How Nintendo EPD Transformed 'Splatoon Raiders' From Base Defense to Fast Action

- Splatoon Raiders was originally conceived as a static base defense game focused on building fortresses and setting traps.
- Developers abandoned the base defense design after realizing it lacked the dynamic action and core 'Splatoon-ness' established in earlier entries.
- The game was intentionally crafted as a standalone PvE spin-off rather than Splatoon 4 to experiment with looter shooter mechanics while preserving competitive multiplayer for the...
When game developers set out to create a spin-off, the initial pitch rarely mirrors the finished product. In a detailed reflection published ahead of the launch of Splatoon Raiders on Nintendo Switch 2, key members of Nintendo EPD pulled back the curtain on the game's surprising evolution. Before settling into a high-octane, looter shooter-inspired formula centered on fluid movement and active combat, the project started as something entirely different: a static base defense title. The revelations, shared in 'Ask the Developer Vol. 22: Splatoon Raiders - Part 1', offer a rare window into Nintendo's iterative prototyping process and how the studio safeguards the essence of its flagship franchises.
Quick summary
- Original Concept Shift: Splatoon Raiders was originally designed as a base defense experience where players placed traps and watched automated fortresses repel enemies.
- Preserving Identity: Developers abandoned the static fortress model because passive gameplay stripped away the dynamic action and intuitive ink movement central to the series.
- Spin-Off Strategy: Producer Seita Inoue confirmed the title was explicitly branded as a spin-off rather than Splatoon 4 to experiment with PvE looter shooter loops while keeping competitive multiplayer distinct.
- Gadgets & Multitasking: Director Yoshihiko Ito detailed how custom gadgets and deep equipment progression transform players into dynamic, active multitaskers battling Salmonids.
Why it matters
For the gaming industry and Splatoon fans alike, Nintendo EPD's architectural decision highlights a crucial philosophy in modern game design: mechanics must always serve tactile feel over abstract concepts. Rather than forcing passive tower defense mechanics into a franchise built on momentum, Nintendo chose to pivot. This approach allows Splatoon Raiders to establish a dedicated PvE spin-off ecosystem, giving solo and cooperative players a deep equipment-driven progression system without displacing the mainline competitive focus of future entries.
Background
The Splatoon franchise first made waves on the Wii U in 2015, capturing global attention through its novel ink-painting mechanics, stylish urban culture, and intuitive gyroscope-assisted aiming. Over subsequent releases on the Nintendo Switch—including Splatoon 2 and Splatoon 3—the series expanded its footprint significantly. A major turning point occurred with the introduction of "Salmon Run," a wave-based cooperative mode that proved players had an immense appetite for player-versus-environment (PvE) challenges alongside traditional Turf Wars.
As Nintendo EPD began exploring ideas for the next generation of Splatoon content on the Nintendo Switch 2 platform, the design team recognized an opportunity to build a fully realized, standalone PvE experience. However, deciding how to structure that experience required months of experimentation, ultimately forcing the team to evaluate what makes Splatoon feel like Splatoon.
From Base Defense to High-Octane Action
During the early developmental phase of Splatoon Raiders, the engineering team built prototypes centered on tactical fortress construction. "We thought it might be interesting to create something with a slightly different approach to gameplay, where you can really savor the action on your own," explained producer Seita Inoue. In this original vision, players spent much of their time laying down defensive emplacements, positioning automated traps, and watching enemy waves funnel into death traps.
However, playtests quickly revealed a fundamental flaw: the gameplay lacked energy. Instead of diving through ink and engaging in fast-paced encounters, players spent prolonged periods passively monitoring automated structures. The studio realized this approach detached the player from the character, eroding the signature kinetic feedback that had defined the series since its Wii U roots. Inoue noted that the primary charm of the franchise stems from the direct, physical unity between player inputs, gyro controls, and responsive ink mechanics.
To restore that vital energy, director Yoshihiko Ito and the team completely overhauled the project's core framework. Rather than forcing players behind fortresses, they refocused development on active combat engagements. The team introduced a suite of combat gadgets that grant players dynamic movement abilities and offensive tactical options, allowing them to directly confront aggressive Salmonid hordes across expansive level layouts.
