NL Inklings Tournaments – Splatoon 2 and Mario Kart 8 Deluxe!

The NL Inklings are holding Tournaments!

Yes that’s right Squids, we are hosting a tournament. In addition to a new modified rule set from out last event, we’re going bigger, but more on that shortly!

Firstly, every 4 weeks we will host a Splatoon 2 Tournament! (Splatfest permitting of course!)

 

Splatoon 2 Tournament!

The Splatoon 2 Tournament takes place on June 9th from 5pm BST!

The NL Inklings Splatoon 2 Tournament!

The first Splatoon 2 Tournament will take place on June 9th from 5pm BST!

4 (OR MORE!) teams will battle it out to crown the ultimate Squid Squad across several modes, including Clam Blitz, Rainmaker, Tower Control and Splat Zones!

Draws will be determined by Turf War matches, so don’t just practice in Ranked now!

Substitute players will available for every team so don’t fret if you need to drop for a bit. Each team will also be granted their own text and voice channels on Discord for communication and strategies!

Points are awarded for wins, and there will be a losers bracket as well, so don’t worry if your team gets knocked out. If we end up with more than 4 teams, well don’t worry, we can always do quarter finals first, or in the event of an uneven number of teams, round-robin to determine our top 4!

This entire event won’t take 4 hours, but it’s best to be sure.

If you want in, head down to Discord as soon as you can!

 

What else is there?

The Mario Kart 8 Deluxe Tournament takes place on June 23rd!

The Mario Kart 8 Deluxe Tournament!

Well who says there is going to be one tournament a month right? We have pretty active Rocket League, Overwatch, Mario Kart and more communities here, so why not hold a tournament every fortnight (Or Fortnite, haha!).

Yes that means starting June 9th, we will be hosting tournaments EVERY TWO WEEKS, with every other tournament being Splatoon 2!

So we will be kicking things off with a Mario Kart 8 Deluxe Tournament on June 23rd! This will be a set number of races over a given window, so just drop in when you want. Exact times and sign ups will go live on June 10th!

 

Also as a personal from me, if you share Splatoon 2, Rocket League or any kind of clips, art, snapshots etc. on Twitter, if you can include the hashtag #NLInklings, it will make life very easy on getting our community highlights together!

Thanks for reading, get ready to Splat and then get ready to Race!

New Years Resolutions for Gaming Companies!

2018 is here, and I’m tired of the problems that companies present. A lot of them can just be sorted easily, so here are some resolutions for them all.

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STEAM

I’m opening with Steam for the simple reason that as a platform it has the most work to do to change.

Firstly they need to kill off Steam Direct and start using actual staff for curation and in turn solve the highlighted problem of visibility for games, and the use of asset flips. Any platform should not be receiving 6000 games in 10 months, let alone in a few years.

Secondly, in addition to curation of games, actual customer service will be a must. They have some customer like refunds, though it has been proven that is a bit lax, and even with that they still lag behind in terms of actual customer service communication, with some queries being fast, and some taking days or weeks. This is an area any platform needs to get right and with the rise of third-party related issues, this has to be addressed.

For Steam in general, it mostly comes down to manpower and recapturing that desire to evolve the PC gaming space, however as the dominant platform in that sector, it’s unlikely at this stage unless something overtakes them.

 

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THIRD PARTIES

So this is a big one. Perhaps the most shocking thing in 2017 outside of how good the games were in general, was how far third parties fell almost simultaneously.

Micro-transactions and lootboxes do indeed have a place in the games industry, however, it most certainly is not in full priced games, and absolutely not for progression or gameplay advantages. A pay to win structure doesn’t work in full price games. If the game was free then sure, there is your monetisation, but with already heavy season passes, full price games and additional DLC, it has become a bit ludicrous.

Secondly, PR! Perhaps Bungie has been the biggest culprit of this but that’s not the exception in recent months. Destiny 2 became an apology loop with each update and fixes for basic things, or things that should have been improved from the original game, were purely reactionary to backlash. Further to that point, EA has truly put their foot in it, with the contempt aimed at gamers being duly noted.

