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Splitgate 2: Between Halo and Call of Duty

Splitgate 2: Between Halo and Call of Duty
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The original multiplayer shooter Splitgate from 1047 Games was associated with one interesting mechanic - portals. A simple but apt idea that turned ordinary duels into tactical movements through space. In the second part, the developers decided not to look for a new formula, but to focus on developing the one they already had. Splitgate 2 is not a leap into the unknown, but an attempt to make the familiar better. Did it succeed, that's what's more interesting.

Game Splitgate 2
Genre multiplayer shooter
Platforms Windows, PlayStation 4/5 Xbox One/Series X|S
Languages English, Ukrainian
Developer 1047 Games
Publisher 1047 Games
Link splitgate.com

First matches

Splitgate 2 does not create obstacles for the player to the first games. The menu is simple, matches are searched quickly, the training is minimal, but enough to understand how shooting, movement and the main feature of the game – portals – work. From the first battle it becomes clear that the game relies on pace and dynamics: the arena is dense and at the same time intertwined, the opponents are active, and the time to kill is quite short.

But despite the visual simplicity and accessibility, some content remains locked. Some modes, such as custom matches or alternative PvP options, are only unlocked after reaching a certain level and are available for a limited time, until the next rotation in the list. It may be surprising that in a game that positions itself as free and arcade, some functionality is hidden behind a progression system. While this creates additional motivation, it can only repel some players.

However, the start itself does not suffer from this. The basic modes are fast, clear and diverse, and the map is chosen randomly, which gives a feeling of rotation. The first matches are short, often chaotic, but that is why they are interesting - they immediately throw the player into battle, where you either adapt quickly, or watch those who adapted faster. If you do not expect full access to everything at once, then the first half hour in Splitgate 2 is a pleasant, easy entry into a fairly aggressive shooter. Here, skills from Call of Duty, or the same Halo, will come in handy.

Splitgate 2 is shareware. The modes and weapons are open, but cosmetics and battle passes are the basis of monetization. And here we have the main problem: the prices and number of these battle passes. Even by the standards of the F2P market, the prices look inflated, and the composition of the first sets has caused criticism. The developers have already announced changes, but the residue remains. It's good that the game is honest with the players - nothing vital is hidden behind the Paywall. But visual customization, which could be an incentive for leveling, is more of a barrier for now. In addition, such troubles with the pricing policy are exacerbated by the ambiguous and defiant statements of the director of the 1047 Games studio.

Core

Splitgate 2 looks and feels like an arena shooter made for the modern era, but one that uses a classic gameplay formula. Everything here is built on clarity: enjoyable shooting, fast and smooth movement, soft lighting and effects without overload. The game uses Unreal Engine 5, but not for modern graphics - more for the accuracy of interaction. Shadows clearly indicate positions, animations are predictable, visual noise is minimal.

Splitgate 2 offers classic arena shooter modes. There is domination with holding several points on the map, capture the flag (in this case the ball), team Deathmatch, and for a warm-up and more dynamic there is Gun Game (a game with progression from weak weapons to powerful ones). All of them are played dynamically and have their own unique features.

To support different combat styles, there is a rich arsenal of dozens of different "guns", from assault rifles to sniper rifles. Each weapon can be upgraded and customized for tactical needs: increase the magazine, add a laser sight, speed up reloading, etc. Some, especially powerful weapons, can only be picked up on maps. Conceptually, they are similar to regular ones, but much more deadly. Except for the giant bazooka.

Each of the three classes available in the game has its own arsenal. They somewhat overlap in the progression of opening new types of weapons, but differ in greater specialization for the class. The classes themselves have their own set of active skills and the already mentioned set of barrels and their progression. The classes are positioned as a universal soldier, a fast and less durable scout and a slower tank. There is no strong separation of roles between them, but some difference is still felt.

Maps are designed around vertical structures and portal logic. These are not just corridors with open areas - these are multi-level arenas where you need to not only shoot, but also navigate. Many spaces have intentionally limited visibility, blind spots and surfaces for portals that open new routes or allow you to quickly break away from enemies. There are few static positions - there are almost always several options for movement, and the player rarely stays in one place for more than a few seconds. But at such a frantic pace, a beginner, and not only, can get dizzy from all these portals and the need to navigate in space, taking into account the possibility of instant movement between platforms. It seems that all the maps are interesting, but their small number and variety are striking.

Splitgate 2 doesn't try to surprise with technical features, but can keep players engaged with very simple, yet addictive gameplay. Everything here is about pace: seeing the enemy, having time to shoot and weighing when to use the portal and when to move forward. And this is perhaps the best feature of the game - it is focused, tight and doesn't try to be bigger than itself.

