Reviews from

in the past


crossed my fingers that this one would cross the best aspects of pikmin 1 and 2 into a single game, and I'm pleased to say they effectively nailed it. this series benefitted greatly from a decade off to reflect and redesign, smoothing out some of the ragged edges of the series in the process.

the first game played the most like a proper RTS: resource and time management where choosing preferred solutions yielded good results even when not optimal. the second game did away with the frustration inherent to the debut's strict time limit but in the process featured puzzles and problems with rigid, simple solutions. the third game attempts to triangulate a happy medium by adding in a heavy exploration element that could only be accomplished with more powerful hardware and expanded level sizes.

each area feels less bounded and instead generally features multiple winding routes with objectives that can often be handled in parallel. the second game rarely made effective use of the two leaders, while this game often encourages using all three at once to accomplish tasks simultaneously to optimize time. running around from place to place with a single squad would simply take too long, and the game pushes the player to maximize efficiency by fixing their days remaining on the planet to their juice supply, which requires consistently bringing new fruit back to the ship alongside moving the story forward. most people will not struggle to keep their juice supply up, rendering the pressure somewhat irrelevant, but the drive to collect fruit helps flesh out the experience.

the speciality pikmin from the second game have now been replaced with rock pikmin and winged pikmin. rock pikmin break combat much in the same way the purple pikmin did, except they now can smash through glass barriers. winged pikmin are completely new, and can both hover over water as well as open and lift certain objects other pikmin cannot. neither requires the dreadful dungeon grinding in the second game to obtain and instead can be farmed by regular means. they still fall into a lot of the same lock-and-key puzzles of the first game, but thanks to the greater amount of multitasking, this becomes less of a chore to deal with.

most of my issues with the game come down to nitpicks with the changes made with the jump to wii u. the touchscreen controls are great but strained my hand a bit during boss battles where a lot of tapping was required, and the loss of the whole right side of the controller is a bit of a sore spot for me. thankfully pikmin type switching is very easy to do now, and most of the other functionality can pretty much be handled with the new apps selection on said touchscreen. I also feel like the pikmin are somewhat less self-sufficient than they previously were, with my most deaths of any game in the series from leaving pikmin unattended near minor enemies such as the little bugs that burrow from beneath the ground. nothing too game-breaking, but still unpleasant for sure.

the final area really surprised me with its novel concept that really focuses on keeping track of multiple things at once. it initially frustrated me (especially early on when there weren't as many routes to take during the chases) but later on I really settled into the rhythm of routinely swapping between all my leaders to make sure they were on task. the ability to send a leader and their pikmin to a predefined location is exceedingly useful in this game, and would've really made the difference in the second one to improve the multitasking functionality in that game. it also helps that this game allows you to tackle bosses on multiple days with no penalty, which radically decreases the frustration of having a wipe on a first encounter with an unfamiliar boss.

certainly the most enjoyable time I've had with any of the three games in the trilogy. I feel like I may have missed out on part of the experience by not collecting all the fruit, but it was a good enough time as it stands. after all, I can always come back another to attempt a proper 100% run, which certainly seems less rote here than it did in the second game.

How is there STILL no new Pikmin game announced for Switch?!?

Pikmin 3 uses the Gamepad perfectly. You quickly get a handle on tapping and swiping even while looking up at the TV, making this quite possibly the best use of the Gamepad in a single-player game. It's not a gimmick or a forced reason to crank your neck down every once in a while, it legitimately augments the experience. This game is the best of its trilogy, and anyone with a Wii U and a fascination for its characters should drop $20 on it instead of picking up the Switch port. That is, if the Wii U eShop isn't closed by the time you read this.