Finally, third parties in this coming year need to stick by what they say, and stop treating gamers like fools. Bandai-Namco and their “Show your support and maybe” approach to getting people to advertise their games for the promise of a Switch port is one thing, when done numerous times, but then the obvious tomfoolery from other companies beggars belief. 2017 was very much the year when the community bit back. Let’s hope they reflect on it.

 

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PLAYSTATION

PlayStation is in a tricky spot. On one hand they have almost monopolised the industry, with sales left and right. One thing they need to do is keep the games coming and keep dropping fan favourites but also not lean on remasters too hard. Additionally, they need to avoid a repeat of 2016 and front loading all their first party titles.

Next, VR. 2 million sales is nice but the asking price combined with the price of a PS4 demands killer apps. Those killer apps need to come sooner rather than later, otherwise the market will stagnate. VR has a bright future, once revised and refined, but it needs to sell on concept first, and the concept needs big hitters. The catch is Sony isn’t known for supporting two platforms equally.

Next is doing what fans want. We want cross-platform play. Every other system has it. We want backwards compatibility of higher quality and frequency than we have had for the past few years. These are areas that Sony is being left behind in, and as much as they want it to be all service based in future, I don’t think other industries and infrastructures are ready yet.

Finally, don’t announce games so early anymore. The “Holy Trinity” of E3 2015 has only had one release so far and the other two are vaporware. God of War STILL doesn’t have a release date, and Spider-Man is likely to show up for the third E3 in a row. Further to this, don’t go to so many conferences, at least not within 6 months of each other. Spread them out, otherwise we end up with PSX 2017 being a repeat of Paris Games Week which was a repeat of E3, which was a repeat of the last E3.

Oh, and put a better damn battery in that controller. It’s laughable.

 

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XBOX

This is tricky. On one hand, hardware wise, Xbox is fine for now. The One X is the enthusiast machine and the One S can live as a UHD Blu-Ray and streaming box. One thing it lacks is games.

It gets a bevy of third-party releases, but first party is terribly lacking. Most releases were pushed to 2018, but even then you can count them on one hand. I fully hope HALO 6 is a 2018 announcement at the very least. This is an area they need to heavily work on.

Second is Japanese games. Sure the brand isn’t big….at all…in Japan, but it will help reach a greater audience that the PS4 and Switch hit. As it stands Xbox is very much a Western device, and that’s its weakness.

Backwards compatibility needs to continue as is, as does pushing cross-play across platforms alongside developers and Nintendo. The PC support via Windows Store is nice and it is clear the future of Xbox is a service over a dedicated box on its own, but the focus cannot shift too far from selling consoles.

Stop shutting studios and show off that fabled (HA) AR/VR gadget you’ve got going on.

 

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NINTENDO

So what can Nintendo do after an incredible 2017? A few things.

Firstly, mobile. Keep going as is, with not at all invasive monetisation (Seriously, Fire Emblem Heroes is VERY generous!) and two or three games a year. The view that the revenue is funnelled into game development and the games exist as an entry point to the main games is genius and seems to be working well.

Secondly, Directs. Keep the current format for Nintendo Directs and their frequency. These are amazing ways to communicate with consumers and get news out fast and in great volume. Sprinkle some Nindie Showcases and game specific presentations in the year, and the communication front is set.

On to Nindies: Don’t stop. Maybe rework the eShop for visibility purposes but keep those indies coming. The sales don’t lie and nor does the consumer response: Switch is an indie dream machine and in the wake of PlayStation apathy and Steam being a mess, this can be readily positioned as the new home for indie developers.

Regarding services, outline the Online Service at some point during the year, it’s feature set, and other aspects like the free games and discounts and such. I won’t expect Xbox Live levels of incredible, but enough to justify £20 a year. If you are feeling generous, maybe a Virtual Console service? Though that has in past damaged eShop sales for indies, so maybe stick with the Classic Mini systems instead, with an N64 one this year?

Get more third parties on board and if need to, keep paying them for games. The shining hopes are there with DOOM, Skyrim and soon Wolfenstein, as well as L.A Noire proving a hit. Now is the time to pick up steam. Ports of older games get a new lease of life and modern games can run with some effort. So bolster that library.

First party releases need to maintain speed, and the big game a month approach also should maintain. One or two months without works fine, those typically end up being third-party dominated months like November, so work around that.

