I think you are right. 4 is strong but there is way too much talking and handholding. 1&2 you just get thrown into the game and that's it, which is what I like
Equal signs = mean the things they connect are the same. So 2x2=1+3 means they both end up as 4 so they are equal.
The guy you replied to thinks 1, 2, and 4 are all equally good and better than 3.
Dandoori is a grindfest in which same treasure and enemies spawn until the time runs out. I enjoyed the multiplayer battles in previous entries but against AI it's just boring.
Oatchi is too universal of a character that acts as both a second Olimar and a Megapikmin at the same time. No carrotdudes or spaceguys needed if you could just have 10 dogs.
The split screen was annoying in the AI battles. Wish they had the option of removing it. I think Oatchi was there to make 4 more accessible. 1&2 are generally harder games overall. But the accessibility has been a success since this Pikmin has outsold 1&2 in the first week compared to their first week sales
I have two bottles. Walmart cancelled my preorder, so I saw it was still listed as in-stock and ordered it again. They cancelled again, then shipped both copies anyway. Still haven't been charged for either. I'm gonna give the other copy to a friend.
I hope in the next game they take the dog mechanics and put it into a Pikmin type that can actually be killed. Maybe repurpose the bulbmin and have them control corpses.
In the interview with devs they said that was a plan for the game but it became Oatchi. Rideable/controllable enemies seems like a perfect gameplay addition. Maybe have parasitic Pikmin that can go inside and pilot them that way or they tame them like cowboys and ride them.
Me too. Wanna know what I love about Pikmin games? They are virtually bug free. In a modern video game you always find dozens of game breaking bugs. But pretty much every Pikmin game has been perfect and bug free
>They are virtually bug free >pretty much every Pikmin game has been perfect and bug free
Pikmin 1 has pikmin clipping under enemy corpses and certain ship parts falling out of bounds. Infrequent sure but common enough to worry about.
Yeah occasionally there is clipping in the previous games but I just finished my 50 hour playthrough of 4 and I didn't see a single fricking bug. That is pretty insane considering most games have the odd bug these days. Pikmin games are solid and hold up really well.
>Louie says they are really hard to cook and taste bland...I was expending him to make a butter and jam joke or something, guess they aren't even worth eating
Did my third playthrough last night. 100% clear in 36 days. Got overly spendy on items for quick kills so ended up literally one shard short of buying the Pluckophone but my first save is my mission mode score save so bleh.
Also got nearly double the playtime as I did in Tears of the Kingdom.
Personally, I am not a fan of the retcon. If they wanted to retell the story of Pikmin, they could have just forgot about Olimar and Louie and made a new protag. Someone who gets stranded on the planet again and needs to escape.
It's clear from Pikmin 4 lots of people get stranded on the planet.
I just think the first games story is excellent so retconning but is a bit poopy. But regardless it's still an excellent game
I really like it, even more than the others, but it still might be the honeymoon phase.
I think it's better than 3, which is better than 2 and 1.
The challenges are actually difficult, if you want to 100% it, it's the hardest pikmin game by a large margin
Enjoying it. Got my first Plat Dandori last night with 1 second to spare.
Day 1 of Shipwreck Tales is filtering me hard though, didn't accomplish much of anything.
4 is really good. It has a ton of ideas for the series and they pretty much all stick the landing and make for a really densely packed experience while still being pretty polished. My only complaints with it are that it's too fricking easy, the auto-lockon sucks hard, and it starts to drag around the 6th area. First game I've 100%ed in a while, I don't regret dumping almost 40 hours into it and it might be my GOTY so far. 2 is still my favorite in the series but 4 comes pretty close.
The games have changed direction drastically in both gameplay & atmosphere. The swarms of Pikmin behind you are gone making them not vulnerable anymore due to Oatchi, aiming is now not even a gameplay element after they kept building it up from 1+2, to the Wii ports & then 3, swarming was gone in 3 and sort of came back in 4 but now it was implemented late game and sort of useless comparatively since it doesn't really mesh well with the new style of gameplay, maps are huge now with verticality & multiple bases, the camera options were mostly removed in 3 but now it's the complete opposite in 4 even with 360 degree camera movement. Just the simple act of how you approach enemies is different now & less risky altogether, you're a beast in 4 & even in 3 the charge was really strong at insta-wiping things out though this is more of a problem in 4 now with Oatchi's charge doing initial damage alongside a stun eventually. The Pikmin feel like they take a backseat for a series named after them at this point I feel. The series in general felt like it went from RTS to dungeon crawler to linear RTS to massive sandbox action adventure game. I know everyone mentions how OP Purples were in 2 but I at least kept having Pikmin die if I was reckless in 2, in 4 it's pretty mindless and I don't even mind games being easier but when there's practically only 1 solution to everything then I have a problem with it. Like in 4 I got up to 70-80 sprays by the final cave which I don't get close to at all in 2.
None of this even mentions directly how the games tonally/atmospherically are super different now, everyone is talking non-stop alongside being at a base so you're less stuck in solitude on a mysterious planet (1 did this best clearly but I still felt it in 2 since the only annoyance was the ship) & no dialogue happened in the middle of casual gameplay, the music is generally upbeat with few exceptions taking on less unique sounds as instruments. More but character limit.
With Pikmin 4 coming out I finally took the plunge and got into these games. I've known about them for like 20 years but I've never played them. I finished 1 around two weeks ago and I really enjoyed it. But now I'm playing Pikmin 2 and I've 100% every area except for wistful wild and GODDAMN do I hate the caves in this game. It's been a slog to get through, and I can't get myself to play more, even though I want to get to Pikmin 3 and 4. Goddamn when people said 2 sucked, I didn't think it'd suck this hard. What do i do Gankerros?
