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Tuesday, July 25, 2017

My Thoughts on Ranked Battles (Splatoon 2 Review)

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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