GENERAL GAMEPLAY:
- Although the camera is free form, I'd say it was arguably one of the worst cameras in all the games.
- The auto lock-on is a terrible feature. If it was a toggleable option it'd be OK, but having it forced upon you is a bad idea. Pikmin 3 deluxe's system was much better and easier to use. Auto lock-on can make it irritating to target certain things, especially in scenarios where there are many small corpses/nectar on the ground while you fight something.
- The game has a built-in mechanic to prevent you from overfilling objects with pikmin. This isn't that bad, but again is a "QOL" feature that is forced upon everyone and would be better as a setting. It can be really difficult to put more than the required pikmin on an object when you want to rush it to base.
- Starting with only 20 is an interesting decision, but overall I don't like it. Especially since there is too much flarlic and every subsequent one you get after 100 does nothing
- I don't like the 3 type limit for the overworld. It needlessly leads to really oversimplified areas, since at most they'll only have the hazards listed in the recommended section. There was 0 reason to add this, and it removes the little song you used to get for having an even squad.
- the recommendations for areas/caves are honestly worthless, because the dog/glow pikmin deal with every single elemental hazard with ease. You can honestly solo every cave with just Oatchi, Purples, and Ice. I personally did follow the recommendations when I played, but I know for a fact you don't really need to (aside from the grill puzzle and some water hazards).
- I don’t like that upgrades are purchased with the same material you make bridges with. Its stupid.
- I don’t like that upgrades are purchased at all, that guy should’ve only been an item shop. Upgrades being overworld collectables was a much more satisfying system. The dog skill upgrades were handled well though.
- Overall collecting treasures is less satisfying than in any previous game. Pikmin 1 and 2 could be annoying with their cutscenes for collection, but 3 handled it well.
- I like the customizable shortcut buttons, but it should’ve been handled better and had better default shortcuts.
- The swarm mechanic is unlocked way too late. Why is this shit post-postgame and needlessly complicated to use? They should’ve had you start with this and made the charge unlockable. Could’ve just kept in on right stick too instead of putting the shitty camera controls there (1 through 3 functions just fine without it since you primarily use ZR anyway)
- I don’t mind the rewind feature, since for caves its just a faster way to reset a floor (which everyone does in pikmin 2). I do think having it on the overworld and offering it if you even lose a single pikmin to sunset is lame as hell though.
- Difficulty in pikmin games is hard to interpret. Is losing any pikmin what makes it difficult? Is just beating enemies the challenge? Hard to tell. Either way though, this is the first pikmin game since 1 and 2 where I feel its really easy to randomly lose a pikmin (though it might partially be due to how new it is). It’s much better than 3 in that regard, although I don’t like how the shitty new characters still act like its the worst thing ever when you lose a single pikmin. If it’s going to be easy to lose them again, they shouldn't say shit like in Pikmin 1/2 (especially during combat)
PIKMIN:
- Elemental pikmin are overall way way worse in this game, easily the worst they've ever been. Elemental hazards are almost completely ignoreable due to the dog and glow pikmin.
- Red pikmin are arguably the worst they've ever been. There's barely any fire hazards and they're only recommended for like 1 overworld and a handful of caves. Completely worthless in combat now that purples are fully back + replenishable easily. All fire hazards are easily done by the dog, but they at least have the grill puzzle that forces you to use them. Still the worst they've been since 2.
- Yellows struggle to be useful, since the puzzles that utilized electricity from 3 are gone. They don't even get thrown as far as they do in 3. Similarly have few recommendations and aren't good against many enemies/bosses. Many of the vertical treasures that seem to be made for them are actually meant to be knocked down by the dog charging a wall instead. Easily the worst they've been since 1.
- Blues still aren't good and yet their value is artificially inflated by being recommended for like half the overworlds and caves. Even then, these recommendations are basically fake since the dog can float literally every pikmin type over water and deal with all water hazards easily. Only actually utilized for basically 1 area with a ton of underwater objects. They take shortcuts through water now which is alright i guess.
- Purples are back in full force, the only thing they lack from 2 is the stun (which the dog now has instead). Insanely overpowered and now it's easy to get a shit ton of them since there's an onion. Their main drawback was shit speed, and now its gone because they’re able to move as fast as the dog at all times.
- Whites are again really useless, since you don't even need them to find underground treasures. The lategame forces a bunch of poison enemies on you to try to make them seem useful, but the dog does it easily anyway. Their speed isn't good since pinks still do their job better.
- Rocks are arguably the new pikmin 3 purples/whites, in that they were so needlessly nerfed to a point of uselessness. They already weren't that good due to needing to micro them for combat, now their damage is worse and theyre not even fully immune to crushing. Bomb rocks are purchasable so you don't even need them to take out glass walls. Easily the worst pikmin in the game, zero utility.
- Pinks are much worse than 3 since you get them super late and the game's lock-on makes it much harder to cheese objects with them. Theyre still shit at combat too, so their main advantages are gone without much to make up for it. Still the best carriers though
- Ice pikmin are stupidly overpowered, just around 30 of them is enough to insta freeze any enemy after a charge. They instakill all flying enemies and give free nectar/spray for kills. The freezing water mechanic isn't actually that useful though since the numbers are usually too high to actually utilize. You can easily combine them with purples and spicy spray to make any enemy or even boss completely worthless.
- Glow pikmin are fun to use in the night expeditions, but stupidly overpowered in caves. They're 100 times better bulbmin, immune to all hazards but also have an insanely op charged stun mechanic + auto teleport instead of ever being idle. The real reason I hate them is because they're the reason that bulbmin aren't in the game.
- Easily the best pikmin AI in the series, kind of to a fault. The pikmin move absurdly fast at times to keep up with you. I think 3 had the best balance of the pikmin being reasonably retarded but still competent. You'll never really notice how crazy the ai is though because of this next issue.