2 is my favorite personally but it has been a divisive title for a while. People pretend it was only loved or only hated for a while but it was both. If you really want to stop playing it you might as well just go to the Dream Den in the Wistful Wild to at least save Louie/fight the intended final boss but you'd only ever get the post-game ending cutscene if you did 100% all areas but you can just watch that online (go to the Piklopedia after getting Louie at least too while you're at it).
3 is more akin to 1 so you'll probably like that entry more. 4 is more similar to 2 but the caves are way shorter and not random, they knew some players felt exhausted in 2's lengthy caves it seems. If I had to guess you'll go out with a 1 = 3 > 4 > 2 type of ranking when you're done playing them.
>post final boss shenanigans >louie tells you to kill a bunch of random shit for grub >reward is the ability to lift
he's just been hiding this ability for the past three games the b***h
I figured out the minimal amount of day to 100% the game, according to the game's rules at least: >1 day for the tutorial >2 days for area 1 >1 day for area 2 >1 day for area 3 >3 nights >1 day for area 4 >1 night for Olimar >1 day for area 5 >2 days for area 6 >1 final day
Which means you can complete the game in 14 days.
I couldn't manage area 3 and 4 in one day sadly, though I'm doubtful serene shores is doable in a single day. But we never know.
>Oatchi the rocko!
I wish there was a way to play without the dogs, they are too game breaking and I feel the games does not enough to balance the enemies around them
the final boss of pikmin 5 will be a distorted descendant of apes/man that towers so heavily over everything else in the game that it's almost terrifying
>get the white and purple onions before the 5th area >sitting on ~100 whites >emperor guarding the rock onion >just kamikaze whites and kill him instantly
I feel no remorse.
Going off of what an earlier thread said, what would your dream Pikmin game be? >story >area designs and how many >design in general >caves/no caves >characters >music
As for myself, some quick things I’d love to see in a future Pikmin game would be: >Much larger areas, even more so than 4. Maybe five areas total, with each area having at least 4 caves. >area themes would be: classic forest garden area, beach area, mountainside/cliffside area, abandoned city area and house area (sorta like Hero’s Hideaway but covering more ground). >Caves are completely reworked. No longer enemy gauntlet dungeon crawler levels and are now simply extensions of the overworld more or less that provide more variety in locations and visuals. >they function more closely to Zelda dungeons, with puzzles to solve in order to get to the boss and treasure at the end. Think pic related. Some will be more linear, like classic caves, but none to the same extent of 2. >in terms of bosses, this game will strike a keen balance between 3’s fewer but gigantic set piece boss battles and 2/4’s smaller, end-of-cave-like bosses. The smaller, more traditional bosses will of course be in caves and lots of mini-bosses throughout the game, however each overworld area will have a single Pikmin 3 style boss to act as the apex predator. These larger bosses will likely signify that an overworld is basically complete once you’ve defeated it. >visually, the areas will hold the hyper realistic visuals of Pikmin 3, with less “video-gamey” structure and uniformity, such as all of the caves in 4 having sprinkler valve covers and entrances, even in places where that doesn’t make sense. >cave entrances, exits and everything in between will be designed to look as realistic as possible. Some will start off by entering through a sewer grate, while others will simply be a hole in the wall. >the enemies and characters, however, will keep the signature cartoony look that Pikmin 4 returned to, instead of Pikmin 3’s hyper realistic art style when it comes to enemies.
>story
Pic related. Essentially, a "vacation gone wrong" story with a focus on Olimar that continues right from 2. Some of the elements can be tweaked. Nonetheless, maintain the same sort of isolated, eerie, quiet vibe of 1. >areas
I really do admire the compactness and replayability of 1, but I think that game needed one or two big areas. So about four/five main areas. As for ideas, cover more themes, but still keep them in line with 1 and 2's sensibilities. All areas should be able to be clearable in one day (however, they would be "progression gated", but have clever intended sequence breaks for crafty players). As for what settings to cover, it should be new stuff. Swamp, mountains, a foggy creek, an iceberg, whatever. Get creative! I think the game should be beatable in a single sitting, but have options for repeat playthroughs (difficulty options, remixed levels, etc.) >design
Adhere to 1's vibe as much as possible. This is an Earth far in the future; any remants of mankind shouldn't be pristine and clean, but show heavy signs of wear and abandonment, and should be few and far between. Maintain the same Tim Burton-esque macabre vibes. This is not a friendly planet. >gameplay
Pretty much just 2's Pikmin mechanics with further polished up throwing. Keep the focus on controlling and managing your army. No lock on of any kind. Enemies that are more aggressive. I would like something radical to be done with the Pikmin, though: get rid of elemental hazards and give Pikmin more distinct decision-making niches rather than "there's fire, bring Red Pikmin". I wouldn't be opposed to there being entirely new Pikmin for the game. >caves
No caves/dungeons. All overworld gameplay. >characters
Olimar, his family, and maybe Louie. Nothing more, nothing less. >music
Wakai and Totaka.
>I would like something radical to be done with the Pikmin, though: get rid of elemental hazards and give Pikmin more distinct decision-making niches rather than "there's fire, bring Red Pikmin".
To elaborate on what I mean: dropping elemental resistances and making all Pikmin vulnerable to all hazards. Pikmin shouldn't be keys to locks, but rather, offer strengths that can make your strategy richer. All Pikmin should be able to accomplish basic tasks, it's just a matter of which to choose and how to delegate your army. The levels should accomodate ALL Pikmin for anything, but how you OPTIMIZE it with what Pikmin is what's most important.
