Why Turf War is the best mode in Splatoon.
I would be completely satisfied if Turf War was the only mode in Splatoon. I remember when I played the Global Testfire; I played every possible second I could; it was so fun. I don't agree with capitalistic gamers thinking we need 50 million modes in every game. The devs were very smart in limiting Splatoon to two game-modes at any single time - Regular: Turf War, and Ranked: Splat Zones, Tower Control, or Rainmaker. Imagine if people could pick any mode at any time; it would take forever to find a game.
Turf War is not only the best mode in Splatoon, but also one of the best modes in any online, competitive, multiplayer, team-based shooter. In other games, there is a Domination-like mode where teams fight to control key areas. The beauty of Turf War is that the entire horizontal map is the key area. It makes each little area important; you're not just rushing into certain designated areas and not paying attention to the alleys and avenues that take you there.
Other games like Titanfall and Halo 5 try to incorporate PvE into PvP with elements like AI bots. In Turf War, the player is literally playing against the environment by inking it. It's a subtle, nuanced feeling, but the player really comes to cherish every pixel of the ground, whereas in other shooters, the only meaningful interaction comes from dealing with other players, and interactive objects like turrets.
Turf War also allows for more playstyles on the battlefield. In Ranked, everything revolves around controlling the enemy-team, but in Turf War, you can just ink the ground while ignoring enemy-Inklings, and you are still helping your team. Of course, eventually, you should try to stop enemy-advances, but there is more freedom there. In Ranked, you can do things besides rush the opponent, like flanking, sniping, and camping; but it's still all centered around reacting to and/or anticipating what the opponent does, whereas Turf War's focal point is the map itself. Choosing to entirely ignore the opponent is possible, for example if three people are on offense, and one person is inking the base.
Turf War also is a set time-period. Often, Ranked matches end very early when one team dominates the other. This can be fun when one is on the winning-side, but not when one is on the other. Of course, Ranked matches can last longer than Turf War with overtime.
I do like the Ranked modes except for Rainmaker, but they are marred by the pressure of not losing ranking-points, not letting your team down, and the constant high-intensity nature of the battles. I like how Turf War has peaks and valleys of intensity. It can be as calm or as intense as you want it to be. Want to take it easy? Ink the base. Want to be aggressive? Enter the enemy's base.
In Ranked, it is better to select a "main" weapon and stick to it, becoming a master at it. This is like in fighting-games where you have mains and alts. I dislike doing the same thing over and over again; I love variety, and so this is another reason why Turf War is better. You can experiment with and try various weapons without a penalty to your rank.
Thank you for reading, and have a wonderful day.
Turf War is not only the best mode in Splatoon, but also one of the best modes in any online, competitive, multiplayer, team-based shooter. In other games, there is a Domination-like mode where teams fight to control key areas. The beauty of Turf War is that the entire horizontal map is the key area. It makes each little area important; you're not just rushing into certain designated areas and not paying attention to the alleys and avenues that take you there.
Other games like Titanfall and Halo 5 try to incorporate PvE into PvP with elements like AI bots. In Turf War, the player is literally playing against the environment by inking it. It's a subtle, nuanced feeling, but the player really comes to cherish every pixel of the ground, whereas in other shooters, the only meaningful interaction comes from dealing with other players, and interactive objects like turrets.
Turf War also allows for more playstyles on the battlefield. In Ranked, everything revolves around controlling the enemy-team, but in Turf War, you can just ink the ground while ignoring enemy-Inklings, and you are still helping your team. Of course, eventually, you should try to stop enemy-advances, but there is more freedom there. In Ranked, you can do things besides rush the opponent, like flanking, sniping, and camping; but it's still all centered around reacting to and/or anticipating what the opponent does, whereas Turf War's focal point is the map itself. Choosing to entirely ignore the opponent is possible, for example if three people are on offense, and one person is inking the base.
Turf War also is a set time-period. Often, Ranked matches end very early when one team dominates the other. This can be fun when one is on the winning-side, but not when one is on the other. Of course, Ranked matches can last longer than Turf War with overtime.
I do like the Ranked modes except for Rainmaker, but they are marred by the pressure of not losing ranking-points, not letting your team down, and the constant high-intensity nature of the battles. I like how Turf War has peaks and valleys of intensity. It can be as calm or as intense as you want it to be. Want to take it easy? Ink the base. Want to be aggressive? Enter the enemy's base.
In Ranked, it is better to select a "main" weapon and stick to it, becoming a master at it. This is like in fighting-games where you have mains and alts. I dislike doing the same thing over and over again; I love variety, and so this is another reason why Turf War is better. You can experiment with and try various weapons without a penalty to your rank.
Thank you for reading, and have a wonderful day.
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