Louie is the true villain of this series

i think i am one of the last few remaining Wii U defenders on the planet today. i love the gamepad allowing for asynchronous things to be happening on the screens. i love Pikmin 2. needless to say, when i saw that you could split up your captains on the gamepad and use auto-pathing to multitask your pikmin for maximum efficiency during the short days, my heart stopped (i lived).

ultimately, i think the game falls short in dialing back a lot of the best parts of Pikmin 2, such as the charm of each individual treasure and the lack of caves acting as long challenging dungeons, and not expanding enough elsewhere. oh well. maybe we'll get a pikmin 4 on the switch someday...


Peakmin 3. Not as expansive as Pikmin 2 but had much tighter combat and some incredible bosses. I still consider this one of the best boss rosters in any game I've played and there's only 6 major fights but they're all so creative and well-designed.

Progression is a bit more linear but I like the level layouts and throwing captains adds so much more to exploration that you'd expect. Mission mode also utilizes the exploration in clever ways and is incredibly addicting as a result.

The new Pikmin types are both great. Rock Pikmin are my new favorite Pikmin type because of how adorable and strong they are and how they look so much different than the other Pikmin. Winged Pikmin are useful in taking items through more optimal paths that other Pikmin can't use.

This is easily one of the most impressive looking games on the Wii U and I can see why I bought the console mainly for this game (and 3D World tbf).

This game is perfect to play if you want to lose weight because the fruit is so mouth wateringly gorgeeus in this game it makes you crave them like a hungry bulborb.

This game gave me brain parasites at the age of 14 and now I feel compelled to replay it every year, I don't know what's wrong with me

I have like 42 fucking vials of juice what the hell ain't no damn point to this game.

Ultimate comfort game, the amount of times I have just opened up the story mode and done a playthrough, or done a few Platinum runs of the mission mode. Spectacular

Pikmin 3 is everything I wanted Pikmin 1 and 2 to be. Smart AI and automation, good control scheme, polished gameplay and a balanced time limit system. Pikmin 3 takes the best things about the first 2 games and refines them even more, although I did prefer the goal of collecting random items in Pikmin 2 than collecting fruit in this game. Olimar's side story is also fun and a good challenge after you beat the main. Had so much fun with this and I'm really looking forward to Pikmin 4.

I don't know if it's just because the urgency of the first game was gone, but something about this game made it not as enjoyable for me. The game is still good and I think it's probably better than I give it credit for, so I'd like to give it another try someday.

Rock Pikmin are all oomfie and I will not hear a word otherwise.

love it when those lil mfs go hup hep hip hep hup

I don't know what it is with Pikmin games but I can never get them to click with me. Something about the day/night cycle and time limits are always just too stressful for me when all I want to do is explore with my little buddies.
The co-op mode was dope, though. Played through all of that with my wife. Wish you could that with the actual campaign.

baby i love u im so sorry we cant see each other anymore bc the gamepad is broken and botw is stuck in the wii u

really pretty but after getting charlie this game feels like if i used my free time to do three homework assignments simultaneously while bouncing between them every ten seconds

at first I didn't really like it but as I played more and more and saw how the old levels evolve as you unlock more pikmin I enjoyed it a lot,

also the music, atmosphere, characters and everything about it is so good man,

peakmin 3

"We have enough food to last us for a short while at least."
me staring at the 35 containers of juice left: Yeah okay

With an entire console generation separating the third Pikmin game from its predecessors, it should be the far superior experience, both mechanically and graphically—and to some extent, it is. Pikmin 3 returns to the fundamentals of the first game, zigging where the second game chose to zag. Focus is once again placed on resource management and overworld puzzles, revolving its central collectibles around a survival-based narrative in order to reinforce and incentivize the mission of optimal minute-to-minute gameplay. The mechanics have been refined since the last entry, with more tools at your disposal to command and delegate Pikmin, all of which have been practically begging to be implemented since the first game. The story is a lot more involved this time around as well, expanding our knowledge of the Pikmin world with the introduction of new intrepid explorers from a different planet than we’ve thus far known, as well as an official name for the Pikmin’s Earth-analogue homeworld, PNF-404. The stakes are raised with this increased emphasis on narrative, placing not just your own survival on the line, but that of your entire planet should you fail to accrue enough resources to return with. However, just as with many of the game’s other expanded ambitions, there remains a disconnect between conception and execution.

