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* ContinuityLockout: Compared to other campaigns in the series, which are pretty self-contained lore wise, ''Side Order'' expands heavily on lore introduced in ''Octo Expansion'', such as the effects of sanitization and the mass exodus of Octarian's that occured during ''Splatoon 1'' and ''2''.
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** Bonerattle Arena is certainly one of the easier Salmon Run stages. It has a concentric design like Gone Fission Hydroplant, but unlike that stage, there are no walls between the outer rim of dry land and the Egg Basket, and the design holds true across all tide levels. This combines with the Inkrails to mean you're never far from the Egg Basket at any given time, circumventing the issue stages like Marooner's Bay or Jammin' Salmon Junction have. Even high tide still gives you plenty of land to work with. Interestingly, there are hints that this may be intentional InUniverse -- Bonerattle Arena is a penal colony that the Salmonids have converted into a battle arena, and the large audience present implies they view the proceedings as some kind of BloodSport. (Well, ink sport.)
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** [[VideoGame/Splatoon2 The last time]] players had to fight a BrainwashedAndCrazy idol didn't play well with fans for several reasons, chief among them being that the choice to make Callie a DamselInDistress stripped a popular character of her agency for [[DistressBall contrived reasons]]. It didn't help that before version 3.0.0, the FinalBoss and its refight were Callie's only appearances in the entire game if a player didn't own her amiibo. In ''Side Order'', while Marina is also brainwashed and turns into a boss fight, this is one of the ''first'' things that happens in the story instead of the final fight, and it happens because of outside factors she couldn't have predicted. After you save her, Marina joins your team and is a constant presence from then on, never endangered or falling out of the limelight for the rest of the campaign.

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** [[VideoGame/Splatoon2 The last time]] players had to fight a BrainwashedAndCrazy idol didn't play well with fans for several reasons, chief among them being that the choice to make Callie a DamselInDistress stripped a popular character of her agency for [[DistressBall contrived reasons]]. It didn't help that before version 3.0.0, the FinalBoss and its refight were Callie's only appearances in the entire game if a player didn't own her amiibo. In ''Side Order'', while Marina is also brainwashed and turns into a boss fight, this is one of the ''first'' things that happens in the story instead of the final fight, and it happens because of outside factors she couldn't have predicted. After you save her, Marina joins your team and is a constant presence from then on, never endangered or falling out of the limelight for the rest of the campaign.campaign, to the point that one could even consider her the main character of the mode.

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*** Splash Radius and Splash Damage color chips. As it says on the tin, they respectively increase the size of explosions and their damage. What puts it into game break tear, however, is just how much qualifies as an explosion in the mode. Outside of your standard bombs, it can affect several specials like Triple Splashdown and Inkstrike, the explosions from Blasters and Tri-Stringer bullets, the enemy spawning Portals, Lucky Bombs, Springing Spiccato pedestals, Spawning Accordo and Towering Nobilmentes when they're beaten. They're beneficial to have several chips of regardles of weapon.

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*** Splash Radius and Splash Damage color chips. As it says on the tin, they respectively increase the size of explosions and their damage. What puts it into game break tear, breaker tier, however, is just how much qualifies as an explosion in the mode. Outside of your standard bombs, it can affect several specials like Triple Splashdown and Inkstrike, the explosions from Blasters and Tri-Stringer bullets, the enemy spawning Portals, Lucky Bombs, Springing Spiccato pedestals, Spawning Accordo and Towering Nobilmentes when they're beaten. They're beneficial to have several chips of regardles of weapon.



* ThatOneAttack: The removal of [[HighTierScrappy Sting Ray]] from player-accessible kits won't stop the Special from ruining players when used by non-playable foes. Not only does the ever-annoying Stinger make a return in ''Salmon Run: Next Wave'', but several bosses in ''Side Order'' also have it, most notably the FinalBoss, who ''will'' make short work of you if it decides to cast it and you are stuck between a rock and a hard place with no inked route to escape.

