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We decided with this game though that in Regular Battles we'd set a strict time limit so as to allow players to customise their gear while also keeping their existing match ups. Hisashi Nogami: With Splatoon, we were trying to make the matchmaking a hassle-free experience, and didn't want to make seven other players wait on just one person. Given it was a criticism of the first game, why did it take so long to address the issue of changing gear in-between rounds? Hisashi Nogami: Posts that are highly voted as "Fresh!" in the square or that are popular on social media are automatically selected to appear in the square and in stages. How do you go about filtering the messages in the plaza? Do they go through approval - and if so, are some of the memes (such as jazz, which is the current flavour) actively encouraged and promoted?
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For Splatoon 2, we focused our development energies on making online play, such as the battles and Salmon Run, even better. Most players spent nearly all their time playing online. Hisashi Nogami: The Battle Dojo from the first game wasn't actually used so much. Did you look at replicating that via split screen on the Switch?
#SPLATOON 2 SWITCH TV#
The first game had local multiplayer, albeit over the GamePad and TV screen. The first game started out with a lot of core gamers before the user base gradually expanded to include kids and family groups, but Splatoon 2 reached those groups from the very beginning. Hisashi Nogami: As a whole, Splatoon 2 has a higher number of active users. How do the player numbers compare between the two games? A straight comparison isn't really possible, but I'd say that the development period was about the same as for the first game? However, development on Splatoon 2 began in earnest from around October 2015. Hisashi Nogami: We were doing fundamental technical research as we worked on the updates for Splatoon, so there isn't a clear cut-off point. How long was the development period for Splatoon 2, and how long was it for the original?