Turf War.
Turf War never changes.
So played the late night testfire. I'm rusty, but it all came back to me rapidly. Screw the jump button being mapped to B. I instinctively hit X every time I wanted to jump and ended up sitting dead in the open with my map up! :P
Of my rounds, 60% or more featured 1-2 players on my team dropping out. 10% featured a player on the other team dropping out. Yup, it's Splatoon as I remembered it!
I noticed there were NO Japanese names. Regional servers?! It may be a thing! Matchmaking was fairly fast, seemed better than in the past but it could be just the nature of the testfire. Game visually is supposedly better but it looks the same to me in motion. Map design is generally tight, the weapons are great. The new roller feels more like a carbon roller than a splat roller, and I played it that way. Felt good. Range attacks are much narrower than before, but it plays nicely as a carbon with a chance of range, it felt like home. Duelies are awesome. OU shooter is still OU shooter...feels pretty samey. Something is wrong with the charger....I can't place what it is but it doesn't feel right. Maybe it's just the new gyros, but it was so hard to hit anything. Somethings just not feeling right about it, though it still feels good to make it work. Enemies seem "smaller" which makes the charger harder to use maybe?
Camera angles need work....sometimes especially zoomed in with a charger it would snap the camera to foreground objects too readily.
New specials are weird....cool, but takes some getting used to....they're pretty crazy overall. And the new "curling stone" sub replacing the seeker is all kinds of weird but fun to play with. Got some accidental splats there.
Overall, having fun with it !