Splatoon 3’s Side Order has been dangling just out of reach since it was revealed in 2023, but Wave 2 of the DLC has finally landed for Splatoon 3 Expansion Pass owners. Nearly five years after the release of Splatoon 2’s Octo Expansion, Agent Eight’s story continues in the drab and colourless world of the Memverse, but is it worth the train fare to reach this particular station?
Let’s be blunt, Side Order is a roguelite, meaning there’s a series of semi-random levels you must beat sequentially in order to triumph. The catch? If you run out of lives, you’re sent right back to the start. Note the ‘t’ in the genre name, though, as unlike a roguelike, you can unlock bonuses and boons to make each subsequent run up the tower that little bit easier.
It’s a tried and true formula, and in typical Splatoon style, it gels beautifully with the base game’s mechanics. Once you’ve picked your loadout (known as ‘Palettes’ in-game, and each containing part of the soul of an in-universe character, yikes) you’ll be tackling each floor of a large tower. Things start off almost painfully basic, but you’ll notice you’ll be unlocking a little boost to your stats with each floor in the form of Color Chips, and sweet beans, you’re going to need them.
Side Order is hard. There are ways you can mitigate the difficulty through Marina’s permanent upgrades, or by selecting floors of easier difficulty when presented with the option, but even seasoned squids/kids will have a tough time. It’s not impossible, far from it, but expect some sweaty, sweary sessions as you reach the upper floors and the randomised Color Chips you’re offered really aren’t helpful. Just give me Run Speed Up, you stupid game.
It’s worth it, though. The satisfaction from grinding failed runs until finally reaching the tippy-top (and possibly dying to the final boss) is tremendously addictive, and as soon as you’ve managed it once, you’ll be desperate to jump back in with another Palette to be beaten into the dirt once again because you’re used to an overpowered Splatling and not a barebones Splat Charger.
But a roguelite lives or dies on its variety and its ability to surprise and test you, and with Side Order, that’s when things get slightly less rosy.
Don’t get us wrong, there’s plenty of diversity in some areas; for example, the Color Chips you choose can make one run play entirely differently to another, even if you’re using exactly the same Palette. You could create a Slosher that can essentially snipe enemies for massive damage from an impressively safe distance, or make your ink cover the ground by the (much larger) bucketful, poisoning and killing any enemies that are forced to wade through it, or ignore your main almost entirely and just keep charging and executing your special with little to no cooldown.
Or get the Pearl Drone to do everything, or force enemies to drop bombs when they die causing a chain reaction, or roll around at the speed of sound so enemies can never even get close to you. Suffice it to say, there’s an incredible number of options in how you complete each floor, and it’s a delight.
Unfortunately, the floors themselves seem to dry up in terms of variety disappointingly early. As we just said, the way you complete them can change every time, but there are only five total potential objectives, so you’ll be repeating things a lot over several runs. There are more maps than this, but some maps can seemingly accept any objective, whilst others are locked to a single one.
It’s the same with the boss levels as well, which occur every 10 floors (with the final boss being on the 30th). They’re great fights, and a joy to blast through in all the different ways you can, but the total number within the pool is a paltry three. We’ll delight in the strange, screeching sounds of the Asynchronous Rondo every time we fight it, but given that the design of this genre demands repeated playthroughs, we’d really like to have seen more. It’s just as well the Palettes and Color Chips offer as much flexibility and variety as they do.
There is one area where the objectives and maps shake things up, and that's on the odd occasion you get a Danger Floor. These are marked as such, and although you can just ignore them, doing so will mean they show up again later, and can become unavoidable. The prospect of losing your run because the map is suddenly shrouded in darkness, entirely covered in enemy ink from the start, or your Pearl Drone is out to lunch is undeniably thrilling, and even if the objectives and map are the same as you've had before, this added danger forces you to get your big shoes on. Sometimes these Danger Floors can even have more than one effect active simultaneously. Zoinks.
