In case you've been living under a rock, Splatoon is Nintendo's much-anticipated upcoming multiplayer third-person-shooter, though it will also feature single player. Starring a colourful cast of squids that can transform into people (or perhaps people that can transform into squids), it'll be focused around the concept of covering as much of the arena as possible with your team's paint, all the while fending off the opposing team as they try to do the same. It represents a refreshing breath of fresh air in Nintendo's lineup and will likely satisfy some fans that have been begging Nintendo for a new IP.
Famitsu published an interview on its website yesterday (translated via Siliconera) with Hisashi Nogami, Yusuke Amano, and Tsubasa Sakaguchi; Splatoon's producer, co-director and director, respectively. These three gentlemen cover all the bases, with their shared credentials including work on franchises such as Yoshi's Island, Super Mario, The Legend of Zelda, Star Fox, Animal Crossing and Nintendo Land.
They say development began shortly after Sakaguchi-san finished Nintendo Land and Amano-san finished New Super Mario Bros. 2. The project was staffed mostly by personnel that worked on launch titles for the Wii U and it was born out of the desire to create something entirely new from what they had learned.
Many staff members that have worked on Wii U launch titles are working on this game, so now that we have a grasp of the Wii U's functions, it started out with discussions about wanting to make something new with what we already know… There were many plans, but the one that stayed until the end was Splatoon.
The decision to make multiplayer matches 4-on-4 came from wanting to give each individual player just the right amount of influence over the outcome of the game. Also, due to the goal being about covering territory, rather than defeating the enemy players, they felt that keeping team sizes relatively small would encourage that kind of play.
At first, during the trial stages, we tested the game with different numbers of players. With more than four players, the impact of one single player felt too little, while having three players made it feel like the impact was too much.
The main characters were not initially squids, but tofu-like square characters. As the project progressed and new things were added, the characters were changed to squids as the team felt that squids best represented all the features of the game.
The reason we made them squids… well, to put it simply, 'it was the optimal way to represent all of the game's features'.
At first, players could only shoot ink and were unable to jump. The team wanted to add more verticality and traversal elements which led to the current, faster paced incarnation. This was a double-edged sword, however, as it led to unnecessarily complicated controls. The problem was resolved by isolating specific abilities to either form of the player, with the squid primarily being used for traversal and the human for attacking and spreading paint.
The concept of height didn't exist [in the game], so without height, so you couldn't paint the walls with ink and climb up, but we've added more and more to the feature over time… At first, we had all kinds of actions that went according to when a character was in human-form, however, the result of adding more functions made it too messy. When we made the adjustments, we decided to split what a character could do in human form and what they can do in squid form. Humans can walk and attack, while switching to squid makes them specialize in movement. We decided to make it into something that makes you switch around [between both forms] while playing.
It certainly sounds like plenty of careful planning and consideration has gone into the development of Splatoon. What do you think of this? Does any of this information get you more excited for its arrival in May? Sound off in the comments below.
[source siliconera.com]
Comments 31
I believe I had already heard the majority of this information before, in prior interviews. At the very least, I remember the parts concerning why the matches are 4-on-4 and the the implementation of squids. Even the reasoning behind having the abilities separated between squid and human was something I'd heard of, though the information is a bit more detailed here, as I did not know of the lack of height based play in the original concept for Splatoon. It's nice to hear further details on that point.
The very first part of the interview was somegthing I hadn't heard of at all. I did not know that the team comprised mostly of staff who had worked on Wii U launch titles (the only game I heard mentioned regarding what the staff had worked on was Animal Crossing). This was certainly an interesting detail to find out about, and seems to be a really wise thing to do in regards to developing a game to take advantage of the Wii U's features.
Anyway, I enjoyed reading this interview. I'm personally one of those people who feel Nintendo don't really need to make new IPs, and would rather prefer they focus on reviving the IPs they haven't been using as of late, but I'm glad for Splatoon's existence. It's a unique IP that's built on a premise that I don't really feel any of Nintendo's other IPs could really cover, and so it feels very validated in it's existence as a new IP. I'm incredibly excited for this game, and Splatoon still remains my 2nd most highly anticipated game of 2015. I look forward to playing it in May.
I agree in that most of this is already known, but I am 100% hyped for this game, and am fully supportive of Nintendo making new IPs! Especially more advanced and groundbreaking games such as this, as apposed to Poject Steam etc. This feels like Ninty's first real effort to make a lasting IP, one that might deserve sequels or deserve to be in smash, etc
I got a gift card for my birthday last week that has Splatoon's name on it. The wait will suck, but i'm sure it'll be worth it!
