Month: May 2018

Like Fine Wine

The title of this post is a bad pun. See, this is a post about “ports,” which are games for one console that are transported as-are to another console or consoles. However, “port” is also a type of wine, so I’m saying that these ported games have aged as well as a wine has aged, which is to say they’ve aged very well.

The best puns are the ones you have to explain.

Last summer I decided, for no reason other than I decided to decide it, that after Pokken Tournament DX released Nintendo was going to call it quits on porting old Wii U games to the Switch. I honestly thought they’d be very eager to distance themselves from the disastrous former console ASAP, and move quickly to sweep Wii U under the rug. The only developers still working on Wii U games are indies dumping their quickie projects to the E-shop, and Ubisoft, and while the latter still publishes a Wii U version of JUST DANCE, it’s worth pointing out that they also still publish a Wii version of JUST DANCE. (Yes: a major publisher is still making Wii games as of October 2017.)

So, yeah, Wii U is done, and the quicker Nintendo forgets about it, the better. At least, that’s how I thought they’d approach Wii U’s legacy. Nintendo, as usual, seems to have had other ideas. Not only have Wii U ports NOT died out, but in recent months Nintendo is doubling down on them. Since Pokken Tournament DX we’ve seen released or announced BayonettaBayonetta 2Hyrule Warriors Deluxe EditionDonkey Kong Tropical Freeze, and Captain Toad: Treasure Tracker.

Is this good, bad, or just something? While on the one hand, it looks like Nintendo is leaning on Wii U ports to fill out a so-far slim 2018 Switch gaming line-up. On the other, these are all great games that came out on a console that absolutely flopped. Switch’s 2017 line-up was stacked: Zelda, Mario, Splatoon, and Mario Kart (itself a port) headlined a year of blockbusters that enticed gamers to jump on-board with the new hybrid console. 2018 was always going to slow down, at least pre-E3, and that’s certainly what we’ve seen. Consider, though: more people have already bought a Switch than ever bought a Wii U. Giving gamers the chance to experience a whole generation of great Nintendo games that so many of them missed can’t be anything but a good thing.

Hyrule Warriors was my second-favorite Wii U title, so I happily double-dipped. I don’t know that I’ll do the same for Captain Toad, and Bayonetta 2 still doesn’t do anything for me, but Donkey Kong: Tropical Freeze is the one Wii U game I missed that I regretted so I’m glad to get the chance to play it again. It’s also worth noting that most of these Wii U-to-Switch ports have some level of new content: Mario Kart 8 included a new and improved Battle Mode, Pokken Tournament DX introduced six new fighters that weren’t available in the Wii U version of the game, Hyrule Warriors Deluxe includes all of the DLC from the Wii U version of the game as well as all of the new content and DLC created for the 3DS version of the game, and Captain Toad will feature new levels based on Super Mario Odyssey‘s kingdoms.

What else will make the transition from Wii U to Switch? I’d be surprised if we didn’t see any 3D Zelda games get a port, whether it’s the much-beloved Wind Waker HD, or if Skyward Sword gets a port over from the Wii. Lots of Nintendo fans seem to think Super Mario Maker is a no-brainer, but I remain skeptical: it’s a fantastic title but its design is so reliant on Wii U’s Gamepad. Even with the Switch’s touchpad tablet screen, I wonder if the title really fits there. Super Mario 3D World is an easy guess, and they could decide to try and salvage Star Fox Zero… but like Mario Maker, the excellent Star Fox Guard seems as though it may be forever trapped on the Wii U. Xenoblade Chronicles X could make the leap, as could Pikmin 3, but the former’s superior sequel already exists for Switch and the latter’s sequel has been long rumored as in-development.