Given the theming of the DLC is centred around turning everything into a monochromatic amalgam, and the very limited colour palette that that demands, it’s impressive just how un-boring Side Order looks. The stark contrast between the plain, off-white backdrop, the void-like black ink of the Jelletons enemies, and the oversaturated streaks of colour you impose upon the landscapes is really something.
Performance is great as well, although that was probably to be expected. The game seems unshakeable from its 60fps target, although we did notice a few distant enemies running at a lower frame rate in order to maintain this goal. The amount of chaos happening on screen meant we only noticed it literally once though, so fair play, Nintendo.
And the music, oh the music! Splatoon as a series is no stranger to bangers of every flavour, but Side Order may have some of the best we’ve had grace our earholes thus far, with one track in particular reminding us of the Guardian battle music from The Legend of Zelda: Breath of the Wild. Yes, we broke out in a cold sweat.
Conclusion
Splatoon 3: Side Order is an excellent addition to Splatoon 3, and helps to give it a stronger identity over its predecessors. Whilst we’d like to have seen more variety in the stages and objectives, the overwhelming number of options on your weaponry and how you upgrade them makes sure that things don’t get too repetitive. We found ourselves repeatedly coming back to try just one more run which turned into five, so that should speak for itself. Splatoon fans rejoice, it’s another goodie.
Comments 52
Ah I'm glad I never bought the DLC then as I hate (and suck at) roguelites, also when the expansion pass first went on sale did it notify people the side order dlc would be a roguelite experience? As I can see a lot of unhappy people who bought the pass months ago just to find out it's a roguelite.
Yeah, pretty similar to how I feel so far. I'm having a ton of fun, but I just wish there was a bit more variety. Octo Expansion and 3's main story were so good at offering several unique objectives, so it's a little odd for them to take a step back and have a lot of repeating objectives.
Still having a great time, though. Love the variety of weapons and palletes to choose from. I can definitely see myself replaying this once I beat it.
Are you sure you didn't give it an 8 just because of the pun?
I played Side Order non-stop for about 5-6 hours yesterday and, while I can definitely see where you're coming from with the score, I'm personally having a terrific time with it myself. The roguelike mechanics are integrated into Splatoon's core gameplay loop so well you'd think they've been there from the start, the aesthetic is pretty much perfectly realised and the music/characters are as expectedly brilliant as ever. I don't think I prefer it to Octo Expansion just yet as the story does take a decent backseat to make the gameplay as good as it is, but overall? Yeah I'm having a fantastic time with it so far and I can't wait to eventually slay the spire! (wait wrong roguelike XD)
10/10 for me because that’s anything Splatoon
pretty much agree on the cons. 3 boss types is pretty weak and tho ive heard theres 120(?) kind of floor builds, im already feeling some repeats. another con for me is despite how high-stakes the main story feels its pretty anti climactic to beat it in a few hours
but its not stopping me from a fun time, its satisfying gradually getting stronger with my upgrades. it arguably has even more play time than octo expansion in terms of replayability. tho nothing will ever top the story and satisfaction of beating octo expansions
Yeah, the maps and objectives could’ve been more diverse, but what’s here is fun and addictive enough. As a former passionate member of Team Order before Shiver and Deep Cut converted me to chaos, this was an absolute joy to play through for the first time. I’m so grateful for Nintendo giving Team Order a great consolation prize of sorts. It keeps you hooked, not keep you off it!
Everything is so polished like a shiny Prl. The story is disturbingly bonkers, typical of these last two Splatoon games. Marina has some seriously awesome power and Acht is one cool character. If I could’ve listened to it better as I’m constantly running, swimming and firing away enemy hordes, the music is fantastic and maybe more intense than it’s ever been. The final boss is easily my favorite in the Splatoon series, which is saying something. I can clearly sense that the post-game will keep me coming back for way more. Overall, this should be a solid 9 out of 10 to me.
I really dislike the term "rougelite" since it's a false one to start with.
See this video to know what I'm talking about:
https://www.youtube.com/watch?v=5zrxN3_JHy0
I haven't played the DLC yet, but I will try it soon.
