Splatoon 2’s levels are short and to the point, making them pleasantly digestible, especially on the go, but the game often leans too heavily on platforming elements. Your Inkling isn’t dexterous in their human form, and that only gets worse when they’re stumbling through the enemy’s paint. There were a couple of sections where enemy fire, the camera angle or a tricky jump across moving surfaces led to frustrating platforming and a lot of unnecessary deaths.
Skill at jumping puzzles isn’t required when you’re going head-to-head in multiplayer. Splatoon 2’s mainstay remains Turf War, the four-versus-four mode that requires spreading ink all over the battlefield while taking out the other team, and, well, Turf War is still Turf War. Matches are blissfully short, so a defeat will never become too crushing or a victory too one-sided.
Even Turf War’s new maps feel very familiar, though I was glad to see the original game’s most innovative DLC maps return, including the twisting ramps of Moray Towers. Splatoon’s unconventional two-maps-at-a-time rotation system is also back, though it’s hard to tell if this will be a problem or not until it becomes clear how often Nintendo plans on switching levels in and out.
What’s fresh, to borrow Splatoon’s favorite slang, are many of the new weapon choices available. The Splattershot, roller and charger are back, but they’re joined by some new variants. My favorites were the Splat Dualies, a pair of pistols that have a terrific rate of fire and range. They also give the Inkling a stylish dodge-roll, the first real, new mobility option tied to a weapon.