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Splatoon Raiders developers reveal it originally was “like a base defense game” before evolving into a faster spin-off “with a strong sense of action”
Ahead of the Nintendo Switch 2 spin-off's launch, four key Nintendo EPD developers behind Splatoon Raiders revealed in a "Ask the Developer" interview that the game began life as a very different concept: a solo-focused experience built around base defence and trap placement, rather than the fast-paced action shooter it became. The revelation matters because it shows how Nintendo deliberately steered the project away from Splatoon's competitive multiplayer roots to create a distinct spin-off, rather than treating it as a numbered sequel.
Producer Seita Inoue and director Yoshihiko Ito explained that early prototypes centred on scattering traps around the map for players to fight alongside, but this made players feel like they were "just building a fortress" and watching it play out, stripping away the series' signature "Splatoon-ness". The team pivoted instead towards expanding players' direct actions, introducing "gadgets" that alter combat and movement, and building a PvE loop of weapons, loot and missions against waves of Salmonids and bosses designed to sustain tens of hours of play. Splatoon Raiders launches on Switch 2 on 23rd July, and Eurogamer's four-star review called it "a hectic, often overwhelming delight".
In short
- Splatoon Raiders started as a base-defence, trap-placing concept
- Developers redesigned it for faster, more direct action
- The Switch 2 spin-off launches 23rd July, reviewed four stars
Explained simply
Splatoon is Nintendo’s colourful action series, best known for team-based battles in which players use ink weapons to cover arenas and compete against one another. Salmonids are enemy creatures from the series, usually faced in cooperative player-versus-environment modes.
Splatoon Raiders is a spin-off built around solo missions rather than the main series’ competitive multiplayer. Its developers say early ideas focused on placing traps to defend a base, but the team shifted towards combat and movement tools that let players take a more active role.
That change helps explain how the game aims to feel distinct while keeping the series’ action and ink-based world. Its missions, gear and enemies also give the developers room to build a longer solo experience.
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