The video game that has most occupied my attention lately is Splatoon 2. This comes as no personal surprise, seeing as I loved the hell out of the first one. The gameplay is mostly similar to its predecessor. The changes are mostly about quality of life. But even though both games are so similar, for some reason I find myself experimenting with the different weapons more in Splatoon 2.
My preferred weapon hasn’t changed since the first game: the N-Zap, modeled after the classic Zapper light gun from the NES. For me, t’s gone from a tool for Hunting Ducks to a jack-of-all trades tool whose relative lack of power can be made up for with smart movement and positioning. It’s also just accurate enough for me to effectively focus my fire, while still being forgiving enough to compensate for the fact that my aim is not that great. In Splatoon 2, the ability for it to quickly ink the ground synergizes well with the Ink Armor special, which temporarily lets the entire team take a few extra hits and survive. The N-Zap lets me support allies up close and from afar, and it fits like a glove. Finding the right weapon is just plain satisfying.
But much like characters in a good fighting game, the variety of weapons available, many quite different from each other, is part of the allure of Splatoon 2. Even if some weapons feel counterintuitive, there’s a certain thrill to trying to get into the right mindset for any given tool. When you’re using the Sloshing Machine, a bucket that launches spiraling volleys of ink, the focus is on using its overwhelming power and arching property to quickly kill, er, “splat” your opponent in unexpected places. Dualies are relatively short-range John Woo pistols that allow for unique evasive maneuvers. The Splat Brella is like a shotgun with as defensive shield, allowing players to pick off opponents while guarding allies.
Even weapons of the same class can be wildly different. The Dynamo Roller is the equivalent of trying to Falcon Punch everyone all the time, while the Carbon Roller focuses on mobility and turf coverage at the expense of battle strength. Sometimes using a different weapon means almost playing a different game, and every time I turn My Splatoon 2 on, I think, “Do I stick with the familiar, or try to transform my mind with another item?” Both ways are fun, doubly so when patches try to make everything worth using.
One of the major changes between Splatoon and Splatoon 2 is that the new special weapons–super moves, in other words–are significantly weaker. Where once they could flip a game upside down due to their sheer power, now they influence games in subtler, less pronounced ways. I think this might end up putting more emphasis on the main and sub weapons themselves, which contributes to weapon experimentation also being more fun.
In the end, gameplay is great, and all the modes are worth playing. My only complaints are shoddy Wi-Fi on the Switch (a common problem for the console), and the lack of the Squid Girl promotional outfit from the first Splatoon shirt.
No, really, give me my Ika Musume threads.