Splatoon 2 feels like a crisp and more extreme
version of Splatoon, while still having the feel of the original game. Like
before, the goal of the game is to lead your team to victory by covering a bigger
area of the map in your team’s painted ink. There is also a benefit in taking
out competing Inklings with a well-aimed squirt. The main new addition in the
game is the Splat Dualies weapon. This two-handed dual-wield weapon also gives
the player the ability to Dodge Roll twice to evade attacks. With this gun, you
get two reticules that cover a larger area. After you execute a dodge roll, the
reticules combine momentarily to allow for a more precise counter attack. It's
already evident that the Splat Dualies make close encounters even speedier,
forcing looming opponents to reconsider their next move. Also, the Splat Roller
from the first game can now be swung vertically, while the Splat Charger
retains charge even when moving swiftly in squid form. The Special Weapons,
which become accessible when you paint a certain amount of turf, have been totally
improved. A multi-missile special can be used to target an enemy and fire a volley
of several small missiles. And the new Ink Jet, a jet pack, allows you to fly
into the air while spraying inky death from above. As with the previous game, Splatoon 2 is all
about defending your team’s position while pushing against the enemy. No change
there, but the addition of a new stage and new moves, an increase in strategy
and some new tunes on the soundtrack, it doesn't feel at all stale. However, I did
have some concerns regarding the handheld version. Default aiming is handled by
motion controls, which in handheld mode means moving the entire screen, making
it a little difficult to play, at least to begin with. As in the original game,
the final version of the Switch sequel will also let you turn off motion
controls altogether.
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