The caves single-handedly ruined my enjoyment of Pikmin 2. They started out as fun diversions from the regular gameplay, but once I realized most of the game’s content is in them, they began to drag. The later caves amplified this feeling as they were much longer and kept recycling the same enemies and hazards without iterating on any type of challenge. Some asshole also decided to make enemies, bombs, and rocks fall from the ceiling in some caves. This alone would be enough to convince me these were thrown together just to spite players, but I believe there’s a bigger issue at hand: the player is not pressured in an engaging way.

The inability to reproduce Pikmin underground initially seemed like a good stressor, except you can take as much time as you want with these often brutal challenges. When combined with the game saving every floor, the caves had a lethargic pace where I would reload my save file when losing more than a few Pikmin. I had no idea how long each cave would be, so why not reset when things inevitably go awry? Annoyingly, Nintendo did not include the save reload option from Pikmin 1, requiring me to close and reopen the game every time I wanted to try again. The randomly generated map and enemy placements often made treasure rage-inducing to acquire, so much so I had to take a week-long break before completion. The Submerged Castle was the only cave I found enjoyable and challenging. Being forced to use a specific Pikmin to eliminate obstacles and collect treasure before an invincible foe showed up was an excellent change of pace and brought back the first game’s urgency without feeling unfair. Its five-floor count also ensured it never overstayed its welcome.

The above-ground sections were fine, but they felt like a means to a miserable end with the abundance of caves. I can only hope they are better in Pikmin 4. They’re a good idea, but I hate the execution here. Definitely a one and done experience.

Reviewed on Jan 16, 2024


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