Tableturfer
Inkster Jr.
- Joined
- Jan 30, 2024
- Messages
- 27
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Haven't seen a thread on Tableturf here, so figured I'd fix that.
This mode deserves more attention, to be honest. While I understand the gameplay loop is less active than Turf War, it's still an extremely faithful adaptation of the mode and still plays very similarly to it in spite of being a puzzle game instead of a shooter. While past Splatoon minigames such as Squid Jump and Squid Beatz simply borrowed the aesthetics of Splatoon, Tableturf Battle actually cares about Splatoon's core mechanics of painting as a form of area control. I'd even go as far to say that learning basic Tableturf strategy helps teach Turf War strategy too.
It's a slower, cerebral version of Turf War that nevertheless remains easily digestible at a 12-turn limit, and in all honesty, I think the only mode in Splatoon 3 I possibly like more than Tableturf is Clam Blitz. I don't expect so much fervor for the game from everyone else, but a lot of y'all're still sleeping on what is an amazing mode. It's definitely still a puzzle game instead of a shooter, but variety is the spice of life, no?
All that said, if you're already into Tableturf and would like to discuss something other than its underratedness, what's your favorite card?
Personally, I really like Tri-Stringer; it has a good amount of reach-around for an 11 block card, making it good for both taking and denying space. I'm one of those players that has a deck for each Tableturf Battle stage, and I'm pretty sure I still have Tri-Stringer in each and every one of those decks.
This mode deserves more attention, to be honest. While I understand the gameplay loop is less active than Turf War, it's still an extremely faithful adaptation of the mode and still plays very similarly to it in spite of being a puzzle game instead of a shooter. While past Splatoon minigames such as Squid Jump and Squid Beatz simply borrowed the aesthetics of Splatoon, Tableturf Battle actually cares about Splatoon's core mechanics of painting as a form of area control. I'd even go as far to say that learning basic Tableturf strategy helps teach Turf War strategy too.
It's a slower, cerebral version of Turf War that nevertheless remains easily digestible at a 12-turn limit, and in all honesty, I think the only mode in Splatoon 3 I possibly like more than Tableturf is Clam Blitz. I don't expect so much fervor for the game from everyone else, but a lot of y'all're still sleeping on what is an amazing mode. It's definitely still a puzzle game instead of a shooter, but variety is the spice of life, no?
All that said, if you're already into Tableturf and would like to discuss something other than its underratedness, what's your favorite card?
Personally, I really like Tri-Stringer; it has a good amount of reach-around for an 11 block card, making it good for both taking and denying space. I'm one of those players that has a deck for each Tableturf Battle stage, and I'm pretty sure I still have Tri-Stringer in each and every one of those decks.