Discussion Let's settle this: Ratchet games and Splatoon (single player) games are platformers?

Let's settle this: Ratchet games and Splatoon (single player) games are platformers?

  • Yes

    Votes: 59 37.1%
  • No

    Votes: 56 35.2%
  • Ratchet yes, Splatoon no

    Votes: 25 15.7%
  • Splatoon yes, Ratchet no

    Votes: 19 11.9%

  • Total voters
    159
The proper term is "action platformer."
This and done.

Both games have always been platforming shooters. Ratchet has had grind rails you platform around, using Clank for Puzzle / Platform missions, or just solving platforming puzzles / navigating worlds/areas to get collectible items to unlock things.

And yes. You shoot things also.

If the games were just Shooters then we would just be shooting 100% of the time and wouldn't be doing anything else.
 
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Yup. The refusal to correctly call Zelda an RPG basically destroyed the concept of the action adventure genre.
The RPG elements in Zelda are super light. Lighter than a soulslike. Which I'd argue is pretty light already lol. But yes of course there are RPG elements.

Do you wear the fire defense thing or the electric defense thing. lol It's very minor stuff though. Also a lot of the stats in BoTW/ToTK are automated, your weapon stats go up automatically over the course of the game based on how many enemies you defeat (as do the enemies). There's no necessary grinding. The world scales to you.

At least in Elden Ring you can feel the difference when upgrading your weapons and leveling up about 5 times before refighting a boss with static stats.

Zelda II was really the last time where you could actually like grind meaningfully. The world wouldn't scale up IIRC.
 
The RPG elements in Zelda are super light. Lighter than a soulslike. Which I'd argue is pretty light already lol. But yes of course there are RPG elements.

Do you wear the fire defense thing or the electric defense thing. lol It's very minor stuff though. Also a lot of the stats in BoTW/ToTK are automated, your weapon stats go up automatically over the course of the game based on how many enemies you defeat (as do the enemies). There's no necessary grinding. The world scales to you.

At least in Elden Ring you can feel the difference when upgrading your weapons and leveling up about 5 times before refighting a boss with static stats.
Yup. There are nuances to genres for sure. Sadly some people just mislabel instead of describing the nuance.
 
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strange take from me but I'm discovering that I genuinely do not care

I delight in pedantry but this one? nah! doesn't fucking matter to me and I have no opinion at all.

which again, is weird for me!

thank you! I don't think I would have known this feeling if you never posted this thread!
 
Yup. The refusal to correctly call Zelda an RPG basically destroyed the concept of the action adventure genre.

Nah, Zelda is the Action Adventure archetype.

Well, Zelda 2 messes things up a bit. But if you mainly progress in the game by increasing levels and character stats, it's an RPG - if you mainly progress by finding items and using them on things, it's an adventure.
 
Nah, Zelda is the Action Adventure archetype.

Well, Zelda 2 messes things up a bit. But if you mainly progress in the game by increasing levels and character stats, it's an RPG - if you mainly progress by finding items and using them on things, it's an adventure.
Eh, agree to disagree. Action adventure is something more like Uncharted. Zelda has always been Nintendo’s traditional fantasy RPG series.
 
I consider Splatoon more of a shooter and Ratchet and Clank more of a platformer outside of Deadlocked. However, I don't really have any actual logic behind this since they're both kinda similar.
 
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Action Adventure is a useful and descriptive classification. It applies to games in the lineage of Text Aventures and Point-and-Click Adventures with an explorative or investigative element tied to, usually item-based, puzzle solving, but an additional action component, and so it already does the thing you advocate for of acknowledging that games can be hybrids.

Dumbfucks like the Game Awards just don't give a shit to have genres make sense.
you're completely right... i actually have no idea why i wrote that in there like that earlier lol. action-adventure is a phenomenal tag, my salt is only with the binary-genre discourse as "action-adventure" almost always is the winning thread-ender. it is the cranberry of the juice aisle, every other genre is the underdog coming into the arena vs action-adventure.

re-reading my post, it seems i'm so trained by social media algos to make negative exaggerations by habit. that's embarassing lol. calling it abhorent was just dumb. so glad i quit reddit, gotta unlearn that.
 
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I feel like looking at the games objectively it'd be hard to come up with a criteria that has Ratchet as a platformer but not Splatoon, but my heart tells me Ratchet is a platformer and Splatoon isn't. Maybe it comes down to aesthetics.
 