The outsized threat of Pikmin 3’s story should be more effective than the relative simplicity of its predecessors, but it lacks the inherent link between gameplay and narrative payoff the first two games made imperative. While the accrual of fruit in lieu of ship parts as the game’s central survival resource feels like a sound substitute initially, the fact that it has no practical bearing on the mission’s success makes the task feel empty, which is only worsened by the absolute lack of tension it provides as an incentivizing time limit. It’s obvious that Pikmin 3 was designed to be less overtly challenging than the previous games: dampening the difficulty of an already lenient hard limit, trivializing the lethality of every elemental hazard, as well as tempering the regularity of hostile enemies in addition to giving you more tools to deal with them. In a vacuum, none of these changes are inherently bad, and on the whole, decreasing the barrier for access is good. But when combined, all these elements hamper the essence of accomplishment that comes with overcoming the central obstacles of the series’ ethos.

The more technical changes and refinements are, however, one of the game’s most constructive additions. While at first I bemoaned the absence of the swarming feature so vital to controlling your squad of Pikmin in the first two games, the lock-on and charge mechanics introduced here proved such a godsend that I hardly missed what was once my main means of controlling squadrons. This was further helped by the universally improved AI of the Pikmin, which are now programmed to pursue more logical routes and follow the player in such a way that large groups get stuck significantly less often behind unwieldy ramps and other obstacles. These are all vital improvements which prove to be even more significant when considered alongside yet another intuitive new feature expanded upon after the introduction of multiple captain characters in Pikmin 2. Without all these quality of life changes, it’s unlikely the ability to direct captains with squads of Pikmin to and from various objectives would be as seamless and assistive as it is. Despite the evolving complexity of all these systems at play, each one building off every improvement prior games and subsequent re-releases have added to the experience, Pikmin 3 makes its mechanics as practicable as can be—which is critical considering how involved and dispersed the game’s myriad puzzles and obstacles for progression often can be.

The overworld challenges of Pikmin 3 echo the sprawling, frequently multifaceted undertakings prevalent in gathering the first game’s pivotal objectives. You employ the array of Pikmin at your disposal to build bridges, dismantle barriers, and retrieve items from otherwise inaccessible areas. Pikmin 3 expands the scope of these environmental puzzles through a handful of new mechanics, some of which directly tie into the unique power set of the two new Pikmin types. Rock and Winged Pikmin offer the player a host of new interactions between the environment and the enemies thanks to the particular set of powers they hold, which prove mostly balanced despite how disproportionately advantageous they often end up being over the other types available. Glass barriers and an immunity to crushing provide plenty of use cases for Rock Pikmin in the game, while Winged Pikmin prove invaluable for their ability to reach and transport objects with far more ease than even the nimble Yellow Pikmin previously could. They’re even adept in numerous combat scenarios despite an inferior damage output, by virtue of how quickly they’re able to overwhelm targets with the lock on and charge mechanics of the game. Fortunately, the distinct advantages of these new Pikmin types are never so overwhelming to outright invalidate any of the other variants, but even so their utility is such that you feel compelled to keep a squadron of them in your party regardless of whether the obstacle you’re tackling will require their assistance.

