
As the fourth game in the series, Splatoon Raiders is the first to be developed exclusively for Switch 2, bringing the nautical third-person shooter onto powerful new hardware, as well as the first single-player or co-op experience after three broadly multiplayer-focused titles. Despite its broad remit, the game is positioned as a spin-off, arriving with an accessible £42 price and a modest 13GB installation size. How does the game use the faster Switch 2 hardware to pump up the tech? And could this have been achieved on the original Switch?
One of the most immediate benefits of the generational jump to Switch 2 is seen in image quality. While Splatoon 3 relied on a dynamic resolution range of 840p to 1080p docked to maintain a 60fps output, Splatoon Raiders offers a clearer visual experience. Docked performance typically renders at 1440p, occasionally dipping to lower counts like 1260p. Meanwhile, portable mode maxes out the built-in screen at a native 1080p, again a big upgrade over the 540p to 720p range of Splatoon 3 on the OG Switch.
Anti-aliasing unfortunately remains a weak point, even with the hardware upgrade. The game utilises a custom mobile variant of AMD's FSR technology alongside SMAA, which helps to mitigate the pixel crawl and shimmer found on complex surfaces like rusted metals and fishnets. While this is an improvement over the previous title, the results are far from perfect, and in portable mode, the raw 1080p image receives no anti-aliasing treatment at all.
Beyond resolution, the most impressive technical achievement is the sheer density of enemies on screen. The game manages to render hordes of geometrically complex, physics-based adversaries that far outstrip the previous Salmon Run modes.
Even with these massive volumes engulfing the frame, combined with the chaotic visual effects of ink splatters, explosions, and power eggs, the game maintains a rock-solid 60fps throughout intense action too. While cut-scenes generally target 30fps, they occasionally run at 60fps, sometimes dipping when complex water effects are present. It is plausible that the heavy enemy counts would have forced a 30fps cap or significant compromises on the original Switch, making this exclusivity a necessary choice for the current level of chaos on screen.
Subtle enhancements have also been made to the ink physics, which were already a satisfying staple of the franchise. Swimming around now generates more dynamic ripples, and individual shots striking existing paint on the floor trigger secondary bounces. These refinements, likely afforded by the Switch 2's overhead, contribute to a more reactive and polished feel during gameplay, even if the underlying engine feels familiar.
Visually, the game retains a high level of charm, with expressive animations reminiscent of a 3D Nickelodeon cartoon. Features like baked global illumination return, alongside nice touches like water ripples and caustics on the sea floor. Yet, some areas show the limitations of the current build: textures and texture filtering remain somewhat basic and the environment relies on baked cube map reflections rather than screen-space reflections for its water.
Ultimately, Splatoon Raiders is a successful, if evolutionary, scaling of the existing engine to the Switch 2. The developers' decision to prioritise higher resolutions and increased enemy counts to create a more intense co-op experience largely pays off. However, the absence of Joy-Con mouse mode support is surprising, given that it could have been a great opportunity to make use of the Switch 2's unique features.
For the eventual next mainline entry in the series, it would be fascinating to see mouse mode implemented - alongside a more radical engine overhaul to bring asset quality and rendering tech up-to-date. Let's sea what they can do.
