I’ve already said what I want to say, but there’s one thing that shocks me: why do you want them to scrap TC and RM? They are good modes, very competitive, and lots of fun.
I'm not saying that TC and RM are bad modes or anything, but for arguments' sake made the point of keeping Zones because it fits in with Turf War (which will always be the staple mode) and had the unique ranked gameplay whereas TC and RM share similar objective types, with a few changes on how to score. My main point concerning the removal of old modes for new ones was to make the game stand out and continue its trend of quirky and fun ideas not seen elsewhere in multiplayer shooters. If Splatoon 2 had launched with Splat Zones, Clam Blitz and a 3rd new and unique mode, there would be less annoyance within the community that it falls as a 1.5 rather than a new game in its' own right. Hell I'd have been satisfied with Splat Zones, Tower Control and Clam Blitz at launch with a 4th new mode coming December to make it 2 returning and 2 new.
I just don't think it's fair to call it 1.5 when it's made the same sorta changes and improvements as sequels in other series. For instance I don't recall anyone calling Mario Kart 8 "Mario Kart 7.5," despite it having no new modes and a stripped battle mode. But eh that's just my obviously biased opinion!
This is a bit of a dangerous comparison imo, because Mario Kart changes in more subtle ways that completely changes how the game plays, feels and handles. The original on SNES had lives, coins to increase top speed, 20 tracks with 5 laps, brutal CPU that spam infinite items depending on the character, less emphasis on items (you get 1 a lap) and was essentially a "Super Mario World in karts" with the level names and themes inspired heavily by SMW. Then the N64 version arrived, the tracks became 3D, items were dotted around the track and with infinite respawns, CPU were toned down, tracks were longer and 3 laps and a few items were added for catching up like the Blue Shell and Golden Mushroom. The GBA instalment followed and made a hybrid of the 2 predecessors, styling itself on SMK because of limitations, returning coins, having 40 tracks (20 GBA originals and all 20 SNES ones), but choosing MK64's style for item management and CPU difficulty.
Then the franchise really jumped forward on the GameCube with Double Dash!! where they removed the hop on powerslides, made miniturbo boosts noticeable, threw 2 characters in a kart with the ability to swap, character exclusive items, multiple karts with different stats for the weight classes and buffed Battle Mode by adding Shine Thief and Bob-omb Blast (which was a memorable mode for those who grew up with it). The DS version restored the hop in powerslides, went back to single character racing, added Mission Mode (the best addition to a MK game), revamped battle mode again, had the first online support (WEP security on DS prevented it being mainstream) and introduced the staple of bringing back 16 tracks from previous instalments with the 16 new tracks.
Mario Kart Wii radically changed things again, introducing bikes with wheelies to go faster (not well tested and broken) and some had inward drift for tighter turning (again, not well tested and broken in the game), bumped max racers up to 12, had the biggest and best roster of characters, loads of replayable content due to all the requirements to unlock every vehicle and character, implemented Mission Mode into the Competition/Tournament WiiConnect 24 mode, full leaderboards for competitions and Time Trials, proper online support with the best use of the VR system, changed battle to team gameplay (not popular but it is different) and added the trick/stunt gimmick where you get rewarded with boosts upon landing off ramps.
Mario Kart 7 was a big downgrade because it never added anything new or exciting aside from the Glider/Underwater/custom vehicle creation stuff and wasn't as satisfying or rewarding as Wii, so it died after a month or 2 after launch when people got bored and returned to Wii. Mario Kart 8 brought back bikes, removed the wheelie, removed the ability to have 2 items simultaneously and had a bizarre character lineup, it did add anti-gravity and spin boosts (and eventually DLC) and went back to 12 racers. Deluxe gave us double items in the style of Double Dash!!, fixed Battle Mode (and arguably made it the best yet) and improved the character selection whilst removing firehopping and rebalancing vehicle stats.
Every single Mario Kart has pretty much stripped the game back to its core and rebuilt the physics engine plus changing the power and frequency of items (whilst adding and removing them i.e. Mega Mushroom, Boo, Fire Flower, POW, Thundercloud etc.) so each Mario Kart has always felt different, giving us that unique experience by changing for each console as time has progressed. I never felt disappointed with my copy of Mario Kart 8 Deluxe because it was sold as the "ultimate" version of MK8 and little more than an upgrade. Going into fully anticipating a similar experience I wasn't disappointed and enjoyed the differences because it improved the experience for me and gave me more enjoyment than the og Wii U version ever did.
Comparing this to Splatoon 2 isn't good, because it runs on the exact same physics engine. Splattershot feels the same, throwing bombs feels the same, swimming and jumping feel the same etc. What Splatoon 2 does give are new specials, most of which I really enjoy and like the balance on. The issue is for a game that plays identically to its predecessor and being sold as a "true" sequel it misses a lot of marks for that. 2 new modes not in the 1st game, a handful of new weapons (and sub weapons) with 2 new classes (cool classes, but not really enough), and most likely 10-14 new maps not in the 1st with the rest being remixes of original maps. The game feels even more rigid in flexibility with weapons than the first did, because I always felt able to mess with weapons and still perform reasonably well.