Undoubtedly, the most significant benefit to Pikmin 3’s delayed follow up to its GameCube predecessors is the massive uptick in graphical quality the Wii U allowed for in rendering the adventure’s idyllic scenery. The four bespoke areas to explore are distinguished via seasonal theming, with the fall and summer spaces being especially distinctive thanks to their complementary layouts providing more memorable interactions. The other two perhaps suffer from being the introductory areas of the game, with large sections made initially inaccessible thanks to your limited abilities to affect the environment. They’re also, however, more confusing to navigate due to the bizarrely dissected nature of the map layout. Various sections in each area of Pikmin 3 are kept separate from the central landing area you start out in, typically signposted by some kind of transitionary tunnel or cave entrance depicted on the map with an accompanying directional arrow. The disconnected nature of these layouts is already a little confusing, but it’s often made worse by its portrayal on the map screen, making each area look something like an archipelago with all its scattered parts. Some of the spaces aren’t even functional, operating as scenic hallways between sections with no ability to even turn the camera, let alone interact with the space in any meaningful way. These liminal passageways are primarily reserved for the interim between the exploration spaces and the boss arenas, signifying a kind of grandiosity looming on the other side. For the most part, though, these dramatic preludes are all pomp, as nearly all the boss fights in this game—and indeed, combat interactions as a whole—prove significantly underwhelming.

In spite of how the mechanics of Pikmin 3 universally improve combat interactions as a whole, additional changes result in a sense of general dissatisfaction in all but a few select encounters. The main bosses of the game best exemplify this duality, but the sentiment extends to regular enemies and minibosses as well. Bosses tend to have heavily forecasted attack patterns followed by a period of vulnerability. This isn’t poor design in and of itself, and is actually something of a good template for boss designs in general, but the monotonous and obvious signposting for these fights make them a terrible bore, as your strategy boils down to little more than evading obvious attacks and simply bum-rushing the boss when their defenses are down. There’s never a sense of uncertainty, or threat, thanks to their inability to kill any more than five of your Pikmin with any of their easily avoided attacks. The only exception here is the Quaggled Mireclops, an intimidating titan disguised as an earthen mound, whose stomps are disorienting and extremely deadly if you don’t maneuver carefully. It has a number of elemental components to it that make the fight more interesting, giving you an added obstacle to overcome should you wish to take on the boss with your more powerful, but more vulnerable, Pikmin types. It’s also the only fight where the build up sees some kind of impactful payoff within the bout, as you mount the creature’s back after bringing it to its knees to attack its exposed head. Even the final boss falls short of the spectacle it promises, albeit more so due to the excess of its execution rather than any particular let down in challenge. In theory, it’s a sound finale that tests all the skills and abilities you’ve thus far honed exploring the world and gathering its resources, but the drawn-out nature of the climax constantly undercuts the tension of the fight, due to the day timer still being in play.

The disappointments of the game are never so much as to be wholly negative, though. While the many changes made to shear off some of the series’ more unnecessary difficulties have ironically made the game too easy now, the overall experience remains a positive and rewarding one. The more vivid world and involved story are welcome evolutions for the series, and one should hardly complain about the vastly improved interactions the game retains on a mechanical level. Pikmin 3 wavers in consideration only when measured against the unique strengths its predecessors maintain contrary to the refinements present in this more elegant entry. In actuality, Pikmin 3 is a relatively brief experience most comparable to the first game, in terms of objectives, structure, and overall strengths. But it sets itself apart still thanks to its strong mechanics, its more robust narrative, and distinct visual theming throughout. It comes up short in enough places that the overall experience is likely to leave a less distinct impression than its forebears, but it remains a charming, immersive adventure that comfortably improves and consolidates the Pikmin formula into a newly accessible, and still fulfilling, project with boundless potential.

last of us 2 wish it could make me feel as bad as when 40 of my pikmin died in one night

10/10 but the final area made my brain short circuit

Definition of a fun, cozy game. It balances the day mechanic so well - I never feel stressed out, yet am able to utilize my time well and given enough leeway for error. The Pikmin are cute as hell and the combat/gameplay works well. One of the highlights of the WIIU era

I fully believe Louie is the most reprehensible and evil Nintendo character.


So much fun but also so stressful.

How the fuck do you make a sequel and take out the open-endedness of the first 2 games that people enjoyed? Why is this shit so linear? Why remove some controls for Pikmin?

5/10, only because it played ok after the unneccessarily long opening 'chapter'

Also fruits suck compared to a bunch of random items.

A really fun puzzle game that fixes the jank of older games and is just overall a much more fun