Splitgate 2 is still a shooter with portals, but now there’s so much more to it.
Playing Splitgate 2 for about four hours with some colleagues, I discovered that the game has evolved a lot from its original version. The developers, 1047 Games, have added new features that make the game stand out in the crowded shooter market.
The basic concept remains: you shoot portals on special walls to move around quickly or surprise your enemies. You can even shoot through these portals or chase foes through them. It’s chaotic and fun when you master it.
In Splitgate 2, shooting portals is simpler. Instead of using two buttons for different colors, you now just tap one button. The game’s “smart portal system” handles the rest, making it easier to pull off cool moves without worrying about the colors.
The shooting feels a bit like Halo; you don’t aim down sights but can zoom in a bit. There are power weapons like rocket launchers that spawn on the map and give temporary advantages. The jetpack from the original game also makes a return, adding some vertical movement.
Splitgate 2 keeps what worked and adds more layers to it. Movement is quicker and smoother, with options like sliding. You can modify weapons to suit your style, and there’s a light class system now that lets you specialize within your team without changing the core gameplay too much.
Fans of the original will appreciate these tweaks.
Three classes, called factions, bring unique abilities to the table. Aeros focuses on speed and health boosts; Meridian supports with healing grenades and time-warping domes; Sebrask is more about defense with forcefields and heavy-hitting weapons.
Even though these factions offer different playstyles, they don’t feel overpowered. The game’s quick kill times and fast movements keep everyone balanced. Each faction has unique perks and abilities but relies on basic mechanics like sprinting and jetpacking to stay competitive.
The class system encourages teamwork over solo play, which is further emphasized by how game modes are designed. In our preview, we played team deathmatch and Hotzone (similar to King of the Hill). Both modes have been tweaked to focus more on teamwork and memorable moments.
In team deathmatch mode, rounds reset after each team reaches 15 kills until one side wins three rounds total. This gives losing teams a chance for a comeback instead of enduring one long defeat.
Hotzone mode requires holding a territory for a set time to score points. Both teams share a capture timer so strategic last-second plays can flip control of the zone dramatically at any moment .
Respawn timers start short but increase as rounds progress in Hotzone mode too. This forces players to plan their attacks carefully rather than recklessly rushing back into battle every time they die.