Splatoon it's already my 2015 GOTY and it may very well be my game of the generation above Toki Tori 2+, the game that held that position until now.
It's not a matter of how many features it has, but about how solid this game is. It not only reinvented the 3rd person shooting genre and gave it a control scheme that actually works on consoles (its still not as fast-precise as a mouse/keyboard, but it's much, much better than the dual sticks option once you're used to it) but it also made the game much deeper.
The best Nintendo franchises are those where the entry level is so low anyone can have good fun from the get go, but then you can progress and progress until you dominate the game to a point you could never suspect you would. The prime example of this was Pokémon, where you can play only considering a few aspects like the levels or the types (with a simple "rock-paper-scissors" design that's easy to understand by everyone) and have good fun playing like that (or just collecting every monster) but that it also recompenses your dedication and knowledge by introducing more obscure systems like the IV, the EV, the breeding, attack's secondary effects, climatology in battles...
This was why until now I considered Pokémon (or Mario) to be some of the best designed games on their respective genres, and that's why Splatoon is the best designed game of this generation. And they did it in a genre (3rd person shooters) that seemed impossible to evolve further!
In Splatoon the entry level is so low that absolutely anyone can contribute to their team's victory. The idea of "painting the ground" instead of "go kill the opposite team" may seem nothing, but it changes everything. It changes how you approach the game completely or how you can feel satisfied even if being unable to defeat your opponents in direct combat without forgetting the fact that becoming good at direct combat is still a clear advantage.
But that's not all. The fact that your own ink allows you to move much faster (and to climb walls) while also dwarfing your enemies' movement allows for some crazy strategies and gives the different scenarios much more depth. You can hide on the ink and use it to induce your enemies to expose themselves (for example, in port merkel I inked the terrain in front of the enemy's base -the central corridor that goes downards to the two "main central zones"- and also one of the lateral passages placed in a higher position so when the other team's members respawned they started to paint up the "central corridor" exposing themselves in the flank, allowing me to buy some precious time for the rest of the team), you can block an opponent's scape route by inking over their ink (not that it's completely blocked, but if he's in a hurry that may be the difference between living and dying), ink some walls to navigate the scenarios much more discretely... even in more traditional modes where killing each other is more of a focus (in ranked battles for example) that alone gives the game a strategic approach you would never find in other shooters.
Heck, even the fact of replacing the traditional bullets for Ink changes the gameplay substantially. Since the Ink has a much more limited range and gravity affects it the game becomes much less about having good reflexes (not that they aren't needed, but this is not just about seeing your enemy before he sees you and be the first to shoot) and much more about thinking how to approach a situation (high places give you more of an advantage both in terms of range you can cover and how close the enemies have to approach in other to touch you with their weapons, just to name the first thing that comes to mind thanks to that).
When the gameplay foundations are so unprecedented and so well crafted like in this game you can't deduce points because of some secondary features that are missing, because then you end with by the book, completely generic games with worse playability having higher reviews because they have what the reviewer expected them to have.
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