Finally, slowly phase out 3DS. As I have mentioned before it is a budget option now, and with smaller titles, localizations and third-party efforts coming in 2018, it’s time to let it simmer and slowly phase out.

Maybe a Switch price cut too, towards the end of the year? That’d be cool!

 

 

And those are some gaming resolutions and a to-do list for companies this year. May we hope they all come true. Some will, as some are safe bets, others are merely hopes and wishes. If you liked this article, give it a share on the social medias, and I will see you next time! Happy Gaming!

 

Controllers: Why They Matter, And How I Learned To Love Overwatch

Controls are the most important aspect of how you interface with a game. They come in all shapes and sizes but sometimes they aren’t ideal for the player.

 

Sometimes controls can be weird. Or fun. Or intuitive. Sometimes they can be downright bad.

Now for reference when talking about “Controls” in this context I am referring strictly to the device in your hands that you use to move the player controlled object and interface with the game, not the actual movement of a character, as that’s an entirely different discussion.

So why do controls matter? Well it’s simple. If the way you are playing the game isn’t comfortable, then…well you won’t have as much fun, obviously. This is down to a few things, namely preference, necessity, and layout.

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For instance with controller layouts, there are some that just end up with your hand like a pretzel, the immediate thought being Terraria on PS3. That is definitely a doable experience but is in no way optimal, given the game and it’s design is based around a keyboard layout.

For preference, let’s take aiming in a FPS or Third-Person Shooter. Using an analog stick for this, while doable, is miles from using a mouse or gyroscopic aiming. For note, in Splatoon I use gyro controls for aiming with the analog stick being reserved solely for minor movements on the x axis. Attempting to play something like DOOM (2016) on PS4, while certainly doable, feels slow and clunkier compared to a mouse or gyro. Most likely this is an issue with precision and how fast a mouse/your arm can move compared to an analog stick. Sure, sensitivity adjustment helps, but on an analog stick you lose the ability to stop precisely. You’ll aim in a direction pretty quickly, but stopping where you want is a hassle.

 

Another famous anecdote from across the web is that keyboard and mouse is “Superior”. Now, this is true: But it depends on the game. I can wholeheartedly say playing a 3D platformer with a keyboard is the definition of a nightmare, and actually crosses with something I’ll bring up on a personal level later. But something like ARMA III, you won’t play that in any way other than a keyboard, out of necessity.

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And now we come to the personal anecdote, and I realise that most likely no one else will ever play this game in this way, but it works for me.

 

So I was gifted Overwatch on PC by a friend and after many months of just…well never booting it really, I finally gave it an honest go, keyboard and mouse. And I hated it. The main complaint I had is both personal and one I have stemming from consoles.

So my personal complaint is that keyboard and mouse is just uncomfortable for me. My right hand has injuries that make prolonged mouse use not fun and my left hand doesn’t mesh well to a keyboard for jumping between inputs on a moments notice given the sheer volume of keys.

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The issue stemming from console gaming is actually that of the D-pad. See, WASD at the end of the day on most keyboards is basically a D-pad. The keys are digital, meaning they are either on or off. There are no precise movements like those gained with an analog stick (And Overwatch does in fact have this built in, just you can’t do it with most keyboards), and another huge problem is that Overwatch is a game in a 3D Space, that is based heavily around movement.

Now for the life of me, no matter what it is, I can’t stand the imprecision of digital movement in a 3D space. 2D is more bearable, but in 3D there is more precise movements to be made, due to the nature of the space. Further to that, using WASD is effectively using a D-pad (Only not in an exact + formation, which I admit is fun for muscle memory in 2D games!). You have what is ultimately 8 directions of movement, via 4 digital buttons. It’s a D-Pad in principle. And in Overwatch, as I started to play it, I found not only was I mis-clicking, but also suffering from awkward movement, and my hands were aching. This was a truly miserable experience.

So, with some Discord game development friends they suggested I try a controller. Now that would mean I have to aim with a stick, but we gave it a shot. Now I don’t own an Xbox branded controller anymore (Because of my hand issues that right analog stick is discomfort incarnate) so we went to my next best thing – My default PC controller: The Switch Pro Controller.