The RPG elements in Zelda are super light. Lighter than a soulslike. Which I'd argue is pretty light already lol. But yes of course there are RPG elements.

Do you wear the fire defense thing or the electric defense thing. lol It's very minor stuff though. Also a lot of the stats in BoTW/ToTK are automated, your weapon stats go up automatically over the course of the game based on how many enemies you defeat (as do the enemies). There's no necessary grinding. The world scales to you.

At least in Elden Ring you can feel the difference when upgrading your weapons and leveling up about 5 times before refighting a boss with static stats.

Zelda II was really the last time where you could actually like grind meaningfully. The world wouldn't scale up IIRC.
I always consider games with critical rate as RPG games.
 
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you're completely right... i actually have no idea why i wrote that in there like that earlier lol. action-adventure is a phenomenal tag, my salt is only with the binary-genre discourse as "action-adventure" almost always is the winning thread-ender. it is the cranberry of the juice aisle, every other genre is the underdog coming into the arena vs action-adventure.

re-reading my post, it seems i'm so trained by social media algos to make negative exaggerations by habit. that's embarassing lol. calling it abhorent was just dumb. so glad i quit reddit, gotta unlearn that.

That's welcome of you to say. I was afraid I'd have to pull the nuclear option to try to convince you which is to argue that the term Action Adventure at least allows us to get rid of the even more dreadful term Metroidvania.

R&C is as much of a platformer as Uncharted. The only reason it ever gets classified as such is because the protagonist looks like a mascot platformer.

So what is Uncharted? My first instinct was Shooter, but from browsing a few playthroughs the - rote and seemingly hard to fail - platforming sections appear to be just as prominent in quantity if not quality as the shooting sections.
 
Nay,

I haven’t played Splatoon that much other than a demo and I would say that it’s a action game.

Ratchet and Clank is an action adventure game with some light platforming thrown in.

Kinda like asking I’d Metroid Prime games are platformers or DOOM Eternal
 
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That's welcome of you to say. I was afraid I'd have to pull the nuclear option to try to convince you which is to argue that the term Action Adventure at least allows us to get rid of the even more dreadful term Metroidvania.



So what is Uncharted? My first instinct was Shooter, but from browsing a few playthroughs the - rote and seemingly hard to fail - platforming sections appear to be just as prominent in quantity if not quality as the shooting sections.
the good news is i also dislike how loaded metroidvania is, too much gaming discourse is people getting too upset when something isn't exactly a clone of super metroid. every series is allowed to make deviations but because metroid fans have enshrined super metroid as a genre the franchise will forever be stuck.

if uncharted were to have one label, its "a stealth-action cover shooter". the platforming is there, but it is very mild and mostly serves as a pacing tool between bigger moments. chapter 13 through 15 of uncharted 2 is peak uncharted.
 
In ratchet you double jump across chasms and other platforming challenges. Definitely a platformer in feel. I would say splatoon feels more like a pure shooter with platforming elements. Where ratchet feels like a platformer with shooter elements. I think however you personally view either of these is fine and valid. Its okay for others to disagree, and this certainly not a subject that should breed any snarkyness are hostility.
 
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Ratchet is def a platformer imo, it has double jumps, air dash, wall-running, rail grinding. Too bad that they don’t use these mechanics much during combat encounters which is like most of the game πŸ˜… but it does get more apparent on some set-pieces and optional missions (pocket dimensions)

 
I don't know Ratchet, though... I've never played it! Are there any ways to play the classic games nowadays?

There's a Ratchet OG Trilogy Collection on PS3, I don't know if you could play that on PS4 or PS5, wish some Sony old titles on PC.
 
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Both are third person shooters with light platforming elements. Definitely not platformers. For Ratchet & Clank, Quest for Booty and Crack in Time may be up for discussion because of a slightly reduced focus on shooting, but that's it.
which is like most of the game
Exaclty, combat is most of the game, so how is that a platformer, especially as combat is not being done in a platformy way.
Those saying R&C isn’t a platformer have never played an R&C game
I have played every Ratchet game to completion except Secret Agent Clank. Also, I have played more than 200 3d platformers. And I say R&C is not a 3d platformer - it does have platformer elements though.
 
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If giving the character the ability to use a ranged weapon that is pretty fundamental to how the character interacts with enemies and even noves about the world, makes it not a platformer, than mario sunshine isn't one either.

