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The PRESSURE of PIKMIN 3: Why Miyamoto is right to say this game is one of his BEST

Neiteio

Member
2013 has been great for gaming. From Metal Gear Rising to The Last of Us, the list goes on and on. But one title nearly flew under my radar, despite me loving the last one so much: PIKMIN 3. I just wasn’t feeling the hype, no matter how much media I consumed. That includes Miyamoto himself saying this is one of the greatest games he has ever made.

After receiving the game as a gift and giving it a whirl… I’m inclined to agree. And it’s not just the lovely look and feel of the game (which I should note, is FAR more impressive in person than a static screen could convey). No, it’s the unique flavor of challenge it offers. I say this coming off of Dark Souls on PC, and Demon’s Souls on PS3 before that. It’s not a 1:1 comparison, of course, but the effect is the same: All three games provide, in their own way, a constant state of engagement, lighting up every neural connection in the brain. The more you strive to accomplish, the more the odds stack against you. The result is total immersion.

Here, you scope out the environment on the GamePad and carefully plan where to go and what to do before sunset. You have from dawn to dusk to retrieve fruit from far-flung corners of the map, fruit you convert to juice to keep your expedition going. Juice is automatically consumed at day’s end, so there’s real incentive to accomplish something each day, because each day without fruit is a day closer to a dead end.

That may sound like Pikmin 1, where you had 30 days to accomplish your goal before Olimar’s oxygen ran out. That game was a bit TOO suffocating (pun intended!) in its fail state. Then you have its sequel, Pikmin 2, which went too far in the opposite direction – no time limit whatsoever, other than rounding up whatever Pikmin you want to keep by day’s end. You could endlessly grow your army and never bother with the core objective of retrieving treasure.

Pikmin 3 has found the sweet spot -- a way to temper the urgency of Pikmin 1 with the flexibility of Pikmin 2, and vice-versa. If your quest ends fruitlessly (pun intended!), you have the option to revisit previous days of the expedition, and try a different strategy. Knowing this is an option comes as a great relief – yet in the moment-to-moment gameplay, with the sun icon approaching its limit on the HUD, and the light dimming and shadows stretching, you still feel tremendous PRESSURE to retrieve some sort of fruit to keep the mission going.

And so you remain totally absorbed in the game, deftly switching captains, dividing up troops, and marshaling your forces with laser-like precision thanks to the Wii Remote. The seamless controls deserve a great deal of credit, since they become an extension of your will, allowing you to minimize error and conserve precious time. You multi-task and execute actions as quickly as you think them.

I think the new approach to the time limit is especially gratifying with bosses. Spending an entire day slaying the Armored Mawdad and finally offing him as the “Hurry up” message flashes onscreen is incredibly satisfying. Sure, I could have returned the next day to finish him off, but I wanted to finish what I started and round up every troop before night fell. I had to make the cost-to-benefit call of whether to try and haul the spoils of war back to the ship in the time I had left -- failing to do so would mean forfeiting some juice to return to the same area the next day, rather than exploring new territory. Such judgment calls, in the context of the new time limit, is what makes this game so great.

One of Miyamoto’s finest? Early signs point to "Yes." Whatever it is, it’s richly rewarding... What do you think of this game's approach to "get out what you put in" challenge? It's easy to believe this is probably what the Pikmin games were meant to be all along.
 
i think the game just has the right amount of content to be played in a few sittings but also not to feel ripped off. its the golden middle between pikmin 1 (which was too shrot) and 2 (which was way too much) the graphics is beautiful and the controls are just astoundingly good.
 

dyergram

Member
What intrigued me about pikmin 3 was I never felt particulary challenged playing it. It feels like your supposed to get all the way through, I was waiting for it to get difficult it never did the challenge comes from pushing yourself to improve your efficiency. It definitely felt very fresh compared to everything else iv played this year.
 

Neiteio

Member
The challenge comes from wanting to maintain enough juice in reserves that you could have a few fruitless days and not need to resort to rewinding the clock. So there's a sense of urgency where you're constantly on the move, multitasking and trying to reach new fruit you can bring back, while simultaneously making progress on story objectives (reuniting with lost teammates, retrieving new tech, etc). It's a very "busy" game, in that sense, which is probably why I find it so nonstop engaging. You know there's no let-up once you land and start a new day; you want to bring in new juice by the day's end, since the only certainty is juice will be consumed that night. :)
 

QaaQer

Member
What intrigued me about pikmin 3 was I never felt particulary challenged playing it. It feels like your supposed to get all the way through, I was waiting for it to get difficult it never did the challenge comes from pushing yourself to improve your efficiency. It definitely felt very fresh compared to everything else iv played this year.

