Every good
multiplayer focused game offers both casual matches and some type of ranked
match in order to cater to both casual players and hardcore fans. Thankfully,
Splatoon 2 does indeed offer both. Nintendo’s sequel to their hit third-person
shooter includes 3 very different game modes within their overall ranked mode.
These 3 modes are the same 3 that were also found in the original Splatoon:
tower control, splat zones, and rainmaker. Each game mode offers its own unique
challenges and gameplay opportunities. Unique gameplay opportunities also occur
through randomized map/mode combinations. The current playable game mode and a
pair of maps cycle through every 2 real-time hours in order to create these
unique combinations. Someone may play Splatoon 2 at 1 PM and experience tower
control on Moray Towers or Humpback Pump Track, but play again later that
evening and get a much different experience by playing the same game mode, but
on two very different maps. This variety means that players will not be having
the same experience too often. However, it is now easier than ever for players
to track their favorite map/mode combinations through Nintendo’s Switch Online
App, or more specifically SplatNet 2 (For more on this, check out my review on
the Switch Online App). With this app, players can check a schedule of upcoming
combinations!
There are a
few minor changes to ranked play in Splatoon 2, and one of which definitely has
to be noted. Players receive a ranking for each individual game mode, which is
different from the overall ranking that applied to all 3 modes in the original
Splatoon. This new ranking system allows players to see specifically which mode
they are best at, and which they need to work on, but most importantly, allows
players to play within their skill range for each mode. Small tweaks like this
are what make Splatoon 2’s ranked play feel familiar, yet fresh. Now, let’s
look at all 3 ranked modes individually to see what’s new, what’s changed, and
how they stack up to one another!
Rainmaker
In
rainmaker, the objective is to deliver the titular relic/weapon to the opposing
team’s base/your goal. When starting the match, you and your teammates must
rush to the center of the map for a standoff to see who will hold the rainmaker
first. The weapon is surrounded by a shield that must be broken before it can
be grabbed. When the shield is destroyed, it releases a massive spray of ink
that will splat anyone on the opposite team of the player/players who broke it.
The more players a single team has shooting at the shield, the faster it will
break. The rainmaker game mode requires high levels of cooperation among
teammates. Only one person can carry the rainmaker at any one time, so other
players must clear a path for the carrier to deliver the relic to your goal.
The rainmaker itself is a weapon, but honestly is not overly effective. That is
the primary difference between Splatoon 1 and 2 for this mode. In the original
Splatoon, the rainmaker was slightly overpowered and the carrier could more
easily clear their own path. The rainmaker in Splatoon 2 is much less
effective, thus creating a greater reliance on teammates. This is a small
modification to an already great game mode that forces players to help one
another rather than play every man for himself. Even though weakening the
rainmaker is a minor difference, it is a significant one. Rainmaker is Splatoon
2’s most unique ranked mode that has been improved over the version in its
predecessor.
Splat Zones
This is the
mode that confirmed that Nintendo was taking inspiration from other games in
the shooter genre for Splatoon. Splat zones requires teams to charge into a
selected zone, generally located in the central part of the map. Once inside of
the zone, players must cover the ground with their ink. Once approximately 75%
of the ground is covered in one color of ink, then that team controls the splat
zone, thus starting the countdown from 100 to 0. The object of the game is to
control the zone until the timer hits 0, thus winning the match. Sound
familiar? It should, as splat zones is essentially a hard point/zone control
game mode, but with a colorful twist filled with Nintendo charm. This is by far
my favorite of the current ranked battle modes, and seems to be the unanimously
popular choice of fans. Splat zones is the ranked mode that received the least
noticeable change from Splatoon 1 to Splatoon 2. The only difference I have
noticed is within the UI, where the amount of the splat zone covered by each
team is shown. While this is a tiny difference, it is still a significant
improvement as it can greatly affect the strategy that a team may use. Nintendo
likely chose not to change any of the mechanics in this mode because it really was
already as close to perfect as it could get, in my opinion.
Tower Control
This is
quite possibly the most chaotic of all 3 of the ranked modes. In tower control,
players from both teams converge on the center of the map in an attempt to try
and climb atop a tower. If a player successfully reaches the top of the tower,
then it begins to move toward the opposing team’s base. A player must be on top
of the tower at all times in order for it to move. If you or a teammate is on
the tower, it moves in your favor. If an opponent is on the tower, then it
moves against you, toward your own base. Therefore, it should be your objective
to stay atop the tower, or protect a teammate while they are on there. This is
easier said than done, however, as both teams are constantly converging on 1
tiny tower. If you played tower control in Splatoon 1, then this is nothing new
to you. One aspect of tower control has changed for Splatoon 2, though. This
time around, there are two checkpoints for each team’s side that the tower
makes stops at on its way toward a base. These checkpoints create for tense
stalemates where both teams converge for an all-out war. This is a small change
in the grand scheme of things, but it is a mechanic that completely changes how
you must approach driving the tower toward your opponent’s base. It also allows
time for a rally if the opposing team is taking control. While these
checkpoints aren’t a huge change, it is crucial to take note of and makes tower
control just a little bit more chaotic!
The ranked
modes found in Splatoon 2’s ranked battles are very similar to the ones that
were experienced in Splatoon 1. However, minor tweaks to some ranked modes make
for more chaotic and intense battles that are superior to their original
Splatoon counterparts. Nintendo didn’t change much when it came to ranked
battles, but, to be fair, they didn’t have to. They had a pre-established
formula that already worked, and instead of changing it, they chose to improve
it. Creating rankings for each individual ranked mode and tweaking minor
gameplay mechanics added even more great experiences to an already awesome set
of hardcore ranked battles!
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