DOG:
- The dog is incredibly overpowered and a big factor in why the game is easy. Even just at the very start, the ride ability allows you to compress all pikmin into the dog's hurtbox. A huge part of previous pikmin games' challenge was having to deal with an unwieldy squad of 100, which added risk vs reward for having a larger squad. Now everyone is easily compressed into a small, agile hurtbox that removes most of the challenge from the game. This is really noticeable for returning Pikmin 2 enemies like the man at legs, whose bullets you can literally just outrun.
- With upgrades this dude becomes retarded. By the endgame, he’s a bulbmin who does insane damage, is fully automated, basically unkillable, fast at moving/digging, and can even carry 100 weight objects. Insane shit. He’s the main reason people will think the game is easy.
- If you did a 0 upgrade run, or even just a 0 dog upgrade challenge, then this would easily be the hardest pikmin game and it wouldn’t be close. Especially if you went further and refused to utilize the ride mechanic.

BASEGAME:
- Easily the worst introduction to any pikmin game. The forced zoomed-in camera, low pikmin cap, lack of charge, and bad characters leave the worst impression possible for the first day. I initially really didn’t like the game because of it.
- The characters are really bad. Collin is the only one who ever grew on me, everyone else is just worse Brittany.
- They removed the forced cutscene for collecting treasures, but decided to keep it in for castaways. Really stupid that they do this shit for leaflings too which has the same cutscene every time.
- Characters never stop talking. Its made much more annoying since none of these dudes are ever on the field. 3 is the game where characters talk the most, and it's nothing compared to 4.
- I don’t like that you play as a shitty pikminsona OC. Its really stupid and takes a lot of the charm out of playing with captains. The NPC text just has everyone jerking you off too, and since its meant to be a self insert it just feels cheesy and forced. The short moments when you play as Olimar make it obvious how much worse of an idea it is.
- The piklopedia and treasure have their descriptions written by randos who suck and aren’t charming in the slightest. Insane downgrade. They give you Olimar’s notes for beating the base game and Louie’s notes for beating the post. Clearly done for good reason.
- I don’t like how this game (and 3 to an extent) depicts Olimar as incompetent and someone who needs to be saved constantly. He’s better as the playable character and is easily one of the most charming people in the series.
- I don’t like how there’s just a perfectly pristine and intact house, its easily the worst addition to the setting. The previous games had a lot of mystery and unknown to them since it was meant to be post-apocalyptic. If you’re instead prancing around on a sink or couch then it just makes you feel like a whimsical garden gnome instead of being stranded on a planet.
- I’ve got no clue where this is supposed to take place on the timeline. 1 through 3 were pretty clearly chronological, while 4 seems to be a soft reboot in some areas while continuous in others.
- Probably the most mid Pikmin OST ever, but that kinda slots in with 1 and 2 who’s OSTs were unimpressive as well. Only the house’s area theme was good, and the boss music sucks now compared to 3. Don’t know who thought that was a good idea. The remade songs from 2 are awesome though, and the unique songs aside from the new boss theme are pretty good. Area themes are still incredibly underwhelming though compared to 3
- I don’t like how there is no second captain. The dog is overpowered as previously stated, and its honestly way more annoying to switch between yourself and the dog than it ever was for captains. Makes task division harder than it was in 3, even though it shouldn’t be. Task division in this game just ends up being: Send Oatchi to this area, he kills every enemy in 2 seconds, rinse and repeat
- The areas are fun. A lot of the caves are pikmin 2 references, which is awesome (although also makes you realize how shit 2’s controls are).