Pretty much this.

P3 is a genius game for the under 13s, btw. And it should be played with a wiimote, imo.
 

Murrah

Banned
As someone who wasn't a big fan of the original Pikmin to the point where I skipped the sequel and Wiimakes (yes, shame on me) I'm inclined to agree. At first the time crunch each day makes it seem impossible to get much done, but when you really start learning how to switch captains and manage your teams it felt satisfying to me in a way games rarely are, and in a way no other Nintendo game offers. It got to the point where I would retry a day two or three times to get everything accomplished that I wanted, not because I made some dumb mistake or lost too many Pikmin, but because it was super satisfying learning the lay of the land and then coming back with dangerous, robotic efficiency and getting multiple fruits and killing a boss all in 15 minutes

Still have to do the last boss and start challenge mode though, the latter of which I heard is brutal to master, so my opinion of the game can only go up
 
It's my GoTY so far. Gonna be hard to top and there's a LOT of good stuff in the pipe still.

It's just super engaging in every respect. It does an unmatched job of keeping your brain engaged, whether you're enjoying the management aspects, story, or simply basking in the incredibly well crafted environments.
 

Oblivion

Fetishing muscular manly men in skintight hosery
Miyamoto's been working on this game forever, so I'd fucking HOPE it would be among his best.

I'm not a fan of Pikmin (mostly cause I never played any of them), but hopefully you guys won't be disappointed.
 

Tagg9

Member
It's a great game, but there are two negatives for me that stop it from achieving perfection - lack of difficulty, and overall length.
 

Kazerei

Banned
I've found all of the Pikmin games to be fairly relaxing*. Pikmin 1 had a 30 day limit, but as long as you kept doing stuff, it wasn't really a concern. I do agree that Pikmin 3 handled this aspect the best though. There's a slight pressure to maintain enough fruit, but as you keep a decent pace, it never becomes an urgent problem.

*well, except when a boss enemy is om nom nomming your troops, that shit is stressful :(
 

The Boat

Member
I love the way how the actual game isn't hard per se and doesn't punish you too harshly for losing Pikmin, but it invites you to be as efficient as possible and makes you feel terrible for losing Pikmin, thus creating a challenging game for those who want to do as well as possible as you strategize with the gamepad and divide your attention between 3 captains.

Not only that, the missions fill out whatever the story mode misses. Fantastic game.
 
I love the way how the actual game isn't hard per se and doesn't punish you too harshly for losing Pikmin, but it invites you to be as efficient as possible and makes you feel terrible for losing Pikmin, thus creating a challenging game for those who want to do as well as possible as you strategize with the gamepad and divide your attention between 3 captains.

Yep. It's clear that the difficulty in the game comes from efficiently utilizing the limited time you have.

It's easy to get to the end. But whether that takes you 10 days, 25 days, or 50 and costs you no deaths or hundreds of them is where the difficulty comes from. And that's great game design. More games should be designed in that way.
 

Chozolore

Member
Yep. It's clear that the difficulty in the game comes from efficiently utilizing the limited time you have.

It's easy to get to the end. But whether that takes you 10 days, 25 days, or 50 and costs you no deaths or hundreds of them is where the difficulty comes from. And that's great game design. More games should be designed in that way.


well said
 
Art work, it won't look anything like that until the Wii U 2 or whatever their next console might be. Still a very pretty game, although I wish it was 1080P given the game runs at 30 FPS
 

Atolm

Member
Finished it a few minutes ago. I'm not a Nintendo guy (Wii U is my first Nintendo console ever, thanks to a clearance sale) but right now, I consider it one of the best games of 2013, no doubt.
 

Oblivion

Fetishing muscular manly men in skintight hosery
Hey, I suck at telling things apart. :p

And here I was about to be impressed with the Wii-U's graphical capabilities.
 

Tathanen

Get Inside Her!
Anyway the Real Deal is definitely shooting for platinums in Mission Mode. That's where you'll feel the True Pressure.
 

ajjow

Member
I hated pikmin 1 and 2. I bought as an impulsive buyer. Im really impressed. One of the best games of the year so far. Really great.
 

Vire

Member
I wish the Pikmin games didn't have an artificial timer on it. I just want to chill and pick up treasures in a miniature garden at a leisurely pace.