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And It’s not supported by Overwatch (Figures, it’s a DInput controller not XInput) but we whipped out some keybinding software, and have it an honest go. Movement with an analog stick, despite still being digital at the end of the day, felt better due to how the analog moves compared to, again, 4 buttons in a 3D Space. So my movement grievances were solved! But then came the aiming.

Never map a mouse to an analog stick. Just don’t. That’s a sensitivity mess that just doesn’t work, as you map the free movement of mouse to a more limited stick.

So we ended up (And props to Nintendo for making Joy-Con individual controllers) a controller setup now dubbed “Controller and Mouse”. And my God, does it work.

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So on the Joy-Con I mapped Jump to ZL, Ability 1 and 2 to ZR and Up, Ultimate to a click of the Stick, and reload to SL where my finger rests. On the mouse is just Fire and Ability 3/Alt Fire where applicable. This obviously requires reconfiguring based on which hero I use, but man. The free aim of the mouse and movement of the Joy-Con has opened this game up to me.

Is this ideal? Probably not. I’m sure Blizzard wants me using keyboard and mouse but again, if you aren’t comfortable in playing the game, you want to stop playing. I was determined to give Overwatch a go, and I did, and I really enjoy it. I don’t love it, but it’s fun.

And across the internet you can find people using special controllers, really kickass fighting game players who are blind, some who swear by fight sticks, and hell, you can even find Super Smash Bros. Melee players who use the Gamecube controller…upside down! That controller is still supported in the series to this day.

 

Controls are a huge factor of a game: The single most important if you ask me. If the game is unintuitive or uncomfortable to play, people will seek a work around where possible.

 

What do our readers think? Leave a comment down below with any games you had hard times controlling, or crazy control schemes you’ve seen, and as always, share the article and happy gaming! 🙂

Behind The Game: Splatoon 2

In this edition of Behind The Game we look at the sequel that many say isn’t a sequel to one of the surprise hits of the past few years: Splatoon 2!

Marketing

Revealed January 12th at the Nintendo Switch Event in Japan, showcasing the game, new hub area and characters. Response was positive, with lingering suspicion that it wasn’t unique enough or much of an upgrade over the original from 2015.

Playable at Nintendo Switch events worldwide leading up to the launch of the console, where feedback was positive, ringing along the lines of “It’s definitely Splatoon”, albeit most focus was on the hardware.

Late March brought the Splatoon 2 Global Testfire, following the trend from the original in creating a stress test in the guise of a playable demo for a weekend. This led to feedback directly from a wider range of fans on weapons and presented a limited taste of the game. This was later followed immediately before launch with a Splatfest World Premiere demo, acting as another stress test and highlighting the unique community battles aspect of the franchise, immediately before launch.

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The game was also highlighted in Nintendo Directs, first as a follow-up to a more general game showcase that focused heavily on ARMS, a new IP, and Splatoon 2, which was pushed as a duet of main events, highlighting the pulling power of the franchise.

There was later a full ARMS direct with a Splatoon 2 Story Mode teaser at the end, once again highlighting the two being marketed in tandem, and the promise of the game being used to push a new product.

Finally, a full Splatoon 2 direct aired showing the new hosts, story mode, weapons, update plans, Splatfest plans, and laying out the roadmap and what to expect over two years with the game, as well as new modes and features. This followed on from a large E3 showing highlighting the changes and promise of Splatoon 2 as a competitive spectator sport, with a live tournament of some of the best Squid Squads from around the globe.

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Right up to and after launch, consistent TV spots were played worldwide, highlighting the game to the general consumer, along with other multiplayer titles for the summer.

 

Critical Response

Critically Splatoon 2 fared well. Most loved the game, albeit the lingering feeling of not being fresh enough stayed, both visually and in terms of gameplay, as well as some nagging aspects that could have been better. This general response is an interesting change on the original which said there wasn’t enough content at launch, but the game was a shock the genre needed, and felt addictive to play, holding enough quick-fire gameplay in its matches to warrant returning again and again.

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With the content roadmap clearly laid out, critically the game had less focus on amount of content overall, but how much was new, however, in very few cases did that seem to detract from the game being fun, and a general air of don’t fix what isn’t broken surrounds the game.