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* ThatOneAttack: ThatOneAttack:
**
The removal of [[HighTierScrappy Sting Ray]] from player-accessible kits won't stop the Special from ruining players when used by non-playable foes. Not only does the ever-annoying Stinger make a return in ''Salmon Run: Next Wave'', but several bosses in ''Side Order'' also have it, most notably the FinalBoss, who ''will'' make short work of you if it decides to cast it and you are stuck between a rock and a hard place with no inked route to escape.
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*** The Big Run at Eeltail Alley is generally regarded as one of, if not the easiest version of the event to date thanks to one key factor: there is absolutely no water on the stage at any point. Even on what's suppose to be Normal and High Tide you still have access to the entire swath of the map without any fear of being knocked into the drink. Add in a bunch of inkable walls to what were originally one-way drops and it is a piece of cake to get where you need to go safely.
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** ''Side Order's'' FinalBoss also has an attack where he launches back-to-back Reefsliders at you. While this is easy enough to avoid if you catch the text box warning and have an escape route, it can quickly end your life if you get hit since you not only take massive amounts of damage but will also likely be stuck in a large pool of enemy ink. What truly makes this attack awful is if he uses it when you're right next to him, something he's particularly fond of doing when he's close to defeat, as you'll have even less time to react before the Reefslider explodes on you.
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** Following their introduction in Chill Season 2023, the Enperry Splat Dualies ''immediately'' became one of the most used weapons across all modes, due to their high fire rate and DPS which effectively ''double'' following a dodge roll, paired with versatile Curling Bombs that allow the wielder to reach the frontlines in a flash, while the Triple Splashdown is a panic-button special that can kill targets in an extremely vast area, and can also be popped out in a ''flash'' upon being fully charged. The above-average fire rate and ink coverage guarantee frequent usage of this special, making them especially formidable to go up against when there's two or more players using these on the opposing team.

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** Following their introduction in Chill Season 2023, the Enperry Splat Dualies ''immediately'' became one of the most used weapons across all modes, due to their high fire rate and DPS which effectively ''double'' following a dodge roll, paired with versatile Curling Bombs that allow the wielder to reach the frontlines in a flash, while the Triple Splashdown is a panic-button special that can instantly kill multiple targets in an extremely vast a huge area, and can also be popped out in a ''flash'' upon being fully charged. The above-average fire rate and ink coverage guarantee frequent usage of this special, making them especially formidable to go up against when there's two or more players using these on the opposing team.
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* SelfImposedChallenge: Beating Side Order with every weapon ''without'' using any of Marina's hacks quickly became a common challenge run for many shortly after Side-Order came out. While [[spoiler:completing a run of Eight's Palette with four or fewer hacks active gets you a special badge]], there is no reward for completing a run with a weapon with zero hacks other than being able to say you've done it. Depending on the weapon, the runs can either being relatively easy to nightmarishly difficult.

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* SelfImposedChallenge: Beating Side Order Shortly after ''Side Order'' came out, completing a run with every weapon ''without'' using any of Marina's hacks quickly became a common challenge run for many shortly after Side-Order came out.run. While [[spoiler:completing a run of Eight's Palette with four or fewer hacks active gets you a special badge]], there is no reward for completing a run with a weapon with zero hacks other than being able to say you've done it. Depending on the weapon, the runs can either being relatively easy to nightmarishly difficult.
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*** Splash Radius and Splash Damage color chips. As it says on the tin, they respectively increase the size of explosions and their damage. What puts it into game break tear, however, is just how much qualifies as an explosion in the mode. Outside of your standard bombs, it can affect several specials like Triple Splashdown and Inkstrike, the explosions from Blasters and Tri-Stringer bullets, the enemy spawning Portals, Lucky Bombs, Springing Spiccato pedestals, Spawning Accordo and Towering Nobilmentes when they're beaten. They're beneficial to have several chips of regardles of weapon.
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* SelfImposedChallenge: Beating Side Order with every weapon ''without'' using any of Marina's hacks quickly became a common challenge run for many shortly after Side-Order came out. [[spoiler:With one exception]] there is no reward for completing a run with a weapon with zero hacks, other than being able to say you've done it. Depending on the weapon, the runs can either being relatively easy to nightmarishly difficult.

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* SelfImposedChallenge: Beating Side Order with every weapon ''without'' using any of Marina's hacks quickly became a common challenge run for many shortly after Side-Order came out. [[spoiler:With one exception]] While [[spoiler:completing a run of Eight's Palette with four or fewer hacks active gets you a special badge]], there is no reward for completing a run with a weapon with zero hacks, hacks other than being able to say you've done it. Depending on the weapon, the runs can either being relatively easy to nightmarishly difficult.
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* SelfImposedChallenge: Beating Side Order with every weapon ''without'' using any of Marina's hacks quickly became a common challenge run for many shortly after Side-Order came out. [[spoiler:With one exception]] there is no reward for completing a run with a weapon with zero hacks, other than being able to say you've done it. Depending on the weapon, the runs can either being relatively easy to nightmarishly difficult.
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* SlowPacedBeginning: Each run of ''Side Order'' is a bit of a slog at the start; your weapon is weak without upgrades, but there aren't enough enemies for the game to have much of a challenge despite that. Things get better after the first boss, when spicier level layouts start showing up alongside larger enemy quantities, until the mid/lategame where ''Side Order'' really delivers on the power fantasy of using an overpowered kit to slaughter monsters by the kiloton.
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* DisappointingLastLevel: Some players have lamented that the final challenge of ''Side Order'' isn't nearly as difficult as Inner Agent 3 was in ''Octo Expansion'', as [[spoiler:the Octoshot is one of the easiest weapons to use in the entire game; combined with the fact that ''Side Order''[='s=] difficulty is already quite lax for a roguelite, a Low Hacks run for the badge is very doable for even a moderately skilled player, especially since Eight's Palette offers advantages that other weapons don't such as paying to skip floors outright.]]