Why 'Splatoon Raiders' is a Standalone Spin-Off
One of the most notable strategy shifts discussed by the developers is the decision to frame Splatoon Raiders as a distinct spin-off rather than the next mainline entry. With mainline titles carrying heavy expectations for balanced, esport-style player-versus-player (PvP) modes like Turf Wars and Ranked Battles, attempting to merge deep looter shooter mechanics into a standard release could dilute both experiences.
By establishing Splatoon Raiders as a standalone spin-off, Nintendo EPD gained the creative flexibility required to build long-term PvE progression systems. Players can grind for gear, customize equipment loads, upgrade gadgets, and tackle escalating boss encounters without worrying about how those balance choices impact competitive player-versus-player modes. Inoue emphasized that competitive Splatoon development will continue separately, ensuring that fans of standard multiplayer will still receive dedicated mainline support in the future.
Refining the PvE Looter Shooter Progression Loop
To sustain long-term engagement across dozens of hours, Splatoon Raiders incorporates deep loot systems, weapon variation, and dynamic objective structures. Instead of relying solely on skill-based execution, player success in Splatoon Raiders relies on a dual progression curve: upgrading character equipment while simultaneously refining personal play skills.
According to director Yoshihiko Ito, the integration of specialized gadgets allows players to approach combat encounters with creative versatility. Whether clearing out dense groups of Salmonids or navigating complex vertical environments, the new mechanics demand active decision-making under intense pressure. "By strengthening both their equipment and their own skill in this way, we believe players will eventually become what we call the ultimate multitasker," Ito noted. Early reviews describe the result as a chaotic yet thrilling action delight that keeps players constantly on the move.
Qnews24h insight
Nintendo EPD’s willingness to scrap a functioning base defense prototype demonstrates why the studio remains a benchmark for game design integrity. In an era where many publishers rush trend-chasing hybrids to market, Nintendo chose to prioritize core feel over conceptual gimmickry. By acknowledging that passive tower defense mechanics compromised the active momentum of ink mobility, the team preserved the spirit of the IP. Furthermore, positioning Splatoon Raiders as a distinct PvE spin-off sets a valuable template for how Nintendo can expand its major franchises on Switch 2—creating focused, genre-specific experiences that coexist with, rather than replace, core mainline titles.
Frequently Asked Questions
Why did Nintendo EPD change Splatoon Raiders from a base defense game into an action game?
The developers found that building fortresses and watching traps play out made the gameplay too passive, causing it to lose the responsive, fast-paced action and ink movement that define the Splatoon series.
Is Splatoon Raiders considered Splatoon 4?
No, producer Seita Inoue confirmed that Splatoon Raiders was intentionally developed as a standalone PvE spin-off so Nintendo EPD can continue developing competitive PvP gameplay separately in future mainline entries.
What platforms and mechanics are featured in Splatoon Raiders?
Released for the Nintendo Switch 2, Splatoon Raiders features looter shooter mechanics, gadget-driven action, weapon progression, and cooperative PvE combat against Salmonid enemies.
Sources
- Official Nintendo Interview: "Ask the Developer Vol. 22: Splatoon Raiders - Part 1"
- Eurogamer News & Review Coverage: eurogamer.net

Why it matters
Nintendo's candid design revelations show a deliberate strategy to broaden the Splatoon universe beyond its traditional core modes. By pivoting away from passive fortress mechanics toward active, gadget-driven PvE combat, Nintendo EPD demonstrates how it balances franchise identity with innovative genre experiments on new hardware.
Background
Since debuting on the Wii U in 2015, the Splatoon series built its reputation on fluid ink-swimming locomotion, fast-paced turf wars, and intuitive motion controls. With the introduction of Salmon Run in Splatoon 2, cooperative PvE became a core pillar. As hardware evolved toward the Nintendo Switch 2, Nintendo EPD sought new ways to offer rich solo and co-op gameplay without diluting the mainline competitive series.
The pivot from base defense to dynamic action underscores Nintendo EPD's commitment to core feel over trend-chasing. While base defense and automated trap systems are popular in tower defense hybrids, Nintendo recognized that passive observation kills the kinetic responsiveness that defines Splatoon. Choosing to brand the title as a spin-off rather than Splatoon 4 grants the studio creative liberty to refine looter shooter loops without burdening mainline multiplayer expectations.
References
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