![]() The worst offense out of all of what they changed, however, are the new maps. I kid you not, 3 matches in a row were canceled because someone DC'd, further compounding the sluggish grindy progression system. On top of this, too many matches get canceled completely because someone disconnected last second immediately after a match started. Turf war either feels too lethargic and easy or too sweaty and tryhard. Those are the two extremes, no in between. You either queue into matches were you absolutely stomp the enemy team, or you're the ones getting stomped. The matchmaking for instance is all types of borked. 3 being a dated grind fest that barely feels any different than the other entries in any way shape or form would be one thing, but if you ask me it also managed to make multiplayer elements of the previous games even worse if you ask me. I wouldn't go so far as to label it as an endurance test, but man that's really what it feels like sometimes. Even when you DO level up it doesn't really feel like you've accomplished anything, it feels like you've waded through a thick waist high swamp for about 3 hours, you get to the surface to grab a bit of candy as a reward, and afterwards you gotta do the whole wading game all over again. Progressing in any capacity in this game is a massive grind, an issue they still haven't really addressed since the first game. If I need to play like 30+ matches back to back with a double XP buff activated from a snack ticket and I still haven't gotten from level 7 to 8 yet, that's a bit of a major problem. Leveling up in any capacity, whether it be your player level or your catalogue level takes ages. ![]() ![]() First off even if you've already played Splatoon 2 before (which the game does recognize if you have save data from that game or not and unlocks ranked mode early because of it), the game STILL insists on gatekeeping literally everything from you and pulls the "oh you need to be at least level 4 to get anything" garbage. I'm talking purely progression, leveling up, getting new weapons, gear and clothing items. Not necessarily in terms of getting into and out of a match, these elements are fine. The worst part of Splatoon 3's multiplayer is that it's so agonizingly SLOOOOOOOW. Splatoon 3 currently has substantially less content in comparison and yet it still decides to.limit content at the same time? I genuinely don't get it. Even the Overwatch team ended up realizing that map pools are a bad idea and eventually did away with them altogether during Overwatch 2. Not only is this mind numbingly repetitive, playing the same map (and for ranked gameplay, the same maps and modes) over and over and over again, but as I'll get into later on in the review, the maps themselves aren't even good to begin with. Like, for instance, the map rotation system: only being allowed to play 2 maps every 2 hours. There's a lot of aspects that Splatoon's multiplayer contained that ARE broke, and they aren't fixed at all from previous entries. Some of you might see this statement and retort "well what's the big deal? If it ain't broke, don't fix, right?", except no. For those of you keeping score, we are currently on the third installment in the Splatoon franchise, and a particular installment that released on the lifespan of the exact same console that the second game did, and the multiplayer has not fundamentally changed or evolved in any meaningful way. A game purely content squeaking by doing the bare minimum, and somehow still fumbling even that. Splatoon 3 is quite possibly the textbook definition of the term "going through the motions". I'm not willing to 100% the entire game just yet as getting top of the flagpole with every single character in every stage sounds extremely tedious and repetitious so all green stars and stamps are good enough for me I guess. This game also has a ridiculous amount of content packed into it with a plethora of extra stages to play after finishing the game, and a secret final level that's actually challenging (looking at you Odyssey). Perhaps one could argue that the original Wii U courses weren't designed well for this speed increase but that just makes it all the more fun to sequence break stages and whatnot. Mario 3D World is essentially what I'm looking for when I'm playing a Mario game great course design that never overstays its welcome, fun level gimmicks, fun powerups, fantastic music, and in the Switch version the movement speed is cranked up to 11. ![]() Does it innovate or provide any crazy revelations for the platforming genre? Not really no, but it succeeds in two key areas: it's fun to play and it's very well designed.
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