 

Fan Response

In the eyes of fans, Splatoon 2 faced much of the same backlash. Visually similar, with the differences early on being visible only side by side. The feeling that it wasn’t worthy of being a sequel lingered right until launch, when new information was pumped out, showing the freshness of this new title in the now series.

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Post-launch the feeling changed, and the game is generally loved, though some fans of the original who played considerable amounts of the game, seem to feel a bit of burn out. Criticism is still levelled at how the game handles aspects like matchmaking and stages, and a lack of wholly original content, but the experience has been received as fun and again, just like with critics, an air of don’t fix what isn’t broken.

 

Sales

Despite being on a system only a few months old at the time of launch, compared to its predecessor, with less total users to possible sell to on launch, Splatoon 2 trounced the original game sales in both the UK and Japan. This shocked many detractors who, like with Mario Kart 8 Deluxe, believed that being so soon after the original, who would buy it? This again stems from the “Undeserving sequel” stance many took with the game, however, just like with Mario Kart 8 Deluxe, is already on its way to best its predecessor commercially, with over 3.6 million copies by the end of September 2017.

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Future

As an evergreen title, with a content roadmap of 2 years and long life ahead of that for general play, as well as a blossoming competitive scene, Splatoon 2 is one of the shocks of the decade, from a new IP in a genre Nintendo never touched, to a hit on Wii U (Even with its low sales), to a sequel that is already on track to best it’s predecessor and live a long life on Switch. The future of the brand is clear, though the confidence in Splatoon 2 from its reveal, mirrors the found confidence after the reveal of the original, an idea that is fun, and works well, that proves the series can grow and reach even more people within the genre, and the inevitable Splatoon 3 will be a hit on Switch or whatever is next, as the franchise cements itself as both a system seller and crowd pleaser.

 

 

As always if you enjoyed this article be sure to leave some comments below letting us know what you think of Splatoon 2 as a package, and share this article with all your friends! Until next time!

Can Multiplayer Focused Games Have Sequels?

The reaction to Splatoon 2 not being “new enough” makes us wonder…can these multiplayer focused games really get sequels?

 

So this is a strange topic. Multiplayer focused games, be it MMOs, fighting games, MOBAs, so on and so forth, build communities around themselves competitively, primarily from the mechanics being engaging and enjoyable to play.

In some franchises, such as first person shooters like Call of Duty, the frequent sequels don’t impact the game much. But for genres that exist with single entries for years at a time, a sequel is a big shake up.  Something like Super Smash Bros. for instance, only gets a new entry every few years. But with it comes a well documented problem: Change.

So within fighting games especially, mechanical changes are hot topics. To this day, there are known showings of events where Smash 4 is played, only for the crowd to demand Melee immediately after due to “Superiority”. Brawl is almost reviled by the community for its mechanics. The change was seen as a bad thing – Too far from Melee, is a bad game for those communities.

So jump ahead to Splatoon. A game that absolutely lives on its mechanics. But the sequel released 2 years later, most likely to bolster the console it was on early in its life, was met with near universal complaints that it “Isn’t new enough”. But the thing is, how much could they change? Too much, it falls into the Brawl trap. Too little, and this complaint arises. With Splatoon, a game so focused on it’s mechanics to stand out, if too much is changed…is it even the same game?

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With other games like this, such as League of Legends, or Overwatch, try to consider a sequel. How much would they actually be able to evolve the gameplay, while keeping it the same game, before hitting the Brawl problem? These games, like Splatoon, live on expansions, some paid and some free.

But then we hit another issue – World of Warcraft is getting expansions-less servers! A basic experience is being touted as a good thing, in the face of how much the game has evolved and changed.

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This is a delicate balance – Multiplayer focused games really can get sequels, but the balance between keeping it similar enough for the community while also doing enough to make it new…is difficult. Who knows, maybe Splatoon 3 will be a big hit and change a lot. Maybe an issue with Splatoon 2 was how quick it arrived in stores?

 

All I know is it will be very interesting to see how other game in the field evolve – if sequels ever come on new consoles like the PS5 or if the game just gets re-released.