This is the same structure that they use with their demo builds, it has little to do with the servers that host Splatoon, and is just using a centralized hub (your local network) to connect the WiiUs to one another. The game will also still be connected to the internet to track your kid's progress/stats/gear. You won't be P2Ping across unknown lengths of fiber, you'll be P2Ping over LAN. The rest is just data checks with the server that hosts stats and such for Splatoon, since it doesn't have dedicated servers as far as I am aware.
It should work similarly to LAN in halo MCC, as long as the Internet connection is steady and the Nintendo Network isn't having issues it will be fine. Splatoon is p2p so one of the LANed Wii Us will be elected as the game server and the match should play with very low latency as long as all players are in the LAN.
It's nice to see Nintendo call this out, I hope that means NOA is pushing for real LAN support.
Well, I guess it would be rare to see 8 Wii Us and 8 TVs in a single house for a simple party, but it is nice to see LAN support offered in some capacity regardless.
That twins squid squads got my hopes up ever so briefly for 2v2v2v2 matches, but then I realized that is currently not feasible with the current map set ups and bases...maybe in Spla2oon.
The GameXplain analysis on Urchin Underpass certainly has me excited for the redesign, but I wonder if it'll also change up the Battle Dojo version of the level. Speaking of, has there been any announcements in adding more of the maps from online multi into local?