There aren’t many more Wii U games I’d need to see make the leap, honestly, and none of them are the no-brainer purchases for me that Donkey Kong: Tropical Freeze and Hyrule Warriors Deluxe were. After all, I’m one of those suckers that OWNED a Wii U. Still, bringing nearly the entire first-party Wii U line-up to Switch would be entirely defensible, and who would lose in that scenario? Not Nintendo, who gets to recycle little-played great games to pad out the line-up for their new hit console, and certainly not gamers, who get to experience an entire generation of Nintendo games they may have missed. The possibilities, quite frankly, are intoxicating.

Because a “port” is also a wine. Get it?

 

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That’s So Meta

A brief mea culpa: I’ve been busy. As you may or may not know if you follow Me & Nintendo, I write a lot of stuff NOT about Nintendo. I mean, not here, but I do. To that end, I’ve been back in school pursuing a second Master’s degree, this one in Creative Writing. My thesis is due this week. It’s about done now, but, you know… that’s where I’ve been.

Mostly. I’ve also been playing Splatoon 2.

I love Splatoon 2. The biggest problem I have with Splatoon 2 is I’m trying to write a general Nintendo blog but I don’t want to play anything else but Splatoon 2. I’m so into Splatoon 2 that I tend to spend a fair amount of time scouring the Internet reading up on the metagame in Splatoon 2.

The “metagame,” as I’ve come to understand it in gaming parlance, is an umbrella term that refers to the underlying factors beyond the surface rule-set that dictate in-game results, particularly in a competitive online game. To understand the metagame of any online fighter or shooter, you’ll need to understand terms like “hit box” (the designated area in the virtual two or three dimensional space in which a “hit” is registered on an opposing character or item as a result of an attack), “frames” (a reference to the number of animation frames it takes for a player command to be executed), and other various damage percentages, respawn times, traversal speed, etc., etc. Splatoon 2‘s meta is easy to learn but difficult to master.

Every competitor in Splatoon 2 starts from the same base: each Inkling character model has the same stats irregardless of hairstyle, gender, or pants. If given a neutral playing field and no stat improvements, every Inkling would run at the same speed, swim at the same speed, absorb ink at the same rate, and so on and so on.

Stats are impacted by the “primary abilities” and “secondary abilities” on each of the three pieces of gear (headpiece, shirt, footwear) with which you equip your Inkling; each piece of gear has one primary slot and three secondary slots. The abilities in Splatoon 2 can increase your foot speed, decrease the amount of stored ink consumed by your weapons, increase the charge speed of your special weapon, decrease the amount of damage caused by stepping in enemy ink, decrease the amount of “splash” damage (i.e. damage caused not by direct impact from an opponent’s weapon, but by secondary impact, say from the outer edge of a Splashdown or by the indirect splatter from a Blaster shot), etc., etc. The primary abilities and secondary abilities are stackable… but secondary abilities are weaker than primary abilities and each new stack diminishes in effectiveness, essentially assuring that you’ll never be able to “max out” any ability to 100%. For example: attempting to run through enemy ink greatly slows your Inkling down, but if you equip gear with a primary ability of Ink Resistance Up, your Inkling will be able to run 10% faster across terrain covered in enemy ink. Add a second piece of gear with an Ink Resistance Up primary, and the ability stacks… but the laws of diminishing returns only allow the second ability to increase your speed in enemy ink by another 8%. Add a third, and it goes up by another 6%. Putting Ink Resistance Up in secondary slots starts your speed increase at 2% and diminishes from that point on. Courtesy of the Splatoon wiki Inkipedia, here’s a graph that charts the diminishing impact of each additional primary or secondary Ink Resistance Up ability:

The world is divided up into two types of people: those whose eyes glazed over at the prior explanation and the follow-up graph, and those who instead rolled those eyes and said, “Uh… we know. Who doesn’t?” But these conversations: the exact percentages to which “buffs” (gamer-speak for “improvements”) and “nerfs” (or “downgrades”) impact the metagame? These are the details upon which competitive gaming turns.