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* ContestedSequel: Some people feel the game lived up to its predecessors and enjoyed the new secondary editions such as Tableturf Battle, Lockers, Tricolor Turf War, and an excellent campaign. Others felt it was a step down due to a lack of changes from ''Splatoon 2'', bad map design, poor weapon balance, taking on a seasonal update model, the campaign borrowing too much from Octo Expansion, and Deep Cut being underdeveloped while Off the Hook was saved for paid DLC. This has died down due to post launch content addressing many fan complaints and Side Order being released to acclaim from fans, but the game remains quite divisive.

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* ContestedSequel: Some people feel the game When ''Splatoon 3'' first released, some players felt it lived up to its predecessors and enjoyed enjoy the new secondary editions additions such as Tableturf Battle, Lockers, lockers, Tricolor Turf War, and ''Return of the Mammalians'' being an excellent campaign. improvement on Octo Valley and Canyon. Others felt it was a step down due to a lack of changes from ''Splatoon 2'', bad map design, poor map design and weapon balance, taking on a the seasonal update model, ''Return of the campaign Mammalians'' borrowing too much from Octo Expansion, ''Octo Expansion'', and Deep Cut being underdeveloped while Off the Hook was saved for locked behind paid DLC. This has died down due to post launch with post-launch content addressing many fan player complaints and Side Order ''Side Order'' being released to acclaim from fans, but the game remains quite fairly divisive.
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* ThatOneAttack: The removal of [[HighTierScrappy Sting Ray]] from player-accessible kits won't stop the Special from ruining players when used by non-playable foes. Not only does the ever-annoying Stinger make a return in ''Salmon Run: Next Wave'', but several bosses in ''Side Order'' also have it, most notably the FinalBoss, who ''will'' make short work of you if it decides to cast it and you are stuck between a rock and a hard place with no inked route to escape.
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The Splashtag badge is a low-hack badge, not a no-hack badge.


** ''Side Order'' encourages minimalist runs with [[spoiler:Agent 8's Palette, which gains more Color Chip slots the fewer [[SkillScoresAndPerks hacks]] you have active]]. You can earn a special badge for your Splashtag by [[spoiler:successfully completing an Agent 8's Palette run with no hacks active]].

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** ''Side Order'' encourages minimalist runs with [[spoiler:Agent 8's Palette, which gains more Color Chip slots the fewer [[SkillScoresAndPerks hacks]] you have active]]. You can earn a special badge for your Splashtag by [[spoiler:successfully completing an Agent 8's Palette run with no at most four hacks active]].
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*** Coverage(Between-Crosshairs).Floor, compared to other Splat Zone levels, comes with just two enemies. Sound deceptively easy? That's where the bad news come in: those enemies are Drizzling Capriccioso and Towering Nobilmente, which means you can very easily lose the zone ''and'' you're getting targeted at a distance. Not helping matters is that there are ''two'' zones, each one located on either side, and the only way to get to them is by inkrails which have to be activated and eventually expire; the farther zone additionally requires getting on the floating platform in the middle and gliding from the grate to it. And though the lethal shot of the Nobilementes can be dodged, the level can and ''will'' spawn multiple amounts of them which will lead to them covering a lot of ground with their own ink, making them an exceptional challenge to contend with.
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* ContestedSequel: Some people feel the game lived up to its predecessors and enjoyed the new secondary editions such as Tableturf Battle, Lockers, Tricolor Turf War, and an excellent campaign. Others felt it was a step down due to a lack of changes from ''Splatoon 2'', bad map design, poor weapon balance, taking on a seasonal update model, the campaign borrowing too much from Octo Expansion, and Deep Cut being underdeveloped while Off the Hook was saved for paid DLC. This has died down due to post launch content addressing many fan complaints and Side Order being released to acclaim from fans, the game still remains quite divisive.

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* ContestedSequel: Some people feel the game lived up to its predecessors and enjoyed the new secondary editions such as Tableturf Battle, Lockers, Tricolor Turf War, and an excellent campaign. Others felt it was a step down due to a lack of changes from ''Splatoon 2'', bad map design, poor weapon balance, taking on a seasonal update model, the campaign borrowing too much from Octo Expansion, and Deep Cut being underdeveloped while Off the Hook was saved for paid DLC. This has died down due to post launch content addressing many fan complaints and Side Order being released to acclaim from fans, but the game still remains quite divisive.
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Rewrote a Wall Of Text to be shorter and more concise.


