133 Reviews liked by draguO_doT


why are you so underwhelming

There's a degree to which I'm torn on Pikmin 4. It's pretty good! I had a good time and got 100% and spent 35 hours on it or whatever so like, I don't hate this. It's gonna ruin the series though because they filed off all the rough edges and made it into a Ubisoft open world game where you just systematically fill out a map and check off tasks. Combat is dead easy and there's no stakes to most of the game so despite how often the characters won't shut up about Dandori there's not much to actually motivate you to DO any of it. I'm sure speedrunners and other maniacs will make it into a cool game though. And also, I think there is something to it. Every Pikmin ganme has been different, which is one of the things I like about the series, and being kind of a minigame collection of little challenges IS different. It IS new. It's just a shame that if this one took off I know Pikmin 5 is going to be an exact copy of it.

But in their defense, the biggest sign that I'm being cynical about that is this feels like a Pikmin sampler platter, right? It takes place in an alternate timeline and combines elements of the plots of the other three games. All the various 'mins are in it, plus one new kind that I actually quite like. There's dungeons like 2. You even unlock a little baby version of Pikmin 1 later on, which was the first sign that there was some good content in here. So if you're looking to call me a big dumbass the evidence is there to support it.

So here's some stuff that I like: Only allowing you to take out three kinds of Pikmin at once is smart and lets them design areas to sort of rely on the three recommended types. It matches with the "challenge room" nature of most of the rest of the game, but does allow you to try some other combinations if you were enough of a sicko to play this through a bunch of times and try to do better. That much all makes sense. Also, while I don't love Dandori Battle because it's multiplayer against the CPU, I do love doing Pikmin challenge rooms and the nighttime segments are very fun even if they're dead easy. You can do a spirit bomb and everything it's great. The endgame challenges were great and I enjoyed them very much because you could make them sicko difficulty in a way that the whole main game can't. This is good! This is all good!

For what I don't like, it's the fact that like 25 of the 35 hours of this are just watching number go up with no stakes. Oatchi is a very good boy, but I have mixed feelings about him from the gameplay perspective. He's clearly designed to take the edge off of whatever part you don't like, right? He carries stuff, he fights enemies, he does it all depending on how you build him (the game has skill trees and an upgrade shop yeah sure). In order to make most of the game interesting, you have to just kinda not use him or not upgrade him? The biggest one is actually just the fact that while riding Oatchi, all the pikmin you have with you ride too. This means that the entire conceit of the series, the friction of dealing with a big squad, just goes away and Pikmin are reduced to mere ammo reserves. In the hardcore challenges, it's assumed your Oatchi is fully powered and he becomes a single Super Pikmin that you have to use strategically and that's when I enjoyed his being around, but that's a very small portion of what the game's about.

So it's like... I dunno man! This is probably the worst Pikmin game in a lot of ways, but how I really feel about it is going to depend on the next one. On it's own it's got advantages and disadvantages I guess. Much like each fun variety of Pikmin(tm)(copyright Nintendo)

Pikmin 4 is fine.

It isn’t often that I get actively excited for video game releases, considering that my “backlog” of games is at the time of my writing this sitting at well over two thousand games I could try out at any time. I’m in no rush to play the newest stuff that comes out when I haven’t even finished Bloodborne, Mother 3, or even started Disco Elysium yet. I was actually excited for Pikmin 4 though. I preordered it and everything. I don’t even buy games usually, but this one I wanted to dedicate time to right away. Pikmin is one of my favorite game series ever. It’s a little rough around the edges, but I consider Pikmin 2 to be one of my favorite video games of all time. Pikmin 4 is fun. Good, even. But for me, it doesn’t touch Pikmin 2.

Pikmin 4 actually makes me feel the way that I’ve seen some diehard Pikmin 1 fans talk about Pikmin 2, with its lack of any sense of real pressure and focus on free exploration. On one hand, I agree that it takes away from the uniquely isolating, anxious, and unfamiliar mood carefully crafted for the first entry. On the other hand, Pikmin 2 was my first Pikmin game and I greatly valued the lack of pressure that allowed me to learn the ins and outs of it when I was an overly-cautious child. I’m pretty sure it took me 60 days or something the first time I finished it, and now that I’m an adult I can fairly consistently clear it in a couple of in-game weeks. I originally raised an eyebrow when first reading the question of “why bother with the day-night cycle at all if there’s no limit of days” regarding 2, but now I feel myself asking the exact same question with 4.

The actual answer is to create a stronger atmosphere and sense of environment, which Pikmin 4 nails (for the most part). The fact that you need to plan out your day and get work done during daylight, lest you face the wrath of wild night creatures, does wonders for building this sense of mystery and fear about the world you’re exploring. But this connects directly to what I feel to be the single biggest issue with the game: a profound failure of tension building or real danger. What we have here is an incredibly beautiful and vast landscape full of wonder and beauty set in front of us, begging to be explored after ten years of waiting for a new Pikmin game, full of treasures, caves, and enemies recognizable from the first three games.

And this dopey yellow shithead and his crew cheapen the entire experience.

Also the night missions are stupid and dumb contextually because they break the Pikmin story rule about nighttime being too dangerous to explore and ruin immersion by being actually pretty reasonable to handle. The game mode itself is fun enough though, Pikmin Tower Defense is a nice idea. I have nothing else to say about that.

Back to the dog.

With the introduction of the rescue pup Oatchi, levels are now designed with his abilities in-mind, like jumping, traveling through tunnels, and being able to carry Pikmin on his back while traversing through water, an obstacle previously reserved to blue Pikmin exclusively. He also doubles as a second captain who can command and lead Pikmin, just like the player character. You’re given the option (repeatedly encouraged) to give your pup various upgrades to make him stronger, whether it be to deal more damage, carry heavier objects, swim faster, etc., which obviously makes the game easier. However, riding on Oatchi’s back with your Pikmin entirely removes a key weakness of your ant-carrot army of the previous games:

Your hurtbox has now been concentrated to the back of a responsive and easily-maneuverable puppy dog.

I’m torn on this mechanically. On one hand, by the nature of all of your Pikmin being focused on a single spot, you now risk losing a greater number of Pikmin at once to single strikes. I know this because a boss creature stepped on me and Oatchi and I lost most of my troops. No, I don’t want to talk about it.

On the other hand, due to the way Oatchi’s tackle ability works, taking down most of the larger, higher-health enemies is now a linear experience. You hop on Oatchi’s back with your Pikmin, you charge your tackle, you land the tackle, your Pikmin hop off of Oatchi and onto the enemy, the enemy’s health depletes almost instantly.

A game doesn’t have to conform to the rules of any particular genre, but taking an engaging element of strategy out of a “Real-Time Strategy” game rubs me the wrong way.

I don’t actually hate the Oatchi-specific puzzles that come up on occasion. I like the little fella’s design. I think he’s goofy, especially when he makes the little whwhwhwhwhwhw noise with his whistle. But my problems with him get emphasized specifically in the context of the Engulfed Castle.

The Engulfed Castle is, in short, an excellent reference to the Submerged Castle from Pikmin 2, what I feel to be the most memorable and interesting cave in that game. It’s the only cave with a distinct restriction on the type of Pikmin you’re allowed to bring with you, as it is completely surrounded by water. A rule of Pikmin 2 is that you’re only able to enter a cave with the Pikmin directly in your squad, which means you can only bring blue Pikmin into this cave. The Engulfed Castle of Pikmin 4 is surrounded by water as well, but Pikmin 4 does not have this restriction on caves, so Nintendo decided to circumvent this by simply not allowing you to bring any other Pikmin type into the cave when selecting which Pikmin to join you. This cave functions just like any other, with long dark passages for you to explore and collect treasure, except your squad doesn’t have resistance to hazardous elements like fire, poison, and electricity. This means that you need to tread carefully in navigating obstacles to defeat enemies and get to the treasure. However, after about 5 minutes have passed on a sublevel, this steamroller-lookin’-guy shows up and starts meandering around the place, squishing everything in its way. Your blue Pikmin cannot hurt it.

