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me putting 1st as the day oftentimes mean i dont remember exactly when

putting january 1st means i really dont remember when
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Pikmin 2
Pikmin 2

Apr 04

Ann
Ann

Mar 31

Pokémon Ruby Version
Pokémon Ruby Version

Mar 31

Bloons TD 6
Bloons TD 6

Mar 24

Touhou Luna Nights
Touhou Luna Nights

Mar 17

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This game's artstyle is beautiful man. I absolutely adore the way it looks, everywhere you go in the game is as beautiful as the last.

This is a super chill RPG, quite possibly one of the most chill out there. You explore a silly little world with Mario enemies and go through quirky little text boxes. Though basic, the game is very noticeably well-polished in this regard. There's a nice, easy skip text button that makes a cool sound, you can spin in the overworld to travel faster which is fun to do, and the way the game moves through areas quickly, the way the camera can sometimes panorama in large areas, it all feels so nice. It's a relaxing world.

The battle system is dirt simple and very fun. I absolutely adore the badge system, my only issue with it is that the game isn't really all that hard. It'll throw a curveball or two, but I don't think I died a single time (I'm pretty sure I popped a Life Shroom though). You don't have a lot you can sic your cool badge setups on, the most you can do is kill stuff faster, which is cool enough I guess.

I love the action command system, it integrates reaction times and execution into a turn-based battle system without feeling stupid. Honestly, fundamentals-wise, this is an incredible RPG. It's intentionally very basic and simple, so this game is "easy to digest" in a way. There isn't really a part of the game that sticks out to me as fantastic, nor is there a part that sticks out as irritating. It's a solid experience throughout.

I 100%'d the game on my last run of it, which was generally pretty chill... except for the genuinely shocking amount of recipes this game has. I had no idea how many there were.

Really, there isn't an extensive amount I can say about this game other than it's comfortable and pretty easy. It's just a solid little game you can play, not much more or less.

This is a strong contender for my favorite game of all time. I spent countless hours on this game as a kid, and even replaying it found myself loving it again, and recently, I watched and helped a friend beat it all, and I have loved it once more. It's a special game to me, one with sentimental value. But not only is it one I love, it's a game I love to discuss due to how different it is from Pikmin 1.

There are a lot of types of video game sequels, and this one falls into the "experimental second game" category, where it takes what the first game did and completely spins it all around upside down. A lot of the things that defined Pikmin 1 - the anxiety-inducing day limit, the well-balanced Pikmin types, the loneliness of Olimar's situation, the time management of each day - ALL of this is absent from Pikmin 2.

The first thing to praise Pikmin 2 for is something of a "free point," something the game would have done regardless of direction, which is its stability and quality of life improvements. Pikmin 1 is both notoriously jank and has by far the worst Pikmin AI in the series (which are honestly charm points for the game IMO, but thank god it got better). Pikmin 2 has little to no debilitating glitches like the Crush Glitch; the most you'll see is a treasure (like the Unspeakable Wonder or Possessed Squash) get a little bit stuck, but you can get it out with a little effort. The only other one to come to mind is Pikmin can die out-of-bounds in caves if they go high enough past a wall (best place to do this is the Pileated Snagret fight). Furthermore, the Pikmin AI is VASTLY improved, they're so much more cooperative it's insane. Tripping has also been reduced in frequency and duration, which is highly appreciated. Not to mention the captains now have funny little idle animations and the Pikmin SING AND MAKE NOISES! It's such a small change, but it adds so much to the game, I love the little Pikmin songs they sing.

Additionally, this game has something truly remarkable: the Piklopedia. Pikmin 1's end-of-day journals and ending roll call are cool, but Pikmin 2's Piklopedia BLOWS it out of the water. Every enemy, every interactable object, all the bosses, even the fauna and grasses are recorded with Olimar's beautiful way of writing, with wording complex, yet without feeling convoluted or hard to understand. Every enemy has a funny little scientific name, and the new journal entries you get after getting every treasure are just delectable! AND YOU CAN THROW CARROTS AT THE ENEMIES! On the other end, you also have the treasure hoard, which you sadly can't throw carrots at, but is very entertaining nonetheless. Olimar has a ton of out-of-pocket stuff to say - things about hating his boss and corporations, talking about his (ungrateful) wife, his kids, the ship, Louie, and oftentimes talking about himself in the most ridiculous ways. Going through the Treasure Hoard is, well, like searching for treasure. Many of the entries aren't that notable, but some I genuinely couldn't believe what I was reading! Also, the way it scrolls through the list when you complete a set is satisfying. The treasure hoard also has Sales Pitches once you complete the set, but these are less interesting overall.

Alright, now into the meat and potatoes of the game. First off are the new Pikmin. Reds and Blues are exactly the same as the first game (although Reds got slightly indirectly nerfed since you can destroy Fire Geysers now), and Yellows have been repurposed to no longer wield bomb rocks but are now immune to the new Electricity hazard. The new Piks on the block are Purples, Whites, and Bulbmin. Bulbmin can only be obtained and used within dungeons, but in exchange are immune to every main element (Fire, Water, Electricity, and Poison). Good, solid, balanced, and reward a player for entering with less than 100 Pikmin, or help out a player who has lost a lot of their squad. Purple and White Pikmin can only be obtained via Candypop buds, which have been reworked to only convert 5 Pikmin before disappearing. White Pikmin are fast, small, can see buried treasures, are immune to poison, and will deal heavy poison damage to enemies that eat them. They're quite fun to use! You can sacrifice them to diffuse a strong enemy, they're great for carrying stuff back, and they're pretty naturally useful thanks to the Poison immunity. Good, balanced, solid.

