(Completed debt, game dropped afterwards)

Frustrating. Despite this being my least favorite Pikmin by far, I actually do see the gameplay vision, and the aesthetic is very charming! But this is simply not a game playing to its strengths, and filled with too many frustrations to list.

The most obvious change is that this game has no time limit. Pikmin 1's time limit was a non-issue if you were decently good, but its removal signals a shift away from time efficiency being the major driver. Okay, so what is the driver then? Well, the combat... kinda.

On paper, and to some degree in practice, this is actually a fine idea. Swarming controls strike a balance between immediacy and indirectness that makes positioning engaging, especially amidst the chaos that erupts while trying to aim thrown Pikmin, call stray ones back, and dodge attacks. Some improvements to the controls from Pikmin 1, especially around selecting thrown Pikmin, support this without hampering tactility too much, and the Pikmin 2 enemy roster is far more creative, challenging, and dynamic than 1's.

The problem is that the level design is consistently terrible at actually inducing these types of scenarios. Overworld stages are downgraded remixes of Pikmin 1 levels, especially embarrassing compared to Pikmin 3's Mission Mode. But the real meat of the game, the caves, is somehow even worse. This is some of the most dry, sterile procgen I've ever seen, almost deliberately placing obstacles to encourage slow, grindy, safe clears. Everything is mostly cordoned off into their own "handmade" rooms, so that you tackle enemies and hazards sequentially instead of simultaneously. Many "lock-and-key" effects like fire traps, poison traps, electric beetles, etc. are actually more flexible than they seem, but the player is given no impetus to ever use a non-matching Pikmin type save for rare, forced scenarios like Submerged Castle.

Speaking of Submerged Castle, shoutouts to the Water Wraith for being a fantastic (albeit very undercooked) addition, by reintroducing efficiency concerns in a natural and dynamic way that fits the style of the game and leaves lots of room for counterplay. Of course, this is Pikmin 2, so it's limited to this cave and never used again.

I have many more complaints, so I will phrase things a different way. The great version of this game as I envision it would do the following:

- Either revamp the overworld to justify its existence, or further minimize/remove it
- Generate caves that place varying threats in close proximity to each other, and everything in generally more dense and interconnected layouts
- Rebalance the game to avoid reloading floors and instead emphasize continuous resource management
- Allow most enemies to wander much further from their initial location
- Introduce a mechanic that incentivizes some efficiency, which will complicate treasure gathering and grindy playstyles
- Instead of creating sudden difficulty spikes through random events like bomb rock drops, use procgen, such as grouped difficult enemies, constricting terrain, high hazard density, etc.
- Vastly speed up the pacing of the game. Given the current quality level, half of the caves can be cut

If you put all this together, it almost sounds like a traditional roguelike or dungeon crawler! But this style of dense, systemically driven design is not something that Nintendo seems willing or able to make; BOTW/TOTK is the closest, and those games exist in spite of balance and structural issues.

What's shocking though, is how much the Colossal Caverns romhack resembles this, simply by squishing everything in the game into one giant, dense cave. Combat is more chaotic! Routing is more freeform! Resource management is more natural! It still falls short structurally due to its romhack status, but it's a testament to how much of the raw material is already present.

Ultimately, a disappointment. This could have served as a great example of seizing on the latent potential in a set of mechanics, almost like how classic Doom's combat was explored and developed, but Pikmin 2 is just too unfocused and inconsistent to make it there. Check out Colossal Caverns with a self-imposed time limit, it's fun!

Reviewed on Aug 25, 2023


1 Comment


damn, i disagree with a lot of this and its by far my favorite lol