Why the rush? :/
 

ASIS

Member
Finished it a few minutes ago. I'm not a Nintendo guy (Wii U is my first Nintendo console ever, thanks to a clearance sale) but right now, I consider it one of the best games of 2013, no doubt.
.... You have a lot of homework to do my friend.
 

emb

Member
The 'juice limit' motivator is definitely a great compromise. Doesn't feel too heavy handed or too aimless. My only issue with it, is that too much juice is given out. After about a week, you (mostly) never have to worry about it again. If each fruit only gave one juice or one half, I think it'd keep the fire lit under me a little better. The sense of urgency right when you start is great though. And I guess amassing a back stock is rewarding in its own way too.

One thing that did bother me, which didn't in other Pikmins, was how short days were. Not because I wasn't getting enough done, but because I didn't want my play interrupted. I think the big contributors here are the juicing cutscenes, the long animations that play when you take off and land (some skippable at least), and the occasional dialogs among captains. I can see why all those elements are there, and really they're quite nice. But day to day, they get really annoying. I couldn't imagine how annoying on a repeat play through.

Lack of Piklopedia and story co op are a little disappointing. And an options menu from the title. A title screen without "Options" feels so barren, so desolate. But that's just nitpicking.

Mission mode is a fantastic inclusion though. Just like in NSMBU, I feel like just talking about the main game is selling it way too short. Mission mode has a great difficulty balance, and provides such quick gratification.

I haven't gotten to try out battle bingo yet, but it seems like fun for sure.
 
I literally just got back from the store with a copy of Pikmin 3. (Ok, maybe it was more like an hour ago.) I had to choose between that and NSMB U, which I'll just pick up next week.

Don't let me down, Miyamoto!
 

Neiteio

Member
Something something ground textures.
Ha. :) I play a lot of PC games, with settings near or at maximum, and I say Pikmin 3 looks excellent. I don't notice the ground textures during gameplay -- the image comes together quite cohesively. Spectacular, even. I'd say my favorite visual aspect are the character models, though, in particular Alph, Brittany and Charlie. I repeatedly "check in" with them on the ship (hit the - button) to read all of their conversations, and I just like to admire the soft but solid look to their bodies. The shaders on the skin remind me of The Incredibles. :)

On another note, I played a couple hours of Bingo Battle today. WHOA! Incredibly addictive multiplayer! And then we discovered you can play Mission Mode in co-op! With separate sub-modes for boss battles, enemy extermination and treasure hunts! Some tremendous value here for local multiplayer. I have a WiiU party next week and Pikmin 3 will definitely be on the docket.

I'm itching to get back to the single-player, though. I was worried the environmental variety would seem underwhelming since the previews made it seem like a repeat of Pikmin 2, but everything is so amped up in HD, with big wet snowflakes swirling around in the tundra level, and warm radiant sunshine causing the foliage to glisten in the tropical level. Just lovely. I also dig uncovering the backstory with Olimar, and learning about the cultural differences of veggie-loving Hocotate and fruit-loving Koppai. :)
 

pixlexic

Banned
ill say it..

I hate the time limit. It kills the game for me. I want to be able to carefully construct my pikmin army and do everything in one day.

I can not bring myself to finish the game because of it.
 

GhaleonQ

Member
Excellent posts, all.

Yep. It's clear that the difficulty in the game comes from efficiently utilizing the limited time you have.

It's easy to get to the end. But whether that takes you 10 days, 25 days, or 50 and costs you no deaths or hundreds of them is where the difficulty comes from. And that's great game design. More games should be designed in that way.

As Neiteio wrote, this isn't simply about "balance." I enjoy/appreciate high difficulty because it's a way to test skill, yes, but also a sure way to keep my brain engaged at all times. However, Pikmin 3 uses a lot of different methods to constantly engage the player, all while giving the option of developing your skill level. This, not Super Mario or The Legend Of Zelda, is the perfect "Nintendo tutorial model." It gives a way to beat the game without totally cordoning off a route for skilled players.

Strider Hiryu 2 is 1 of my favorite video games for that reason. It's very easy, especially with infinite continues, but speed runs and perfect rankings change it into another game entirely.
 

MadOdorMachine

No additional functions
i think the game just has the right amount of content to be played in a few sittings but also not to feel ripped off. its the golden middle between pikmin 1 (which was too shrot) and 2 (which was way too much) the graphics is beautiful and the controls are just astoundingly good.

Funny, that's my biggest problem with the game. The gamepad integration is a forced requirement that detracts from the experience, particularly if you're not playing with it. If you want to use the Wii Remote (which does control quite nicely) you have to constantly switch between it and the gamepad. The gamepad is also problematic with targeting enemies do to movement and aiming being mapped to the same analog stick. Nintendo should have picked a control method and stuck with it instead of doing what they did. The controls are Metroid: Other M levels of implementation here - in other words they do more harm than good. Nintendo used to be renowned for their controls, but but lately I'm just not feeling it. For this reason alone, I wouldn't consider it one of Miyamoto's best. I'm sorry, but I think they have lost their way on controls and it's a major flaw that I feel only the Nintendo faithful will overlook. The controls are impeding to new players imo.
 