- Being able to see pikmin 2 enemies again is awesome since 3 lacked them.
- Overall I like how onion collection was handled, though I still don’t like the limited pikmin capacity and needing to upgrade it. If they were going to do that, you should’ve started with a higher count and not included extra flarlic.
- Caves are much better than in 2. Insanely quicker overall and thus feel a lot better to go through. No bullshit falling bombrocks every 5 steps, although some people may consider that a downgrade.
- Dandori battles are fun and a nice way to change the gameplay loop
- Night expeditions are also really fun and good to break the loop. Don’t just play them whenever you get a leafling though, I recommend just completing them in batches for each area. If you do one after each leafling it can feel a lot more interrupting.
- I think overworld areas are a little too big, but being able to move your base is cool to make up for it.
- I hate how enemies never respawn at all, it makes areas feel dead once you complete them. It’s nice to not need to retreat ground to clear out areas again, but they could’ve just made the respawn time 5 days instead of 3 if they wanted to accomplish that.
- There is 0 backtracking in this game. 1 through 3 typically had you return to earlier areas with a new type, but this game has none of that. It’s not really a positive or a negative, but I like the variety that backtracking brought in 1-3. Its much more conducive to just power through everything in an area in 4 and then move onto the next.
- The UI in this game feels soulless, which is a problem with many first party switch games. It feels the same as Odyssey or BOTW’s User interfaces, and theres just something intensely unsatisfying about them.
- The pikmin withdrawal menu is honestly really sluggish and unsatisfying, which is weird since 3 did it so well.
- Treasures can feel really underwhelming to collect due to the lack of fanfare. It’s not as bad as something like Mario Odyssey, but it can contribute to areas feeling a little less satisfying to complete. Pikmin 3 had the best balance of satisfying collection and gameplay imo by giving you a cutscene for the collectibles at the end of each day. Although 2 could get annoying with the treasure cutscenes, there was something really charming about it that gets lost in 4.

POSTGAME:
- Although the characters added in 4 are shit, the writing for Olimar and Louie is the best its ever been. Louie’s exploration logs are the most entertaining content about him ever. I wish the president could actually come back, but at least he’s actually mentioned now.
- The fact that you unlock Pikmin 1 Lite with Olimar’s shipwreck tale is awesome. Easily was one of my favorite parts of the game. It really shows how much better it is to play as an actual captain with a personality instead of a weird OC. My only complaint is that a lot of the parts have samey designs. It's probably super fun to optimize this.
- Overall has a good amount of areas for how fast paced the game is. 6 was the perfect number they could have gone for.
- This game makes louie insane but its not really out of character.
- There should’ve been actual references to pikmin 3’s captains instead of having random lookalike Koppaites who are vaguely related to them.
- I love how the most notable caves/enemies/bosses from pikmins 1 and 2 return. Seeing the smoky progg’s egg again was one of my best experiences with the game. Just awesome stuff.
- The sage leaf challenge is very interesting and has some of the most challenging basegame pikmin content ever (still relatively easy aside from a couple floors)
- The final dungeon is a little strange and acts as a pseudo bossrush. Pretty fun floors though. Having a floor just be an empress bulblax with an inaccessible face is the funniest thing ever.
- The final boss is really weird and acts like a set piece battle, including phases and everything. It’s very strange and feels like it belongs in a mario game or something more than pikmin. I don’t think its necessarily bad, but I like 1 through 3’s final bosses much better.