The danger of the Waterwraith comes from the task of needing to carefully bring treasure back to your base coupled with how large, slow, and vulnerable your army is when spread out.

Oatchi lets your squad avoid the Waterwraith completely by carrying you and your Pikmin on its back.

You can just walk right past it. What’s it going to do? Turn slightly to the right? I’m already at the exit with all the treasure collected, you Flubber-lookin’ freak.

In Oatchi’s defense, it’s not entirely his fault. Nintendo also made Pikmin faster, so there’s not really any risk of them being left behind if you call them with your whistle (which is also the best it’s ever been) and try to make a break for it.

I will give Nintendo credit though, because they replicated the layout of the original sublevel floors from Pikmin 2. That was a very cool thing to realize while I was comfortably walking away from the steamroller.

Additionally, Pikmin 4 is so extraordinarily liberal in the sheer number of resources it gives you that I actively stopped giving a shit about Pikmin deaths. This is coming from someone who would hit restart on my GameCube every time a Pikmin died on my first playthrough of Pikmin 2. I’m sitting here with unused bombs, electricity, mines, and 56 Ultra-Spicy Sprays that I don’t even remember getting, and the game has the audacity to remind me that I can always rewind the clock if I feel bad about losing a single Pikmin. Relax, game. I have 400 other ice Pikmin sitting in reserve. It’s gonna be fine.

Granted, Pikmin 3 offered this via day-selection, but it wasn’t in-your-face about it the way in which 4 does it.

I don’t think a game being easier is necessarily a bad thing, but it feels a little wack to me when it’s a Pikmin game specifically, especially the way it was done with this one. I don’t need a bunch of items to figure out how to clear a level. My amorphous controllable blob of little guys can handle this.

Now, I need to address the Rescue Corp. itself. I don’t mind a world of characters that talk and have personalities. Hell, EarthBound is my favorite video game ever because of exactly this. However, what I do mind is a world that doesn’t know how to shut the fuck up.

These characters do not allow for any sense of mystery or wonder while it happens to you, the player, directly. “It sure is good we have the Pikmin with us!” No shit, we’re like three inches tall. You don’t need to have a message pop up that says “wow golly gosh gee you sure just lost 30 Pikmin to a rock-spider death explosion, it sure would be great to rewind time right about now” because you’re fucking experiencing it right there right in front of you. You’re having fun and making video game memories, and Collin or Shepherd has the audacity to say “this thing is happening and you need to do this right now immediately” like I didn’t learn to blow the whistle when my Pikmin were on fire FIFTEEN YEARS AGO.

Why is the game backseat-gaming? Give me the fucking wheel and let me experience the consequences of my actions. For fuck’s sake.

It can be helpful on extremely rare occasions to have some kind of popup notification about something happening off-screen, given the nature of an RTS game, especially for new players. But as someone who figured out fairly quickly to actively pay attention to and notice the only numbers on your screen available at all times worth monitoring (Pikmin population), being told that my squad I sent on a faraway mission is under attack actively spoils the surprise. With Nintendo offering no option to reduce the frequency or turn it off completely, they might as well just said “fuck you” to me personally instead.

The only surprise to be found here is in my own consistent expectations of Nintendo.

Speaking of lacking any sense of mystery and wonder, a mechanic I was surprisingly very excited for in this entry was actually a limitation; you are only allowed to have three types of Pikmin out on the field or in a cave at any given time. This had the potential to be cool in-concept, because it could have meant you’d need to pick and choose different Pikmin types for different needs throughout various obstacles you encounter throughout your time spent in different huge locations.

Nope. The game YET AGAIN removes any player responsibility for decision-making. Just press the X button. The game will give you recommended types. You’ll be fine. No thoughts required. Go grab yourself a snack.

Can’t quite hit that one creature? Lock-on button. Charge. With Oatchi. It’s probably dead now.

Great.

The lock-on feature is awful and I hate it. I’ll take the free-form movement of an entire army controlled by the right stick and the ability to aim freely over an auto-snapping lock-on and charge button any day.

Biggs_hoson comments in their review that Pikmin 4 feels like “just playing more Pikmin™”, and when it boils down to it, I think that’s ultimately my biggest problem with the game. It’s still “Pikmin™”, but in a lot of ways it’s been homogenized to taste a little more like your average video game and less like the Weirdo Shit™ I’d fallen in love with through the first two games; games I find myself gravitating more and more towards as I play more video games.

Nintendo took the formula from their previous games, created an interesting world to explore and appreciate, and then slapped all of the tools they possibly could together to make it conducive to blazing through said world as fast as you possibly can.

My body is a machine that turns unexplored natural habitats into Platinum-Medal Cleared Dandori Challenges™.

I’m conflicted, because the first two Pikmin games are pretty niche and I understand completely why Nintendo would make the choices they did with 4. Pikmin 1 was ambitious and weird, and I respect it tremendously, significantly more than I actually enjoy playing it, which could be argued is the entire point of it. Pikmin 2 is my perfect jank-sandwich full of bullshit and weird eccentricities, and one of the few games I’ve given genuine thought about speedrunning. Pikmin 3 simplified the controls and toned down the difficulty in order to make it more approachable, shifting focus to a Pikmin 1-esque gameplay style of “do things as efficiently and quickly as possible,” all at the expense of making it an overall more shallow experience, and Pikmin 4 went further by tuning up the “dandori” focus and then adding a thousand safety nets. There are challenges in the later part of the game to be sure, but the ones requiring actual honest-to-goodness creative thinking are few and far-between. I’ve been seeing a lot of people saying it “takes elements from all of the other ones to make it the best one” and I just don’t see it. It’s the most sterilized and homogenized in the series for sure.

It’s still a good game overall though. After how short Pikmin 3 felt back on the WiiU, I welcome the clever design tricks Nintendo used to pad out the Story Mode and make it longer, e.g. Pikmin 3’s Mission Mode now existing in the form of mini-caves where you rescue leaflings by completing a Dandori Challenge. I feel it to be way too hand-holdy for my tastes, but I want to stress more than anything that I still like this game and I feel it to be an overall strong entry in the series. The time I’ve been putting aside to play Pikmin 4 has been enjoyable, and I’m incredibly happy for the reception it’s getting, as Pikmin is a series that absolutely deserves it. The levels are great, the controls are great, the caves are great, and the overall design of the game itself is fun and works well. But it’s too sleepy for what I was hoping for.

You’re not gonna get unexpectedly carpet-bombed or jumpscared by a Bulbear just for carrying a rubber ducky out of a cave. In my eyes, for some reason, this is a negative.

In the end, I guess I just wish Nintendo would say “fuck you” to me through its level design instead of its endless tutorials.

Just give me a “silent Collin” mode and let me explore the wilderness in peace.

I bet I’d feel differently about all this if this was my first Pikmin game.

It’s not.

The first impression this game leaves isn't great. The first thing it teaches you how to do is to ride the new gimmick around, and after that you're flooded with commentary from the pit crew about what you should be doing next. There's only a certain threshold of charming little space men you can have before the idea begins to wear out it's welcome and take focus away on what the actual experience is supposed to be. Pikmin 4 far exceeds it. So many cutscenes filled with the boring, forgettable crew having redundant conversations filled with bad jokes. None of these characters contribute anything to the gameplay loop either unlike the captains from previous games, so it's a lot of time devoted to characters you don't actually see putting any effort into solving the problems at hand. All that responsibility is replaced onto YOU, yes, YOU. The game opts to let the player create their own captain this time around and falls into every narrative pit that decision usually creates. Characters lavish you with praise at every opportunity for the most simple tasks, which is an about face from the cynicism that coated the writing of the first two games. Olimar was either completely on his own with no one to confide but himself, which added to the survivalist atmosphere, or saddled with the worst co-workers possible which was funny. This game is very straightlaced by comparison which is a step down from the unique tone the games had before.