I finished one full Spire run after like 10 tries so far and it felt so satisfying. While I've definitely seen a majority of what this game mode has to offer, I enjoyed my time with it and absolutely see myself coming back to it to unlock more palettes, or for another good challenge. I feel this is a really great game mode and holds up to the quality of the Octo Expansion from Splatoon 2, but this one has even more replay value.
I do agree that having a wider variety of boss enemies would be a nice addition, but I haven't yet gotten to a point where the level challenges feel same-y.
@UltimateOtaku91 I don't think they ever specified that it's a roguelite experienced but they also never said it wasn't. Plus a lot of the early gameplay footage we did see kinda alluded to the fact that it might be. Anyone who buys something before even what it is can only really blame themselves if they don't like it.
I skipped Splatoon 3 entirely in the hope that it will get a complete all-on-cart release (likely as a Japan exclusive), but unlike Splatoon 2, there was only one version of Splatoon 3 released internationally (as far as I am aware), which means that any such release will include English support.
I just wish they issued an English-friendly release of Splatoon 2 as well, even as a limited My Nintendo exclusive, perhaps.
Have beaten it several times now. Quite good, just needs more variety.
Gonna dive in this weekend while taking breaks from the usual end of season ranked grind.
@UltimateOtaku91 Once we hear terms like randomized levels that change every run, endlessly replayable, and customizable upgrade system, that pretty much screams out it’s a roguelite. As it is, Nintendo can’t actually say “Roguelite” since I believe Rogue is still copyright by someone and while Roguelite is a term adopted by the gaming community at large but casuals aren’t going to know what it is if you just say it. The safe bet was to just show what kind of gameplay you’d be in for and leave it at that.
The roguelite in Kirby Fighters 2 was better, don't @ me.
Jokes aside, I'm not done, but I can already tell I'm gonna like it a lot, especially considering I actually didn't really like Octo Expansion that much.
It's not exactly what I wanted for the expansion, but I still really enjoyed it. It's pretty sick. Plenty of innovating with the new baddies and twists with gameplay and color chip buffs. A weapon kit that I thought woudl suck, actually ended up more OP than my perferred kit. Took me 12-15 hours to beat (8+ playthroughs). FInal boss is very cool. Ending is good. Music is sublme. Started a new playthrough with a different weapon kit after the ending. Easy recommendation for splatoon likers.
"Cons:
That does not sound very tempting..
Maybe I will get it though.
If all game DLC were this good, the world would be a better place.
Definitely sounds like it could be even better if it had more variety based on both the review and the comments here, but still seems like a great time nonetheless so I'm looking forward to playing it... after finally properly playing previous Splatoon single-player offerings, that is!
I like it but have no idea how it took them so long unless they wanted to really polish it or intentionally held back the release.
@sanderev The name of anything is determined by the masses. Whether it's logical or otherwise, people call this style of video game a roguelite.
I'm having fun with it. The cons mentioned are issues I've already noticed crop up.
I love getting lost in roguelikes. Slay the Spire, Hades, and Dead Cell are some of my favorites in the genre. Side Order, unfortunately, does not stack up to any of these in the slightest.
This is a rare instance where I can tolerate Roguelike or "lite" elements. I've enjoyed the few levels I've played, but I will get into it after I'm off work tonight.
I can't enter the part with the DLC 😭
I’d have to agree with most the review, except the strong desire for run chips.
I think it’s best to approach this DLC not as another campaign like Octo Expansion/Rise of the Mamalians. It feels more like an alternative to Salmon Run (especially in its lack of variety) and it has about the same staying appeal as Salmon Run too, with the amount of in-game rewards. I hope they go back to this Rogue-like idea in the future and bolster it more to be something even closer to Risk of Rain 2 and its sense of co-operation and chaos as stages evolve. But as it is, it’s neat and just deep enough for me to put some really good hours into it.
The con about the number of bosses confused me since when I played little Noah the bosses at the end of each world were the exact same. Are roguelites supposed to switch out different bosses?