FINAL THOUGHTS:
- Overall it probably has some of the best gameplay in the series. I think 3 might be slightly better just because it was more satisfying to collect things.
- Despite the fantastic gameplay, it honestly feels like one of the worst to control. This is all because of the forced lock-on system and the pause when you try to overload an object, as well as the camera.
- Maneuvering is too easy because of the dog and is the main reason people will think this game is easy. 3 struck the best balance with this again.
- The dog is overpowered but fun to use. I still would’ve rather had another captain instead though.

Overall its like an 8 or 9 out of 10, in spite of all its flaws. Probably my second favorite pikmin game (I’d rank them 3>4>2>1). However I think if Pikmin 1 and 2 were remade with 3’s mechanics, then this would probably be the worst one due to a lack of charm (and the new order would probably be 2>1>3>4). I think this game would be significantly better without the dog and forced QOL changes that weren’t good (the lock-on and pikmin throw limiters). I also still dislike the 3 type limit, initial limited capacity, and purchasable (instead of discoverable) upgrades. I’d prefer if subsequent entries didn’t continue these trends.
This game is destined to be the best selling pikmin game, and I’m fine with that. 4 could have been way worse. I’d prefer if the next game went back to actual characters you play as though. I’d love to actually have Olimar and Louie (and even the president) as the main characters again, but the cast of 3 is still charming and proves that you could do new captains perfectly well. Hopefully the next game

I got infinity percent on this game, so needless to say its got a fun and intuitive gameplay loop. The RNG can be a pain in the ass at times though, and some characters are just insufferable to play - specifically some of the tainteds. Still a fantastic game though, one of the best and most satisfying time wasters I've ever played. If delirium wasn't shit then it'd probably be a 5 star.

It's painful how close this game is to being really good, yet so far. It really needs another year or two in the oven. The economic gameplay is really fantastic, but it suffers from some of its main systems being extremely poorly though out. Although warfare is mostly alright now with the 1.5 update, diplomacy is still severely lacking and really frustrating.

Probably has one of the most satisfying gameplay loops of any game I've ever played. The small optimizations and customizations you do in each playthrough are really fun and satisfying to see the results of.

Really fun progression system with multiple classes to make each playthrough different if you want. Easily moddable for if you get sick of the base game. Best played with friends.

I love a lot of the writing in this chapter, the ambiguity of stuff like the final scene makes it have a completely different meaning on reread. It still does a solid job of establishing what Higurashi is about and a good baseline for the characters. This arc is way better on reread than the first time around, since it lets you appreciate the double-meaning of scenes a lot better.

The coolest pikmin game conceptually, but struggles from bad controls and mechanics. The original gamecube release is particularly bad, not even letting you swap pikmin. Only 1 captain and the high carry counts for parts reduces how much you can multitask too. The main difficulty comes from the unwieldyness of its controls

The pikmin game with the most soul, Louie and the President really help make this series what it is. Time not mattering in this game gives it a different feel, but honestly makes it less replayable imo. Even though the caves are slightly different each playthrough, the core gameplay is exactly the same and there's no fun in optimizing your day count like there is in pikmin 1 and 3. Controls/mechanics can still be a little clunky, but much better than GC pikmin 1.

Electricity being instakill in this game makes yellows extremely overcentralizing. Every cave ends up being around 5 whites to get buried treasure, 30 or 40 purples to kill everything, and 20 yellows to deal with all the electricity. Everything else is filler (typically reds if there's fiery bulblaxes and 20 blues for water treasures). If electricity functioned more like it does in 4, with a slight stun and then death if you dont whistle, it'd be much better and allow for more variety among the elemental types (purples would still be overpowered though)

I'm not too big on dungeons, they're alright overall but IMO not really replayable. This issue persists in 4 where they return. Pikmin 2 dungeons are also way longer than 4's and can overall just become a slog to complete. The last area's dungeons just become tedious at some point.

If this game just had a go-here feature and the aforementioned electricity change, it'd probably be the best pikmin game. The AI for dispersing pikmin is also terrible in this game and makes it really hard to actually separate out your squad.

Overall the best pikmin game IMO, although it is incredibly easy. This game plays like an optimized pikmin 1, where the main fun of the gameplay is seeing how fast you can beat it. 3 captains lets you play much more efficiently compared to 1 with just Olimar, although it may make the gameplay feel more mechanical than 1 where you're struggling for survival.

