
Splitgate 2 may possess an excess of variety.
“'Halo with portals' is an enticing pitch for a shooter. This concept contributed to Splitgate's success as a multiplayer hit a few years back, and it's why I've been looking forward to this sequel ever since 1047 Games announced they were moving on from supporting the first game. I was thrilled to experience the alpha version of Splitgate 2 a couple of weeks early and get a preview of the updates. While the original formula remains effective, the sequel seems to be diving deep into new modes that could dilute the series’ original appeal.
Currently, Splitgate 2 may be trying to achieve too much. 1047 Games aims for it to be a fully-featured live service title with plenty of variety, which could steer it away from the core portal-shooting gameplay that defined it. While the traditional 4v4 arena mode is still enjoyable, many of the other new modes I encountered awkwardly integrated the portal system into gameplay where it didn't mesh well, or minimized the portal feature altogether. This could undermine the unique advantage that originally propelled it to success and complicate its sales pitch in a competitive live service market, even with the abundance of content intended to tackle that issue.
Variety for longevity
Before my gameplay session, I queried 1047 Games CEO and co-founder Ian Proulx about the main improvements of Splitgate 2 compared to its predecessor. He emphasized that this sequel offers greater content variety for long-term player retention.
“With Splitgate, it was great fun and quite straightforward, but it lacked variety and long-lasting appeal,” Proulx shared with Digital Trends. “We actually had strong short-term engagement, but what we observed was players would come in, play for three or four weeks, and then ask, ‘What’s next?’ after experiencing everything… We’re tackling that from several angles.”
Players can now choose from multiple factions during matches, each equipped with around eight distinct weapons. There are additional progression paths, providing players with constant unlocks or new metas to explore. Furthermore, there are many new modes that will refresh the experience with each round.
“We want randomness for the sake of variety, but not randomness for its own sake,” Proulx explained.
From my initial experience with Splitgate 2, 1047 has indeed succeeded in delivering content variety. Every thirty minutes, I was transitioned to a new mode, each presenting a different gameplay experience. While this approach may enhance player retention, I started to worry that Splitgate 2 was becoming a jack of all trades but a master of none, as the new modes deviated from the essential concept that initially made the series distinctive.
During my time with Splitgate 2, I played eight different modes. My favorite was the first: a 4v4 Arena mode that mirrored the gameplay of the original Splitgate. The maps were well-designed and emphasized portal usage, capturing the excitement that made classic Halo so appealing. However, I found myself enjoying each subsequent mode less than the last.
Firecracker is another 4v4 mode where one team defends while the other tries to plant a bomb. So far, Splitgate 2’s heavy, Halo-inspired gunplay doesn’t complement this type of shooter mode. Splitball is a 4v4 mode where players collect balls to place in their team's goal, which feels more like a gimmick that doesn’t connect well with Splitgate 2’s core shooting and portal mechanics.
The game expanded with the introduction of 8v8v8 multiteam modes, all set on a large, icy map that exceeds anything 1047 has previously created. While impressive, this is where my perspective on Splitgate 2's new direction started to dim. The map felt excessively large to maintain consistent action and lacked enough surfaces for placing portals. This was particularly evident in Hotzone, a King of the Hill-style mode centered around a single location. With limited opportunities for deploying portals near the point, I found myself feeling somewhat bored.
Multiteam Team Deathmatch and Domination offered slightly better experiences, but the scarcity of portal placements was noticeable here as well. In any multiteam mode, I rarely saw anyone employ portals effectively. Perhaps this was due to our inexperience with the game, yet I felt that the standout features of Splitgate 2 were being overshadowed by conventional gunplay. If I’m not utilizing portals much in Splitgate 2, why not just play Halo Infinite or The Master Chief Collection instead?
In essence, 1047's efforts to introduce variety to Splitgate 2 present a double-edged sword. There are more modes available, giving players ongoing reasons to engage, but the quality of each mode appears diminished. The novelty of modes like Chaos, which introduces modifiers that significantly boost movement speed, or a Duos mode that alters team structures, doesn’t hold much weight if I’m not connecting with the core element I came for. I want Halo with portals when I


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Splitgate 2 may possess an excess of variety.
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