This aggressive hand-holding permeates every aspect of this game. There are more PIkmin types present in the main campaign than ever, and progression is more open ended and nonlinear. You'd think this might open up a variety of different team compositions depending on the situation but the game only ever allows 3 types out at once and each area and cave has a recommended team. At that point, why break away from what the game has already set out from you?

Oachi starts the game as a good supplementary addition. He can jump and ferry the squad across water which opens up some traversal puzzles and decisions that just wouldn't have been possible in previous games. It also means there are less obvious roadblocks at the start, making each map feel more open ended and fun to traverse. Water was such a strong progress blocker in previous games that it dictated the order which you could do things pretty heavily, so removing that is a nice change of pace.

My suggestion to people who enjoyed the previous games is that you try to avoid upgrading him too much though. Beef up his defense for sure, but stacking on too many resistances and treasure-carrying abilities and he genuinely renders most of your Pikmin redundant. Technically something you'd have to opt into but it's an easy pitfall to miss.

One thing that also deserves praise is the cave system. Each one feels like it's more clearly centered around a unique challenge or gimmick this time around, so it's always something fresh. I was afraid the "dandori" challenges would feel like padding, and the battles against Olimar definitely do but the time trials are the opposite. They're carefully designed treasure hunting gauntlets where time limits are harsh and resources are limited. You'll have to form an excellent plan and execute it perfectly to get platinum medals on each one. They feel like the game at it's most Pikmin. They highlight the way these systems can shine under pressure in a way that doesn't reflect well on the rest of the game.

Outside of certain, clearly marked challenges though Pikmin 4 is so lax that it risks making a lot of series staples redundant. The day/night time limit still exists, but there's no hard limit on days and enemies never respawn so the only punishment for not completing a task in a timely matter is a quick trip back to camp. They might as well have let you explore for as long as you like. More gimmicks like Serene Shore's falling tides would have made timely execution of tasks more important without the punishing mechanics from 1 and 3, but for the most part they've removed those and replaced them with nothing which takes a little too much friction away from the experience.

The friction removal doesn't just end there. A generous 'time rewind feature' hovers over your head any time you make a mistake. Pikmin has been embracing save-scumming as a feature more and more over time, but having this prompt pop up the second you make a serious mistake feels like a step over the line. Save scumming was definetly possible in the first two games but easy enough to ignore and forget about. 3 signposted it as a feature and now 4 has prompts popping up everywhere, letting you rewind down to the second. If the game is going to assure me over and over again there's no real danger to losing resource..what's the point of the focus on resources?

The overt handholding focus leads us to our last error, probably the game's most damning. The controls. In contrast to the extreme amounts of control the pointer gave you in previous games, Pikmin 4 opts to automate as many functions as possible. Automatically aiming, automatically counting how many Pikmin you need before it cuts off your throw with no regard for how many Pikmin you might actually want on a task, and Pikmin trying to take more agency to automatically start tasks regardless of your input. These start as nuisances that don't hurt much when the game is more laid back, but as dandori challenges and late game bosses ramp things up they become a genuine pain point. I can't count how many times I've had Pikmin die because they latched onto the wrong object, or had my time for a challenge thrown off because the game decided the task had enough Pikmin on it.

All of this feels like Nintendo went a little too far trying to make Pikmin widely appealing. Iwata Asks interviews reveal the developers laid the lack of sales on the mechanics when to me there was a more obvious answer staring everyone in the face: The gamecube and the Wii U were both notorious flops. Pikmin was obviously going to do way better on a console that has an actual install base. Every Nintendo IP received an explosion of sales on Switch for a reason. Nintendo should have at least tried a more traditional title on the switch first before coming to this conclusion.


I liked Pikmin 4 overall, but only because of what it carried over from previous games, not because of anything it added. It has moments of very strong level design but it's held back too much with all the helicopter-parenting. At the very least, whenever Nintendo released a more handhold-y title in the past they worked their way back to something more challenging. My hope is that Pikmin 5 trusts the player more and opts to give them more agency in the game. Even if harsh time penalties never return, I hope they find different ways to put pressure on the player and put their resources to the test.

Pretty fun taken on its own merits, at least until the credits roll. The auto-targeting renders most of your actions weightless, but it's undeniably fun to move in one direction and throw guys in another. The second half of the game didn't really maintain my interest, but I finished it out of a sense of completionism.

If this is Nintendo's idea of making their game more approachable, I think it's a sign that they should retire this series for a bit and design a new game, because most of what was appealing about Pikmin 1 has been shaved off at this point.

The conclusion to Odyssey's story is easily my favourite moment in any Mario game I've played, an incredibly creative, exciting love-letter to the franchise that also acts as the perfect culmination of what the game had been building towards. I don't love Super Mario Odyssey, but the very best moments in it really are excellent when the game is focused on throwing cool new ideas at you one after another. Odyssey also arguably controls the best of any of the 3D Mario games I've played, though the cap-bounce has a habit of making a lot of your move-set feel redundant and you have to nurse the camera a lot more than the control scheme can really accommodate for.

Despite all of this, wow does all the filler drag on me. Of the 999 power moons in the game I'd guess that over three-quarters of them are either inane (just sitting there out in the open, hiding inside random rocks, for purchase in stores, talking to some random npc), frustrating, or copy-pastes of moons you've already collected. There is just far too much content in this game, and far too much of it kind of just sucks. This is mostly fine throughout the main story where there's no need to return to a world once you're done there and the moon counts needed to advance are fairly tame, but the post-game started to really get to me towards the end of my 500 moon playthrough. It's hard not to feel like this game, whilst still good, is a bit of a casualty of the belief that if a game is bigger that must mean it is better.

I have like 42 fucking vials of juice what the hell ain't no damn point to this game.

This review contains spoilers

There's kind of A LOT I have to say about this game, and the direction Pikmin as a series is going in. I'm sorry for myself for writing this and for you if for some reason you subject yourself to reading it.

Very long story short, this game's praise is incredibly overblown. It's nice that Pikmin has found a new audience, but at what cost? I think this series has lost it's soul and hollowed into a corporate mess that has rounded off so many corners that it now fails to evoke any sort of emotional response. It's not a bad game, but it is often boring, and makes me feel empty and sad.

It's probably useful to start by prefacing that I don't care for 3 very much at all, I never really understood the praise it got. In contrast I'm at least fairly conflicted when it comes to 4, but how in the world are people praising it as the peak of this series? I don't know what planet you're from but it sure as hell isn't PNF-404. This game IS confidently better than 3, and how middling I felt about it only served to push my opinion of 3 further down. I don't know why I bother but it's just hard to watch a series I care about flounder while Nintendo pins it down to lobotomize, declaw, and defang it.

So before I dirty myself and climb into the muck, I'll start with what good I found in Pikmin 4.

The game is pretty meaty. This is the most Pikmin bang for your buck that you're going to get in this series. That praise comes with some caveats, however. Depending on your outlook more isn't always better. Besides, art shouldn't be judged from the cynical perspective of value judgements based on cost. Do better and judge things based on the overall experience of engaging with it.

I'm really glad to be ditching the 3rd captain. I never personally cared for how much it complicated planning and management, 2 was just enough. Making the 2 captains asymmetric is also a nice change of pace, splitting up has more strategic weight to it. But it's a great idea that is clumsy in it's execution. (we'll GET to talking about Oatchi)

Loading zones were removed from 3, which is good. They broke up levels to much and tended to spoil and signpost boss encounters before they even began, they also tended to over incentivize the use of the "go here" map screen commands. (I don't want a game that plays itself for me, OK?)

