What is HD rumble?
A new Switch feature that allows for a finer degree of rumble sensations (like feeling individual icecubes in a glass)
What is HD rumble?
What is HD rumble?
We can't all be good at speaking properly20 seconds and his voice is about to put me to sleep.
All the main weapons are back? Sweet, was kinda worried I'd have to get used to something that isn't a squiffer.
Dam well that's disappointing.
Nice to hear they're still working on improving the graphics but not at the expense of 60fps. Would be great if they could get this going at 1080p like Mario Kart (or at least 900p like Zelda). 720p on the handheld and 720p when docked seems like there's no optimization for TV play at all.
is there anti-aliasing in this game?
Skip to about 1:50 and it gets into the technical aspect of it and skips the voiceover intro.20 seconds and his voice is about to put me to sleep.
Really hope it's native 1080p in TV mode then. 1 on Wii U without AA in 720p didn't look that great. Which is a shame because the games themselves are really pretty, they could just do with a bit of AA.In the demo? Nope. But of course things could change still it's still some time before launch.
As someone who's only heard of HD Rumble but hasn't expirenced it in person I can't wait to see how it is on the 3rd. It sounds like a really fun thing that developers can play around with. Really hope it's native 1080p in TV mode then. 1 on Wii U without AA in 720p didn't look that great. Which is a shame because the games themselves are really pretty, they could just do with a bit of AA.
Yeah for sure. Them mentioning focusing on 60fps in this interview first and formost is good, that should always be the priority rather than resolution.I think they really can't afford to compromise stable 60FPS (dips in Splatoon 1). If they can manage that easy then I'd like for them to go for 1080p first and then add AA.
Its a proper sequel to Splatoon, as you can see by the 2 in the name.
Even if you were a regular multi day per week player, twice they released eight weapons in a single day/patch. Its obviously got to be something they improved on.If the weapon selection is indeed set to be bigger than the first game, I hope the interface is a little easier to navigate. The patching of new weapons into the first game was definitely pushing against the limits of what the UI could bear, especially if you took a break for a few months and had to sit through a mountain of weapon introductions in Ammo Knights.
I also see nothing was asked about whether the map rotation system in the first game would be relaxed somewhat. With the introduction of local or portable play that presumably isn't tied to the central server, there ought to be more flexibility on the players' side when it comes to stage selection.
only new specials at launchHas there been anything mentioned about the more Wii U Gamepad-related specials (like Inkstrike and Beakon)?
Has there been anything mentioned about the more Wii U Gamepad-related specials (like Inkstrike and Beakon)?
More specials than in the first game is interesting. l know some people have rejoiced at the removal of bubbler and kraken but all the weapons l used to rise up the ranks had an invicibility special (Octobrush, Neo Sploosh, Rapid) so l hope some of the new specials have roughly the same function.
Am I wrong or you just can't let other games breath ?This is cool 'n' all, but where's the Xenoblade 2 interview?
LOL the first few questions and answers.
"So it's a sequel?"
"yes"
"Why is it Splatoon 2?"
"Because it's a sequel"
"This reminds me of that animal crossing updated release"
"Yeah but it's a sequel this time"
"So you're saying as a sequel it'll be different"
"yes"
Yes this is painful.it felt like most splatoon 2 threads on gaf >_>
I want to know more about local multiplayer.
-Nogami notes that they're improving the graphics, but focusing on 60fps
´.
Cant wait to feel the paint going through my joycons.
if that does not make most gaffers happy as fuck I don't know. so many are always screaming fps before resolution/graphics.
l don't see why it'd be different than the way super jumping works now: press a button to bring out the map, then select a beakon with the cursor and press another button to jump to it.
I can't see how cursor-selected beakons could be implemented without being super slow (that is, taking more than half a second). I will probably get killed a lot just by trying to jump to one.