Said niches can be: >Pikmin that have higher damage when fighting enemies >Pikmin that are fast at transporting >Pikmin that are better at tearing down walls >Pikmin that can attack with an AoE effect >Pikmin that can be thrown faster/further >Pikmin that can carry additional weight >Pikmin that can carry multiple objects >Pikmin that can stun enemies if latched onto them >Pikmin that can be thrown an indefinite distance in a horizontal direction >Pikmin that can't be shaken off enemies
I'm sure you can fit pre-existing Pikmin types into these niches. But that's the point, they're niches in which some Pikmin are going to excel in, so decisions are made about what Pikmin to bring to do what while you're gathering stuff. Tweak the numbers so that everything has a purpose. I just don't like stuff like "there's water, go bring Blue Pikmin".
that have higher damage when fighting enemies
reds
that are fast at transporting
whites
that can attack with an AoE effect
purples do a shockwave I think?
that can be thrown faster/further
yellow
that can carry additional weight
purples
that can stun enemies if latched onto them
Ice
simple elemental stuff is also good for highlighting differences for new players.
Right, like I said, some Pikmin already cover these niches. How they're actually (intelligently) implemented in the campaign and in each type is just something that should be reconsidered. >simple elemental stuff is also good for highlighting differences for new players.
New players are gay and are responsible for the overtutorialization of 4 so they can inhale an entire wiener.
I've mentioned some of this in a previous thread >story
Three engineers have created and are delivering special machines to save a planet from the brink of destruction, but their ship crashes on an unknown planet (maybe PNF-404, maybe some place new) and their machines break apart into 60 "Gadgets". The team has 60 days to recover all the Gadgets, rebuild the machines, and deliver them to the suffering planet before it's too late >area designs and how many
There are 11 areas. One is a tutorial a la Impact Site but with more stuff to find on subsequent visits, and the final area is a semi-linear test of skill a la Final Trial but more fleshed out. Each area is unlocked at different Gadget counts: >2 (1 Gadget) >3 and 4 (5 Gadgets) >5 and 6 (10 Gadgets) >7 and 8 (20 Gadgets) >9 and 10 (30 Gadgets) >11 (59 Gadgets)
Each area has a theme that correlates with each Pikmin type. Examples include a volcanic area that favors Red Pikmin, a factory area that favors Yellow Pikmin, a flooded colosseum that favors Blue Pikmin, a dark cavern a la Forest Navel that favors Glow Pikmin, and an oil rig that favors White Pikmin >design in general
Each area is designed like the maps of Pikmin 1 where there are a bunch of Gadgets scattered about, usually hidden behind mini puzzles or boss battles. Each area contains at least two different Onion types to ensure players eventually find every Pikmin type. For example, the volcanic area will have Onions for Rock and White Pikmin >caves/no caves
Caves are like Pikmin 3 where they're an extension of the overworld area. Unlike Pikmin 3, they're built into the area in a more believable way and are a bit more cramped. Some caves act as junctions between major sections of the area, some contain the bosses, and some provide secret caches of Wild Pikmin >characters
Characters are minimal. There will be occasional references to the previous games, nobody from those games are present or matter to the plot >music
Good music a la 1 and 2
Why do so many people always think a new Pikmin game should take place on anywhere but Earth? That’s like saying the next Mario game should remove jumping.
Because we've had ~5 games on the same planet and it's about damn time we crash somewhere new. Not that it really matters, of course, since the areas will still take inspiration from real world locations anyways. This new planet could just be another planet that humans used to live on similar to PNF-404
The whole fricking point of the series is that its ON EARTH. How are there people that have trouble understanding this? There is not a single good reason why it would be anywhere else but Earth.
for me it's
2>4>1>>>>3
the game could have been perfect but the 3 pikmin limit and things like the shitty auto-lock, the soft cap on pikmin carrying stuff, Oatchi's charge (and Oatchi in general) being crazy broken, and a few other things bring it down to great instead. Mostly the 3 pikmin limit limiting what kind of hazards the game can throw at you in any given area or cave, it already has a raw number limit on what you can take out, and I like the flarlic system, but I just don't see the need to limit you to 3 types at once.
pikmin 1 and 2 weren't retconned. olimar just writes his journal entries as if they were his first time being stranded because he's embarassed about how often it happens.
Louie mentioned in one of his journals that he wants to eat a bunch of Golden Pikpik Carrots and is just waiting for the day he gets put in charge of a shipment. This heavily implies that the events of Pikmin 2 haven't happened yet. How do you explain that?
>How do you explain the fact that the Gyroid treasure is already on Hocotate?
Maybe he's referring to a different Gyroid item. Perhaps that's where he got the name for the treasure in Pikmin 2, like how he named Onions after a vegetable on Hocotate >and Olimar already knows what the Ranging Bloyster and Bulbmin are?
Perhaps he discovered them during his adventure in this game and we just never saw them. Armored Cannon Beetles and Beady Long Legs are stated to exist, however we never see them, only their relatives
The whole fricking point of the series is that its ON EARTH. How are there people that have trouble understanding this? There is not a single good reason why it would be anywhere else but Earth.
>The whole fricking point of the series is that its ON EARTH.
Says who? >There is not a single good reason why it would be anywhere else but Earth.
Sheer probability. What are the odds that over 50 motherfrickers just so happen to crash on the same exact planet, with one of them doing so ~3-4 times at least? If they don't want to ditch the manmade designs they can just say the planet is PNF-607 or some shit, it makes no difference and would add to the worldbuilding. Pikmin 4 postulates that humans left PNF-404 for unknown reasons, so it's possible they made residence on other planets, and those planets could be the setting for a future game
>What are the odds that over 50 motherfrickers just so happen to crash on the same exact planet, with one of them doing so ~3-4 times at least?
Pretty high when the Plasm Wraith is pulling them in.
>Pretty high when the Plasm Wraith is pulling them in.
We actually don't know for sure that's why people keep crashing. While it's a convincing theory, for now it's just that: a theory. Pikmin 4 seems to hint that it may have something to do with the Pikmin themselves trying to find a permanent leader
Completely off-topic, apparently the Japanese scientific name for the Plasm Wraith is "Western Golden Candy Man", and that's just funny to me
Just 100% Giants hearth in one day. Iwent counter clockwise to complete it. Wish I worked harder on Hero's hideaway because I'll probably be one day away from a perfect run.
