Yes, Octo Expansion gets much harder than Hero Mode (as anyone who's banged their head against the secret final boss will attest). Not even the bosses (harder versions of those found in Hero Mode) are mandatory until the game's closing chapter, which eschews the metro format for an absolutely stunning straight-shot finale whose curiosity ranges from Metal Gear-style sneaking sections to a fantastic recontextualisation of the game's multiplayer Turf Wars. Where Hero Mode offers only five weapons to test, Octo's stations come with a range of loadouts to try – opening up the entire game's outlandish arsenal of paint-flinging weapons while offering higher rewards for trying trickier weapons. ![]() There are four "thangs" to collect spread across the system, and it's hard to get stuck when you usually have a good three or four options for routes to go down. Notoriously, a good few tests involve bumping an 8-ball across precarious obstacle courses while baddies try their hardest to punt it into oblivion.Īll of this is framed in a structure that images a campaign as a metro system, literally taking the train between different challenge stations. One mission will have you using chargers (snipers) as cues for a colossal game of pool, while others will have you figuring out how to collect eight data-points across a map built atop a constantly rotating gyro. Reframing the campaign as a Portal-like series of test chambers, Splatoon 2's Octo Expansion leans fully into the idea of Splatoon as a puzzle-platformer. ![]() The chapter released with the Spy gear License Card that includes the code to unlock the Spy gear in Splatoon 2.Octo Expansion, in comparison, deserves to be shouted about in the same way we fawn over Titanfall 2's stellar campaign.Goggles and Eight, being the only ones free from the ropes, face against a partially sanitized Rider. Out of nowhere, the ropes tie Headphones, Specs and Bobble as well. The elevator stops working, and they find Cap'n Cuttlefish and Eight's teammate tied up. While escaping, the Blue Team realizes that they forgot to bring their weapons, but Eight repaired four weapons in the meantime for them to use: Goggles and Headphones receive their main weapons, the Splattershot and Splat Charger respectively, while Specs receives the Undercover Brella and Bobble receives the Tri-Slosher. Cap'n Cuttlefish and Rider decides to stay to clean up the mess, but they are immediately attacked by the Telephone. He wants to find her, and the Blue Team follows him to escape through various phases. This resulted in Eight fully remembering about what happened before he ended up in the Deepsea Metro: He was chasing after the Kamabo Corporation to save the Octoling Girl, who is considered to be his teammate. He was there because of Cap'n Cuttlefish instructing Pearl and Marina to contact him, who also provided him with the cape. Before the blender can reach to them, Rider crashes through the ceiling and destroy the blender. ![]() ![]() Pearl and Marina realized that it was a blender as soon as it was activated, and the Telephone plans to use the Blue Team, Eight and Cap'n Cuttlefish as the ingredients for its goal. The Telephone opens the door of what seems to be the exit of the Deepsea Metro, but it was soon revealed to be a trap. Goggles, Specs and Eight go to the Ballercise Station, eventually clearing it, and the group finds the fourth and last thang. They immediately find Specs in the metro, and the group decides to split and clear various tests. Eight is thinking about the Octoling Girl he keeps remembering so much, but he puts that aside for now and continues to find the last remaining Thang with Goggles, Headphones and Bobble.
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