the lynchpin of pikmin 1 discourse is the time limit; intensely upsetting for some and the core of the game's appeal to others. this 30 day time limit serves a dual function: it not only provides a rigid skill barrier for players to overcome in order to reach an acceptable ending, but it also enhances the fear of the unknown. pikmin 1 explicitly highlights olimar's journey as one of necessity, where his survival is never guaranteed or even feasible. he has absolutely no understanding of the planet he's landed on (though his observations form valuable foreknowledge for later series protagonists), and thus every interaction he has with the unfamiliar flora and fauna must be taken with care. the time limit synergizes with this to create a looming, uncertain objective. without a layout of the planet to observe and plan around, every single miniscule decision becomes weighed against hundreds of similiarly small decisions down the line based on their efficiency. this creates an anxious drive to further improve and strategize, with the tension of olimar's life on the line ever growing the more you commit to your actions. while this system is static and not particularly interactive from a mechanical standpoint, and pikmin 3 would toy with its implications on routing via the fruit juice system, pikmin 1's implementation remains finely tuned to maximize the fear of unfettered exploration.

it may surprise you, then, that hey pikmin expertly turns this immersive friction on its head. from the moment it begins, one can sense that this olimar is older, less naive, and more familiar with the eccentricities of faraway planets. when he crash-lands on yet another planet, there is little in the way of suspense or anxiety. immediately there is a new objective put in front of him: 30,000 sparklium needed as fuel to escape. to the casual player, this might seem like an ordinary challenge, one that scarcely can capture the emotional resonance of the original pikmin. many have struggled to stay with this game because of it. I know I fell prey to this way of thinking myself.

however, after a mere few worlds, the genius of this requirement becomes apparent. the necessary sparklium to leave the planet is vast, and the rate at which you obtain it seems slight in comparison. the old fear began setting in, just as potent and all-consuming as before. even without an explicit time limit, hey pikmin weaves the claustrophobia of pikmin 1 by fostering a profound sense of ennui. this is a game shrouded in decay, obsessed with teasing out the ending drops of lust for adventure; exhaustively interrogating olimar's exploitation of each world he encounters. its minimalist level design and mechanics follow suit. I quickly found the further in I dug that these elements combine together to make every second spent fruitlessly in the game's world to be wasted time. every empty corridor without much sparklium or moment of inelegant routing through a level reintroduced that telltale anxiety, the feeling that I might have let more precious seconds slip through my hands. in these times I felt like olimar, synapses blown from an overexposure to new, meaningless experiences while desiring only to escape the planet.

beyond my personal feelings, the game's use of its sparklium as a ludonarrative device becomes essential for routing as well, as there is a vital interplay between treasure collection and overall "speedrunning" through the critical path. while the game features a significant amount of treasure, secret stages, and other collectables, the heady brew of boredom concocted by its featureless environments and slow progression are obviously intended to ensure that no player would be able to stomach actually taking a completionist route through the game (it wouldn't make sense for olimar to want to spend more time on the planet). therefore, the player is met with a choice at every fork in their road. will they spend valuable time searching for more treasure in each level and risk spending unnecessary time playing the game when easier treasure exists later on, or will they beeline towards the exit, expecting that it will be more time efficient to gather treasure in a later level? while this may sound similar to how pikmin 1 lays out many of its interactables such as destroyable gates and bridges that may be unnecessary in the long run, hey pikmin makes a major refinement to this formula. pikmin 1's time limit is cloying and artificial; it forces the player to consider their time spent playing as wasted through the mechanic. hey pikmin manages to instill the feeling of wasted time through its own design; a much more organic solution. this wouldn't be possible if the developers didn't center the game around this simultaneously rich yet hollow sensation of weariness. its lack of design speaks volumes. this unique manipulation of the player's expectations on platformer design spoke to me; I felt a wave of relief that brought me to the verge of tears when I finally reached my sparklium goal a mere two stages before the game was set to finish, saving myself from further time spent backtracking through old levels for treasure.