Moving the ship to new bases is an interesting albeit odd addition. Sometimes a cool tactical option, and does allow more sprawling level design I guess? I think I like how it effects cave design more than main stages. It's a mechanic that has the strong potential to bolster puzzle and scenario building... But doesn't really get used for such, mostly operating as yet another design that feels as if it's there more out of a desire to keep the player comfortable than to give their brain a workout. If it has any merit, it's that it may be interesting in time challenges and speedruns where people are attempting to maximize their efficiency.

Bosses were returned to how they used to operate in 1 and 2. Pikmin 3 added phases, damage caps, and cutscenes which slowed the gameplay down and stole away the Pikmin series' unique experience of running into bosses in a diegetic fashion. Thanks to the removal of the damage phase caps, bosses once again reward skillful play by letting you kill them faster. Well, almost all the bosses, anyhow. 4 still committed this sin right at the end, just to spit in my dinner.

Dandori battles feel a bit arbitrary at times but are sort of fun, the versus mode from previous games having now been rolled into the primary experience.

On the other hand, Dandori CHALLENGES may be my favorite addition. It's really satisfying to work under tight restrictions and execute a plan to clean house, barely bringing in the final few items as the last few seconds tick down. (A feeling the series used to work towards facilitating more often). And these aren't afraid to get difficult either, refreshing!

There's actually some really cool new puzzle and environmental hazard additions that give both old and new Pikmin a lot of new strategic options and spice up the level design. Fire pinecones, deep water, pipes, fans, basically everything Ice Pikmin can do, fences and buttons. But they never quite get used to their full potential.

The Piklopedia is finally back. It was a gaping hole in Pikmin 3's overall experience, and it was sorely missed. It has new features too! Being able to fight anything is great. The new characters (we'll get to them much later) aren't interesting to listen to... But Olimar and Louie's logs remain as entertaining as they were in 2.

Olimar says sperm, we take those.

I love Groovy Long Legs. Best thing in the game. See, I don't just hate fun.

The Olimar mode almost makes me feel as If I'm playing a real Pikmin game, if only for the tension of a true time limit and the nostalgia bait it evokes with music and other references to Pikmin 1, but it's shallow praise that says more about Pikmin 1 than it does 4.

This is where that praise ends. Pikmin 4 inherited a lot of problems from 3, changed or fixed only some of them, but introduced some problems of it's own in the process. I can't help but use the word degenerate to describe the way this series has developed, in the most traditional sense of the word. There's so many little touches where in an effort to make the series more accessible or easier to play, they've sacrificed what made it special in the first place, rendering entire systems at the core of Pikmin pointless.

Controls are a big part of this problem, it's quite a can of worms. But I'm opening it, deep breath...

I'm going to start by calling out lock-on as a problematic addition to the Pikmin series. Pikmin is a game that's difficulty and intrigue is predicated on MANAGED CHAOS, and aiming your Pikmin to land where you need them was always a huge part of that. Maps full of hazards, large enemies for which what part of the body you throw Pikmin onto makes the difference between life or death, throwing Pikmin was always a focused and nuanced challenge that rewarded accuracy under pressure.

Then 3 added lock-on... and threw that all out the window. No longer do you need to split your attention between avoiding hazards and throwing Pikmin, or carefully aim to keep your Pikmin from soaring off cliffs or into water. Simply lock on, run in circles, and mash A. It's easier, less stressful, more friendly to new players! ...But you've now rendered enemy and map design as an afterthought you can mentally disengage with due to the confidence you now have that your Pikmin will just go exactly where you expect them to. What's even the point of snitchbugs, skitter leafs, dwarf bulborbs, snagrets, breadbugs, beady longlegs (and the family), honeywisps, iridescent glint beetles, ( I think you get the point ) in a world with lock on? Almost all the enemy design of Pikmin is RELIANT on the skill based aiming, and fighting these enemies went from engaging to literally mindless since 3 came out. Yet they're still here for some reason.

4 Is no different in this regard, but somehow they've managed to make it worse. 4 has an aggressive auto lock-on that is our first example of the many ways in which this game attempts to guess and/or assume player intent, and make choices FOR YOU. Throwing a Pikmin will often trigger the game to eagerly and automatically lock on to objects. The lock-on is also sticky, often frustratingly refusing to unlock from objects. When under pressure from time or enemies, you'll often find yourself mashing lock-on in a futile attempt to wrestle control back from the game, as it jumps to locking on to other objects you didn't intend... you might start to see the problem, but it doesn't end there.

The other half of this problem is the THROW CAP, one of the most baffling additions in Pikmin 4... So someone at Nintendo thought it was a little sad that you had to count out the Pikmin you threw onto objects, and decided a friendly change would be that when locked onto an object, the game will STOP LETTING YOU THROW once you hit the default Pikmin count required to interact with that object. Sure, it lets you mash indiscriminately without thought, but also removes an entire vector of control by which you could make strategic choices (or fail to do so). Also pressing throw and having NOTHING HAPPEN is one of the grossest gamefeel faux pas I've experienced in a long time. Just another way in which you can mentally disengage with the things in front of you, and let the game play itself. But it also completely fails to acknowledge that there is perfectly valid reasons to throw extra Pikmin onto an object.

Pikmin has always had the concept of "overloading", in which you would commit Pikmin beyond the minimum pickup count. A tradeoff to move the item faster in exchange for keeping more of your Pikmin busy. A feature I often strategically made use of to maximize the games precious Dandori. But the game tells me this is invalid (despite the feature still being there) and puts on the training wheels to prevent me from making mistakes. But you know what? It was also just downright satisfying to skillfully count out the exact amount of Pikmin to pick up a part, and it was also memorable when you flubbed it. Of course, you can still achieve overloads by not locking on... But recall the aforementioned issues with lock-on, and you can see that doing so has become so inconvenient as to render an entire staple feature present since the first game nearly unusable. The game fights being played in the way you want.

To add insult to injury, I've observed that idle Pikmin don't treat nearby tasks with equal weight, prioritizing certain tasks over others, and that overloading not only has a lower awareness range, but is lowest priority for idle Pikmin. So that is to say that the game continues to fight back even when you try to play around the lock on and do overloads in other ways. While this sucks for overloading, it's worth calling out how this exemplifies a change in priorities in this series away from player agency and planning, and towards convenience and pre-descriptive play.

The fact that Pikmin tasks aren't treated equally and neutrally based on distance means that the game is making value calls for the importance of tasks beyond the player's means. Not only does this degenerate design continue to undermine the original goals of the series, but it means the player now has to play around these predictions. I can't just throw 2 Pikmin down and expect them to move to the nearest task, I have to somehow guess the games preferences for the "better" task, and base my plans around that. A great example of this in action? Try to fight just about any enemy in the presence of slime molds, and note how your Pikmin will aggressively prioritize destroying the molds over the enemy.

To me changes like these are so obviously flawed that it's shocking to see a modern Nintendo game making them. Sometimes simple is better, the honest and raw heuristics by which this series historically operated on has always prioritized player agency. Why would you want to change that? Why over engineer and re-invent the wheel?

Speaking of which I now have to get on my soap box to similarly dismay Pikmin 3's addition of CHARGE. Charge sure is convenient! But I'm going to once again argue that managed chaos is the point of this series. Charge is to reliable, it's to good. Getting Pikmin on enemies was once a huge part of the challenge. And for that, we had SWARM. Swarm was exemplary of what Pikmin is supposed to be about, it could accomplish what Charge does, but only if you were a skilled player which carefully considered your Pikmin's positions and speeds, and were diligent in clumping them up and moving them to safe positions around enemies.