Jintor

Member
I haven't played Pikmin 3, but just dropping by to say I love Neiteio hype threads. Always a good amount of effort put in, generally well-reasoned and passionately argued. Though, perhaps, not always completely logical. :p
 

Neiteio

Member
Funny, that's my biggest problem with the game. The gamepad integration is a forced requirement that detracts from the experience, particularly if you're not playing with it. If you want to use the Wii Remote (which does control quite nicely) you have to constantly switch between it and the gamepad. The gamepad is also problematic with targeting enemies do to movement and aiming being mapped to the same analog stick. Nintendo should have picked a control method and stuck with it instead of doing what they did. The controls are Metroid: Other M levels of implementation here - in other words they do more harm than good. Nintendo used to be renowned for their controls, but but lately I'm just not feeling it. For this reason alone, I wouldn't consider it one of Miyamoto's best. I'm sorry, but I think they have lost their way on controls and it's a major flaw that I feel only the Nintendo faithful will overlook. The controls are impeding to new players imo.
RE: controls: I'm only using Wii Remote and Nunchuk, so I'm not sure what the GamePad-only controls are like, but I'd imagine they're like Pikmin 1 and 2 on GameCube, aren't they? They worked fine there...

As for the Wii Remote and Nunchuk, it's like going from dual-analog in a shooter to KMB. The laser-like precision afforded by the Wii Remote is perfect (aside for a moment here or there where it would spaz out in multiplayer).

I don't find the "supplementary" GamePad to be distracting, either. When I hit a data file, I simply lean over to read the image on the GamePad (or you can simply look at it on the TV, albeit it's a smaller image). And using the GamePad to scroll the map suspends time, and the map is displayed on your TV, as well -- thus, it's simple enough to grab the GamePad, tap the screen to suspend time, and then scroll around the map without ever actually looking at the GamePad. Touch makes the whole process of navigating the map very quick, intuitive and tactile. And, if I may geek out for a moment (more so than usual, I mean!), I like the role-playing aspect of feeling like you have a real KopPad in your hands. :)
 

foxuzamaki

Doesn't read OPs, especially not his own
Finished it a few minutes ago. I'm not a Nintendo guy (Wii U is my first Nintendo console ever, thanks to a clearance sale) but right now, I consider it one of the best games of 2013, no doubt.

where should we start, we got a busy schedule ahead.
on the topic at hand, i do enjoy your threads neit, you are very enthusiastic and dont hesitate to go into detail, the one thing i'd like ot point out with pikmnin 3, is the total 180 it took in terms of graphics, people were satisfied with it, but werent calling it a graphical ahcievement or anything, or just plain on hated the graphics, but majority of people have been impressed by it and even claim its noticeably above current gen graphics
 

Vire

Member
Have you played the game? Ground textures look fine in game due to the height of the camera. Plus, I think it was a design decision, to help the Pikmin stand out

I don't own a Wii U, but I have seen it in person. It looks nice, but yeah wish the ground textures weren't so muddy. The foliage looks really awesome, as do the character models, but the ground textures themselves look like they were ported over from the Wii.

Not game breaking or anything like that, still was really relaxing and fun the little I did get to play.

For the moment, I'm enjoying my 3DS enough to get my Nintendo fix, I'll wait till Wii U price inevitably drops. I love the series though.
 
Would someone be willing to tell me if the only things you collect are fruits? One of my favorite parts of Pikmin 2 was reading the descriptions of the various items as Olimar deciphered what they could be used for.
 

sunnz

Member
Pikmin 3 really does make me want to get a WIIU, looks like such a great title!
I may wait and get it when X drops though ( unless we see a good price drop soon)
 

MadOdorMachine

No additional functions
RE: controls: I'm only using Wii Remote and Nunchuk, so I'm not sure what the GamePad-only controls are like, but I'd imagine they're like Pikmin 1 and 2 on GameCube, aren't they? They worked fine there...

As for the Wii Remote and Nunchuk, it's like going from dual-analog in a shooter to KMB. The laser-like precision afforded by the Wii Remote is perfect (aside for a moment here or there where it would spaz out in multiplayer).