It's my favourite of the bunch hands down.
The thing I missed the most from the past games was the lack of a time/day limit. But that didn't actually end up a problem.
Beyond that it kind of felt easier than the past games, which I found a bit sad. But my opinion changed quickly because the late game actually ends up more intricate and difficult than what I experienced in the past games anyway.
And thus Oatchi and all the other additions adds a level of control and potential multi tasking ability, that really makes the game more interesting. As far as I am concerned.
I really do love it.
It's also quite nice to be greeted by an ever growing gathering of people who you've rescued at the end of every day. Makes your accomplishments feel more significant.
All four games are legitimate contenders for some of the best games ever made and I will die on that hill. I don't think any games have sparked the urge in me to replay them as often as the Pikmin series does.
How is Pikmin 4 harder at all? Oatchi Rush insta-kills everything, you've got unlimited Ultra-bitter spray, and can pull bombs out of your ass
You at least have to try in 3
Oatchi can take a while to become stupidly strong if you don't know what you're doing. Hence why 4 only becomes much easier when you're aware of what to upgrade first. 3's enemies virtually never managed to get a kill even when I didn't know what I was doing. 4 caught me off guard a few times and I took a substantial loss. When you're more knowledgeable of 3, there are still things that can go wrong, but once you know 4, Oatchi basically makes you invincible.
Pikmin 3 opens up once you have two, then three captains and even more so once you have blues, Pikmin 4 opens up once you have "go here" and swapping for Oatchi and have finished Sunspeckled Terrace.
Neither of them are challenging but I think that Pikmin 3 has a higher skill ceiling at its peak, Pikmin 4 has more than enough dandori to keep things interesting though.
I don't think I'm going to do No Death runs in Pikmin anymore. I'm at the final trial in 1, and fricking Emperor Bulblax keeps stomping on my ass. I never figured out the timing to use the bomb rocks.
>doing sage trial >the one where you get 5 purples and have to kill enemies >try over and over >finally get good attempt but there were two enemies left alive
goddam it this is AIDS, lock on really fricking me up especially
Living in a world with Pikmin would be nice from a distance but hell to live with. >go to play a game >computer blew up because some yellows short circuited it >go to watch tv >a group of min carried off your remote for Louie to use as a bed >frick it, cleaning to rid this house of them >they feed your vacuum a bomb rock >give up, go to bed >wake up in the hallway being carried by 100 purples
Just get a cat. Normal cats would orobably be far more powerful to Pikmin and captains than any of the final bosses thus far by virtue of being so goddamn huge in comparison.
Sirehound didn’t really take a ton of damage from eating white pikmin, I imagine an animal like 3 times his size would need to eat more than 100 of them to get sick.
>sleeping >yellow p*kkers think it's funny to toss a bomb rock in your mouth while you're sleeping, fracturing a part of your skull and ejecting several teeth right out your mouth while you die a slow painful death due to internal bleeding
1 = 2 = 4 > 3
I think you are right. 4 is strong but there is way too much talking and handholding. 1&2 you just get thrown into the game and that's it, which is what I like
Anon do you know what = means?
we don't use that in my nation doesn't it mean cohesion?
It's an equal sign.
Equal signs = mean the things they connect are the same. So 2x2=1+3 means they both end up as 4 so they are equal.
The guy you replied to thinks 1, 2, and 4 are all equally good and better than 3.
4 > 1 = 2 >> 3
4 has the best QoL changes but I wish it was longer.
Isn't it the biggest one?
Like: dungeons
Dislike: dandori battles, lack of co-op, tutorial, Oatchi, retconning story.
Why didn't you like Dandoori battles? I got platinum trophy on all of them and I thought they were okay.
Oatchi was a good addition to the story but it made the entire game very easy cause of his Rush move.
The recton is meh. I am indifferent on it. I'm just happy to have had another Pikmin game
Dandoori is a grindfest in which same treasure and enemies spawn until the time runs out. I enjoyed the multiplayer battles in previous entries but against AI it's just boring.
Oatchi is too universal of a character that acts as both a second Olimar and a Megapikmin at the same time. No carrotdudes or spaceguys needed if you could just have 10 dogs.
The split screen was annoying in the AI battles. Wish they had the option of removing it. I think Oatchi was there to make 4 more accessible. 1&2 are generally harder games overall. But the accessibility has been a success since this Pikmin has outsold 1&2 in the first week compared to their first week sales
GAME store in the UK. Looks like pic rel
1 and 2 are great.
Haven't played 3 but I'm going to play it before 4. I got that preorder bonus and some My Nintendo swag though 🙂
That's a lot of great Pikmin merch anon. I got a little dice with a blue Pikmin sitting on it for my 4 preorder bonus.
Which store was that?
I have two bottles. Walmart cancelled my preorder, so I saw it was still listed as in-stock and ordered it again. They cancelled again, then shipped both copies anyway. Still haven't been charged for either. I'm gonna give the other copy to a friend.
The same shit happened to me, Walmart refunded my preorder but still shipped the game and preorder bonus.
Thanks for the free shit idiots.
I hope in the next game they take the dog mechanics and put it into a Pikmin type that can actually be killed. Maybe repurpose the bulbmin and have them control corpses.
I miss the bulbmin they were great in 2
https://pikhacker.github.io
some cool Pikmin mods :3
In the interview with devs they said that was a plan for the game but it became Oatchi. Rideable/controllable enemies seems like a perfect gameplay addition. Maybe have parasitic Pikmin that can go inside and pilot them that way or they tame them like cowboys and ride them.
(1 > 3) > (4 > 2)
Overworld > Caves
I am playing them all right now.