60 mode

The new Battle Royale mode looks quite unusual compared to other games in this genre. The idea is ambitious: portals in a large area, where 60 players search for weapons and try to survive. In practice, not everything works yet. The areas are large, movement in the middle of the round is sometimes monotonous, and the randomness when searching chests is too significant. All this is inherent in the genre, but from Splitgate 2 you expect a faster and more stable pace, as is done in other game modes. Here the gameplay either accelerates too late, or completely lags. Despite the fact that some moments look spectacular, in this mode the game loses its rhythm and leaves a chaotic impression. Most matches resemble random running around, without clear tactics. And beginners do not understand at all what is happening and often die from the narrowing circle.

Gameplay between two poles

Splitgate 2 is an arena shooter with the soul of Halo and the reflexes of Call of Duty. The modes, weapons, even the interface are reminiscent of the classics from Bungie, but with a slightly shortened TTK and movement that is more in line with modern CoD. This is a game that is not afraid to take something that is not yours, if it works, and add its own portals that radically change the pace and geometry of combat.

The portals themselves work according to a familiar logic – like in the Portal series from Valve. The player has two portals of different colors and can move between them. When the third one opens, the oldest one automatically disappears. At the same time, portals can only be placed on specially marked surfaces. This adds another level to the planning of movement – not just "where to go", but "where to leave a return point".

Players can only see through their portals: portals of allies or enemies are opaque. This opens up space for interesting tactical techniques. You can wait for the enemy on the other side of the portal, remaining unnoticed until the moment of the shot. And so, shooting through portals is possible, and often necessary, to save an ally or hold a point against a larger number of opponents.

Instantaneous resolution of the shootout is the norm here. In Splitgate 2, it's either you or you. So it's unlikely that you'll be able to retreat and regroup. Only a portal arranged in advance can save you. And when you add the ability to suddenly appear behind you, the situation changes instantly. It feels like an arcade shooter with deeper mechanics. Especially in team modes, where you can use portals not just to flank, but to change the entire direction of the attack.

The mechanics work clearly. The shooting does not cause complaints, most weapons have a clearly defined role. Even on the gamepad, everything is quite accurate. There are complaints only about the sound - the enemy positioning is not always accurate, especially in spacious Battle Royale maps. Although, this may already be a complaint against the background of the experience in the new Rainbow Six Siege X, which raised the bar for the quality of spatial sound in shooters.

After the game

Splitgate 2 leaves the impression of a game that knows what it wants, and most importantly, how to move. In team modes, pace is the main advantage. Everything happens quickly, with almost no pauses. The player is constantly in action: attacking, retreating, placing a portal, losing or managing to win a duel at the last second. Here, pace and dynamics work not as an add-on, but as the very essence of the game.

It's different in Battle Royale. Where there should be tension, there's a blur instead. The mode looks less focused, less dynamic. After a few matches, you get the feeling that Splitgate 2 is losing itself here. This doesn't ruin the overall impression, but it doesn't make you want to return to this particular mode either. The promotion of battle royale as the main item in the mode selection menu seems strange.

Unfortunately, the first weeks after the release showed that the project did not arouse sustained enthusiasm. Reviews on the Steam platform are mixed. Players note an interesting concept, but criticize technical flaws, questionable balance of modes and overly aggressive monetization. The most noticeable is the decline in online after the release. The number of active players is not growing, but gradually decreasing, which does not yet affect the speed of finding matches, but may increase waiting times in the lobby in the future.

So if you're interested in trying Splitgate 2 in its more or less active state, you should do it as soon as possible. While matchmaking is still working properly, there's a chance to see the game as it was intended - dynamic, intense, with a portal behind you just when you least expect it.

Conclusion

Splitgate 2 doesn't require any prior knowledge. It's a fast, clean, stylish shooter with a twist that still works. It doesn't reinvent the genre, nor does it try to. It's about moments: when you open a portal and end up somewhere you weren't expected to be. And if there are enough of those moments, Splitgate 2 will be able to hold its audience. At least its core.

MEZHA SCORE
7
/ 10
What we liked
  • free access
  • unique portal mechanics
  • pleasant and clear shooting
  • stylish arenas with vertical gameplay
  • battle dynamics without overload
  • low entry threshold
What we didn't like
  • some modes are blocked at launch
  • little content
  • Battle Royale mode looks unfinished
  • aggressive monetization
  • decline in the number of online players after release

Splitgate 2 is a modern arena shooter with original mechanics that really work. It doesn't aim for sensationalism, but it hits its niche. If you're interested, you should play it now, while there are still enough players online.

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