* ContestedSequel: ''Splatoon 3'' is viewed as a good game in its own right, but there's much debate over whether it lives up to the high standards the first two set. Some fans view it as a massive improvement due to new features like Tableturf Battle, Tricolor Turf War, Big Run (alongside Boss Salmonids), and Challenges, a ''much'' better single-player mode after the relatively poor showing ''Splatoon 2'' gave before the addition of ''Octo Expansion'', an always-available Salmon Run, movement techniques like Squid Roll and Squid Surge that enhance gameplay depth while only introducing a minimal execution barrier, and fun bonus content like Splashtags and emotes, the locker room, the catalog system, and Battle Replays; while other fans feel it's an equally significant letdown due to a perceived lack of progress from previous games stemming from its similarities to them in certain areas, relatively poor multiplayer stage design, ''Return of the Mammalians''' significant similarity to ''Octo Expansion'', slower update and Splatfest cycle, numerous balance and connectivity problems that remain unaddressed from the previous game alongside newly introduced ones, divisive handling of characters old and new, still missing certain notable additions that its predecessors had such as a new Ranked Battle mode, and a general feeling of cut corners and lack of polish compared to previous ''Splatoon'' games, also thinking that while the additions and [=QoL=] features are nice, they leave the core game with the issues and lack of features mentioned before and don't make up for them. Balancing changes, new weapons, much better new maps and map reworks have made up for some of the above issues, and while the metagame still has issues (the meta has gone from Crab Tank dominance to at least one Tacticooler required), it's also much less stagnant than it was previously (to the point where some competitive players believe there currently ''isn't'' a stable metagame at all right now), the special weapon design is regarded overall as a ''huge'' step up from ''Splatoon 2'', and the long-awaited ''Side Order'' DLC provides an addicting roguelite campaign to run through if you're getting tired of PVP and Grizzco, continuation of an undeveloped theme from the ''Octo Expansion'', and characterization far above that of the base game.

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* ContestedSequel: ''Splatoon 3'' is viewed as a good Some people feel the game in its own right, but there's much debate over whether it lives lived up to its predecessors and enjoyed the high standards the first two set. Some fans view it as a massive improvement due to new features like secondary editions such as Tableturf Battle, Lockers, Tricolor Turf War, Big Run (alongside Boss Salmonids), and Challenges, a ''much'' better single-player mode after the relatively poor showing ''Splatoon 2'' gave before the addition of ''Octo Expansion'', an always-available Salmon Run, movement techniques like Squid Roll and Squid Surge that enhance gameplay depth while only introducing excellent campaign. Others felt it was a minimal execution barrier, and fun bonus content like Splashtags and emotes, the locker room, the catalog system, and Battle Replays; while other fans feel it's an equally significant letdown step down due to a perceived lack of progress from previous games stemming from its similarities to them in certain areas, relatively poor multiplayer stage design, ''Return of the Mammalians''' significant similarity to ''Octo Expansion'', slower update and Splatfest cycle, numerous balance and connectivity problems that remain unaddressed from the previous game alongside newly introduced ones, divisive handling of characters old and new, still missing certain notable additions that its predecessors had such as a new Ranked Battle mode, and a general feeling of cut corners and lack of polish compared to previous ''Splatoon'' games, also thinking that while the additions and [=QoL=] features are nice, they leave the core game with the issues and lack of features mentioned before and don't make up for them. Balancing changes, new weapons, much better new maps and map reworks have made up for some of the above issues, and while the metagame still has issues (the meta has gone from Crab Tank dominance to at least one Tacticooler required), it's also much less stagnant than it was previously (to the point where some competitive players believe there currently ''isn't'' a stable metagame at all right now), the special weapon design is regarded overall as a ''huge'' step up changes from ''Splatoon 2'', and 2'', bad map design, poor weapon balance, taking on a seasonal update model, the long-awaited ''Side Order'' DLC provides an addicting roguelite campaign to run through if you're getting tired of PVP and Grizzco, continuation of an undeveloped theme borrowing too much from Octo Expansion, and Deep Cut being underdeveloped while Off the ''Octo Expansion'', Hook was saved for paid DLC. This has died down due to post launch content addressing many fan complaints and characterization far above that of Side Order being released to acclaim from fans, the base game.game still remains quite divisive.
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** ''Return of the Mammalians'' suffered greatly from having to follow up the ''Octo Expansion'', highly lauded amongst the ''Splatoon'' community as possibly the best single-player campaign in the series due to its challenging nature, DarkerAndEdgier tone, expansive world-building and character development for the ''Splatoon'' setting, a jaw-dropping finale, and a ludicrously hard but satisfying final challenge. ''Splatoon 3'' decided not to mess with an obvious winning formula and brought it back for its own base-game Story Mode, but various factors -- its lower difficulty, [[RecycledScript uncannily familiar plot]], more traditional methods of storytelling, [[TheyWastedAPerfectlyGoodCharacter widely agreed failure to capitalize on its cast]], shorter length, and still-challenging-but-much-less-intense BrutalBonusLevel -- combined to make it a much more contentious experience overall than the ''OE''. While it still has its fans, and many Splatheads agree that the finale still holds a candle to its big brother in spectacle if nothing else, those who have played both campaigns will often make a point of how ''Return of the Mammalians'' is "[[ItsTheSameNowItSucks just the]] ''[[ItsTheSameNowItSucks Octo Expansion]]'' [[ItsTheSameNowItSucks again but worse]]."