Looks cool but the amount of content is lackluster, probably wont get anytime soon.
Maps and objectives are definitely a downside, but counterpoint: 500p Poison Ink, Hinderance Damage, and Sprinkler Sub was just about the coolest thing ever. They’re definitely banking on the builds being the main source of variety, but more variety from other sources would have been welcome, of course.
@Greatluigi as someone who has played quite a lot rogues, I'd say most of the games have the same bosses? If I recall correctly dead cells had the same bosses in each phase, hades had a bit of variation in some levels but most of the time bosses were the same... and just bringing some popular ones. Enter the gungeon and Slay the Spire both have 2-3 bosses for almost each phase, but final boss is always the same. Personally I have no trouble with a little amount of bosses, but that depends on the game.
I couldn't download it day one cause I bought it pre order and they said I still didn't have the game. So after a night of
searching I FINALLY got the dlc.
For people with trouble downloading it:
Delete Splatoon 3
Redownload it through eshop
Then wait for it to download!
I hope this helps you guys 😊
The game itself: I thought it was quite short at the beginning until they EXPANDED IT and made it 30 floors! It took me atleast 3 runs to complete it (5-6 hours with breaks). The best weapon is the Splattershot cause it may have short range at the beginning but upgrade it with long range and shooter speed and it is UNSTOPPABLE. Otherwise it was a very fun game and I would recommend it if you love Splatoon.
I am not a rouge person. But I find this Splatoon expansion throughly enjoyable. It put your pre-conceived notion of Splatoon up for the test. So you think you would do better with being able to paint more ink? Or would it be better for you to run faster? Guess again.
Your ability to upgrade your weapon differently each time adds to its replayability… or it can quickly lead to the end of your run with your poor build. This expansion is exactly like Splatoon 2’s, except instead of a subway, we are now in a tower. There wasn’t much incentive to replay 2’s expansion once I was done, but this has intrigued me to try with different weapons.
We all have one or two weapons we hate… now if only I can beat the tower with those.
Fun but underwhelming like the "base" for the soup was delicious but they didn't have enough time to add the rest of the ingredients to make it a full pot. If they wanted to do the rogue-like thing they didn't lean into it hard enough IMO. Not enough variation in enemy types or room layouts or backdrops or the 3 mixing it up in surprising ways....like it didn't actually feel all that random.
Now I’m wondering if the number of stages and/or objectives might increase over time. Certainly Splatoon as a whole gets fairly frequent updates; here’s hoping the DLC will as well.
@AlexOlney Me, having played the original Rogue, I disagree. And I feel like creating genre's around just one game really isn't the way we should go.
We don't call sword wielding adventure games "Zeldalikes". Oh wait... (yes, I've seen people call "Ittle Dew" a Zeldalike)
Haven't minded the repeating bosses as much as I thought. For a $20 add on, 3 (+1) bosses seems pretty inline with the rest of the series. You encounter only 2 of the 3 on each run if you make it that far, and your approach to fighting them can differ a bit depending on build.
@sanderev It's not "false" any more than any term or word, which ultimately are all made up. Genre can often be not strictly accurate, but when you're talking with people who are already aware of shorthand terms like "roguelite" or "metroidvania" (never been fond of that one myself), it's a lot easier to describe a game that way than by explaining every mechanic it has, to which someone is just going to reply, "Oh, you mean it's a roguelite."
@masterLEON Games get described as metroidvania's in their official descriptions constantly and Nintendo is one of the most litigious publishers around. The term roguelite started with the marketing for Rogue Legacy back in 2013, and roguelike has been used by probably hundreds of games before and since.
The roguelike vs. roguelike is a dead debate. It's jargon, only ever used by a few 1000 people that were part of the niech roguelike devoplers conference. The word, in common usage, for now and always will mean perceduraly generated levels and run to run progresses. So we need to stop WEll AcTUAllYing each other anytime someone doesn't use roguelite on something that doesn't fit the niech, never even agreed on strict definition on roguelike. It detract from situations like this one, where there is a real problem in using the term.
