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torok said:


A lot of games have specific classes with specific weapons that fit their own roles. That makes coordination even more crucial, because if someone doesn't know how to play with class X, then you're in trouble.

It's important to notice that Splatoon is 4 vs 4. If you play other shooters with small teams, like TLOU, you will see that team work becomes even more important because each player counts way more. It's not like playing Resistance 2 and having a sniper that is incompetent, because there are 30 people and your team and at least 5 or 6 snipers.

As the map telling you what's going on, things aren't as simple. TLOU's minimap will tell you if the entire enemy team is on one position if they make any noise and that won't avoid that the random idiot on your team runs straight into them and tries to manhandle a full team.


You're comparing Splatoon to other standard shooters, other shooters don't share the same concept, TLOU's minimap is redudant because in Splatoon all you need to know is where ink is being spread not where the next person to kill is. This is the flaw many people here are not factoring when they're thinking of other games, the goal of covering an are in paint which is calculated by percentage at the end of the match isn't really enhanced as much by people talking to each other instead it's more by utilizing the map to see which areas are being attacked and quick jumping to help your team mate if neccessary.

Splatoon requires a different approach to other shooters.