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** ''Return of the Mammalians'' suffered greatly from having to follow up the ''Octo Expansion'', highly lauded amongst the ''Splatoon'' community as possibly the best single-player campaign in the series due to its challenging nature, DarkerAndEdgier tone, expansive world-building and character development for the ''Splatoon'' setting, a jaw-dropping finale, and a ludicrously hard but satisfying final challenge. ''Splatoon 3'' decided not to mess with an obvious winning formula and brought it back for its own base-game Story Mode, but various factors -- its lower difficulty, [[RecycledScript uncannily familiar plot]], more traditional methods of storytelling, [[TheyWastedAPerfectlyGoodCharacter widely agreed agreed-upon failure to capitalize on its cast]], shorter length, and still-challenging-but-much-less-intense BrutalBonusLevel -- combined to make it a much more contentious experience overall than the ''OE''. While it still has its fans, and many few Splatheads agree that will argue against the finale still holds a candle to matching its big brother in spectacle if nothing else, those who have played both campaigns will often make a point of how ''Return of the Mammalians'' is "[[ItsTheSameNowItSucks just the]] ''[[ItsTheSameNowItSucks Octo Expansion]]'' [[ItsTheSameNowItSucks again but worse]]."

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*** The Order Charger's long range, high damage, and enemy piercing capabilities absolutely kill in this mode. Other weapons need a Color Chip to pierce enemies; the Order Charger's charged shots have no such limitation and will always pierce as many enemies as you can line up. Despite this massively potent crowd control capability, its above-average range and high damage still make it top-of-the-list for precisely targeting distant enemies. In case that weren't enough, its Triple Inkstrike is perfect for nuking large crowds, eliminating Portals, or creating breathing room. The only downsides might be that it's [[DifficultButAwesome not easy to use]], but homing shots and ink attack size (incidentally, both will appear more often with the Order Charger) will easily alleviate this issue - homing shots in particular will ''trivialize'' the Parallel Canon fight. Oh, and for some extra fun, maximum charge speed basically turns the Charger into the Grizzco Charger, which is as comically overpowered as it sounds.

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*** The Order Charger's long range, high damage, and enemy piercing capabilities absolutely kill in this mode. Other weapons need a Color Chip to pierce enemies; the Order Charger's charged shots have no such limitation and will always pierce as many enemies as you can line up. Despite this massively potent crowd control capability, its above-average range and high damage still make it top-of-the-list for precisely targeting distant enemies. In case that weren't enough, its Triple Inkstrike is perfect for nuking large crowds, eliminating Portals, or creating breathing room. The only downsides might be that it's [[DifficultButAwesome not easy to use]], but homing shots and ink attack size (incidentally, both will appear appearing more often with the Order Charger) will easily alleviate this issue - homing shots in particular will ''trivialize'' the Parallel Canon fight. Oh, and for some extra fun, maximum charge speed basically turns the Charger into the Grizzco Charger, which is as comically overpowered as it sounds.sounds.
*** The Blaster with high Main Firing Speed. Since Range and Power chips are common with its Palette, it's easy to end up outputting ridiculous bursts of damage at a ''long'' distance, like the Charger above. It gets even more powerful if ink-efficiency chips mitigate how (logically) fast this drains your ink tank.

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** ''Return of the Mammalians'' suffered greatly from having to follow up the ''Octo Expansion'', highly lauded amongst the ''Splatoon'' community as possibly the best single-player campaign in the series due to its challenging nature, DarkerAndEdgier tone, expansive world-building and character development for the ''Splatoon'' setting, a jaw-dropping finale, and a ludicrously hard but satisfying final challenge. ''Splatoon 3'' decided not to mess with an obvious winning formula and brought it back for its own base-game Story Mode, but various factors -- its lower difficulty, [[RecycledScript uncannily familiar plot]], more traditional methods of storytelling, [[TheyWastedAPerfectlyGoodCharacter widely agreed failure to capitalize on its cast]], shorter length, and still-challenging-but-much-less-intense BrutalBonusLevel -- combined to make it a much more contentious experience overall than the ''OE''. While it still has its fans, and most will agree the finale still holds a candle to its big brother in spectacle if nothing else, most Splatheads who have played both campaigns won't hesitate to point out how ''Return of the Mammalians'' is "just the ''Octo Expansion'' again but worse."
** ''Splatoon 3''[='s=] own DLC campaign, ''Side Order'', is generally considered great in its own right, with many praising its experimental mix of the basic {{roguelike}} formula and ''Splatoon''[='s=] core gameplay and having fun discovering just how broken you can make your Palette, and at worst it's still viewed as a huge step up from ''Return of the Mammalians''. That said, many ''Splatoon'' fans believe it still languishes in ''Octo Expansion''[='s=] shadow somewhat, due in part to common criticisms such as lacking the difficulty, gameplay and story depth, and variety that made ''Octo Expansion'' and/or other roguelikes so good. The overall consensus seems to be that it's (fittingly) an 8/10 campaign that comes frustratingly close to standing alongside ''OE'' as one of the series' all-time greats, but doesn't quite hack it.

