[timestamp] is a running journal and reflection on the games I play, news I’ve read, and commentary on hot topics and conversations I have come across. These will be free to read online and printed in a limited monthly edition for $15/mo Patreon supporters!
Game played: Splatoon Raiders (Switch 2)
Home from vacation, with a strategically planned extra day off for rest and relaxation at home before I have to go back to work, which means plenty of time to play games. Well, after I write up a postcard review for Patreon, ship out the first physical edition of [timestamp] to supporters, and do some writing for the next issue of Pixels and Polygons Quarterly. After all that, Splatoon Raiders time!
Okay, now the game is cooking. I found the multiplayer component and the first big boss, which then unlocks “spicy” versions of previous stages. The game has started to dish out more items, weapons, and relics, as well as a challenge. I was hooked today, playing a lot longer than I anticipated I would. I am a bit confused about the multiplayer aspects, though.
I know the game is designed as a single-player-focused game, but there are still ways to play with others. You can hit select and join others looking for help, and you can do this as often as you like. It appears to only match you up with players looking for help on levels you’ve already unlocked, which makes sense. If you personally need help, you can ask before launching a mission, but once that’s done, the group is automatically disbanded. You can only request this help once every thirty minutes. This gate on how often you can group up seems odd. I still need to look into it more. I am not sure if you can group up with known friends for longer, but this does seem like a strange limiter. It doesn’t break any pacing or challenge playing with others. Enemies seem like they have more HP or something to balance this.
As far as progress, I have blasted through a lot, currently at level 22. I have been loving the roller, with its serious damage, but I recently got an umbrella that really hits hard and can launch out in front of you for extra damage as a shield. I’ve also been using the tank with a turret gadget, which is always a favorite in games that offer utilities and skills like this. I have been ensuring I am clearing every stage, even the stages that offer rewards for all three tank types. I have also been clearing all the “spicy” stages that are around my level, as well.
I haven’t found the same Monster Hunter upgrade loop of looking for specific materials from specific stages to craft specific items or gear, and I don’t know if that’ll ever happen, but I have been running stages again and again because they can be cleared so quickly. We’ll see if all these resources are used in any more systems or mechanics I will unlock later.
I do think it is smart to have those bonus compass stages. For those that haven’t played it, you can find these compass items in certain stages that will unlock hidden stages that can be found on the main map. These stages give you a set gadget and weapon, and act as training grounds for each of these. It’s a great way to try out some advanced uses of these and find the gadgets you enjoy playing with the most. You also get an upgrade skill point for clearing these. I am going hard into leveling up the gadget trinket points and damage, and have only invested one or two points into HP. I like the glass cannon design.
Graphically, the game looks great. There are some larger open stages with a massive crystal to harvest that have you going in a loop around the stage to respawning crystal points. These are the longest stages, but others are micro stages with subterranean floors and a time limit. These ones throw a ton of enemies at you, and when the screen starts filling with ink and objects, it is at its best. I will continue to plug away, it’s been a blast, and I am curious about “end game” content here, but it seems like I have plenty more to play.