Which, you know, obviously not. Splatoon is a platformer series, haven't played enough ratchet to say really for that series.
 
Both are third person shooters with light platforming elements. Definitely not platformers.
Right. The presence of some amount of platforming does not automatically mean the game is a platformer. I don’t think I’ve ever seen anyone classify Doom Eternal as a platformer, yet that game, moment to moment, has more required platforming in it than Rift Apart. But that’s obviously not the core focus of the game; it’s a reprieve from the core focus of the game.
 
If every game with that requires you to jump on a platform is a platformer, is Metroid Prime a platformer? I mean it even has double jump. Same with Doom.

If you want to be absurdly reductionist, anyone can do this back too.

If every game that you can shoot a weapon in is a shooter, is Twilight princess a TPS? Mario Sunshine? Super smash bros? I mean, it even has a variety of weapons and explosives!
 
If you want to be absurdly reductionist, anyone can do this back too.

If every game that you can shoot a weapon in is a shooter, is Twilight princess a TPS? Mario Sunshine? Super smash bros? I mean, it even has a variety of weapons and explosives!

Your examples are the exact opposite of the point that poster was making.
 
If you want to be absurdly reductionist, anyone can do this back too.

If every game that you can shoot a weapon in is a shooter, is Twilight princess a TPS? Mario Sunshine? Super smash bros? I mean, it even has a variety of weapons and explosives!
I mean yeah, being absurdly reductionist is the only way you could argue Ratchet is a platformer. I don’t know if you’re agreeing or disagreeing.
 
If every game with that requires you to jump on a platform is a platformer, is Metroid Prime a platformer? I mean it even has double jump. Same with Doom.

In Splatoon 3's single-player it's not atypical to rack up more deaths from failed jumps than from enemy fire. Is the same true for Doom unless you're a shooter savant but outrageously bad at the couple wall clingy segments in Eternal? Many of the most challenging segments in Splatoon task the players with traversing platforms to get close enough to enemies to shoot them, so the gameplay is a mix of both skills that is much more equal than in Doom or Metroid which are lopsided towards non-platform progression checks (while still containing some of those).

You can jump in Dark Souls. That must be a platformer too!

Nevermind, we're in the facetious self-high-fives stage of the argument, I see.
 
In Splatoon 3's single-player it's not atypical to rack up more deaths from failed jumps than from enemy fire. Is the same true for Doom unless you're a shooter savant but outrageously bad at the couple wall clingy segments in Eternal? Many of the most challenging segments in Splatoon task the players with traversing platforms to get close enough to enemies to shoot them, so the gameplay is a mix of both skills that is much more equal than in Doom or Metroid which are lopsided towards non-platform progression checks (while still containing some of those).
Probably true, but this is in part because of how weak the jumping is in Splatoon. You're also understating the prevalence of the pure platforming segments in Doom Eternal, which are a constant presence in the game. But even during combat, you're expected to constantly platform around the arena using your various traversal tools (double jump and air dashes key among them) to avoid enemy fire and position yourself to dispatch enemies, similar to what you're describing with Splatoon. If Splatoon or R&C qualify as a platformer, I fail to see how Doom Eternal does not.

I do think there's a better case to be made for Splatoon as a platformer than there is for R&C, but it's closer to an old school run and gun or action platformer. The shooter component is the primary focus of the game; the platforming is supplemental to that. Hence why it's overwhelmingly more popular as an online shooter than it is as a single-player experience, where the puzzle platformer element is more pronounced.
 
Probably true, but this is in part because of how weak the jumping is in Splatoon. You're also understating the prevalence of the pure platforming segments in Doom Eternal, which are a constant presence in the game. But even during combat, you're expected to constantly platform around the arena using your various traversal tools (double jump and air dashes key among them) to avoid enemy fire and position yourself to dispatch enemies, similar to what you're describing with Splatoon. If Splatoon or R&C qualify as a platformer, I fail to see how Doom Eternal does not.

I do think there's a better case to be made for Splatoon as a platformer than there is for R&C, but it's closer to an old school run and gun or action platformer. The shooter component is the primary focus of the game; the platforming is supplemental to that. Hence why it's overwhelmingly more popular as an online shooter than it is as a single-player experience, where the puzzle platformer element is more pronounced.