Plenty of enemies were also designed with swarm counters or immunities, in which hitting an enemies ankles versus their upper body did not reward the same amount of damage. Additionally since swarm took no account of Pikmin types, it was a TRADEOFF compared to throwing, in that it didn't allow you to be as selective with which Pikmin you were using. But Charge has no downsides, you can make sure to only charge with the type of your choice, and don't have to worry about Pikmin speed or clumping. Swarm was also not instant, more akin to a flow of Pikmin as apposed to a wrecking ball. I think it should be pretty obvious how charging the enemy reliably with a large group of exactly the type of Pikmin you want to use trivializes most encounters, and runs counter to this idea of Managed Chaos.

And just to kick me while I'm down, Pikmin 4 brought back swarm!... but stuck it in the post game. You get it so late that there's no time to use it. But also it's worth noting you can't use it on Oatchi... and well, when we get to talking about Oatchi it will become clear why even once you get swarm you STILL don't use it.

I also can't help but lament that due to 4's lock on issues, assigning Pikmin to pick up large groups of small objects has become excessively annoying. A problem that used to be solved through swarm, and that charge can't account for. As it stands the best solution in 4 for this problem is to dismiss your Pikmin, but that requires you to then wait for the others to move before calling the rest back.

Oh and speaking of calling! Let's discuss the whistle. I think a lot of people would likely respond "what's there to complain about with the whistle?, it's no different than in 1 and 2." Well, the main thing to note is that the minimum radius of the whistle has been increased since 3. Basically, tapping the button to do a small whistle no longer allows you to pinpoint and select small groups of 1-3 Pikmin. The whistle starts so large that you'll almost always select more Pikmin than you intend if you're trying to be precise. Just another way in which the game removes player agency.

Oh but why stop there? The whistle now has verticality as a factor. It's no longer infinitely tall along the Y axis. I believe this was an addition inherited from 3 due to the addition of flying Pikmin. Basically, the whistle doesn't extend up or down until reaching it's maximum radius, requiring you to hold it for multiple seconds to select Pikmin below or above you. It's not useful, hooray! It just slows down gameplay and makes it frustrating when using flying Pikmin or blues in deep water. Thanks, I hate it!

And that leads into another fantastic addition from 3 that still persists here. The "task pausing" behavior they've graciously added to the whistle. So in 1 and 2, a quick whistle could call Pikmin off any object. And you could be precise due to the small starting radius. But in 3 and 4, Pikmin carrying an object takes 2 whistles to call off. Huh?. Well, first if you whistle anywhere near Pikmin carrying something, they "Pause" their progress. And only after that can you whistle a second time to actually call them off. It's tedious and I fail to understand the advantage this has. The intent must be to prevent you from canceling carrying Pikmin when trying to call other idle Pikmin nearby, but this is a problem they manufactured when they made the whistle less accurate??? On top of that it's so easy to trigger by accident that you'll often find that while performing other tasks, you'll accidentally pause your Pikmin, wasting both their time as well as blocking other carrying Pikmin behind them. Thanks, I hate it!

Needless to say when it comes to Nintendo, but there's no options to tailor this half of the experience. I'd have little to complain about if I could disable lock on, throw caps, toggle whistle height scaling or task pausing. Maybe disable tutorials... But you can't. Thanks, I hate it.

I'll also take a moment to talk about the night missions. It's almost a fun idea? Pikmin tower defense? Sign me up. But they're pretty mindless, repetitive, and easy. There's not much strategy, just increase your glow Pikmin count and spam charge. But frankly the biggest reason I don't feel compelled to play them is something that will feel extremely familiar if you've played a lot of shrines in Zelda's last 2 outings. You can't just play a night mission, you have to talk to a character, watch / skip spam through about 2 cutscenes, wait through a loading screen, skip 2 more cutscenes, and then when you're done, you'll skip 2 more cutscenes, watch another loading screen, then skip 2 more cutscenes, watch the characters cure a captain, skip that, and then finally skip the cutscene to begin the next day. It's as excessive as it sounds and frankly I have a hard time emotionally telling you whether the mode really is that boring or if I'm just so sick of skipping through this much fluff that I have PTSD.

Y'know when I first saw some rumors that Pikmin 4 would allow you to play at night I was excited at the prospect of this being a broad change to the formula that would allow for more intricate strategies in stages and was well integrated into the story. But what we actually got is dissapointing. To top it off glow seeds are handed out like candy and while using glow Pikmin in caves is a fun idea as well, the reality is that it only serves to place another safety net under the pampered asses of an already outrageously spoiled playerbase.

I'm going to be a little rebel and also bring up the ability to move your ship/base as a negative. As I stated before they don't really do much with it, it could have been cool. But the thing I couldn't help but notice is that it sort of robs the game of the tension inherent to getting really far from your ship in previous games. Maps once used the distance to the ship as a way to wrack up tension, placing difficult enemies, stressfull scenarios, and treasures/ship parts far away where you were at your most vulnerable and most pressed for time. They could still be doing this in 4, even with the ability to move your base, but sort of just don't. So again, it seems to be just yet another way in which the game is simply trying to be friendly and more accessible.

There's a new achievement tracking system by which your are rewarded with currency for meeting small incremental goals. This sucks. I don't need artificial pats on the back for simply playing the game. The ritual of loading up the hub and talking to 6 bland characters and mashing through their dialogue to collect rewards isn't what I'd call fun. It doesn't help that this system literally spoils the game for you. Every time you update the "explore X maps" or "collect X onions" goals, it actually signposts that the game isn't over before the story has a chance to do this naturally. Good job guys, sure you thought that one through.

The game is full of shallow callbacks to Pikmin 1 and 2. Things they seem to be doing out of tradition or homage without understanding why that thing left an impression in the first place. What if we did the submerged castle again! Doesn't matter that the Water Wraith was effective for being a SURPRISE in 2, let's use the same name, same theme, same music, same floor layouts, and have a description that literally signposts that he's going to show up to remove that surprise. Also let's handicap his AI and make him incredibly unimposing thanks to how Oatchi works (we'll GET TO IT). Oh let's bring back Smokey Progg! But lest he be to difficult let's give him a slow projectile move and make him move around less so his smoke trail doesn't make anybody sad. Man At Legs! Puffstool is back! But he practically can't kill your Pikmin since we removed it's ability to inflict the novel and unique curse status that was so memorable... eh oh well. It's just frustrating to see all your favorite moments defanged and dragged out in display to dance for your amusement.

Making a spiritual successor to something should be about trying to reproduce the feelings the original made you feel by providing NEW, NOVEL experiences that feel motivated by a similar set of developer goals. Not simply a best hits track. And for all it's gallivanting about trying to be Pikmin 2, what NEW is there in 4 that exemplifies the spirit of Pikmin 2 in any way, shape, or form? I fail to think of anything.

As alluded to earlier the final boss of 4 for some reason commits the sins of Pikmin 3's bosses. It has phases, damage caps, cutscenes... It doesn't even let you carry Louie to the ship at the end. It's also just continued character assassination for Louie while also just not being a very cool setpiece? The fight's slow and cycle driven and gives the player no control over the pacing. Also isn't part of what always made Pikmin unique fighting bugs and strange creatures? Straying from the contemporary? How did we end up fighting dogs while rock music plays? I'll give it props for being possibly the only thing in the game with an effect that can insta-kill Pikmin. But all this really incentivized was doing the entire fight with Oatchi. Maybe that was intentional?

Oh hey why not take a moment to also wine about the farlic system? I like collecting the various colored onions to add new Pikmin to my lexicon, but lowering the maximum Pikmin count so aggressively just makes half the game feel like you've got training wheels on. Well, because you do.

A comment helped remind me of something I had a hard time putting my finger on. Which is why it is Pikmin 2 manages to feel moderately tenser and more time sensitive despite the lack of any true time limit. It's because enemies respawn. You'd always feel pressure to finish raking in treasure under threat that you'll have to clean out the level again if you failed to finish doing so before nightfall. Pikmin 4's friendly choice to never respawn enemies removes this tension, while also thematically sacrificing a bit of Pikmin's relation of the indifference of nature. Hell, they used to destroy your bridges and structures over subsequent days as well, keeping you ever vigilant to the idea that any progress you've fought for can and will be scraped back by nature's cold embrace if you don't keep a watchful eye.

