Its been 4 days since SO and like heres my opinion:
- for not the best gamers/casual players the beginning will be a pain in the ass and become more fun with hacks later
- alternatively if you only do the easy levels on multiple runs because you suck it will get boring FAST, the issue of there being a set amount of levels is really noticeable if you only play easy levels
- did not remotely live up to the story/lore/atmosphere hype of the first trailer, i Understand the first trailer didn't even show any gameplay so as makes sense. but the art really gave such an edgy atmosphere and made people think of such more scary ideas that were not there, some art felt isolating to me, the theory of Splatoon 3 polution and nuclear waste???? Salmonid lore??? None of that was there.
- one of the most eery things are the audio files of some bosses, see here
- it's fun and sure not all splatoon story needs to have, much story or lore but it really was what I was looking forward to and what OE and ROtM did right to me. In ROtM the last extra entry felt like real pay off but the extra entries in SO? Didn't answer any of my burning questions, and if youre into Acht the way they misstranslated (I think it was atleast, maybe they just updated their lore) in the NA localization fucks up their character (also why are you pale)
-Agent 4 mention was so miniscule </3 had expectations for a bit more, maybe actual Feature
-pearlina is so canon and I nevr was a shipper of them it's just undeniable
Also I've got all the gear with prlz and all hacks I care for and the DLC has been out less than a week meanwhile I don't think I've ever even had 20 golden scales in all of SR. A few people are hoping chance of another story DLC and idk if I see that happening but I was also hoping for that at one point </3
Tl,dr: bit fun, wish it was more edgy with more lore
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So. I've Cracked The Code On The Appearance Changes in Side Order.
Wall of photos and such incoming.
After a lot of testing, I've discovered there are 7 different little lights and doodads that are added to Agent 8 via upgrading certain chips, each with a basic 1st tier and and upgraded 2nd tier. The 1st tier of upgrades appear after picking up two of the same chips in that changes pool (ex: 2 Homing Shots chips), with the 2nd tier appearing after picking up five of them (ex: 5 Homing Shot chips). There is no further visual indicators added for maxing chips that go beyond 5, such as Splash Damage or Rush Attack.
Full disclaimer: This is the result of researching a LOT of my own runs, so I can say this is true with about 95% certainty. If I labeled an ability chip in the wrong visual pool, please let me know!
Let's start with the basics - our control group. No Teal upgrades provide any visible changes to Agent 8 (or Pearl-bot for that matter), so I ran an all-teal palette to demonstrate.
First is likely one of the more requested visual changes - the Headset. The 1st tier sports a basic metallic earpiece, with the 2nd adding an antenna and eyepiece that match your primary ink color.
Maxing Splash Damage, Sound Wave Damage, Splash Radius, Special Charge Up, Turf Lucky Chain, Rush Knockback, and Homing Shots all provide the headset!
Next up is Ink Bubbles. The 1st tier shows transparent, slower bubbles flowing in 8's ink tank, with the bubbles being faster and more opaque in the 2nd tier.
Nabbing Poison Ink, Splat Ink Recovery, Ink Saver Sub, Ink Recovery Rate, Sticky Ink, and Explosion Knockback all provide Ink Bubbles.
Following that is the Fins. The 1st tier shows the base shackles being added to 8's boots, with the fins themselves being added for the 2nd tier.
Picking up Run Speed, Swim Speed, Rush Attack, Mobile Ink Recovery, Mobile Special Charge, and Mobile Drone Gauge all provide the Fins.
Now, moving on to the weapon upgrades!
First we have the Muzzle Lights, which appear at the muzzle of most weapons, and the sides of the brush and roller nearest the base. The 1st tier shows a circle and squares circling around the muzzle, with the 2nd tier being more exaggerated, with alternating squares and rectangles forming a hexagon pattern in the center.
These are exclusive to the Ink Damage, Main Damage (Close), and Main Damage (Distant) chips.
Next up is likely the most common visual one can see on their run - the Arrows. The 1st tier shows a circle with three arrows pointing down the weapon, with the 2nd tier adding some blowback markers behind the circle.
These are on a whopping TEN upgrades, being Splatling Barrage, Main Firing Speed, Horizontal Slash Speed, Main Range, Main Piercing, Main Ink Coverage, Rush Ink Coverage, Quick Charge, Shot Spread Reduction, and Ink Saver Main.
Last of the weapon upgrades are the Dots. The 1st tier is 3 large dots and a circle spinning at the bottom of your weapon or around your wrist, with the 2nd tier adding another circle around the dots.
These can be found on the Hindrance Damage, Ink Attack Size, Charge Storage, Moving Ink Speed, Extra Dodge Roll, Brella Cooldown, and Knockback upgrades.
And finally, my favorite little knick-knack, the Shrimp Hook. This little guy appears on your ink tank after picking up 2 matching Luck upgrades (ex: Lucky Bomb Drop, Canned Special Drop, etc), and begins to glow after picking up 5. However, the glowing effect is not visible in the post-game screen. 😔 (I would totally buy one of these if someone made one, btw)
By the way, 7 visual upgrades * 5 chips needed to max each visual is 35 chips, which is just shy of the 36 total chips you can have on one palette, which means, in theory, you could. Have every maxed visual indicator on in one run.
Just a thought. : )
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