And then there's Purples.

Full disclosure: I've never played Pikmin 4, and I've only played Pikmin 3 once, but I have no doubt in my mind that Purple Pikmin in Pikmin 2 are the strongest Pikmin type, ever. Good lord they're strong. They aren't immune to any element (they can't be knocked over by wind, but lose their flowers anyway, so it isn't worth much). But in exchange, they are VERY strong. They home in on enemies, meaning you don't have to aim that much. They deal heavy damage when they stomp on enemies, and deal a small stun in a nearby radius. Their actual melee attacks are way stronger than normal, and to top it all off, they have a decent chance to deal a LONG stun to an enemy, lasting around 7 seconds or so. They are MONSTERS. The game gives out very few of these for good reason, you only need about 20 to beat any enemy in the game without paying attention. They are obscenely strong. If I have 35 Red Pikmin versus a Red Bulborb, I'm not confident I'll beat it without losing anything. If I have 9 Purple Pikmin versus a Red Bulborb, it's going down guaranteed. Their strength is truly ridiculous.

So you just wreck everything in the game? What gives? Well, it's balanced by the fact that this game is actively vitriolic towards you. This game has "fuck you" level design. The first several dungeons in the game aren't anything too bad. Eventually you'll get to the Bulblax Kingdom, Glutton's Kitchen, and Snagret Hole and it's still nothing too crazy. The occasional bullshit but hey. But eventually the game really starts throwing curveballs at you. A Bulbear trap. Spawning in front of several Decorated Cannon Beetles. Dropping multiple Volatile Dweevils on you at once. Having to camp out next to the entrance to the next floor while Empress Bulblax's babies keep spawning while dodging falling rocks. This game has a lot. It will throw a floor at you with seemingly no respect for you and you'll lose 20 Pikmin, and you can choose to either reset the floor or hold the L. This game gets straight up evil, and that's not even mentioning bosses like the Man-at-Legs or Segmented Crawbster which are just diabolical. It almost paralyzes the player in fear, making them slowly take their time in a dungeon, not knowing when the game will throw something vicious at them. Or, alternatively, the player will just have to bite the bullet and run into something despite knowing it won't go well, like fighting a Fiery Bulblax while it's in water, or fighting a Gatling Groink on a pillar. Sometimes the game blindsides you with a Bumbling Snitchbug grabbing you as a bomb rock deploys on top of your now-dismissed Pikmin.

It's quite the dynamic! But what adds to the game's fun is outsmarting it at what it does. Activating the bomb rock traps you know will be on the floor, luring a Bulbear into a death pit, using White Pikmin to sneak by a pack of Careening Dirigibugs. And it's this very concept that gives the game some decent level of replayability (although the game's replayability is still weak due to its slow start and human capacity for bullshit).

What IS very replayable is Challenge Mode. The scoring system is pretty strange, but it's great fun to go through. Running around Red Chasm trying to get as much treasure as possible, or trying to just beat all 3 Bulbears in Subterranean Abyss, or 100%ing Cave of Pain, are all very fun, very tough challenges. Playing Bully Den on multiplayer is one of the funniest experiences I have ever had in a video game.

Back to dungeons in the main game, which are, after all, the main focus, it's certainly a strange design choice, isn't it? Time does not pass in dungeons at all, so you're able to go through and clear it as slowly as possible. If you really want to, you can even go with the captains alone and start punching most of the enemies on the floor. In fact, that's often the best play to not lose Pikmin. It may not be as strong of a setting as Pikmin 1, but it's still pretty cool, flawed and all. Pikmin 1's setting is based around the terrifying time limit and managing your days. Pikmin 2's is about going into the bowels of caves just for some extra treasure. It may not be a perfect fit for Pikmin, but I'll be damned if it isn't fun. Though I will say, the visuals can sometimes be lacking. Sometimes it looks nice, but the default dirt caves many floors have is very whatever to look at. Once you come back on the surface you realize how good everything looks. This game is actually very pretty graphically, and even has some nice touches, like sun flares on the camera or the heat warping the air around Fiery Bulblaxes, but there's a lot of times you can't really see that.

I still love it for what it is! Accept the game's bullshit into your heart, accept that it is trying to kill you, and just know you can repopulate your pikmin again. Sure, grinding purples at the Subterranean Complex (which you have to do for the Doomsday Appartus if you're going for 100%) is pretty boring, but just watch a movie or something in the meantime, get in a call with a friend. There's so many ways to make monotony in games bearable.

What can I say except the final boss of the game is fucking epic and the last cutscene is emotional. The game, despite me giving it full marks, is still deeply flawed. But that's what I love about it. The game really breaks the mold and delivers a unique experience. It treads new ground and does exactly what a sequel should do: expand out the ideas of the first game and see what happens. As an experimental, silly, occasionally bullshit game, I absolutely love Pikmin 2. It's totally unbalanced, Purples are way too strong, Sprays are too, and enemy placements can be downright unfair, and I love it to death. I hope I can play more games like it in the future.

This is a cool little RPG Maker game! It kept me engaged the whole time, had fun segments throughout, with solid music and story! The highlight of the game are the animated sequences, which are beautifully done and genuinely caught me off guard with their quality. I think it would've been cool if Rong Rong himself animated them, though...

It's a very short game, I beat it and got all achievements in under 3 hours. So, if you want to kill that amount of time, this game is a very solid way of doing that, especially seeing as it's free! For what it is, very good!!!