I'm relying on watching playthroughs of Doom and Doom Eternal on Youtube for my impression, but there is a marked difference between how fights and platforming are designed, and the prominence of each, between what I'm seeing there and what you see in the single-player of Splatoon 3.

And the OP wisely constrained his question to Splatoon's single-player, so the online shooter component is irrelevant. And just taking the single-players for itself, I don't see where you show that the jumping is weaker than the shooting or indeed either of the two is the primary focus over the other.
 
I'm relying on watching playthroughs of Doom and Doom Eternal on Youtube for my impression, but there is a marked difference between how fights and platforming are designed, and the prominence of each, between what I'm seeing there and what you see in the single-player of Splatoon 3.

And the OP wisely constrained his question to Splatoon's single-player, so the online shooter component is irrelevant. And just taking the single-players for itself, I don't see where you show that the jumping is weaker than the shooting or indeed either of the two is the primary focus over the other.
Of course there's a marked difference between the two. My point isn't that Doom Eternal and Splatoon 3 are similar games, only that they both integrate platforming mechanics and complex movement into their combat scenarios. Eternal also includes frequent, discrete platforming challenges without any combat, something that is rare in Splatoon. My point is that the arguments in favor of Splatoon and R&C as platformers are also applicable to Doom Eternal, a game nobody actively argues is a platformer.

I also disagree that the online shooter component for Splatoon is irrelevant, regardless of how the OP framed the question. The single-player modes typically feel like extended tutorials for the game's mechanics (the movement tech, how to effectively use each weapon, etc), which, once absorbed, can then be applied when playing the game proper (the multiplayer modes). One couldn't make an effective, combat focused competitive multiplayer game out of any Mario game's existing mechanics, because they weren't designed for such a thing. Splatoon's clearly were. Even in single-player, many of the levels are entirely combat-focused, including even horde-type challenges like Girl Power Station.
 
Of course there's a marked difference between the two. My point isn't that Doom Eternal and Splatoon 3 are similar games, only that they both integrate platforming mechanics and complex movement into their combat scenarios. Eternal also includes frequent, discrete platforming challenges without any combat, something that is rare in Splatoon. My point is that the arguments in favor of Splatoon and R&C as platformers are also applicable to Doom Eternal, a game nobody actively argues is a platformer.

I also disagree that the online shooter component for Splatoon is irrelevant, regardless of how the OP framed the question. The single-player modes typically feel like extended tutorials for the game's mechanics (the movement tech, how to effectively use each weapon, etc), which, once absorbed, can then be applied when playing the game proper (the multiplayer modes). One couldn't make an effective, combat focused competitive multiplayer game out of any Mario game's existing mechanics, because they weren't designed for such a thing. Splatoon's clearly were. Even in single-player, many of the levels are entirely combat-focused, including even horde-type challenges like Girl Power Station.

Girl Power Station stands out because it's one of the few entirely combat-focused levels. Talking from experience with my nephew, who just wanted to shoot things and would constantly hand me the controller for prolonged stretches because there was platforming in the way which he had no interest in. I wouldn't recommend Splatoon 3's single-player campaign to someone looking for a platformer. But I also wouldn't recommend it to someone looking for a shooter campaign without asking some important questions first. Doom, though? No second thought about telling a fan of shooters to go play it. It's a question of degrees and if you acknowledge that, of course, there is a maked difference between how platforming and combat are designed, and how prominent each is, between the two games, I don't understand how you also hold that the arguments in favor of Splatoon as a platformer apply in the same way, with the same strength, to Doom. Because it does matter whether the mix is 50-50 or 70-30.

The mechanics argument ignores that mechanics can lend themselves to different genres. Like Mario Kart's mechanics are repurposed for an arena style shooter in classic battle mode. Or the earlier example of how you could build a series of levels based on Rocket Jump challenges, and then that would be a platformer, not a shooter. Splatoon's movement and ink and shooting mechanics, and their interaction, are exceptionally adaptable, and you can build a shooter with them, a platformer, a stealth game, and other things. And if you know Girl Power Station, you also know that there are levels with single-player exclusive platformer gimmicks that don't show up in any online stage.
 
I’ve barely played Splatoon but I’ve tried both Ratchet’s on PS5.

There is plenty of platforming, but they’re fundamentally shooters. If someone says β€œI love platformers” and you recommend Ratchet then there’s a high probability of disappointment. I think there’s a high probability of disappointment with those games full stop, but that’s besides the point.
The other point I make whenever similar discussions come up is that genre is fundamentally a tool that allows us to make comparisons.

