in most games, once youve picked your mode of    choice youll be sent to a room awaiting seven more players to    begin. The catch is that nobody can cancel out or do anything    else (such as the minigame the first Splatoon gave us to kill    the time here) until either the match fills up or the timer    runs out a couple of minutes later. Even if your group does    fill up fast (which we can assume will be more likely after    launch) and you get to play a round, you're still left with the    problem of being unable to swap out weapons and gear between    matches. I dont mind not being able to switch during a match    because that makes you carefully consider your choices and    commit to the role your weapon fills, and the matches arent    that long to begin with. But after playing with a great group    and leveling up, the last thing I want to do is ditch them just    so I can put on a new pair of shoes.  <\/p>\n<p>    Cooperative Calamari  <\/p>\n<p>    Where Splatoon 2s single-player campaign gently guides you    through Octoling enemies, the new Salmon Run mode is an    excellent cooperative foil. As hilarious as it is addicting,    this mode puts you and up to three other players up against    three timed waves of relentless enemies while collecting a    quota of golden eggs from boss creatures and depositing them in    a basket. Unlike other horde modes, Salmon Run deftly uses    Splatoons ink and territory mechanics to ensure youre not    only splatting fish but also struggling to maintain control of    the ground as enemies try to stifle your movement. The Boss    Salmonids you face are some of the most memorable enemies Ive    seen in a horde mode since Left 4 Dead, wielding trash as    makeshift weapons and armor and shooting beams of ink from atop    a tower of pots and pans. Their distinct looks help you assess    threats quickly, which is essential because your team must    neutralize them before being overwhelmed.  <\/p>\n<p>    When playing online, youll be given one of four random weapons    to use for every wave, and I love how it challenged me to adapt    and fill new roles on my team: In one wave I was sniping bosses    with the Splat Charger, but in the next wave I had to clear a    path to the egg basket with the Roller instead. Difficulty can    be set when playing locally, and steadily grows when online    thanks to the randomized nature of enemy waves and weapon    loadouts, boss configurations, and special events like rising    water levels or egg-stealing mothership invasions. Those    shifting conditions kept me coming back to see what would    happen next.  <\/p>\n<\/p>\n<p>      The Boss Salmonids you face are some of the most memorable      enemies Ive seen in a horde mode since Left 4 Dead.    <\/p>\n<p>    Playing locally with friends is a blast  my teammates and I    frantically screamed out boss names and locations of golden    eggs to direct each other to counter problems and capitalize on    opportunities. But this also highlights how key communication    is to survival, something that doesnt currently translate well    in random online matchups, where you can only give basic    callouts. Thats something that will hopefully improve with the    launch of Nintendos mobile app, which will allow voice    communication (one of the things we found lacking with the    original Splatoon on the Wii U). Co-op is also the only mode    that can only be played online on certain days for specific    amounts of time, which is truly frustrating considering just    how fun it is. I get that Nintendo wants to ensure full rooms    on the days Salmon Run is active, but Id rather have the    option to queue up with friends online or have a way to easily    back out if nobody is around to play with (going it alone is    pretty much a death sentence). Luckily, you earn rewards much    faster online; if you choose to play locally you can play as    much as you want, but it takes much longer to earn bonuses.  <\/p>\n<p>    Thats it for now, but check back after Splatoon 2 and the    Nintendo mobile app launch on July 21 for the final review. But    if I had to score Splatoon now, Id give it an 8.3.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the original:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.ign.com\/articles\/2017\/07\/18\/splatoon-2-review\" title=\"Review in Progress - IGN\">Review in Progress - IGN<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Share. [Editors Note: Because Splatoon 2 depends on servers for matchmaking, and because Nintendos Switch mobile app will launch alongside it on July 21, this review is in progress until shortly after its released to the public.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/progress\/review-in-progress-ign\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187725],"tags":[],"class_list":["post-206421","post","type-post","status-publish","format-standard","hentry","category-progress"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/206421"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=206421"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/206421\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=206421"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=206421"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=206421"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}