Splatoon 2 has made close ranged weapons so dominant that it's just as unenjoyable as times in the first game where you pop up round a corner or wall for half and second and instantly die. The fact many maps take this idea and run with it mean many times you get spawn camped because the spawns are too high up and closed off that you can't attack them without jumping off and instantly dying. Yes you have subtle changes that improved it over the original, but at the end of the day I feel the game falls extremely short of being a sequel. We still don't have everything in the game yet, so things could change but looking at Shellendorf and Maka Mart I'm not convinced the map design will improve.
I bet most complainers here have played Splatoon 2 more than they played 95% of other games they own, so be grateful for that.
It's the second game in the series and came out only 2y after the original. Of course it was going to be similar in a lot of aspects to the original.
And it's all a matter of opinion anyway. Stages don't play out the same at all IMO, even if some people like to complain about how they are the same, and I'm playing as more different weapons in this game than Splatoon 1. I enjoy the Splatfests more this time around, and there's tons of additions (Salmon Run, Drinks/Food, Chunks, Splatnet 2.0 shopping, hairstyles, 2h rotations) that I would sorely miss if I were to go back to Splatoon 1 and that people conveniently forget to mention to make a point.
Sure, Splatoon 2 isn't perfect, there's things I miss about Splatoon 1 (specials/stages mostly), and I feel bad for Americans with their mixed bag matchmaking, but if you seriously feel the need to crap all over the game when others are trying to be excited over new content, it might be time to maybe make a new thread for people to complain in.
And what does play time have to do with anything? Splatoon 2 is an online multiplayer game like Mario Kart, it will always absorb more play time than anything else because online gaming has that wild variance in play styles and matches to keep things "exciting" and "interesting". Unless you're a speedrunner, are you really going to pour 800 hours into Super Mario Odyssey between now and the next console release like Splatoon 2? No. Being grateful for play time means nothing if the play time doesn't feel satisfying or like it was worth your purchase. Games like Breath of the Wild, Super Mario Odyssey, DOOM, Skyrim, Pokémon and the like get one playthrough of the main game, any end-game content and then you're usually done with said game because it doesn't offer anything more for you. Sure you may go back to them and play through the whole thing once or twice more, but that will never compete with frantic online matches with strangers and friends, and game releases never happen close enough to stop you constantly coming back to those online games. If you had a quick 30 minutes for a gaming session, would you start SMO from the beginning again or have a quick few matches of Turf Wars or Ranked in Splatoon 2? Multiplayer games have that instant pick up and play then drop out and go single player experience can't offer.
2 years after the sequel launched should have given them ideas for more Ranked modes, and the game feels like Nintendo forced it out early to make Switch have 1 major release every month in 2017. They essentially copy/pasted all weapon models bar the starting weapons and E-Litre (which they did as an excuse to nerf it). Salmon Run was wanted by the community as the zombie PvE that was cried out for in the first game, but grew old extremely quick. I only used it for the 12 rewards and dumped it after getting to Profreshional. Food and Drink tickets were a nice feature, but then they made levelling up gear and Levels even slower to counter it. Ability chunks help get good loadouts on nice looking gear, but they removed the 30000 cash rerolls (I prefer rerolls to blatant RNG on drink tickets received and if they work or not). SplatNet exclusive gear abilities is fantastic, hairstyles and pants are nice for customisation but don't change the gameplay whatsoever. 2 hour rotations are an improvement but you know how we feel on the new maps and it makes them blend into each other even more than they do by themselves. For every improvement the game makes it also brings in many more issues than the original.
I get it's the second game and it's bound to take time to get things correct, but right now this game isn't working out for us. It's still got the fun gameplay but that gets thrown out the window when the maps are bland, when the meta is bland and we're suffering with 1 weapon a week, 1 map a month (SplatoonJP said Walleye Warehouse is mid-December and Shellendorf is end of January) and balance patches that typically overbuff/nerf 1-2 weapons and specials, then do nothing for everything else. What I don't appreciate is you saying "this is all a matter of opinion" and then turning around a paragraph later saying "don't crap on the game and go make a thread to hide your complaints from me so I don't have to deal with it". This is a forum after all, sharing opinions isn't illegal, so rather than whine about our objective fact stacking for content differences (which may not be fully complete) state your argument in a logical and well thought out manner about why you believe it is a true sequel and let us come back with rational arguments bringing in our viewpoints with what we know factually about the game and why we don't feel enamoured of the game or Nintendo's efforts with it. The fact I can still play and enjoy Mario Kart Wii on custom servers 9 years after it launched speaks volumes for that game, but Splatoon 1 had a limited shelf life and for me Splatoon 2's is shorter than 1's due to the copy paste nature of approximately 70% of the game's content.