I think 4 has more content than 3 for sure, but 3 has the better co-op campaign. all of the games are very good.
keep spraying it
2>4>1>3
Louie will never reproduce
loving it 🙂
Me too. Wanna know what I love about Pikmin games? They are virtually bug free. In a modern video game you always find dozens of game breaking bugs. But pretty much every Pikmin game has been perfect and bug free
>They are virtually bug free
>pretty much every Pikmin game has been perfect and bug free
Pikmin 1 has pikmin clipping under enemy corpses and certain ship parts falling out of bounds. Infrequent sure but common enough to worry about.
Yeah occasionally there is clipping in the previous games but I just finished my 50 hour playthrough of 4 and I didn't see a single fricking bug. That is pretty insane considering most games have the odd bug these days. Pikmin games are solid and hold up really well.
I found a bug -
>Louie says they are really hard to cook and taste bland...I was expending him to make a butter and jam joke or something, guess they aren't even worth eating
1=3 > 4>2
t. time limit and overworld connoisseur
Did my third playthrough last night. 100% clear in 36 days. Got overly spendy on items for quick kills so ended up literally one shard short of buying the Pluckophone but my first save is my mission mode score save so bleh.
Also got nearly double the playtime as I did in Tears of the Kingdom.
Personally, I am not a fan of the retcon. If they wanted to retell the story of Pikmin, they could have just forgot about Olimar and Louie and made a new protag. Someone who gets stranded on the planet again and needs to escape.
It's clear from Pikmin 4 lots of people get stranded on the planet.
I just think the first games story is excellent so retconning but is a bit poopy. But regardless it's still an excellent game
The story could have easily been adjusted to just happen after Pikmin 3.
Me either. Feels unnecessary
>It's clear from Pikmin 4 lots of people get stranded on the planet.
Every time I rescued someone I thought of this image.
Goddamn
Check this cool shit out
How come the "I've made a discover the onion stops spitting out seeds" message happens multiple times in Pikmin 1?
TOTK optimization mods for Steam Deck -
>"WE HAVE TO GET TO THIS RIGHT NOW, MODDERS!! I NEED LINK IN PERFECT 4K 60FPS!!"
Pikmin 4 optimization mods for steam deck -
>*crickets*
I really like it, even more than the others, but it still might be the honeymoon phase.
I think it's better than 3, which is better than 2 and 1.
The challenges are actually difficult, if you want to 100% it, it's the hardest pikmin game by a large margin
wish there was a way to shut up your crew during missions, and I also wish there was a hard mode, bosses melt late game, but it is a great game
hard mode is never leveling up oatchi and nver using rewind
Enjoying it. Got my first Plat Dandori last night with 1 second to spare.
Day 1 of Shipwreck Tales is filtering me hard though, didn't accomplish much of anything.
2>4>1>3
4 is really good. It has a ton of ideas for the series and they pretty much all stick the landing and make for a really densely packed experience while still being pretty polished. My only complaints with it are that it's too fricking easy, the auto-lockon sucks hard, and it starts to drag around the 6th area. First game I've 100%ed in a while, I don't regret dumping almost 40 hours into it and it might be my GOTY so far. 2 is still my favorite in the series but 4 comes pretty close.
Why do you like 2 more than 4?
Each game is the best at doing different things I find it difficult to rank them. They’re all equal in my heart
Love it.
Ew
Is there really no true co-op and just the stupid pointer shit?
yes
wtf
The game already supports split-screen and two playable characters.
Is there competitive? Also, are Bingo Battles in 2 Deluxe online?
*3 Deluxe
It’s a fantastic game. I’d rank 1=2=3=4
2 > 1 >> 4 > 3
Don't let the extra arrow give the wrong impression, I still enjoy them but I do not like the directions the new games go in.
How so?
The games have changed direction drastically in both gameplay & atmosphere. The swarms of Pikmin behind you are gone making them not vulnerable anymore due to Oatchi, aiming is now not even a gameplay element after they kept building it up from 1+2, to the Wii ports & then 3, swarming was gone in 3 and sort of came back in 4 but now it was implemented late game and sort of useless comparatively since it doesn't really mesh well with the new style of gameplay, maps are huge now with verticality & multiple bases, the camera options were mostly removed in 3 but now it's the complete opposite in 4 even with 360 degree camera movement. Just the simple act of how you approach enemies is different now & less risky altogether, you're a beast in 4 & even in 3 the charge was really strong at insta-wiping things out though this is more of a problem in 4 now with Oatchi's charge doing initial damage alongside a stun eventually. The Pikmin feel like they take a backseat for a series named after them at this point I feel. The series in general felt like it went from RTS to dungeon crawler to linear RTS to massive sandbox action adventure game. I know everyone mentions how OP Purples were in 2 but I at least kept having Pikmin die if I was reckless in 2, in 4 it's pretty mindless and I don't even mind games being easier but when there's practically only 1 solution to everything then I have a problem with it. Like in 4 I got up to 70-80 sprays by the final cave which I don't get close to at all in 2.
None of this even mentions directly how the games tonally/atmospherically are super different now, everyone is talking non-stop alongside being at a base so you're less stuck in solitude on a mysterious planet (1 did this best clearly but I still felt it in 2 since the only annoyance was the ship) & no dialogue happened in the middle of casual gameplay, the music is generally upbeat with few exceptions taking on less unique sounds as instruments. More but character limit.
1 > 4 > 3 > 2
However. SOVL ranking:
1 > 2 > 3 > 4
I agree. Now that 4 is selling gangbasters Oatchi is going to be in every fricking game.
Why is everyone shilling 2 over 4?
PIKMIN 2 IS A BAD GAME
With Pikmin 4 coming out I finally took the plunge and got into these games. I've known about them for like 20 years but I've never played them. I finished 1 around two weeks ago and I really enjoyed it. But now I'm playing Pikmin 2 and I've 100% every area except for wistful wild and GODDAMN do I hate the caves in this game. It's been a slog to get through, and I can't get myself to play more, even though I want to get to Pikmin 3 and 4. Goddamn when people said 2 sucked, I didn't think it'd suck this hard. What do i do Gankerros?