Oh this is a big one, I almost forget to mention the "3 Pikmin type limit" slumped on this game. What in the hell were they thinking here. What does this... I don't, I just don't understand. It has so many knock-on effects. In prior games you would plan ahead and try to have enough of each type to have a versatile team of your favorites ready to take on any challenge... but you can't do that now. As such, the level designers had to assume you only had 3 types and design around that explicitly. Well with the designers hands tied, might as well just tell the player which 3 Pikmin types to take... so they do. So now team building is removed as a factor as well. Each level just prescribes what you should take.

You know in 2 I always brought whites in all situations because I enjoyed how fast they were, and saving time by using them to move most treasures was part of my strategy, at the trade off of having less Pikmin for other uses. That was a playstyle I chose and the game empowered me to explore. But the possibility space for how you play 4 has now been chucked in the bin, and for what? More restrictive level design? Well I know the answer is accessibility and not overwhelming the player in lieu of having 9 types of Pikmin AND Oatchi to contend with. But that's interesting, I'd rather you lean in on that and let me decide whether or not I want to play it simple or come up with complicated team builds. Thanks, I hate it.

Pikmin also "cheat" in these newer games. Their movement and capabilities no longer consistent and tangible in a way you have to play around and manage. Notice how newly called Pikmin rubber band and run faster than their base speed to catch up to the captain, notice how they teleport into your hand when you go to throw them. Notice how they never trip or lag behind when they have leaves. Take account of how they path around the map using the nav network on their own, minimalizing the importance of player management so they don't get "stuck" like they did in 1 and 2. But the pathing is also sometimes pretty bad and Pikmin take longer to get to you than they would have if they just ran in a straight line. Everything is so over-engineered. I can't believe the amount of reviews I see complaining about how unruly the Pikmin were in 1 and 2, and praising 3 for "fixing" it. THAT WAS THE POINT. You people don't understand this series.

A shocking amount of enemies including a lot of the new ones simply can't kill your Pikmin. That's not a new thing, but in past games nuisance enemies would be paired with genuinely dangerous enemies to create interesting scenarios that were genuinely challenging. This game seems allergic to the idea of placing even 2 difficult enemies within any degree of proximity, rendering a lot of the encounters pointless when Pikmin aren't in any danger.

People complain about electricity in 2, but I think there needs to be more consideration in this series as to what actually makes hazards different. Spamming whistle to make your Pikmin essentially invincible when encountering any hazard is yet another degenerative design degradation exacerbated by the more generous hazard timers in 3 and 4. And say what you will about electricity in 2 but you can't say it didn't make your butthole pucker and take those hazards VERY SERIOUSLY. Is it wrong to want to feel something?

This game just wants you to succeed so much. It's so friendly and eager to give you tools and tricks that remove or minimize how much you need to actually plan or pay attention. The obfuscation of upgrades to a shop really exacerbates the problem. In past game's abilities were doled out at a controlled rate and were kept in check from a usefulness perspective, tending to avoid power creep. They were also exciting to retrieve as immediate rewards for defeating bosses or reaching milestones. But now everything you do rewards the same resource and defers the true payout until later, dulling the experience. This is also one way in which the scope and length of Pikmin 4 works to it's detriment, as the designers have been incentivized to invent new abilities to pad out the shop.

The "Idler's Alert" is super useful and can be used to strategize, I'm torn on it. But It can't be denied that it gives me far less reason to keep track of where my Pikmin are, and gives me far less reason to split up my captains, which was often done in the past to babysit Pikmin and ensure that I am covering more of the map and that a captain would never be to far from a Pikmin in need. But it's really useful during Dandori challenges. The "Homesick Signal" however is so clearly an "easy button" that further degrades Pikmin's identity as a series. Making sure Pikmin didn't get lost and die to nightfall has been a memorable staple in Pikmin since day 1. But this basically can't happen any longer so long as you push this one button in your item menu before the day ends...

There's so many defensive buffs you can pile on, and they're relatively cheap. I think your average Pikmin 4 player will have been long immune to most hazards before the game ever presents them with fire or wind or poison. Why did they even bother? I never got close to getting myself downed.

Top that off with the introduction of consumables. If you want you can just buy your way out of any situation by loading up on bombs in the shop or what have you. But don't worry, the game will rain scrummy bones and spicy spray on you like it's Christmas morning so you won't really need to bother.

Almost every use of spray in Pikmin 2 was a tactical decision with which you committed a vital resource you had harvested yourself. In this game I found myself using spray in every fight and still had an excess of 50+ sprays by the end of the game. This is no longer a tactical choice, it's a game now taken over by dominant strategy. But don't worry if there was any part of you left concerned their might be a chance you have to think or plan ahead, as spicy spray now applies to all your Pikmin at infinite distance, map wide! Sure, why not I guess!

Well speaking of DOMINANT strategy. We have to break down the elephant in the room. Our boy Oatchi. I want to like him, he's a good boy. Asymmetrical captains is a great Idea. But, he's just so good. He's TO good, he single handedly transforms Pikmin 4 from an RTS into a MOBA.

He is so strikingly overkill as a way to manage Pikmin it's shocking they didn't account for it. The managed chaos that I've called out as key to this series ceases to exist when you ride Oatchi. Boss and enemy patterns that once capitalized on the chaotic spread out nature of your Pikmin army as it follows you is rendered mute by this scrummy bingus. All your Pikmin are now packaged up part and parcel into a single unit that you control directly.

Man-at-legs machine gun got you down? Don't sweat, just pack up on Oatchi and run circles around him dodging every shot. Water in your way? No blues truly needed, just toss any Pikmin color into the lake off Oatchi's back and then call them back (rock Pikmin should really just die instantly if they touch water, they're a little to good when tossed off Oatchi). An entire series predicated on enemy and environmental hazard designs based around the presumption that you have an unruly clump of barely compliant children at your heel, but Oatchi so thoroughly solves the problem that you're just not playing a Pikmin game.

The frustrating thing is that it's not an unsalvageable idea. Oatchi just needed to be handled as a tradeoff with upsides and downsides. He already has some great tradeoffs that make sense! He can jump and the captain can't. He can't fit past grates but he CAN go in pipes. This is all good stuff! It adds new nuance to level design. So expanding upon this should be easy, no? Here, I'll start:

Oatchi can whistle, but let's change it so he can't throw. I mean he doesn't have hands, why can he do that anyhow? But in return he can use the Charge Horn! To balance this out, the captain can't use the Charge Horn but they have SWARM, giving him a unique tactical tradeoff incentive to switch between Oatchi and your captain. While we're at it, Oatchi can only carry roughly 10-20 Pikmin, making him useful for scouting and strike teams but not allowing him to render your entire Pikmin army immune to hazards, and making him worse at tackling bosses.

These would be some sensible balance tweaks! But they don't address the true pièce de résistance, the steaming pile sitting under this elephant that I've been waiting even longer to discuss. Oatchi's RUSH. The dominant strategy to end all dominant strategies. If you thought Pikmin 2 had a dominant strategy in the form of Purples, get ready to sweat. At least Purples were a coveted resource you were afraid to lose.

Oatchi's rush allows you to sprint forward and slam through / into obstacles. It's used for gating content in levels, but can also be used effectively in combat. It instantly kills many smaller enemies, and later on can even be upgraded to stun enemies and bosses similarly to purple Pikmin. It's low risk, high reward, as Oatchi takes little damage and can't permanently die. But none of this is the real problem, the real problem is that any Pikmin on Oatchi's back will instantly deathball onto the enemy or obstacle he hits. That's 100 Pikmin, of any color, all hitting an enemy simultaneously (while also stunning them!?). All the nuance and challenge of getting Pikmin onto the opponent in other ways by throwing, swarming, or even charging, can't survive being tactically compared to this.

