

Though for all its improvements, the team-based game still stubbornly refuses to include an in-game voice chat option, something that feels even more frustrating this time around due to the other positive quality of life bumps. For instance, friends who’ve partied up with one another no longer get shuffled into opposing teams at random (a bizarre Splatoon 2 quirk that still boggles the mind to this day). Some of its most important changes are simply no-brainer decisions that better set the game up for success. When the test servers set up for the review period went down, I was genuinely sad I’d have to wait a week longer to play more. It remains a genius concept that makes it easy for players of all ages to feel like they’re helping the team regardless of skill level. As a multiplayer experience, Splatoon’s signature Turf War mode is still second to none. Its standard online matches play out like a competitive coloring book, as kids/squids paint the battlefield with their team’s color. It’s still the same kid-friendly third-person shooter that replaces bullets with ink. The foundation hasn’t changed one bit, but it doesn’t need to.

This is one of the most confident, full-bodied first-party Switch releases we’ve seen in the console’s lifespan. Instead, it feels like going from an early access release to a 1.0 launch. There’s less of a feeling that Nintendo is tinkering with a new invention on the fly and working out the kinks as it goes along. Whereas Splatoon 2 felt like a deluxe port of the series’ Wii U debut, Splatoon 3 is a true sequel. It’s that it cares about how players spend their time between online matches - something that I wish other games would take note of.
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It’s not just that it improves on every aspect of the series with much-needed quality of life tweaks and creative new modes. If you find the current multiplayer landscape nauseating, Splatoon 3 may be the relief you need. Splatoon 3’s best trait is that it does not take the challenge lightly.
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It needs to be a full experience at launch, not just one fun mode if it’s going to convince players to buy in. A full-priced multiplayer game doesn’t have the same luxury. They just need to be fun enough to hook players who were curious or bored enough to download them. Free games like Rumbleverseor MultiVersus don’t need to be fully formed on day one - hell, they don’t need to be good at all. That’s largely due to free-to-play, a business model that gives developers a lot of slack upfront.
