Splitgate 2 Is Still A Fun Halo/Portal Mashup, But Faces A Brutal Shooter Market

The original Splitgate came and went in a flash, a multiplayer FPS that, to put it reductively, combined Halo-style gunplay with a Portal gun. It made a splash at launch thanks to an eye-catching premise and responsive core feel, but its player base quickly fell off after a strong first few months, prompting 1047 Games to end active development and shift all their resources towards a sequel. Having played an early build of Splitgate 2, this follow-up retains the engaging central flow of its predecessor while adding bells, whistles, and more ways to play. With an increased focus on customization options and different classes, there was much more variance from match to match, which was a key flaw the last time around. But even with these improvements, it’s hard to say if the game can survive in a cut-throat market oversaturated with life-service titles; I certainly hope it does, but it’s hard to remain optimistic these days.
Splitgate 2’s unique element compared to other shooters remains the same: you can create portals that let you flank foes. Set up a portal to quickly jump on an objective or fire one behind an enemy to get the drop on them. It also allows for neat mobility options because you can leap towards a portal below you and maintain momentum when coming out the other end, allowing you to cover impressive distance when combined with your built-in jetpack. This all still mostly works the same in the sequel, with the only major change being that instead of there being a separate button for setting up the entrance and exit of a portal, it’s now all bound to a single button by default, automatically cycling between the two. This makes things more streamlined at the cost of a bit of precision, but it can be toggled to the previous game’s default if needed.
But while teleporting around these stages is still relatively familiar, there are some big pivots, mostly in that this new game is much more tailored towards adding variety to each match. As the developers explained, one of the biggest mistakes they want to fix from their previous release is players feeling like they’ve quickly seen all there is to see as games play out too similarly.
To address this, they’ve introduced a new class system with three character types, each with special abilities and weapons. While I was initially worried about this change because it seemed like the game could be pivoting too much towards the even more overstuffed hero shooter market, in reality, these classes are much more similar to those in Halo Reach rather than Overwatch; these abilities are limited use power-ups instead of skills that fundamentally change how you play. For instance, the Sabrask class comes with the Smart Wall ability, where they can deploy a temporary barrier to shoot through, while the Meridian can temporarily enable a tracking mode that lets them see enemies through walls. These moves come with fairly sizable cooldowns, but they added flavor to the matches without getting in the way of the game’s general fast-paced shooting.