Get 4. It's like a reset with QoL updates. The caves feel engaging enough to me.
2 is my favorite personally but it has been a divisive title for a while. People pretend it was only loved or only hated for a while but it was both. If you really want to stop playing it you might as well just go to the Dream Den in the Wistful Wild to at least save Louie/fight the intended final boss but you'd only ever get the post-game ending cutscene if you did 100% all areas but you can just watch that online (go to the Piklopedia after getting Louie at least too while you're at it).
3 is more akin to 1 so you'll probably like that entry more. 4 is more similar to 2 but the caves are way shorter and not random, they knew some players felt exhausted in 2's lengthy caves it seems. If I had to guess you'll go out with a 1 = 3 > 4 > 2 type of ranking when you're done playing them.
3 has no caves and 4 caves dont have a combat focus but a puzzle focus
>post final boss shenanigans
>louie tells you to kill a bunch of random shit for grub
>reward is the ability to lift
he's just been hiding this ability for the past three games the b***h
It does explain how he survives while solo. He's stronger than anyone else in the games.
louie isn't an echo fighter in smash because he could canonically beat the shit out of everyone else participating.
His final smash would be just eating everyone and making a recipe for each character
>Snake/Pit style convos but describing how to eat the opponent
I figured out the minimal amount of day to 100% the game, according to the game's rules at least:
>1 day for the tutorial
>2 days for area 1
>1 day for area 2
>1 day for area 3
>3 nights
>1 day for area 4
>1 night for Olimar
>1 day for area 5
>2 days for area 6
>1 final day
Which means you can complete the game in 14 days.
I couldn't manage area 3 and 4 in one day sadly, though I'm doubtful serene shores is doable in a single day. But we never know.
>Oatchi the rocko!
I wish there was a way to play without the dogs, they are too game breaking and I feel the games does not enough to balance the enemies around them
Right. So anyways. Lil doggie fella
Is it worth getting a switch if you really like pikmin? I played the first two on the GameCube back in the day and miss it.
3 and 4 are both great
If you like, sure. You can also emulate them.
1 and 2 are on switch now too.
the final boss of pikmin 5 will be a distorted descendant of apes/man that towers so heavily over everything else in the game that it's almost terrifying
reminder
GOTY, BABY!
Is it just me or was the giant's hearth music way better than the rest of the games'?
>get the white and purple onions before the 5th area
>sitting on ~100 whites
>emperor guarding the rock onion
>just kamikaze whites and kill him instantly
I feel no remorse.
I had Oatchie pick it up and ignored the fight. Went back later to beat him just for the sake of wiping out all aboveground life.
I just fed him bombs like in Pikmin 1.
cool
Going off of what an earlier thread said, what would your dream Pikmin game be?
>story
>area designs and how many
>design in general
>caves/no caves
>characters
>music
As for myself, some quick things I’d love to see in a future Pikmin game would be:
>Much larger areas, even more so than 4. Maybe five areas total, with each area having at least 4 caves.
>area themes would be: classic forest garden area, beach area, mountainside/cliffside area, abandoned city area and house area (sorta like Hero’s Hideaway but covering more ground).
>Caves are completely reworked. No longer enemy gauntlet dungeon crawler levels and are now simply extensions of the overworld more or less that provide more variety in locations and visuals.
>they function more closely to Zelda dungeons, with puzzles to solve in order to get to the boss and treasure at the end. Think pic related. Some will be more linear, like classic caves, but none to the same extent of 2.
>in terms of bosses, this game will strike a keen balance between 3’s fewer but gigantic set piece boss battles and 2/4’s smaller, end-of-cave-like bosses. The smaller, more traditional bosses will of course be in caves and lots of mini-bosses throughout the game, however each overworld area will have a single Pikmin 3 style boss to act as the apex predator. These larger bosses will likely signify that an overworld is basically complete once you’ve defeated it.
>visually, the areas will hold the hyper realistic visuals of Pikmin 3, with less “video-gamey” structure and uniformity, such as all of the caves in 4 having sprinkler valve covers and entrances, even in places where that doesn’t make sense.
>cave entrances, exits and everything in between will be designed to look as realistic as possible. Some will start off by entering through a sewer grate, while others will simply be a hole in the wall.
>the enemies and characters, however, will keep the signature cartoony look that Pikmin 4 returned to, instead of Pikmin 3’s hyper realistic art style when it comes to enemies.
Olimar and Louie start developing a new planet together with Pikmin.
Oatchi dies.
>story
Pic related. Essentially, a "vacation gone wrong" story with a focus on Olimar that continues right from 2. Some of the elements can be tweaked. Nonetheless, maintain the same sort of isolated, eerie, quiet vibe of 1.
>areas
I really do admire the compactness and replayability of 1, but I think that game needed one or two big areas. So about four/five main areas. As for ideas, cover more themes, but still keep them in line with 1 and 2's sensibilities. All areas should be able to be clearable in one day (however, they would be "progression gated", but have clever intended sequence breaks for crafty players). As for what settings to cover, it should be new stuff. Swamp, mountains, a foggy creek, an iceberg, whatever. Get creative! I think the game should be beatable in a single sitting, but have options for repeat playthroughs (difficulty options, remixed levels, etc.)
>design
Adhere to 1's vibe as much as possible. This is an Earth far in the future; any remants of mankind shouldn't be pristine and clean, but show heavy signs of wear and abandonment, and should be few and far between. Maintain the same Tim Burton-esque macabre vibes. This is not a friendly planet.