The problem with calling this a roguelike OR roguelite is that there are no procedurally generated levels. It has the potential to disappoint people going in looking for a roguelike because the overall experience is smaller and less varied. At the same time people who tend away from procedurally generated games are probably going to enjoy this much more than they would expect based on that title.
It's a very Splatoon very Nintendo experience. Every level is a crafted experience based around objectives. Just like the main game focusing on defeating enemies any more than is absolutely required to do your objective is a hindrance and a sure recipe towards failure. I think it's actually fantastic that Nintendo focused this DLC around that principal because it might help people understand the core game better. You can even gain an advantage every level by inking your spawn!
Really enjoying it myself as well. Great piece of DLC.
@sanderev Like it or not, I'm afraid this is just how language works. You can fight against it, but it's like trying to swim up rapids.
If inconsistencies like this get under your skin, never, ever look into etymology or you'll lose your mind.
@JohnnyMind
I've been playing this a lot, and I would say it comes down to what you want out of it. if you're looking for a Splatoon skinned roguelike experience that you can drop 100 hours unto, then yeah, the lack of verity is going to make that hard.
But if you're looking to play a Splatoon game that has some run progression and random elements, it's actually a huge positive. The lack of procedurally generated maps allowed them to create a game where it always feels like you are doing the same things you do in Splatoon and exercising the same skill set. It keeps you in the objective focused mindset, because rather then improvising, you really get to think about how to approach your situation and experiment.
I'm also finding I'm learning a lot about weapons I don't use often in the core game. Replying the same map and objective with a different weapon really illustrates how some have surprising strengths and weaknesses for given objective. I think it might have been a bad thing for the Splatoon community if this wasn't the case and we had more random stages, as people might play this DLC and start to think that the weapons that are the most adaptable or best at killing enemies were the "best".
So taken out of context, yeah, it's a negative. It's not Hades. But taken for what it is ... a single player DLC for what is at it's core a multi-player, objective based shooter, I think what Nintendo was able to create in terms of a teaching tool and an experience faithful to the playstyle of the game couldn't have been done without the limited scope. I actually feel like playing this single player content is training me and making me better at the core game. That's pretty impressive.
Been having fun with it. Beat the first 30 level tower on my second try. Going through and going to 100% it, like I have everything Splatoon. All and all think it has been fun and worth the money and as a Splatoon 2 fan it was great to 'get the band back together'. Also for even the seasoned player there are some combinations of levels and danger modes can make even really 'broken' builds a decent challenge.
Could see Nintendo even expanding this into a stand alone game. Also would love to see if they could integrate some of these abilities into the base game.
@HeadPirate I'm definitely looking for the latter more than the former so good to know, will eventually try it for sure and love to hear Nintendo made yet another great addition to Splatoon - even better considering that it is specifically tailored for it and so strengthens even the core experience!
Will try it, I like the game, I really do, but when 90% of the time im in matchmaking for a couple of minutes until a message that says “someone got disconnected, we will give you the game” without even playing,it gets frustrating
It’s rather remarkable how much the value, culture and content have evolved the Splatoon franchise. Splatoon is in some ways Nintendo’s equivalent to Fortnite. It’s a online multiplayer, it’s a virtual world with its own culture and characters…the community themed Splatfest events , tower defence, capture the flag, Deck building and turf covering modes etc..and now it’s further upped its offering with a roguelite/roguelike (I’ll leave that debate alone!) DLC! There really is nothing quite like it (Nice try Foamstars!). Splatoon 4 has the makings to be a very meaty package with even more new features and gameplay modes.
I would've added one more boss here. I'm not too bothered by the objectives.
Why is this so addictive?
Looks and sounds boring. I'm glad I didn't buy the dlc
@skullivan I noticed some descriptions saying Metroidvania, too. But they seem to be from 3rd party and indie titles and not Nintendo themselves. Since such a word makes it through the eShop listing process, then ultimately Nintendo is cool with it (maybe Konami, too?) just as long as the game itself doesn’t present itself as a Metroid or derivative IP, using assets, or directly use Metroid UI without changes, then it’s fine according to copyright law.