to:

** ''Return of the Mammalians'' suffered greatly from having to follow up the ''Octo Expansion'', highly lauded amongst the ''Splatoon'' community as possibly the best single-player campaign in the series due to its challenging nature, DarkerAndEdgier tone, expansive world-building and character development for the ''Splatoon'' setting, a jaw-dropping finale, and a ludicrously hard but satisfying final challenge. ''Splatoon 3'' decided not to mess with an obvious winning formula and brought it back for its own base-game Story Mode, but various factors -- its lower difficulty, [[RecycledScript uncannily familiar plot]], more traditional methods of storytelling, [[TheyWastedAPerfectlyGoodCharacter widely agreed failure to capitalize on its cast]], shorter length, and still-challenging-but-much-less-intense BrutalBonusLevel -- combined to make it a much more contentious experience overall than the ''OE''. While it still has its fans, and most will many Splatheads agree that the finale still holds a candle to its big brother in spectacle if nothing else, most Splatheads those who have played both campaigns won't hesitate to will often make a point out of how ''Return of the Mammalians'' is "just the ''Octo Expansion'' "[[ItsTheSameNowItSucks just the]] ''[[ItsTheSameNowItSucks Octo Expansion]]'' [[ItsTheSameNowItSucks again but worse.worse]]."
** ''Splatoon 3''[='s=] own DLC campaign, ''Side Order'', is generally considered great in its own right, with many praising its experimental mix of the basic {{roguelike}} formula and ''Splatoon''[='s=] core gameplay and having fun discovering just how broken you can make your Palette, and Palette; at worst worst, it's still viewed as a huge step up from ''Return of the Mammalians''.Mammalians'' just for taking a risk and daring to be different. That said, many ''Splatoon'' fans believe it still languishes in ''Octo Expansion''[='s=] shadow somewhat, due in part to common criticisms such as lacking the difficulty, gameplay and story depth, and variety that made ''Octo Expansion'' and/or other roguelikes so good. The overall consensus seems to be that it's (fittingly) an 8/10 campaign that comes frustratingly close to standing alongside ''OE'' as one of the series' all-time greats, but doesn't quite hack it.
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None


** ''Splatoon 3''[='s=] own DLC campaign, ''Side Order'', is generally considered great in its own right, with many praising its experimental mix of the basic {{roguelike}} formula and ''Splatoon''[='s=] core gameplay and having fun discovering just how broken you can make your Palette, and at worst it's still considered a huge step up from ''Return of the Mammalians''. That said, many ''Splatoon'' fans believe it still languishes in ''Octo Expansion''[='s=] shadow somewhat, due in part to common criticisms such as lacking the difficulty, gameplay and story depth, and variety that made ''Octo Expansion'' and/or other roguelikes so good. The overall consensus seems to be that it's (fittingly) an 8/10 campaign that comes frustratingly close to standing alongside ''OE'' as one of the series' all-time greats, but doesn't quite hack it.

to:

** ''Splatoon 3''[='s=] own DLC campaign, ''Side Order'', is generally considered great in its own right, with many praising its experimental mix of the basic {{roguelike}} formula and ''Splatoon''[='s=] core gameplay and having fun discovering just how broken you can make your Palette, and at worst it's still considered viewed as a huge step up from ''Return of the Mammalians''. That said, many ''Splatoon'' fans believe it still languishes in ''Octo Expansion''[='s=] shadow somewhat, due in part to common criticisms such as lacking the difficulty, gameplay and story depth, and variety that made ''Octo Expansion'' and/or other roguelikes so good. The overall consensus seems to be that it's (fittingly) an 8/10 campaign that comes frustratingly close to standing alongside ''OE'' as one of the series' all-time greats, but doesn't quite hack it.