The day limit returning in this game is a cool idea but anyone who's even relatively competent will never see it get close to running out. The new pikmin types are really cool, although blues are essentially useless in this game and yellows are on life support.

Bingo battle is the best sidemode in any pikmin game by a wide margin. Mission mode can be fun if you're into that, but I never liked it that much personally.

Overall just has the most fun gameplay with the best functioning mechanics and controls. The areas are all fun to explore and giving each area 1 big boss to do is unique to this game (2's bosses function much differently to these, with not every cave having them and not having any time restriction). If enemies just had higher pikmin kill caps then the game would actually be difficult to, but as of now it's the easiest game in the series by far.

This is definitely one of the best ways to play 1 and 2. Extremely convenient having all 4 pikmin games on the switch and easily playable at any time. The games are based off of the Wii ports of 1 and 2.

Since its based off of the Wii version, Pikmin 1 plays significantly better than it does on gamecube. You can actually change what pikmin type you're throwing now, and there's a lot less bugs (yellows don't drop bombrocks after whistling them like they randomly do in GC 1). Much more fun to play

I've yet to play 2 fully through on this version, but its not much better than the original GC version. GC pikmin 2 didn't have nearly as many issues as 1, so having the Wii version isn't nearly as big of an upgrade. Dungeons actually get easier since many traps are removed from the original 2, which can make the game less fun if you're the type of guy who likes having 10 bombrocks dropped on you.

My biggest issue is the fact that this game is widescreen. It's basically a bunch of lies, it's just the original 4:3 but stretched out. It's really obvious if you look at any text, which is comically squished in both games from this pack. You can set your TV to 4:3 and overall it ends up looking better. The supposed HD textures don't actually look different and is only noticable on the UI.

Lastly I'm not a fan of the swarm requiring you to hold left bumper to use, it overall makes it control much more clunkily. Pikmin 1 and 2 really don't need a freely rotating camera, rightstick would've been better solely as the swarm function like in the originals.

Overall this game isn't really anything special, its just a convenient way to play the adjusted ports of 1 and 2. Definitely worth playing if you haven't played the original 2 games though, and the upgrades to 1 make it much more fun.

The best pikmin experience. 3 is already the best game in the series in regards to gameplay IMO, and this game just enhances it. The mechanical changes that this port brings are generally really nice, but I'm not a fan of how many commands are shoved into the Y button.

The multiplayer story mode is the most fun I've ever had in pikmin. If you have a friend who is similarly into the series, it's a great experience. Extremely fun to see how well you can optimize days with 2 people working in tandem, and having a 3rd captain lets either of you switch it up for the sections where you wait.

The added content for Olimar and Louie is short but fun.

The added difficulty modes are kind of redundant, normal is just easy mode and hardmode is basically the same as the Wii U version. Ultra spicy isn't actually hard, it just needlessly reduces your pikmin cap to make it artificially tougher. In reality its just less satisfying to play with a lower cap since it reduces how much you can multitask.

Obviously since its still pikmin 3 it's already an easy game as is, so Ultra spicy being lackluster as an additional challenge is the most disappointing part of this game. If the mode just increased pikmin kill caps + removed how easily you could stunlock enemies, it'd would've been much better. That's the optimal way to improve 3's difficulty imo.

This game is absolutely crippled by its camera. It was fine at the time, but nowadays it is the sole issue holding this game back from being perfect.

Really fun way to play through Z's story, I loved playing as Vegeta. You can tell the budget ran out after namek though, the Cell saga really lacks high quality cinematics and the Buu saga barely has any. The OST is somewhat disappointing all things considered, although some of the remade Kikuchi songs are really cool. The RPG mechanics feel a little tacked on, but again it really is fun to play as your favorite db character in this.

I used to think this game was cool as a kid, but its easily the most mid 3d mario. Lacks the snappy pace of 64 or the flashiness and satisfying gameplay of the galaxy games. Fludd is just a weird thing to add. Blue coins make 100%ing the game tedious and really hampers replayability, since the most fun part of these games is fully completing them.

Really good foundation for Galaxy's mechanics, but I don't think 1 is that great honestly. Has the highest quantity of medicore levels, and to truly 100% the game you need to beat it twice as Luigi, and its exactly the same.