hey pikmin further breaks down the series' valorization of far-flung exploration by providing a new perspective on the relationship between olimar and the pikmin. other games in the series establish olimar as a paternal figure to the pikmin, as he guides their reproduction through the onion. while the onion is briefly featured in hey pikmin, olimar's primary method of gathering pikmin to his cause is now pulling them out of marked spots in the environment. these spots often replenish when your pikmin stock gets too low, creating an uneasy sense of worthlessness to maintaining a full pack of pikmin. furthermore, pikmin procured in each level are simply discarded after the fact, with olimar extracting more and more pikmin from the environment in each level. indeed, this game goes furthest in suggesting that olimar's direction of the otherwise-sentient pikmin violates their personhood and sense of worth.

there are two main aspects to this. the first is another ludonarrative trick that the series has had up its sleeve since the first entry. this is an incredibly subtle touch by the developers, so it may not be obvious to some, but by making the pikmin AI horrifically stupid, it actually conveys the idea that the pikmin themselves are stupid. hey pikmin goes out of its way to show that olimar takes the pikmin into situations outside of their natural environment they are highly ill-equipped for cognitively, such as moving platforms, small differences in elevation, and areas near tiny enemies. this recklessness on the part of olimar juxtaposed with his inability to emote and lack of character comes off as a recharacterization of him as perhaps sociopathic. hey pikmin approaches this idea from another direction as well; in what seems like a homage to the strong anti-capitalist themes of pikmin 2, olimar uses the pikmin cast aside at the end of each level as a task force for resource extraction in other parts of the planet. this small between-level management minigame reeks of colonial exploitation, casting a new shadow at olimar's "activities" on each planet he visits. while pikmin 2 analyzed the economic implications of resource extraction from the untainted wilderness, hey pikmin instead centers those desperate workers forced into servitude at the fringes of empire.

vastly overlooked by the majority of the gaming public thanks to its late release in the life of the 3ds and seeming low-budget status, hey pikmin is a crowning aesthetic achievement that none should miss. it brilliantly unravels the myths behind pikmin as a series while simultaneously building upon the ideas of its forebears. pass it by only if you want to miss a shocking portrait of the listlessness and apathetic abuse at the heart of exploration. a forward step for the medium; sleep paralysis in video game form.

Reviewed on Sep 22, 2023


8 Comments


7 months ago

You really did it to em

7 months ago

@Yeahlookiehere you're an inspiration to me 🙏

7 months ago

> other games in the series establish olimar as a paternal figure to the pikmin, as he guides their reproduction through the onion.

can you elaborate more on your understanding of what the paternal role encompasses vis a vis reproduction

7 months ago

@PierreMenard sure! the prior games in the pikmin series generally depicted the pikmin as pet-like, and thus olimar was in a nurturing position by guiding them through an otherwise dangerous world, rescuing their onions (which could otherwise be seen as their "mother"), and providing them nutrients needed for reproduction. in essence, this depiction as a breeder and caretaker of pikmin positioned olimar in a paternalistic role, deftly written by the developers as a parallel to his real-life family left at home. for better context, I would recommend consulting the seminal text Babe (1995), adapted from the novel The Sheep-Pig (1983). pay careful attention to James Cromwell's character.

7 months ago

oh my god that is an inspired pull to liken Babe to Pikmin. “That’ll do, Oatchi, that’ll do.”

7 months ago

If you showed this review to both a Victorian child and Reggie Fils-Aimé at the same time, Reggie would say "The fuck? Why is there a Victorian Child here?".

7 months ago

@LEGObrionicle yep, you tell that the devs studied it carefully when they were working on each of the games, even 4

@JetSetSet lmao

7 months ago

The vocabulary is simply on point...:

Synergizes
Immersive friction
Ennui
Ludonarrative device
Interplay
Valorization

I could never...