In my entire playthrough there were almost no threats that could survive long enough when subjected to Oatchi's wrath to even attempt to fight back. Some bosses would be fell instantly by this (particularly when combined with my infinite pack of spicy sprays, which I can generously apply AFTER charging since they work from any distance) , let alone every normal enemy and threat in the game. This was it, this killed Pikmin 4. You don't need to think, just rush, it'll work out. If it's not reliable enough already, toss 20 or so ice Pikmin into the mix so that you can stack Oatchi's initial stun with a follow up icing. What, freezing erases the body and prevents Pikmin propagation? Doesn't matter, you'll only ever need 100 Pikmin since they will never die.

I really don't understand how this made it to ship. It has the same effect on Pikmin 4 as it would any game with an overwhelmingly dominant strategy. It makes it boring. I kind of like Oatchi, but looking at his scrummy little face unfortunately leaves me with a twinge of idle resentment I wish I didn't feel. I never have to ask "how will I kill this enemy?", there's only 1 answer. It turns fun into tedium. With so little resistance, Pikmin 4 quickly stops feeling like a game and starts feels like busy work. The Pikmin equivalent of power wash simulator.

And with that we've finished digging the grave for Pikmin's gameplay. It was a long road but we can finally brush our hands off and discuss the other half of this experience. The worldbuilding, art, presentation, story, and tone.

I just don't understand what this series is going for any longer. Soul may be a nearly meaningless buzzword that gets tossed around with quite a bit of abandon, but if there's anything I can say about Pikmin 1 and 2, it's that the soul of it's developers are on full display. It's a collective effect of the music, art, gamefeel, writing, the odd mechanics and enemies, the small surprising touches that give it character, everything. I feel the fingerprints of the people who made it. And I can tell they cared.

Pikmin 3 and 4 have a distinct corporate stink to them. It doesn't feel like it's being made by people who want to be there. It's cold and sterile. These are products that insisted upon themselves to be made. Everything about them mentally evokes rounded corners, crossed T's and dotted I's. Brand management, audience testing, shareholder appeasement. Miyamoto. There's a strict and enstrangling agenda to be unassuming, cute, unchallenging, light and low on stakes. To evoke only happy emotions and to eschew confusion or surprise.

The cute pup Oatchi, Pink Pikmin, happy sunshine basked forests. A colorful energetic cast of affable gormless goofballs who bumble in and out of problems and a looked up to heroic captain whom everyone knows and trusts guiding them. This isn't what I associate with Pikmin.

Pikmin was about strange inhospitable worlds, about the questionable moral quality of using others for personal gain and corporate greed. About finding comfort and solace in places you least expected it. About uphill battles and managed chaos. Pikmin evoked dark foreboding groves, strange creatures, and a put upon everyman with a scientific mind navigating it through wit and a sheer will to survive and see his family again. It evoked true emotions. You pushed forward because the plot and world compelled you to ask "will this turn out ok?" and "what nightmare will I run across next while trying to make sure it does?".

The stories of 3 and 4 lean on humor, contrivance, and dramatic irony. It's insultingly juvenile and completely lacking that smidge of depth and nuance that made the first two games timeless. The characters ask "where's Olimar", but you the player already know, he's right fucking there. There's nothing to worry about. It's played as a joke but leaves you with no driving cause or concern with which to press ahead, and no mystery to uncover. You know things will be fine. Characters flanderize into tropes of their former selves. Olimar is elevated to a pedestal and became even more competent, also I guess he's famous now (wasn't he just a trucker?), and he must always crash land so we can laugh because that's just what he does! Louie can't simply be a spacey and odd character who makes genuine mistakes, he has to be an agent of chaos who acts with true malice, working against the interests of and endangering the people around him.

The cast of 3 is friendly, affable, and inoffensive. I don't hate them, but they're not exactly interesting. And I never quite understood why they added new planets to the lore, it feels a bit contrived and unnecessary. But 4 really takes the cake with how it dilutes the lore, adding dozens of new random planets to the lexicon. These poor wiki writers. The cast is comprised of a vast array of dozens and dozens of colorful new characters all with the emotional content of a pile of sand. 4 Introduced a character creator, but then used that to generate all the supporting cast. It's understandable to fill out the survivor list with generative characters, but named primary characters I'm supposed to engage with are decently likely to look the same as the character you created. It's quite off-putting.

The game manages to make these new characters all the more unlikeable by forcing you through a sieve of excessive tutorials and dialogue scenes where they state the obvious, make vapid jokes, and literally tell you how useless they are as if it's supposed to be cute that they stand around and do nothing. These scenes never let up, and often come in batches of anywhere from 2 to 6 back to back, with some loading screens thrown in for good measure. Oh and don't forget that characters act as mandatory gateways you have to mash through to access the world map, check the Piklopedia, or turn in achievements. Yeah no way that will get old and leave me somehow resenting them even more. Doesn't help that menus and text have large mandatory delays so mashing through isn't even fast, either.

If that wasn't enough to get you to resent them, they constantly chime in to tell you how to play the game, disrespect your intelligence, and block 20% of your field of vision while making annoying noises. These messages are also incredibly repetitive and prescriptive for how the player should feel. I'm not allowed to have my own emotional response when I lose Pikmin, Colin must chime in literally every single time to make a sad face and tell me to feel bad... :( But don't worry we'll just prescribe that you travel back in time 30 seconds and save scum to fix it, because you're certainly also incapable of having the idea to reset your game of your own volition. You know part of what made this series compelling was how the first 2 games left you to contemplate how to feel about your exploitation of Pikmin. Olimar's plight in 1 evoked an extremely different feeling to the capitalistic exploitation of 2. But the game let you come to those conclusions on your own, and form a personal connection to your Pikmin. If you felt bad when they died, that was on you for having empathy, not something you were ever TOLD to feel.

Well never mind all that, there are sales figures to consider!

And how could I forget! This game randomly decided to retcon the past 3! I really have no words for why they would do this. There's nothing about the events of this game's plot that would have been incompatible with the stories of 1 through 3. But boy I sure am glad that the much more compelling stories of the series roots have been overwritten for this corporate drivel!

The levels in Pikmin 3 and 4 have failed to explore particularly new or interesting settings. Pikmin 1 remains the game with the most variety in terms of level theme and design. Nowhere else in the series is as dark, foreboding, and congested as The Forest Navel. Nowhere as open and serene as The Distant Spring. Nowhere as striking as the Wistful Wild or as quiet as the Valley of Repose in 2.

The most notable location in 3 or 4 is Hero's Hideaway. Finally a change of local the series really needed, but Pikmin 4 doesn't utilize the interior of a large house to communicate any sense of tension, nor does it amplify the once questionably apocalyptic nature of the world of Pikmin. Pikmin 4 uses this level to present a clean, sterile, safe, and welcoming location meant to make you go "awww it's like they're running around on my carpet!" rather than create compelling gameplay or narrative engagement. While also seeming almost tactically implemented to dissuade and debunk the idea that the world of Pikmin exists in a world where humanity has met it's downfall. I can basically hear Miyamoto telling his team to ensure it's clean as a way to rain on the fanbases parade and make sure they know that the world of Pikmin is a happy, welcoming place for all. And don't forget to visit Super Nintendo World at Universal Studios in sunny Hollywood, California!

Beyond this one level all the locations of 4 amount to some different flavor of "sunny forest or beach". They look pretty but I sure am bored. The final level in 4 initially peaks interest when it seems to be fungal themed, but once you dig your teeth in you'll find that it's merely another fairly mundane forest with like 3 mushroom themed enemies. I don't understand why it's so reserved, but it's not a very strong note to close 4 out on. Would it kill them to tear the chastity belt off and make something bold and fantastical? I would guess not but maybe it would have been to liberal for Miyamoto's brand integration.