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* ToughActToFollow: ''Side Order'' comes hot off the heels of the previous DLC single-player campaign, ''Octo Expansion'', highly lauded amongst the community as possibly the best campaign in the series due to its challenging nature, DarkerAndEdgier tone, expansive world-building and character development for the ''Splatoon'' setting, a jaw-dropping finale, and a ludicrously hard but satisfying final challenge. ''Side Order'', while considered a great campaign in its own right, is generally considered a step down from ''Octo Expansion'', due in part to common criticisms such as lacking difficulty, depth, variety and story that made ''Octo Expansion'' and/or {{Roguelike}} games so good.

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* ToughActToFollow: ''Side Order'' comes hot off the heels ToughActToFollow:
** ''Return
of the previous DLC single-player campaign, Mammalians'' suffered greatly from having to follow up the ''Octo Expansion'', highly lauded amongst the ''Splatoon'' community as possibly the best single-player campaign in the series due to its challenging nature, DarkerAndEdgier tone, expansive world-building and character development for the ''Splatoon'' setting, a jaw-dropping finale, and a ludicrously hard but satisfying final challenge. ''Splatoon 3'' decided not to mess with an obvious winning formula and brought it back for its own base-game Story Mode, but various factors -- its lower difficulty, [[RecycledScript uncannily familiar plot]], more traditional methods of storytelling, [[TheyWastedAPerfectlyGoodCharacter widely agreed failure to capitalize on its cast]], shorter length, and still-challenging-but-much-less-intense BrutalBonusLevel -- combined to make it a much more contentious experience overall than the ''OE''. While it still has its fans, and most will agree the finale still holds a candle to its big brother in spectacle if nothing else, most Splatheads who have played both campaigns won't hesitate to point out how ''Return of the Mammalians'' is "just the ''Octo Expansion'' again but worse."
** ''Splatoon 3''[='s=] own DLC campaign,
''Side Order'', while considered a great campaign in its own right, is generally considered great in its own right, with many praising its experimental mix of the basic {{roguelike}} formula and ''Splatoon''[='s=] core gameplay and having fun discovering just how broken you can make your Palette, and at worst it's still considered a huge step down up from ''Return of the Mammalians''. That said, many ''Splatoon'' fans believe it still languishes in ''Octo Expansion'', Expansion''[='s=] shadow somewhat, due in part to common criticisms such as lacking the difficulty, depth, variety gameplay and story depth, and variety that made ''Octo Expansion'' and/or {{Roguelike}} games other roguelikes so good.good. The overall consensus seems to be that it's (fittingly) an 8/10 campaign that comes frustratingly close to standing alongside ''OE'' as one of the series' all-time greats, but doesn't quite hack it.
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* ToughActToFollow: ''Side Order'' comes hot off the heels of the previous DLC single-player campaign, ''Octo Expansion'', highly lauded amongst the community as possibly the best campaign in the series due to its challenging nature, DarkerAndEdgier tone, expansive world-building and character development for the ''Splatoon'' setting, a jaw-dropping finale, and a ludicrously hard but satisfying challenge. ''Side Order'', while considered a great campaign in its own right, is generally considered a step down from ''Octo Expansion'', due in part to common criticisms such as lacking difficulty, depth, variety and story that made ''Octo Expansion'' and/or {{Roguelike}} games so good.

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* ToughActToFollow: ''Side Order'' comes hot off the heels of the previous DLC single-player campaign, ''Octo Expansion'', highly lauded amongst the community as possibly the best campaign in the series due to its challenging nature, DarkerAndEdgier tone, expansive world-building and character development for the ''Splatoon'' setting, a jaw-dropping finale, and a ludicrously hard but satisfying final challenge. ''Side Order'', while considered a great campaign in its own right, is generally considered a step down from ''Octo Expansion'', due in part to common criticisms such as lacking difficulty, depth, variety and story that made ''Octo Expansion'' and/or {{Roguelike}} games so good.
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* ToughActToFollow: ''Side Order'' comes hot off the heels of the previous DLC single-player campaign, ''Octo Expansion'', highly lauded amongst the community as possibly the best campaign in the series due to its challenging nature, DarkerAndEdgier tone, expansive world-building and character development for the ''Splatoon'' setting, a jaw-dropping finale, and a ludicrously hard but satisfying challenge. ''Side Order'', while considered a great campaign in its own right, is generally considered a step down from ''Octo Expansion'', due in part to common criticisms such as lacking difficulty, depth, variety and story that made ''Octo Expansion'' and/or {{Roguelike}} games so good.

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*** Cruel_Sisyphean_Eight-Shaped.floor, a name that is especially appropriate on Splat Zones. Two zones on a figure-eight-shaped narrow pathway, with Drizzling Capricciosos constantly spawning in to paint them with impunity. The zones are far apart so you'll constantly be running back and forth to splat the Capricciosos and retake each zone, only to leave the other one wide open to be captured again. Enemies spawn en masse from gushers at the bottom (where {{Mook Maker}}s are hard to reach) and at the top (right in your way on the best path between the zones). If you have the misfortune of running into a "Danger!" modifier, this stage can turn from merely tedious and frustrating to downright virtually impossible.