Truthfully, the diminishing returns from stacking abilities in Splatoon 2 dictate that no one ability is going to imbalance the game too severely… but as with most competitive online games, imbalances happen, and the player community finds them pretty quickly. Take the Tri-Slosher, for example. The Tri-Slosher is a bucket-type weapon that allows the player to hurl three bucketfuls of ink at once in a wide fan in front of them. The idea is that while it gives better turf coverage, the actual ink thrown is weaker than from the standard Slosher, which throws a narrower stream of ink slightly further, and straight ahead.

However, when Splatoon 2 was first released, the Tri-Slosher’s ink throw was only slightly weaker (in terms of percentage of damage dealt) to that of the Slosher. Combined with its wider arc of ink distribution the Tri-Slosher quickly became the serious Splatoon 2 player’s go-to weapon. It was like walking around the battlefield with an “Instant Splat” button. So in an update patch to the game, patch 1.3.0 to be precise, the Tri-Slosher was “nerfed”: the developers reduced its damage output by 10% and reduced its throw range by 9%. It doesn’t seem like much, but it was enough to knock the Tri-Slosher off of the list of top tier weapons. In fact, the patch SO nerfed the Tri-Slosher that update patch 2.0.0 would eventually buff the weapon’s peak damage output BACK to where it had started, while keeping the 9% range nerf in effect.

And this is how the developers of competitive online games continuously work to balance the metagame.

I don’t run a YouTube “Squid Research Lab,” and I’m not running side-by-side comparisons of how each stacked ability buffs or nerfs a particular aspect of the game. I do, however, have my favorite abilities. I like to pair Ink Resistance Up and Bomb Defense Up, defensive abilities that help me survive in the higher ranked rounds full of high-level, top skill players. That’s my current go-to combo, but that combo changes. A lot. I also like the abilities that buff ink usage: Ink Saver (Main) and Ink Saver (Sub), which decrease the amount of ink used by your main weapon and sub weapon, respectively, and Ink Recovery Up, which increases the rate at which your Ink Tank refills (although just recently while studying the meta I realized that Ink Recovery Up is nowhere near as effective in Splatoon 2 as it was in Splatoon. I may start backing away from that. Hmmmm…) Other favorites include Special Charge Up, which increases the rate at which your special weapon charges as you ink turf, and a headgear-only primary ability, Tenacity, which charges your special weapon faster relative to the amount of competitors fewer your team has on the field than the opposing team.

Did I say this was simple?

The real metagame lies not with gear, but with weapons. Like all good competitive shooters, Splatoon 2 is balanced in such a way that there isn’t one weapon that dominates the field. And if one emerges, as the Tri-Slosher did for a time, it gets re-balanced by the developer, the sort of thing that can only happen in the age of online gaming. (Game developers take a lot of crap for releasing buggy games that need post-launch patches, and rightfully so. But the ability to adjust the competitive balance of a player-vs-player game post-release is one of the best parts of the Internet age of gaming.) Splatoon 2 has a LOT of weapons and weapon types. I have spent way too much time figuring out my favorites. Here’s some commentary them:

Splash-o-Matic – For some reason, in the first Splatoon, I hated the Splash-o-Matic. I can’t remember why but I never did well with it. So in Splatoon 2, I ignored it until literally a few nights ago. I’ve spent all of Splatoon 2 trying to fine a “main;” a weapon I could default to. In Splatoon that weapon was the Aerospray, but in the more aggressive and combat-focused Splatoon 2, an inking-focused weapon like the Aerospray (wide spray, short range, weak impact) leaves you vulnerable. So in my frustration at not being able to find “the one,” I turned to the Splash-o-Matic. I did so because I realized: I hate going up against players wielding the Splash-o-Matic. Why is that? After a round or two of using I realized it’s because the Splash-o-Matic has the highest rate of fire in the game, and the most accurate ink stream of any shooter. Seriously, it’s like shooting with a fire hose. I was knocking out Brella shields left and right with ease. So right now, and these things are always subject to change (especially since I’m not crazy about the sub-weapon load out on either of the two Splash-o-Matic options), but right now? I’m maining a Splash-o-Matic.

