well okay impressions time
controls are pretty simple, in a good way. I had a ton of fun with it, though I think aiming could be a little tighter. The gyro is fairly sensitive and it messed up some precision shots when I jostled a little bit. It's not game ruining by any means, but I hope that just using right stick controls is a valid option.
gameplay is fast and fun, I think there should be some time limit adjustments or an option to change it. hopefully that's in the full release. I had a little trouble adjusting to the movement, since being a humanoid could be a bit sluggish and being a squid was a little slippery (heh), but I managed to adjust by the tail end of the hour. The Super Jump is a very handy option too, sometimes I used it a ton and sometimes not at all, depending on the situation. And I think that's just fine.
In terms of my loadout, I preferred the Splattershot and the Splat Charger and look forward to their variants in the full release. At risk of sounding a little silly, I feel like the Roller was little too strong. Nothing completely overpowered, but I had a match against three people using the roller against my team with three chargers and we got completely decimated. I think maybe a speed/ink/power nerf would make it a little more balanced. Not all three of those, btw. Just one will suffice, in my eyes. People hopping out of ink just to oneshot me with a slam was more common than I had hoped, but the game and my skill at it, is still but young.
The splattershot was simple fun. It was easy to use and quite enjoyable. I liked the rate of fire and decent power being balanced by the occasional shot going fuck off target. Killed me a few times, but nothing I could get mad about, though. The bombs were fun to chuck about too, especially since you could get 3-4 off on a full tank. The Super Weapon was more of the last sentence, but I found myself using it more for covering larger areas and intimidation more so than simply trying to kill an enemy. So it's good that they're fairly versatile.
The Splat Charger made me play more strategically and I had to adjust my mindset thusly. It made me take to higher ground and hide about more often. plot my course more strictly. manage the resources more tightly. I found myself frequently using my grenades to scout ahead or menace enemies, which gave me something of a tactical feel. Solid Squid and all that. My complaint with the gyro mostly happened here. My snipes had an occasional tendency to shake a little, thanks to my ever-so-steady hands, but I still had a lot of fun with it, and can't wait for the one with the scope in the main game.
The Roller was more mindless fun, but I never felt as good using it as I did the others. Like, yeah, it felt fun to just run over people, but I never felt like I doing much on the strategy front. The Roller feels more like something I would use when I want to have more of timekiller set of rounds, just silliness and shenanigans. The paintbrush roller that's coming after release seems a little more my style, what with it basically being a melee weapon, but that'll come with time.
I also didn't use the Jr. on account of my own pride. I kinda just refused when they told us it was a beginner weapon, lol. Nothing against the good players that used them, though.
Overall, very pleased and super excited. There's some definite improvements to be made, and I hope that with Nintendo's continued support of the game that we get a balance adjustment here or there, if it's really warranted.
Regardless of that, super hyped and definitely ready for some squideo games