Also the music sucks. It's really weird to be saying that about a first party Nintendo game. I just can't help but feel this really is indicative of how little anyone on this project was inspired to make this. The music is unremarkably passive and constrained. I fail to remember almost any of the music in 3 other than the main theme so perhaps I shouldn't be so surprised. The only highlights were whenever the soundtrack harkened back to better music in 1 or 2.

Oh and this game has the weakest offerings for multiplayer co-op of any game since the first, lacking any sort of mission/challenge mode or a way to play through the campaign with a friend. (for real, not little brother mode with the rocks or whatever that junk is) Frankly this isn't a big problem, and I say that because I gaurentee this game will get support later down the line and recieve these features in the form of an update or DLC. So I'll tweak this review to strike this passage out once that happens.

This game is OK. Sometimes I was sort of having fun. It's better than 3. But this isn't a promising vector on which the series will travel into the future. Even if the gameplay was fantastic and uncompromising in sticking to the series core tenants (which it isn't), I would be left feeling empty and lost from how little humanity and soul is present here. Am I out of touch? To cynical? Or is the praise 3 and 4 have received just indicative of a decline in critical appreciation of the arts? In an era where Nintendo has generally been bringing on fresh young talent and crafting inspired resonant refreshes of their flagship series, I don't know how Pikmin 4 happened. Was the A-team busy? Is Miyamoto's direction just that toxic? I'm just not sure.

Ultimately who cares right? It's just a product. Consume it, get your dopamine, fill out those checklists. But I can't help but feel something is lost here.

While the dog would have been a fun late game unlock, having it from the start removes almost all the interesting gameplay. Water and ledges are no longer blockers, and combat is trivial, reduced to one universal strategy that dominates every single fight. There’s minimal challenge in keeping a clean sheet when the dog can keep everyone grouped, stun enemies, and instantly deliver your full squad. I’m not sure if Snegrets have the same patterns as the other games, because you can take on 3 in a room by just ramming their head as soon as it emerges, regardless of how they emerge. No pikmin are ever in danger.

Everything edge is sanded down, you always get the pikmin you need, you can use items at will, there’s aggressive auto lock and auto stop.

For a story/ethos that focuses on streamlining efficiency, prioritizing, triage and multitasking… they added a lot of cruft on top of the gameplay. So much time and load screens wasted by forcing the camp aspect, which is just padding time without adding any gameplay or worthwhile story.

How the fuck do you make a sequel and take out the open-endedness of the first 2 games that people enjoyed? Why is this shit so linear? Why remove some controls for Pikmin?

5/10, only because it played ok after the unneccessarily long opening 'chapter'

Also fruits suck compared to a bunch of random items.

Louie is the true villain of this series

I don't know how to feel about pikmin 3. To me, it's an alright pikmin game, which is a stellar game in it's own right, but it feels just shy of what I wanted it to be. Levels are stunningly gorgeous, like really they're just beautiful stuff. Controlling 3 captains is also a fun change made infinitely better with the "go here" mechanic. New pikmin were really fun additions and some of the new bosses were lots of fun.

The game however feels kind of aimless and doesn't really capture what I like about pikmin at times. To emulate the day limit of pikmin 1, which is already a divisive mechanic, they added juice, which is related to the game's story. Essentially, you have to collect fruit, this game's collectibles, to harvest and turn into juice to feed you while you're stuck on the planet. Cool idea in theory, but once you collect enough of it, which is very easy to do, it's practically a non-existent issue. The story is also pretty lame in my opinion. I won't go into specifics, but by the time I finished the game, I literally forgot the reason this game's crew ends up stuck on the planet, it is that inconsequential.

I also wish locations had more weight in them. This game is very story driven, so once you complete the story objective of the location, which took me on average two days per story beat, there's very little reason to back to a previous area besides for completion, even collecting fruit isn't really incentivizing besides for completion's sake. This really sucks for me because I feel like pikmin has always been about the exploration and while these games have lovely areas, they feel so short-lived in the grand scheme of things. I also wish they had more complexity to them. Puzzles in this game are mostly just have all three captains in the same place and throw pikmin along to cross a gap, kind of a small gripe but it feels like they really stripped down the puzzles in this game too.

Definitely a game I'd recommend to both fans and newcomers, but I just wish it was a little more than what it is.

I have been in love with the Pikmin series since day one, being absolutely glued to the screen trying to help Olimar find all his ship pieces, which turned into finding treasure pieces for the Boss, and eventually into various fruits for a dying Koppai planet. I was pretty satisfied with the Pikmin series ending at 3, but I know the online community was especially loud about wanting a 4th one, and to be honest, I was a little curious where they would go with the series after 3, so hey, why not check it out?

I went in fully knowing that this era of Nintendo is no longer what I loved growing up with, but I still wanted to go in with an open mind, and hopefully be happy to find it keeping to its core. But after finishing the game, I couldn’t help but feel unsatisfied and just very… odd about the whole experience. Pikmin 4 isn’t bad, especially compared to other games on the Switch, Pikmin 4 is actually quite good in comparison! But after thinking about it for a little bit, I think I can sum up why I wasn’t quite as happy with Pikmin 4 as I was in the past Pikmin games.

Assistance

Pikmin 4 is too kind to you, so kind in fact, that it takes away the original enjoyment I had with the game. Pikmin 1 & 2, and Pikmin 3 on the Wii U all are games that create an environment with a mission that you need to complete, sounds easy enough, right? Well, no. The whole point of Pikmin is to complete your goal with literally EVERYTHING in the world out against you. It’s you, this tiny little man not even the height of a GameCube disc, and your funny little fellas, out against literally EVERYTHING. Pikmin started as a series called Adam & Eve where you had to control an eventual 100-person tribe of people with their own freewill and get them to complete tasks for you. You were essentially supposed to play God, with your little people as your followers.

I see SO many people complain about how it seems like the pikmin in Pikmin 1 are completely braindead or go against your wishes in order to jump into the water, fall off bridges/ledges, or run right into fire walls, and I can not stress this enough; That. Is. The. Goddamn. POINT. The Pikmin are supposed to be annoying, they’re supposed to go against your wishes, because to put it bluntly, Olimar is finding these creatures and making them into his blooming slaves. They follow Olimar because of the light on his helmet, but in the end, they still have their own wants and desires, and THAT is what makes Pikmin an incredibly amazing and insanely unique game never before seen. It’s a game where you have to fight against nature WITH nature in order to complete your goal.

What Pikmin 4 does that ended up taking the enjoyment away from me was that instead of making it a game of nature fighting AGAINST you, it’s now a game of puzzles that helps GIVE you that push towards completing your goal. Gone is that challenge. Gone is that struggle. Instead, you can rest easy in knowing the game will help you in any way it possibly can. The base is too far, making carrying items back difficult from environmental aspects (water, walls, unbuilt bridges, etc) or there being too many enemies no longer an issue, you can just move the base now. The fear of losing your Pikmin and being low on a certain type is gone, as Oatchi, as undeniably cute as he is, can be trained to withstand any elemental obstacle (minus poison), and can be trained to be as strong as 100 Pikmin to boot! He is a built-in, mandatory handicap to the entire game’s mechanic.

There are other things to critique and there are lots of things to admire, but this review is already long enough, and it’s really not that important. Overall, I would say Pikmin 4 is a good game in the sense that it does what it set out to do, and also seems to have fixed certain aspects that made the game more playable for a wider ranged audience, which I can’t have any serious vendetta against. It’s no longer the game series that I originally fell in love with, but that doesn’t mean I’m upset at people who could never get into the old games and find joy in Pikmin 4, in fact, I feel the exact opposite. I’m very happy to see so many people so passionate and happy about it in a way I felt about the original game, and ultimately, that’s what is most important to me.

P.S. If I was Olimar, I would just kill Louie at this point.