Reviews from

in the past


++ Local multiplayer
++ Gameplay
++ Visuals

Pikmin 3 is an interesting little joint because it goes in on a lot of what made Pikmin charming, the environmental stuff in particular and the incredibly cozy vibes, and it just kinda rides that to the end when it suddenly ramps up in intensity. Overall as an experience it isn't very difficult nor is it asking much of you, but I don't see that as much of a flaw. That said, it's definitely a softer game overall and that does put it behind in my personal tastes.

Really fun strategic game with some of the best looking environments around definitely would recommend

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.


I wish it was longer and had more fruit, kinda over really quick if you know what you are doing

My first Pikmin game. This is great! The Wii U gamepad for the map, plus the wii remote and nunchuck, makes for the perfect Pikmin control scheme. If only this game weren't so laughably easy.

Pikmin 3 is Pikmin gameplay perfected. Multi-tasking has never felt more important and the Wii U's novel controls feel tailor made for improving Pikmin through throwing precision and Gamepad management. The highly replayable Mission stages elevate Pikmin 3 to my top ranking.

i love this game so much. this was my introduction to pikmin and i was immediately hooked. the game looks beautiful and all of the new captains are interesting they took their time with this one and it paid off as this game rules. the deluxe version also adds more content and co-op i think which is pretty rad

a masterpiece in it's own right

Incredible upgrade from the first 2 games visually and mechanically, but why are the final bosses always so bad

Pikmin 3 is not a game we deserve as a species. It is baffling to me that a game so polished, so unbelievably amazing, has gone so unappreciated for so long. This game is an artistic achievement on every level. The level design is impeccable. The environments are gorgeous. The music is enchanting. The gameplay is satisfying. The campaign and mission modes are endlessly replayable. People often wonder why this game took so long to come out, but when you really think about it, to make a game that works this well on a fundamental level must have taken years and years of effort. Play this game. Just play it. Buy it right now and play it. I promise you will not regret it.

I LOVE PIKMIN 3!! One of the most pure fun experiences ever

The added co-op and Piklopedia in the Switch port make it the better version.

This game utilized what the Wii U had perfectly both in its power and controller. This game is still beautiful to look at and is a multitasker's wet dream. The gamepad feels like it was made for Pikmin, and even with the switch release I still somewhat miss using the gamepad stylus to play Pikmin.

2nd best pikmin game, better than the original but can't reach the peaks of pikmin 2. Seems to me like the sequel to pikmin 1 which is still great

Charlie has a rubber duck. 10/10

Pikmin 3: HD visuals, new camera angles, rock Pikmin and THERE'S VOICE ACTING? Well, it had been 9 years since 2. Pikmin 3 is beautiful and has a lot to offer new and existing players in the series. It has a slower start than the first two games, but it also does not drag. It has new visual cues and UI that is still reminiscent of the previous games, which I really like. One of my favorite additions, which doesn't sound like a big deal, is the lock on. The lock on mechanic was a godsend after how brutal some of the angling was in Pikmin 2. I also love the new enemy variety. Pikmin 2 was a nice jump in variety from the first game, but it very clearly used Pikmin 1 as a base. Pikmin 3 includes familiar enemies while introducing many new ones to the mix. I kind of see Pikmin 3 to be more similar to 1 than 2. The gameplay is out on the surface rather than dens, which I prefer. There's a sense of urgency with a crash landing and limited food. AND JOURNAL LOGS ARE BACK! I didn't really dig the emails, so I'm glad the logs came back. It's also closer to length and difficulty to 1 than 2, which I know a lot of people are unsure about, but I liked. I didn't want 3 to be as long as 2, since 2 felt padded with dens. I also like that there is side content in the game if I wish to keep playing later. Also I didn't like how unforgiving 2 could be at times with its difficulty, so I preferred 3 in that way as well. Overall, this game aligns closer to 1, which while others may not like as much, I preferred. It felt like I was on a big adventure with nice puzzles rather than a dungeon crawler/collectathon. I think Pikmin 3 is just as good as 2, and I'm excited to get into Pikmin 4. That is, after a much needed break, as now it's time for Spider-Man 2 and Mario Wonder

My only replay of my Pikmin marathon, and thus, the first Pikmin game I ever played. It's still quite good, with pretty intriguing level design that is more preoccupied with managing Pikmin with multiple captains and more multi-step boss fights. It also still looks really nice for a game that's now a decade old! I do wish that it kind of kept the consumerist satire from Pikmin 2 (or, well, a lot of the more cynical personality shown from the previous Pikmin games) instead of the relatively flavorless dynamic between the three captains and the vague environmentalist themes here

A nice little homage to the first game, with just the right amount of polish both in terms of gameplay and visuals. There were some challenges that felt less challenging and more infuriating, and as someone who doesn't really do multiple runs, the amount of content in the main campaign was slightly disappointing. Still a very good game overall, and another solid entry in the series.

This game is amazing. The feel and look is immaculate. This game does so well at being Pikmin, but it lacks a lot of design decisions that made 1 and 2 feel so whimsical.


This game is the reason I bought a Wii U. I was initially disappointed by the campaign's brevity. However the real meat of Pikmin 3 is to be found in the 1p & 2p challenge mode and 2p VS mode. This is a wonderful 2 player game in that respect, as the co-op and versus modes provided are unlike anything else out there.
Motion controls are highly recommended. I tried clearing it for the first time without them this year and I was noticeably slower than before.

This is the first Pikmin game I have beaten and it's suprisingly relaxing and stressful at the same time.

I am astonished at how good this is after not really enjoying the 2nd game. BEAUTIFUL graphics/vibe, amazing music and love the characters. I was only a bit annoyed with the area leading up to the final boss because i didnt realize it was the end and i was like wtf why is this so long? However, this is still a perfect game. Credits made me teary eyed. What the hell, man.

Its controls have a learning curve, not so good, but it just added so many options to the traditional Pikmin formula to make it much more strategic in comparison to the first two. It also is one of the best looking games I've ever played.