>gameplay
Pretty much just 2's Pikmin mechanics with further polished up throwing. Keep the focus on controlling and managing your army. No lock on of any kind. Enemies that are more aggressive. I would like something radical to be done with the Pikmin, though: get rid of elemental hazards and give Pikmin more distinct decision-making niches rather than "there's fire, bring Red Pikmin". I wouldn't be opposed to there being entirely new Pikmin for the game.
>caves
No caves/dungeons. All overworld gameplay.
>characters
Olimar, his family, and maybe Louie. Nothing more, nothing less.
>music
Wakai and Totaka.
>I would like something radical to be done with the Pikmin, though: get rid of elemental hazards and give Pikmin more distinct decision-making niches rather than "there's fire, bring Red Pikmin".
To elaborate on what I mean: dropping elemental resistances and making all Pikmin vulnerable to all hazards. Pikmin shouldn't be keys to locks, but rather, offer strengths that can make your strategy richer. All Pikmin should be able to accomplish basic tasks, it's just a matter of which to choose and how to delegate your army. The levels should accomodate ALL Pikmin for anything, but how you OPTIMIZE it with what Pikmin is what's most important.
Said niches can be:
>Pikmin that have higher damage when fighting enemies
>Pikmin that are fast at transporting
>Pikmin that are better at tearing down walls
>Pikmin that can attack with an AoE effect
>Pikmin that can be thrown faster/further
>Pikmin that can carry additional weight
>Pikmin that can carry multiple objects
>Pikmin that can stun enemies if latched onto them
>Pikmin that can be thrown an indefinite distance in a horizontal direction
>Pikmin that can't be shaken off enemies
I'm sure you can fit pre-existing Pikmin types into these niches. But that's the point, they're niches in which some Pikmin are going to excel in, so decisions are made about what Pikmin to bring to do what while you're gathering stuff. Tweak the numbers so that everything has a purpose. I just don't like stuff like "there's water, go bring Blue Pikmin".
that have higher damage when fighting enemies
reds
that are fast at transporting
whites
that can attack with an AoE effect
purples do a shockwave I think?
that can be thrown faster/further
yellow
that can carry additional weight
purples
that can stun enemies if latched onto them
Ice
simple elemental stuff is also good for highlighting differences for new players.
Right, like I said, some Pikmin already cover these niches. How they're actually (intelligently) implemented in the campaign and in each type is just something that should be reconsidered.
>simple elemental stuff is also good for highlighting differences for new players.
New players are gay and are responsible for the overtutorialization of 4 so they can inhale an entire wiener.
I've mentioned some of this in a previous thread
>story
Three engineers have created and are delivering special machines to save a planet from the brink of destruction, but their ship crashes on an unknown planet (maybe PNF-404, maybe some place new) and their machines break apart into 60 "Gadgets". The team has 60 days to recover all the Gadgets, rebuild the machines, and deliver them to the suffering planet before it's too late
>area designs and how many
There are 11 areas. One is a tutorial a la Impact Site but with more stuff to find on subsequent visits, and the final area is a semi-linear test of skill a la Final Trial but more fleshed out. Each area is unlocked at different Gadget counts:
>2 (1 Gadget)
>3 and 4 (5 Gadgets)
>5 and 6 (10 Gadgets)
>7 and 8 (20 Gadgets)
>9 and 10 (30 Gadgets)
>11 (59 Gadgets)
Each area has a theme that correlates with each Pikmin type. Examples include a volcanic area that favors Red Pikmin, a factory area that favors Yellow Pikmin, a flooded colosseum that favors Blue Pikmin, a dark cavern a la Forest Navel that favors Glow Pikmin, and an oil rig that favors White Pikmin
>design in general
Each area is designed like the maps of Pikmin 1 where there are a bunch of Gadgets scattered about, usually hidden behind mini puzzles or boss battles. Each area contains at least two different Onion types to ensure players eventually find every Pikmin type. For example, the volcanic area will have Onions for Rock and White Pikmin
>caves/no caves
Caves are like Pikmin 3 where they're an extension of the overworld area. Unlike Pikmin 3, they're built into the area in a more believable way and are a bit more cramped. Some caves act as junctions between major sections of the area, some contain the bosses, and some provide secret caches of Wild Pikmin
>characters
Characters are minimal. There will be occasional references to the previous games, nobody from those games are present or matter to the plot
>music
Good music a la 1 and 2
Why do so many people always think a new Pikmin game should take place on anywhere but Earth? That’s like saying the next Mario game should remove jumping.
Because we've had ~5 games on the same planet and it's about damn time we crash somewhere new. Not that it really matters, of course, since the areas will still take inspiration from real world locations anyways. This new planet could just be another planet that humans used to live on similar to PNF-404
The whole fricking point of the series is that its ON EARTH. How are there people that have trouble understanding this? There is not a single good reason why it would be anywhere else but Earth.
what if it was on htrae
for me it's
2>4>1>>>>3
the game could have been perfect but the 3 pikmin limit and things like the shitty auto-lock, the soft cap on pikmin carrying stuff, Oatchi's charge (and Oatchi in general) being crazy broken, and a few other things bring it down to great instead. Mostly the 3 pikmin limit limiting what kind of hazards the game can throw at you in any given area or cave, it already has a raw number limit on what you can take out, and I like the flarlic system, but I just don't see the need to limit you to 3 types at once.
>238/239
pikmin 1 and 2 weren't retconned. olimar just writes his journal entries as if they were his first time being stranded because he's embarassed about how often it happens.
Louie mentioned in one of his journals that he wants to eat a bunch of Golden Pikpik Carrots and is just waiting for the day he gets put in charge of a shipment. This heavily implies that the events of Pikmin 2 haven't happened yet. How do you explain that?
they have. he's simply so gluttonous, he wants to eat a SECOND shipment of Golden PikPik Carrots, and may have forgotten the first time entirely.