If someone says they love Mario and Kirby and wants more recommendations, Astro Bot would be a good one - R&C would be a less good one (but better than, Gears of War, say, which itself features similarities to R&C). Regardless of whether R&C features platforming or not, it doesn’t share enough characteristics with other platformers to feel like one itself (to me, anyway).

There was a thread somewhere else where people were trying to argue that Dark Souls were JRPGs. I mean, yeah, technically, I guess? But at that point, genre distinctions fail to serve any purpose.

Or calling Pikmin an RTS, which is the closest to a genre I’ve ever seen applied to the series. Again, technically, I guess? But you wouldn’t file Pikmin next to StarCraft in game shop (if such things existed anymore).
 
Girl Power Station stands out because it's one of the few entirely combat-focused levels. Talking from experience with my nephew, who just wanted to shoot things and would constantly hand me the controller for prolonged stretches because there was platforming in the way which he had no interest in. I wouldn't recommend Splatoon 3's single-player campaign to someone looking for a platformer. But I also wouldn't recommend it to someone looking for a shooter campaign without asking some important questions first. Doom, though? No second thought about telling a fan of shooters to go play it. It's a question of degrees and if you acknowledge that, of course, there is a maked difference between how platforming and combat are designed, and how prominent each is, between the two games, I don't understand how you also hold that the arguments in favor of Splatoon as a platformer apply in the same way, with the same strength, to Doom. Because it does matter whether the mix is 50-50 or 70-30.

I agree that Splatoon 3 is harder to recommend to a player with no prior experience with the franchise than Doom Eternal is, but that has nothing to do with the amount or nature of the platforming within it. It's a very idiosyncratic take on the TPS/online shooter genre, and it has yet to spawn a legion of imitators or become ubiquitous itself outside of Japan. Doom Eternal, on the other hand, is the result of decades of franchise iteration, and also partially reflects the evolution of a genre it more or less invented. It's a known commodity, outside of the increased emphasis in Eternal on juggling a variety of interlocking systems.

But platforming mechanics within a shooter is hardly unique to Splatoon, or Doom, or anything else. You can find it all over the genre - including, indeed, in R&C. The amount/distribution of platforming may be relevant to this discussion, but I don't see how it helps your argument here, given how much pure platforming there is in Doom Eternal. I don't really care whether people label any of these games as platformers. They are what they are, regardless of the words we use to describe them in shorthand. But I do think it's interesting that Ratchet & Clank: Rift Apart is regularly cited as a 3D platformer, whereas Doom Eternal essentially never is, and I suspect this is largely due to set dressing. R&C stars an anthropomorphic animal and hails from a period when mascot platformers were a thriving genre. It looks the part, and so it gets the label despite not really playing the part.

(Although I honestly don't think I've ever seen Splatoon referred to as a platformer before, so I find its inclusion in this thread to be a little odd.)

The mechanics argument ignores that mechanics can lend themselves to different genres. Like Mario Kart's mechanics are repurposed for an arena style shooter in classic battle mode. Or the earlier example of how you could build a series of levels based on Rocket Jump challenges, and then that would be a platformer, not a shooter. Splatoon's movement and ink and shooting mechanics, and their interaction, are exceptionally adaptable, and you can build a shooter with them, a platformer, a stealth game, and other things. And if you know Girl Power Station, you also know that there are levels with single-player exclusive platformer gimmicks that don't show up in any online stage.
I can't think of a single platformer (or what I would consider a platformer, anyway) that would work at all as a competitive, combat-focused game the way Splatoon does. There's combat in Mario, Astro Bot, Crash, etc., but it's largely perfunctory. Outside of boss fights, enemies are obstacles that you can optionally engage in very simplistic combat, or avoid entirely, or in some cases even use as platforms. But the combat itself, when engaged, is not interesting, because it isn't the point.

Splatoon was clearly designed first and foremost around Turf War. This is plainly evident in the lack of cohesion within the single-player modes, something you yourself touch on above. I don't know if I would categorize the campaign as a TPS either, as it seems to shift genres from moment to moment. I love Splatoon, but I think it's struggled to establish any real identity for its single-player outside of it being an introduction to the basic mechanics in the game, and I would not recommend the games to anyone if they don't have an interest in online multiplayer. The DLC is a little more interesting, but mostly just for the increased challenge. The core mechanics may be malleable enough to support a pure platformer, but they're rarely employed for that purpose.
 
