# *Splatoon 3* Notes
*Splatoon 3* is the third (duh) entry in the Squid Kid series from Nintendo. While the focus is primarily on multiplayer "Turf Battles" where teams try to spread as much of their ink color as possible, there is a sizable single-player mode to the game. The story is silly, but the gameplay is far from it with a supreme focus on stretching mechanics beyond what I could ever imagine. *Splatoon 3* is snappy, fluid, and always fresh—just like Squid Kids.
> [!warning]
> Spoilers below!
![[Splatoon 3 Notes.pdf]]
## Stats
- Started Playing: 11/15/24
- Beat: 12/7/24
- Total Playtime: 10~ Hours
## Legacy
- New IP fire from Nintendo. Shows innovation in a space heavily crowded and that there is a surprising amount of depth to "inking turf," even three games deep.
## Overall
- I love the rapid fire ideation. Each level is short, sweet. Each gun is a new tool to do something whacky with paint. It’s creative. Imaginative.
- Coming to multiplayer 2 years late is a steep hill to climb. Thankfully, the goal ever remains to ink the most turf, not the most kills.
## Story
- Same premise as the previous two? Great Zap Fish stolen.
- The characters are dripping with attitude and style. They are funny, goofy, engaging, and slick.
- Two types of lore/logs to collect. Intriguing.
- I am fighting the pop group? They want to loot Alterna. Seems goofy.
- A Grizzly bear wants to make Earth fuzzy again. For money? It is goofy goofy goofy.
## Gameplay
- I am going to really try and use motion controls.
- I gave up.
- Levels are super quick, at least in the prologue.
- There is a skill tree, which seems neat.
- How do I get the little fish I need to spend upgrade tokens?
- Found in over world. Not earned or anything it seems.
- Levels have options to beat the level. Pick one of three guns and beat it. So encouraging multiple runs, faster clear times, more salmon egg currency.
- These levels are distilled ideation and limitation. What can the player do with this item or ability? How can we explore it in a 2-5 minute level? What can we teach? How can we make them feel? They are third-person shooter puzzle action boxes. They are little gardens. They are galaxy planets.
- There is so much restraint, which you wouldn’t expect in such a moody, stylish series.
- The first major boss fight is very neat. Puns strong. Style over the top. Probably the most Galaxy of the game bits so far.
- I wish you could swap guns in a mission, instead of exiting and re-entering.
- “Simply Zipcaster” mission on the fifth island embodies snappy COOL fun level
- The boss fights are pretty easy. The first was challenging
- The final boss adds unexplained mechanics which is a big no no.
## Music/Sound Design
- Echo-y, drippy, droppy beats. Always loved the Splatoon sound signature.
- There was a song on the third site that really caught my attention. Wish I knew the name.
- You have to love the pop star fusion vibes. It leaks out of the game into the real world. Concerts and all.
## Graphics
- Yellow and purple theming.
- There’s a Mirror’s Edge clinical architecture to these first levels, but then destroyed and tagged and funky because of Inklings.
- It’s style. It’s vibes. It’s rebellion. Rock. Punk. Techno. Street.
- Love the super soaker, paint gear, hardware slapdash design of all the weapons.
## World
- The desert Splatlands. Upside down Eiffel Tower.
- A frozen rocket research base beneath the desert? Wildly imaginative. Reminds me of the Galaxy 2 Iwata Asks about “switching.”
- Multiple “sites” aka worlds I assume?
- I love how my ink paths in the world make navigation faster and showcase my progress. The world becomes my own ink drawn path of progress.
- These reset if you quit the game. Bummer.