How do you explain the fact that the Gyroid treasure is already on Hocotate and Olimar already knows what the Ranging Bloyster and Bulbmin are?
Louie could simply want to eat the golden pik pik carrots AGAIN.
>How do you explain the fact that the Gyroid treasure is already on Hocotate?
Maybe he's referring to a different Gyroid item. Perhaps that's where he got the name for the treasure in Pikmin 2, like how he named Onions after a vegetable on Hocotate
>and Olimar already knows what the Ranging Bloyster and Bulbmin are?
Perhaps he discovered them during his adventure in this game and we just never saw them. Armored Cannon Beetles and Beady Long Legs are stated to exist, however we never see them, only their relatives
>The whole fricking point of the series is that its ON EARTH.
Says who?
>There is not a single good reason why it would be anywhere else but Earth.
Sheer probability. What are the odds that over 50 motherfrickers just so happen to crash on the same exact planet, with one of them doing so ~3-4 times at least? If they don't want to ditch the manmade designs they can just say the planet is PNF-607 or some shit, it makes no difference and would add to the worldbuilding. Pikmin 4 postulates that humans left PNF-404 for unknown reasons, so it's possible they made residence on other planets, and those planets could be the setting for a future game
>What are the odds that over 50 motherfrickers just so happen to crash on the same exact planet, with one of them doing so ~3-4 times at least?
Pretty high when the Plasm Wraith is pulling them in.
>Pretty high when the Plasm Wraith is pulling them in.
We actually don't know for sure that's why people keep crashing. While it's a convincing theory, for now it's just that: a theory. Pikmin 4 seems to hint that it may have something to do with the Pikmin themselves trying to find a permanent leader
Completely off-topic, apparently the Japanese scientific name for the Plasm Wraith is "Western Golden Candy Man", and that's just funny to me
Just 100% Giants hearth in one day. Iwent counter clockwise to complete it. Wish I worked harder on Hero's hideaway because I'll probably be one day away from a perfect run.
It's my favourite of the bunch hands down.
The thing I missed the most from the past games was the lack of a time/day limit. But that didn't actually end up a problem.
Beyond that it kind of felt easier than the past games, which I found a bit sad. But my opinion changed quickly because the late game actually ends up more intricate and difficult than what I experienced in the past games anyway.
And thus Oatchi and all the other additions adds a level of control and potential multi tasking ability, that really makes the game more interesting. As far as I am concerned.
I really do love it.
It's also quite nice to be greeted by an ever growing gathering of people who you've rescued at the end of every day. Makes your accomplishments feel more significant.
~pushii~
All four games are legitimate contenders for some of the best games ever made and I will die on that hill. I don't think any games have sparked the urge in me to replay them as often as the Pikmin series does.
Is this accurate?
How is Pikmin 4 harder at all? Oatchi Rush insta-kills everything, you've got unlimited Ultra-bitter spray, and can pull bombs out of your ass
You at least have to try in 3
Oatchi can take a while to become stupidly strong if you don't know what you're doing. Hence why 4 only becomes much easier when you're aware of what to upgrade first. 3's enemies virtually never managed to get a kill even when I didn't know what I was doing. 4 caught me off guard a few times and I took a substantial loss. When you're more knowledgeable of 3, there are still things that can go wrong, but once you know 4, Oatchi basically makes you invincible.
Absolutely not.
The first area in Pikmin 4 is babby's first dandori.
Pikmin 3 opens up once you have two, then three captains and even more so once you have blues, Pikmin 4 opens up once you have "go here" and swapping for Oatchi and have finished Sunspeckled Terrace.
Neither of them are challenging but I think that Pikmin 3 has a higher skill ceiling at its peak, Pikmin 4 has more than enough dandori to keep things interesting though.
3 = 4 >>> 1 >>> 2
I don't think I'm going to do No Death runs in Pikmin anymore. I'm at the final trial in 1, and fricking Emperor Bulblax keeps stomping on my ass. I never figured out the timing to use the bomb rocks.
jus go in there and punch it to death yourself
Just wait until he starts walking towards you and toss your bomb, the Pikmin should toss it at his mouth and it should tounge stun him
Don't lose hope!
I kept all of mine minus the bomber in the northern section and whistled for them once he was stunned.
>Brittany, a licensed botanist, KNEELS to the AI names of fruit created in the prequel pikmin 4
Make up lore about the planets based on the castaways/rescue officers from there.
https://www.pikminwiki.com/Castaway#Rescue_order
>doing sage trial
>the one where you get 5 purples and have to kill enemies
>try over and over
>finally get good attempt but there were two enemies left alive
goddam it this is AIDS, lock on really fricking me up especially
Living in a world with Pikmin would be nice from a distance but hell to live with.
>go to play a game
>computer blew up because some yellows short circuited it
>go to watch tv
>a group of min carried off your remote for Louie to use as a bed
>frick it, cleaning to rid this house of them
>they feed your vacuum a bomb rock
>give up, go to bed
>wake up in the hallway being carried by 100 purples
Just get a cat. Normal cats would orobably be far more powerful to Pikmin and captains than any of the final bosses thus far by virtue of being so goddamn huge in comparison.
Either dies from white pikmin kamikazes or Louie takes it as his new steed.
Sirehound didn’t really take a ton of damage from eating white pikmin, I imagine an animal like 3 times his size would need to eat more than 100 of them to get sick.
100 purples can barely carry a gold brick or a dumbbell. They're not carrying a full size human.
>sleeping
>yellow p*kkers think it's funny to toss a bomb rock in your mouth while you're sleeping, fracturing a part of your skull and ejecting several teeth right out your mouth while you die a slow painful death due to internal bleeding
>Nigmin
Currently on day five with 4 pieces obtained in the first game. Need some Ganker tips
Either do a full blind run so that if you fail you know for next time what to do.
If not just make sure you get two parts a day.
You can comfortably beta the game if you do it like this.