The first time I heard of Roguelite was from TotalBiscuit (RIP) around the time Rogue Legacy came out. It was probably even from his review of the game. That’s when the Roguelike/Roguelite semantics debate was going strong. Since there’s more Roguelites out there now than Roguelikes (top-down dungeon RPGs, originally for old computers and drawn in ASCII, where everything only moves when the player does, one step at a time) it’s probably best that we call them all Roguelikes now. I mean really, how many actual Roguelikes are coming out these days other than a new Shiren the Wanderer game or something. Or else someone’s gotta come up with a better descriptor for a randomized action/adventure dungeon that everyone can agree on.
Oh, on a Side Order side note, it looks like I gotta call up Nintendo because I can’t start up the DLC on my newer Switch. I’ve tried literally everything I could think of including backing up my save and redownloading the data and DLC on my newer Switch and my original Switch. It actually starts up fine on my original Switch and I can choose to go to Inkopolis Square or Plaza, which is weird since I bought the expansion on my newer Switch, but it was not set to primary at the time I bought it. But now I even set my newer Switch as my primary system, redownloaded, and it still locks me out of the expansion. I’m hoping there’s a fix, soon. For now I’ll gust grind the catalog until next weekend when I can call.
@Lofoten I think another boss or two would've been perfect to change things up every run, but I feel like that the choice of weapons and upgrades you get with each run can really change the way how you play. Yes, levels repeat, but it's also never the same, and they're quick. And at the same time I still find levels I haven't seen before, which is good.
@masterLEON
"Since there’s more Roguelites out there now than Roguelikes (top-down dungeon RPGs, originally for old computers and drawn in ASCII, where everything only moves when the player does, one step at a time)"
That's not the distinction between roguelike and roguelite. Roguelite was coined to differentiate Rogue Legacy from other popular roguelikes of the time, like Binding of Isaac and FTL, specifically because of its persistent progression between runs making it more approachable to people who didn't typically care for roguelikes. There is a small minority of Rogue purists who insist that "roguelike" really means "rogueclone", so they were quick to latch on to roguelite as a catchall for anything Rogue inspired (basically anything with permadeath) that doesn't meet that strict criteria.
As you said though, very few games actually are rogue clones or strict roguelikes these days so what "roguelike" means today is a lot broader than what it meant in 1981. In 2024, "roguelike" has essentially come to mean "run-based with permadeath" (BoI, FTL, Spelunky) and the "lite" in roguelite means "all that, but with persistent progression" (Rogue Legacy, Dead Cells, Hades).
I agree the terms aren't great, they often get used interchangeably because they look and sound almost identical, but there's a distinction for a reason and lumping them all together isn't helpful to anyone. When a game is described as Metroidlike, Soulslike, Zeldalike, whatever, that doesn't mean they are point for point identical copies (again, that's more what would have been called a clone years ago), just that you can see the inspiration. So cordoning off roguelike to only mean games that are literally just Rogue to the point that they even have to be drawn in ASCII makes no sense, especially when there are so few of them.
@Octane
Ya for sure.
I agree more bosses could have elevated to perfection (I've only just started, but 3 isn't much).
Even so, I LOVE the Roguelite adaptation, and I usually hate this genre. It just works so well for Splatoon! And while Octopath Expansion certainly had its pros over Side Order, I was ready for something new and different for a change. The campaign of Splatoon 2 and 3 are excellent, and then Octo Expansion on top of that? It's SOOOO much Splatoon goodness!
But I didn't really want another group of levels like that. This is exactly what I needed to spice things up, and the insane weapon skills you get are so incredible it's worth playing for that alone.
@JaxonH Splatoon 3 single player was basically already Octo Expansion 2 in terms how it worked. So it's good to see them trying something new, and it works surprisingly well with the Splatoon gameplay. I bet we'll see elements carry over to the Splatoon 4 single player game if they continue like this.
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