Louie: History's Greatest Monster?

It's not a unique story to say that I've been excitedly waiting for Pikmin 4 for years and years, ever since that weird Miyamoto story where he once again said "it's basically finished and ready to release" just the same way he did with Pikmin 3. That's the story of half of Pikmin's releases, Miyamoto says it's on the way and then you don't see it for ten years. I'm thrilled the series is still going and still getting high quality entries, and I did love Pikmin 4, but it's also easily my least favorite of the series so far. Before even getting into anything mechanical, I'm so bummed by the fact that it's a weird reboot. There's a lot of weirdness in the decisions of Pikmin 4 that make it feel like it isn't designed for longtime fans, and that story decision more than anything is the biggest sign to me. We've had a pretty progressive narrative build-up across the past three entries and left Pikmin 3 on an interesting cliffhanger with exciting world-building implications - which we even make hints towards here! - but ultimately none of the prior stuff is remotely compatible with this game's plot. Scrap it and move on, we're seeking a new audience. Maybe we'll see it someday, but if Pikmin 5 is anything like the previous two entries we'll hear about it within the next year and not see it for at least a full decade. That it's interested in expanding the audience is not a dealbreaker, nor is it even bad, but it's disappointing when that focus is also the source of quite a few decisions that I feel hurt the game.

There's a lot about Pikmin 4 that tries to focus on making the game easier, and ultimately I do feel it's overall the easiest in the series. Oatchi in particular is so insanely useful that he can often entirely trivialize huge parts of the game on his own. That said, it's worth mentioning that the cave you unlock for beating Olimar's story has some of the toughest challenges in the series, particularly the Purple Key level which has an extremely tight time constraint that manages to be even more threatening than the two rolling walls of death you encounter. There are a few other standouts, like the Sovereign Bulblax in Cavern for a King and the multiple required encounters with the surprisingly returning Smokey Progg, but outside of those few outliers the rest of the game is easy to breeze through. It doesn't help when areas get entirely emptied of things to do as you progress, leaving them as empty wastelands with no remaining dangers to navigate. That's not necessarily a bad thing, the whole ethos of Dandori is more centered on the game being about how quickly and efficiently you can succeed and I think that shines well with how they've designed the levels here, but that's also not necessarily a new thing. It has always been Pikmin's ethos (we just have a catchy word for it now) and after a few days enemies would respawn to both incentivize getting things done efficiently in an area and to keep the world feeling alive. In a lot of regards their Leafling-like focus on Dandori is a success, and with some difficult challenges it shows they can still throw you for a loop when they want to. The problem I have is more that they tend to reuse the same ideas multiple times, where something like an Emperor Bulblax in the past was an imposing and unique final boss it's now... pretty common, showing up repeatedly and making the Sovereign Bulblax feel like "oh, you again" even with it being a harder version more akin to Pikmin 1's original Emperor. There really aren't very many unique or memorable one-off boss moments or surprises, and that's a shame because all the previous games in the series really shined with their unique one-offs that made you really think and try to utilize your skillset on the fly. Again, that's not necessarily a bad thing, but it helps make certain aspects feel undercooked and repetitive rather than engaging and exciting, just going through the motions.

Where the clear focus on largely making things easier hurts, I feel, is in some of the mechanical decisions that they made that have the opposite effect. The lock-on is awful and makes targeting things extremely difficult, with no ability to use free aiming. Just killed an enemy in a mob of enemies? Sorry dude, you don't want to target that other enemy, you want the raw materials it dropped - oh, you lost a bunch of Pikmin because you couldn't throw them where you actually wanted? Oops. Similarly, they make it so that you need to whistle twice for Pikmin to abandon a task, which isn't a terrible idea... but if it was a mistake they entirely lose all momentum, and if it was intentional they have a very noticeable delay before finally listening if you're lucky enough for them to actually decide to. I've never had so much trouble getting my Pikmin to listen to me, whether they keep trying to carry something away when I don't want them to or whether they simply won't get thrown or charge, there were tons of times where there is intentionally developed input delay that hurts the experience. In some ways having Pikmin stop being thrown with your inputs when you hit the required amount for an action can be nice, but in many situations I actually WANT to throw more for a more efficient carry or because I want to target something else but the auto-targeting refuses to move. Sometimes I'll throw my guys at an item and they won't even try to pick it up, sometimes they'll just abandon a task for no reason, other times they'll try repeatedly to do a task as I try to stop them and they just decide nah, that wall needs to break and I'm gonna do it, that bomb you threw be damned! God help you if 50 guys decide to attack an enemy without your command, you have to just hope that they'll actually listen and escape from a dangerous situation before disaster as you desperately mash the whistle. Between this and some clunky menuing with the pack, it feels like they've managed to make things feel less intuitive when by all means it should be the opposite. On that note: there is no New Game Plus, so why is it that you can get things like Infinite Rush, Extra Hand, and Olimar's c-stick trumpet feature from 1 and 2 but not until you've 100% completed the game and there is nothing to use them for? Infinite Rush and Extra Hand require saving Louie and doing his optional post-100% completion side quests, respectively... cool that you can get rewards, but you have absolutely nothing to do with them as every area is picked clean and devoid of enemies. What's the point, just easier high scores in Dandori challenges?

My biggest gripe is the regression of the co-op. Pikmin 3 Deluxe's co-op was incredibly good. It is one of the most fun co-op experiences I've ever had, it's wonderful and extremely well implemented. There's absolutely nothing about Pikmin 4 that should prevent it from having a similar implementation - Oatchi can function almost identically to a captain, and on top of that we're playing as a generic create a character so why not allow for a second? Instead, we have Mario Galaxy's co-star mode, which isn't particularly engaging and also kinda breaks the game. It turns co-op from a fun way to engage with the game into something that actively encourages you not to - why go fight that potentially difficult encounter fairly when you can lob rocks at it forever and stun it with electricity? It's not terrible as an extra mode to include someone who isn't familiar with games, but if you have two people who want to play the game together after loving 3 Deluxe together it's a letdown that hurts the game's design to engage with... I do imagine it will lead to some very entertaining speedrun cheats however.

Despite this myriad list of gripes, Pikmin 4 is still an extremely well made game that I'm glad exists. I will replay it multiple times, like I have with all the other Pikmin games. It excels at creating interesting maps to explore, it does an excellent job of making you think about how to plan out your approach to the world, and as with the other Pikmin games the writing is a joy to read. There's more flavor text than ever here, and we have 50+ character voices floating around to make the universe of Pikmin feel livelier than ever before. There's a ton of content here, and most of it is great! I want to point out Night Exploration in particular, which is an amazing addition that I hope to see revisited and iterated on further. There's a ton to build on here, Pikmin could have a very bright and fruitful future! Just next time, have a little bit more trust in your audience and please don't make us wait another decade like we did for both 3 and 4.

Reviewed on Sep 15, 2023


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