Review: The Pikmin Finally Find The Game They Deserve In ‘Pikmin 3’

By: 08.09.13  •  3 Comments
gammasquadpikmin3review1

The Pikmin series has always struck me as a great basic concept (little ant-guys having adventures in giant alien gardens) in search of the proper framework. The first Pikmin dropped the adorable little veggie-men into a surprisingly harsh, stressful strategy game. The second game dumped most of the strategy, transforming the series into an aimless dungeon crawler of sorts. Point is, I’ve always really liked the Pikmin themselves, but I’ve never been crazy about the games they appeared in.

Until now that is.

Pikmin 3 finally finds the right framework and is a game worth checking out even if, like me, you’ve been turned-off by the series in the past…

On the surface Pikmin 3 may seem like it’s mostly a return to the style of the original Pikmin. The large open maps and randomly generated caves of Pikmin 2 are entirely absent and the purple and white Pikmin have been quarantined to the game’s challenge mode. Daily time limits are back in force.

That said, once you dig in, you’ll find a game that has more Pikmin 2 in it than you might think. This is a far more laid back game than the original Pikmin. The 30-day time limit of that game is gone, replaced instead with a need to collect fruit to keep your alien explorers fed. Fruit usually isn’t terribly hard to locate, and beyond that it’s actually rewarding to find and collect. Collecting fruit is just far more satisfying than toiling to beat an oppressive, ever-present time limit.

gammasquadpikmin3review2Notice the little blue Pikmin pathetically crying out from inside his mouth. The game’s not that laid back. 

Obsessive planning and Pikmin management is also much less of an issue in Pikmin 3. The first game required exacting planning — how many of each kind of Pikmin you sprouted and the number you took on each expedition had to be managed down to the individual carrot-man. Not so in Pikmin 3 — this latest game is more about exploration. Each of its areas almost feels like a miniature Zelda dungeon, full of twists and turns, locked doors and shortcuts.

The message of the first Pikmin was essentially “plan ahead or we’re going to KILL YOU DEAD.”

The message of the second Pikmin was “sure, wander as far as you want, but if you go too far IT’S YOUR OWN FAULT.”

The message of the third Pikmin is a much more friendly, “eh, f–k it, just have fun.” And so I am!

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