... so this will release around the same time as xenoblade? Ouch.
I remember when this game was announced at E3 last year, the reception was mixed. Nintendo forums around the globe (at least the English speaking ones) where not overly impress, at least that is the impression I got.
Yet this game was the best thing of Nintendo E3 for me. It was the only game across all platforms that made me think to myself "now that's different".
Not different in genre, but unique in style and character. It's hard to be different in a field where "everything has already been done" and we simply get a repainted (no pun) version of games over and over again.
I know it wouldn't appeal to the XB1 gun ho yank types or the PS4 blood and guts type. But Nintendo should more than ever now release new IPs over the next couple years that would appeal to their Wii U fanbase.
Nothing is going to make those gamers who like powerful consoles buy a Wii U. Nothing is going make most of those who love the 3rd party games buy a Wii U.
Nothing is going to make those who were disappointed in the Wii buy a Wii U nor those fed up with an overdose of Mario.
It's all about rebuilding for Nintendo and this E3 is the perfect opportunity to do that. Many more new IPs, please.
When I first saw this game, I fell in love with it. Now I'm in love with it even more
What strikes me most about these interviews is the focus given to design and not just putting in the usual controls you'd expect to find in similar games. Jumping is something I've often been confused by in 3D action games because they're not platformers and very rarely have jumping between two points as a feature so often you have it instead spammed as an evasion move.
It's really superfluous in the run-and gun games, so although it might at first glance sound odd that the characters couldn't jump originally it does make sense from a design perspective - this is a game after all. I think a lot of developers forget that, but then if you are creating endless cookie-cutter sequels I can see how you would stop looking at things from a fresh perspective. It is this quality that sets Nintendo above others.
I can't wait!
I will not buy this game unless their online components are there which so far they sound lacking.
Also if Nintendo wanted to have multiplayer FPS/TPS type game it just seems soo obvious to make a new metroid with a COD level online experience, just saying! If nintendo could give us fans that online experience we have been craving, WITH GD VOICE CHAT, I think make fans would be exstatic. Plus you could easily make a FPS type game on par with the creativity of splatoon by utilizing all of the functions of samus and having maps that incorporate this like the morph ball for example.
Don't get me wrong I am excited for splatoon but I feel the lack of voice chat is deadly and also I am skeptical other annoyances like that might pop their heads out.
I am so happy that Voice Chat is not included. It's the right decision.
@aronatvw
You will eat your words. it's meant to be played for fun first and foremost. The competitive aspect will come second. While I don't care much of the lack of voice chat, the addition is very much welcome.
@Cosats No it wasn't. This is a type of game that requires communication with your teammates.
These 3 months will feel like three years. After getting cn steam I will resort to ye olde backlog to help me with the wait.
Have they actually said that there is no Voice Chat at all? I know it was stated that there was none in random matchmaking, but it wasn't specified if there was not an option for games with friends. Did i miss where it was nixed completely? There's been a lot of posts here lately and i could've missed it.
The option for Full voice chat would've have been preferable (as I'm sure you could disable it if you didn't want it), but having it with friends is better than nothing at all.
@Hotfusion Brilliantly put, my friend, brilliantly put...
@Cosats I don't really understand your comment. Why are you happy the game doesn't include a feature lots of people might enjoy? Particularly one so easily disabled by those that wish to do so.
@Dipper723 hear, hear
@Cosats
You've pretty clearly never played a team or squad-based game online with anyone ever.
Every Splatoon announcement without online voice chat being added harms the potential of this title.
Although I hold out hope that the game will be fun either way and the developers are considering how important it will be to understand what everyone is doing and communicate to adjust strategy without team voice chat, I'm with @Quorthon and @ericwithcheese2 on this.
You can't rationally deny how much more engaging, strategic, and interactive it would be if you could talk to your friends throughout the battle.
I won't deny it's a tough bit of business for Nintendo to get into and I would expect it to only work with friends but some teams will definitely be talking anyway, through other means like phone or skype or Google hangouts, etc. so it would be nice if everyone could. :/
I really do love this concept and can't wait to play it. The player designs for the human form didn't grab me right away, but they are growing on me and the customization stuff will help. Plus, they do stand out and feel different from anything else popular right now.
Anyone remember if they nixed split screen play? I'm guessing 4-player won't be possible because of performance but even if it was just two players it would really help with the communication issue. If I could play with one other person online at least we could be communicating. An option for split on the screen or one person on the GamePad screen would be best.
