Splitgate 2 Ongoing Comments
Blog Andrew Joseph 14 Jun , 2025 0

The 2021 rebooted Splatgate solidifies the valve-style portal and old-fashioned arena shooting game, which are two great flavors and taste great. The Splatgate 2 carries a huge fusion of the same running moves and tactical deceptiveness, thus helping the original flag implant the flag of that type, so it starts with a good place. But even though the addition of character categories and wider weapons helped get Splatgate 2 through the new promise threshold, other shots of other glasses it passed back, making me feel less optimistic about the time of the free follow-up so far.
Visually, there has been a lot of changes compared to the original content. Gone are the softer, more industrial look of the battlefield venue, replaced by a lot of bright colors and brighter lighting, making it look less unique and more like a multitude of games trying to attract Fortnite players. In the deal from dirty metal walls to cleaner, smoother surfaces, Splatgate 2 also has no more interesting features that make the original map interesting and memorable. Now, deserts and trees that will be hit in the middle of the map (for example, in one of my favorites, Oasis) are downgraded to background decorations, and in fact each surface of your actual run and gun feels the same in 15 map options.
The returned map creator mode is now called the Lab, powerful enough that it has been filled with entertainment made by dozens of fans of the famous PVP maps in larger games, as well as some more fun and original user creations that can be used as a great aspect of the main action. However, for one round with a consistent standard mode (to the extent possible given the possibility that there is currently no ranking mode), they are usually too fancy to be considered a good alternative to developer-made maps). I have a hard time getting strangers to queue up for some weirder-looking options, often sitting in the hall for prolonged periods of time, hoping some other curious splitters would stumble upon. I often feel disappointed.
However, Splitgate 2's biggest win is that it has a huge impact on the pace of the game in gameplay. The Signature Portal is still an X-factor, allowing you to create paths between two points on the map. They are the ideal tool for setting ambush, tricky resorts, and even manipulating physics, keeping you all over the map. I mainly use them here like 2021, pulling the single side of the asshole trying to achieve my team goals. However, this time, you can create both ends of personal wormholes when shooting continuously with just one button, making them more convenient to use. It costs a little because opening a portal at the top of an enemy is the only way to close their portal, which may force you to close your route. However, after logging in for 10 hours this week, I prefer this small drawback to the trans grenades of the past.
Thanks to its fast (but not too fast) sprint and limited jetpack, the movement always feels smooth, fast and controlled in the Splatgate. In Splitgate 2, both of these things are combined with the new slide mechanic, making the map bypass the map and it feels like I remember my best Titan Fall Back. The jetpack looks stronger and has a higher lift than the original version. The ability to extend longer means more often start or end in the air, which adds a dynamic that makes every small-scale skirm challenge from every angle.
However, Arsenal is not much different from the original, which is a shame because it is not very imaginative. Most weapons have sleek futuristic curves and color schemes, but their functionality is exactly the same as the assault rifle, SMG and carbine you wield in other games, so I don't have a lot of options or customizations to explore the payload presets. They really just wanted me to sprint to grab the power weapon, and during the game, they created the power weapon with a neutral fanfare during the game. These return superguns add several notable additions to their lineup, including my favorite: a pair of robotic pistols that can be combined to form longer machine guns when aiming at sight. These are great, game-changing weapons that are worth the effort to ensure every time you can use them.
Mechanically speaking, the biggest change in Splatgate 2 drama is the addition of three character categories, namely the avatars of competing corporate entities, who address the differences in this futuristic gun portal sliding movement. Sabrask, Meridian and Eros all have their own unique active abilities, such as Sabrask's Smart Wall, which protects a one-way bullet shield that protects anyone standing behind it while freely shooting at enemies (like the non-part version of Reinhardt's Shield in OverWatch In Overwatch). Each of them also has a passive effect that can be awarded to the entire team by attending, motivating at least one of the teams in the competition. This means active people have a more obvious impact than passive, mainly because I haven't played a game where each participating team hasn't gained enhanced health from the meridian and is able to gain faster capabilities and devices from EROS and SABRASK respectively. If it is basically a standard, is it really “uplift”?
I think there is an argument that abandoning the choice of class-based hero shooter design is the cornerstone of the monument of the simpler shooting game in the past that the original Splitgate is building. This means that every player starts with the same basic abilities and must win all the advantages in the game. I sympathize with this old-fashioned halo mentality, but I prefer the diversity of these three new courses, which adds enough tactical expression to give older people like me a chance to oppose the quick exchange of exploitative young people, as long as I can think of them.
The game, no matter which kit you are playing in the return mode, is almost always more fun on smaller maps, which may not be as fun as it is in Splitgate, but at least it is the biggest advantage you build to ensure you never get away from the action. The larger map, like found in the new three teams, 24 players can attack the game types that exceed Team Death-Match and Hotzone, which will almost feel lonely because you have to run quite a while before drawing the Portal Game to find some other players to exchange fires. Then, all of these new modes rely on increasingly isolated large gaming spaces, which is a frustrating one.
Overall, this makes me wonder, because the map seems to think that using a portal will have the advantage – so many goals sit completely hidden in the portal wall and using the portal to actively push it feels even more difficult. Fortunately for me, a guy who mainly uses the portal to set traps and escapes, I feel like the layout of Splatgate 2 firmly determines that my more passive approach is the right way to play. First, thank you very much for your 1047 games, but secondly, it means an offensive strike, especially the goal you have to work as hard as firecrackers or domination, which is the jetpack attack and high-energy wing that can be done anywhere else. Even modes that require a lot of movement or rotation of targets, such as Splitball and Hotzone, don't have more chances to use the feature in ways that are not done without. When I play “Portrait-free Limited Playlist Map” and realize that my game is nothing different, the most incredible realization is.
Finally, Splatgate 2's new big election feature is battle contest mode, and I haven't spent much time at the time of writing (so why this review is still in progress). But from my performance, it works mostly as expected: many teams of four fell into semi-random areas on the map and fought each other was the last lineup. The wrinkles it adds to the type (except the portal) is that the larger map consists of four smaller maps connected to the jump path and tunnel. The “Storm” version of Splitgate 2 is closed around you, closing one of the areas, forcing all surviving squads to get along with each other in a set of shrinking rooms. The styles of these maps are different environments – for example, there is a snow and lava area – so when planning with the team, you can easily communicate which one you are talking about. I didn't notice if these areas differ too much from each other outside of their appearance. Will lava burn you? Will ice make you slide uncontrollably? I will report this comment next week.