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*** Cruel_Sisyphean_Eight-Shaped.floor, Floor, a name that is especially appropriate on Splat Zones. Two zones on a figure-eight-shaped narrow pathway, with Drizzling Capricciosos constantly spawning in to paint them with impunity. The zones are far apart so you'll constantly be running back and forth to splat the Capricciosos and retake each zone, only to leave the other one wide open to be captured again. Enemies spawn en masse from gushers at the bottom (where {{Mook Maker}}s are hard to reach) and at the top (right in your way on the best path between the zones). If you have the misfortune of running into a "Danger!" modifier, this stage can turn from merely tedious and frustrating to downright virtually impossible.


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*** Eternally-Vigilant_Soaker-Blockade.Floor. The two gushers utterly ''spam'' Jelletons at you, most notably starting with two Spawning Accordos, and they're located on higher ground that cannot be inked which makes it risky to get up close. The four soakers don't completely block off the enemies, as they leave a hole for the Jelletons to crawl through even when fully inked. This is also a Splat Zones level, meaning you're also going to get Drizzling Capricciosos in your face while the other Jelletons swarm you, likely setting you back at ''best'' and ending your run at worst.
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** When Inkopolis Plaza returned to the game as an alternate hub world in the DLC, quite a few players called Inkopolis Square subsequently being unlocked after completing ''Side Order''. There were many clues pointing at this reveal that savvy players could pick up on, from the focus of Side Order being a twisted monochromatic version of the Square, to the menu listing for returning to the hub being changed from "Square" to "City" after Wave 1 debuted, to the confirmation dialogue for traveling to Inkopolis Square reading "Go to this city?" instead of just "Go to Inkopolis Square" (almost as if it were skipping past a menu due to there being only one destination at the time) -- but one of the biggest was when Tableturf Battle cards of the ''Splatoon 2'' shopkeepers were revealed for Fresh Season 2024 shortly before ''Side Order'' released.

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** When Inkopolis Plaza returned to the game as an alternate hub world in the DLC, quite a few players called Inkopolis Square subsequently being unlocked after completing ''Side Order''. There were many clues pointing at this reveal that savvy players could pick up on, from the focus of Side Order being a twisted monochromatic version of the Square, to the menu listing for returning to the hub being changed from "Square" to "City" after Wave 1 debuted, to the confirmation dialogue for traveling to Inkopolis Square Plaza reading "Go to this city?" instead of just "Go to Inkopolis Square" Plaza?" (almost as if it were skipping past a menu due to there being only one destination at the time) time, hmm) -- but one of the biggest was when Tableturf Battle cards of the ''Splatoon 2'' shopkeepers were revealed for Fresh Season 2024 shortly before ''Side Order'' released.
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now that I think of it, there's no real point in spoiling this, at least in this entry, since the "alternate hub world" part sorta gives it away. They clearly wanted Inkopolis Square to be a surprise during prerelease but they dropped the charade once the DLC released (the Order Sector is listed as "Inkopolis Square" before you go there for the first time, and I think until you beat your first run of SO, didn't check beforehand)


** When Inkopolis Plaza returned to the game as an alternate hub world in the DLC, quite a few players called [[spoiler:Inkopolis Square subsequently being unlocked after completing ''Side Order'']], especially once [[spoiler:Tableturf Battle cards of the ''Splatoon 2'' shopkeepers were revealed]].

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** When Inkopolis Plaza returned to the game as an alternate hub world in the DLC, quite a few players called [[spoiler:Inkopolis Inkopolis Square subsequently being unlocked after completing ''Side Order'']], especially once [[spoiler:Tableturf Order''. There were many clues pointing at this reveal that savvy players could pick up on, from the focus of Side Order being a twisted monochromatic version of the Square, to the menu listing for returning to the hub being changed from "Square" to "City" after Wave 1 debuted, to the confirmation dialogue for traveling to Inkopolis Square reading "Go to this city?" instead of just "Go to Inkopolis Square" (almost as if it were skipping past a menu due to there being only one destination at the time) -- but one of the biggest was when Tableturf Battle cards of the ''Splatoon 2'' shopkeepers were revealed]].revealed for Fresh Season 2024 shortly before ''Side Order'' released.
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*** In terms of specific Palette Chips, the Lucky Bomb Drop chip has a chance to drop a bomb out of every defeated enemy. Not only is this already pretty good considering the clustered hordes you'll be fighting most of the time, but just one chip sets the chance at a surprisingly high 15% (compare to other item-dropping Lucky chips that only increase by 1%-5% per chip), and increases all the way up to '''90%''' when maxed out. Even two or three of these chips can cause chain reactions that take out or scatter entire crowds and can do serious damage to Portals even if you can't reach them.

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