@BensonUii
We shall see, I just ppl dont have to use voice chat, but the option to do so I think is a universal opinion that would be greatly appreciated. Some people don't always have a plethora of people to play with local, so it's nice to get some social interaction with people you play with online!
I want this game.. I'm so excited for it!
@Dipper723
Not really, I mean all you need to know is where your team mates are at any given time so you don't go for the same area. With the gamepad 2nd screen real time map feature, you don't really need to communicate by voice where you are. Any of your teammates can look at the map any time they want and see for themselves exactly where you are, and furthermore they can see how much ink of each color is in that area, so they can even see if you're getting slaughtered and need help.
There's more than one way to convey communication- visual representation is arguably even superior to voice and language, seeing as voice communication merely describes what's going on- the visual gives a 100% accurate representation of what's happening in real time
Inkling seems like such an ideal and unique character that should make its way over to Smash. If Mewtwo proves to be successful enough for content distribution for the game (Which I think it will), I hope they continue to add a character every now and then, and I think Inkling would be a perfect place to start.
@DarthNocturnal
Don't get me wrong, I don't envy cod the game, after black ops I lost absolutely all interest in the series. Granted, the online ui/ and functionality is something Nintendo should aspire to have, is it a must for everyone, no, but I think it's safe to say more Nintendo fans would be happier with the online options than not. At least I have had a lot of friends abandon Nintendo due to the lack of online functionality.
@JaxonH
There is so much more than seeing. There is planning to push forward all at the same time or even better to spread out and then quickly converge on a path before the other team notices, there's spotting hiding players, (which can't be seen on map) and telling your teammates, letting people know when you are able to use your stronger weapon so they can adjust, making quick turns in strategy. The point is that it's not only faster to overcome a team this way but it uses actual teamwork rather than people studying their maps trying not to step on each other's toes.
I mean, I hear what you are saying and I hope there are some clever communication methods added if there is no voice chat, but there is no replacement for direct communication.
@aaronsullivan
Don't get me wrong- I'm not against voice chat. It's just that when taken in totality (it's only restricted for randoms, which will be from other countries and speaking different languages, not to mention the interactive map conveys much of the needed communication- maybe not all but most, and the fact voice chat with strangers is mostly reduced to awkward silence or trash talking- very rarely do you get matched up with 4 people who all speak the same language and all actually WANT to use voice chat and all want to discuss in depth strategy as they play) it doesn't seem to be that much of a negative.
@aaronsullivan
Yeah, that goes with a point I made at another time--without voice chat options for everyone, the game will automatically become unbalanced by those teams who are working together over Skype or something, or playing together in the same room--and those things do happen.
It's weird that, for as much of a control freak as Nintendo (as a company) is, they would just let this element go all willy-nilly while pretending they have control. I don't need Nintendo to mommy me or my kid for that matter. I can make the rules for my son myself, and I'd much prefer to have all the necessary options available to me for online play.
It's bizarre that Nintendo would take this to the competition show (the name of which escapes me at the moment), as if to say "check out our awesome, highly competitive new game" only to turn around and say, "we're not going to allow you to enjoy it properly."
Some of these guys, like @JaxonH, are focusing entirely on the negatives, and stacking them unrealistically in order to say it's better to just not have it. If it was truly better to game online in utter silence, then it wouldn't have become such an industry standard. But this is a natural part of gaming with other people--you don't sit in total silence with the other people in the room with you, do you? Then why should you do it online?
And the map on the GamePad just misses the point entirely. I'm not realistically going to turn my attention away from such an intensive game to try to orient myself on a map that, most likely, will be sitting on the table next to me.
Day one buy. Looks amazing.
I completely reject the notion that voice chat is a requirement for teamwork success. I played in a top-level Team Fortress Classic map for years with no voice chat (granted we did use key binds) and 56k (that's another story). Anyway, our teamwork never suffered and we even felt more proficient without all the chatter.
In the case of Splatoon there is clearly more than enough information available on the gamepad screen. In games like TFC, 90% of the teamwork chatter is along the lines of "I'm out of position/respawning", "The enemy infiltrated our base", "I'm bringing their flag ____", "They are taking our flag ____", etc.
Basically all that information is on the gamepad screen, so why fill the air with noise? A good Splatoon player will learn to quickly gauge the battlefield situation with a glance at the gamepad. That leaves you less reliant on your teammates communicating accurate info and removes a degree of clumsiness in my opinion.
@Dipper723 Why do you say that? What could you tell your teammates that they don't already know? A quick glance down at your gamepad tells you who's winning and where everybody is. This isn't like Call of Duty where they're counting kills. I usually hate listening to strangers when I play shooters online. I agree that it isn't necessary.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...