(Although I honestly don't think I've ever seen Splatoon referred to as a platformer before, so I find its inclusion in this thread to be a little odd.)
I don't know if I would categorize the campaign as a TPS either, as it seems to shift genres from moment to moment. I love Splatoon, but I think it's struggled to establish any real identity for its single-player outside of it being an introduction to the basic mechanics in the game (...) The core mechanics may be malleable enough to support a pure platformer, but they're rarely employed for that purpose.

Why do you find it odd to include Splatoon as a platformer if it shifts genres from moment to moment and you would not categorize Splatoon as a TPS? There's only so many genres it could have a foot in. And if it doesn't have any real identity, then that's an objection against the game having any genre label applied to it whatsoever, not just any particular one. That's where I don't follow the logic.

Again, to help me understand your thinking in this: If Team Fortress 2 released a small PvE campaign centered on the Soldier which is just about Rocket Jump challenges ... would that be a platformer in your mind or still count as a shooter?
 
Why do you find it odd to include Splatoon as a platformer if it shifts genres from moment to moment and you would not categorize Splatoon as a TPS? There's only so many genres it could have a foot in. And if it doesn't have any real identity, then that's an objection against the game having any genre label applied to it whatsoever, not just any particular one. That's where I don't follow the logic.

Again, to help me understand your thinking in this: If Team Fortress 2 released a small PvE campaign centered on the Soldier which is just about Rocket Jump challenges ... would that be a platformer in your mind or still count as a shooter?
I found it odd that Splatoon was part of this discussion because I've never seen it described as anything but a TPS or online shooter. That's it. It's genre classification did not seem to have any ambiguity.

I would categorize Splatoon as a TPS, or as an online shooter. Whether the single-player campaign qualifies as such is less clear to me, but it's also less important, as I don't think it's a crucial part of the series or its appeal. It's a secondary game mode, and an onboarding exercise for the game's unconventional mechanics. I don't think Nintendo has a clear vision for Splatoon's single-player campaigns beyond that. But I would classify it as a TPS if forced, as I believe the shooting mechanics, and how the combat dovetails with both traversal and resource management, is the primary through-line across the series and its various game modes, single-player included.
 
Yeah? IDK why you wouldn't call them platformers. They have a more action-y bend to them, but if you think that doesn't fit with a platformer, go and play a Castlevania game. Even classicvania titles have the whip y'know.

I don't think the Splatoon SP games in particular really rise above the most boring variant of a 3D platformer (which is just "objects floating in a video-game-y space" with no broader context) when it comes to their gameplay, but like, that's still a platformer. (The value of Splatoon's SP games lies more in the absolutely stellar presentation.)
 
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I would categorize Splatoon as a TPS, or as an online shooter. Whether the single-player campaign qualifies as such is less clear to me, but it's also less important, as I don't think it's a crucial part of the series or its appeal. It's a secondary game mode, and an onboarding exercise for the game's unconventional mechanics. I don't think Nintendo has a clear vision for Splatoon's single-player campaigns beyond that. But I would classify it as a TPS if forced, as I believe the shooting mechanics, and how the combat dovetails with both traversal and resource management, is the primary through-line across the series and its various game modes, single-player included.

That's the dead end of this discussion, then. With you not really caring to answer the question of the OP because you reject the whole premisse.

I'm not against classifying Splatoon 3's campaign as a shooter, for the record. But rigidness of the pushback against the thought of seeing it as a platformer is rather unfounded and unsound.
 
That's the dead end of this discussion, then. With you not really caring to answer the question of the OP because you reject the whole premisse.

I'm not against classifying Splatoon 3's campaign as a shooter, for the record. But rigidness of the pushback against the thought of seeing it as a platformer is rather unfounded and unsound.

This is weirdly hostile. I literally answered the OP's question in the post you quote here, and I feel I've been pretty straightforward in my opinion throughout my posts in this thread. To be clear, I have some mild hesitation in describing Splatoon's single-player modes as shooters, but would do so if pressed for a classification, and have expounded on the reasons why. In terms of broadly applying one genre label, I feel that one fits the best. I have no such hesitation in saying they are not platformers as I understand the term, which was the question posed. You explicitly stated you would not recommend them as platformers either, so I'm not entirely sure what we're discussing here at this point.
 


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