Clash Blaster – The original appeal of the blaster-type weapon was that it offered a one-shot kill that fires faster than a charger type weapon (but slower than a shooter), and at  mid-range instead of at long range. The Clash Blaster ignores that profile: it’s a rapid fire short-range blaster that takes three hits to kill. It has become very popular, though, especially because like all blasters, the Clash Blaster’s pellets damage outward from their explosion points. They’re the perfect weapon for firing directly up onto the tower in Tower Control and popping an Inkling you can’t even see. Also, the Clash Blaster is the only lightweight blaster (all of the others hinder movement to some degree) and its rate of fire is such that it’s hard to escape the second and third blasts after you’ve been slowed by the first. The Clash Blaster is derided among some serious Splatoon 2 players as requiring little to no skill… but it’s in the game, and if it’s in the game, it’s fair game.

E-Liter 4K Scope – The E-Liter 4K Scope is the most powerful charger (Splatoon‘s version of sniper rifles) in the game, with the longest available range. I enjoy picking up an E-Liter from time to time and going with it, but I’m not as talented with it as the point-perfect Japanese charger players. Really, I’m only effective with it on certain maps and in Tower Control and Splat Zone modes, two modes where you know enemy Inklings will be semi-contained in specific areas and therefore easier to track.

Heavy Splatling – The original gatling-type weapon, the Heavy Splatling offers a good defensive alternative to the more unwieldy E-Liter. I’ve made good use of it in Clam Blitz and Rainmaker, using it in concert with its Ink Wall sub-weapon to both defend my team’s goal and help a teammate carrying the Rainmaker or Super Clam advance to the enemy goal. Wielding the destructive power of the Heavy Splatling and rat-a-tat-tatting an Inkling or the Rainmaker Shield into oblivion is one of the most satisfying actions you can take in the game.

Jet Squelcher – The Jet Squelcher is my long-range shooter of choice. Less powerful than the .96 Gal or Splattershot Pro but with a much longer reach, the Jet Squelcher is great for holding turf in Splat Zones or for splatting the Rainmaker carrier at a long distance. There aren’t many weapons that can outreach the Jet Squelcher, and it comes alongside my favorite special weapon: the multi-enemy targeting Tenta Missiles.

Glooga Dualies – One of Splatoon 2‘s biggest additions was the dualie class of weapons, double-fisted pistols that enable a dodge roll while firing. Dualies are popular, but the Gloogas are not. I like them because, frankly, I enjoy the dodge rolling aspect of the Dualie class but I have trouble getting used to it. The Glooga Dualies feature a slower, more controlled version of the roll, and as an added bonus: after rolling, the Gloogas combine their streams into a longer range, more powerful ink burst until you move again.

Splattershot Jr. – This is the weapon you star Splatoon 2 with, and even far too many hours into the game I find it to be the best of the short range shooters: great rate of fire, nice ink coverage, moderately powerful, conservative ink usage… and they come equipped with the triangular splat bombs, the game’s signature (and best) sub-weapon.

 

Splat Bombs & Tenta Missiles – I’ve already referenced these throughout, but this is my favorite sub weapon and special weapon. The splat bombs will arm as soon as they touch the ground and explode just a heartbeat after that, faster than suction, auto, and curling bombs, and much harder to avoid. Tenta Missiles are the most annoying of the Splatoon 2 special weapons (followed closely by Ink Storm and the Stingray), as they lock onto you and force you to move out of whatever position you may have been holding.

That’s all for now. I also enjoy the Sploosh-o-Matic, the Octo-Brush, and the Range Blaster, but right now my go-to’s are the weapons I’ve listed above. I figured it was about time for this deeper dive into Splatoon 2‘s meta for one reason and one reason only: My Splatoon 2 total playtime has just passed my total playtime for Breath of the Wild.

I really do love this game.