I don't find the "supplementary" GamePad to be distracting, either. When I hit a data file, I simply lean over to read the image on the GamePad (or you can simply look at it on the TV, albeit it's a smaller image). And using the GamePad to scroll the map suspends time, and the map is displayed on your TV, as well -- thus, it's simple enough to grab the GamePad, tap the screen to suspend time, and then scroll around the map without ever actually looking at the GamePad. Touch makes the whole process of navigating the map very quick, intuitive and tactile. And, if I may geek out for a moment (more so than usual, I mean!), I like the role-playing aspect of feeling like you have a real KopPad in your hands. :)
No I agree that the Wii Remote and nun chuck are the superior way to play the game. It was designed around those controls and started on Wii IIRC. Then they moved the game to Wii U and tacked on the gamepad support and you can tell. I find it distracting and it takes me out of the immersion of the game to have to put down one controller and switch to another just to hear someone talk or look at a map. It could have easily been implemented on the TV alone - in fact, the game can be played entirely on the gamepad where the map is on another screen. It's inconvenient and damn near a game killer for me because each level is so short and so you're constantly having to switch - just like you had to switch to use your missiles in Other M. I honestly don't know how some of these decisions ever get approved at Nintendo. Like Other M, there's a lot to like about the game I agree, but it's far from perfect and far from one of Miyamoto's best imo. Those days, sadly appear to be long gone.

Edit - I just wanted to say that the levels go by quick enough as it is, so even though it only takes a few seconds to switch controllers and use your map, it's still taking off time - seconds you could save by just pressing a button to pause the game and go to the map. Also touching the spot on the screen you want to go could be done just as easily by pointing. I'm glad people are liking the game so much, but I just don't think gamepad usage in this game was properly implemented.
 
Would someone be willing to tell me if the only things you collect are fruits? One of my favorite parts of Pikmin 2 was reading the descriptions of the various items as Olimar deciphered what they could be used for.
You only collect fruits but they also get funny little descriptions from Brittany.
 

Neiteio

Member
I haven't played Pikmin 3, but just dropping by to say I love Neiteio hype threads. Always a good amount of effort put in, generally well-reasoned and passionately argued. Though, perhaps, not always completely logical. :p
Thanks, Jintor. :)

where should we start, we got a busy schedule ahead.
on the topic at hand, i do enjoy your threads neit, you are very enthusiastic and dont hesitate to go into detail, the one thing i'd like ot point out with pikmnin 3, is the total 180 it took in terms of graphics, people were satisfied with it, but werent calling it a graphical ahcievement or anything, or just plain on hated the graphics, but majority of people have been impressed by it and even claim its noticeably above current gen graphics
Yeah, in screenshots and even trailers the game seemed like a bit of a mixed bag, visually, but it looks undeniably gorgeous in person. It's like your HDTV is exploding with candy-coated energy.

It all comes together so nicely -- the gleaming interior of the spaceship; the soft skin tones of the captains; the twinkling stars of the galaxy (holy hell, we need a WiiU Star Fox); the ships arriving and departing the planet; the weather effects (in particular the swirling snowflakes and pouring rain); the warm sunshine glowing on the periphery of the screen; the oily texture of plants; the soft grain of sand; the rugged furrows on bark -- the list goes on and on.

Also, the depth of field adds to the sense of scale -- you really feel like you're peeking in on a pocket of unspoiled wilderness (or more accurately, Earth being reclaimed by nature, post-humanity).
 

The Boat

Member
No I agree that the Wii Remote and nun chuck are the superior way to play the game. It was designed around those controls and started on Wii IIRC. Then they moved the game to Wii U and tacked on the gamepad support and you can tell. I find it distracting and it takes me out of the immersion of the game to have to put down one controller and switch to another just to hear someone talk or look at a map. It could have easily been implemented on the TV alone - in fact, the game can be played entirely on the gamepad where the map is on another screen. It's inconvenient and damn near a game killer for me because each level is so short and so you're constantly having to switch - just like you had to switch to use your missiles in Other M. I honestly don't know how some of these decisions ever get approved at Nintendo. Like Other M, there's a lot to like about the game I agree, but it's far from perfect and far from one of Miyamoto's best imo. Those days, sadly appear to be long gone.

Edit - I just wanted to say that the levels go by quick enough as it is, so even though it only takes a few seconds to switch controllers and use your map, it's still taking off time - seconds you could save by just pressing a button to pause the game and go to the map. Also touching the spot on the screen you want to go could be done just as easily by pointing. I'm glad people are liking the game so much, but I just don't think gamepad usage in this game was properly implemented.
Is it really that annoying to look down at your lap or at your side?
 

Krakn3Dfx

Member
You people are going to make me buy this game, aren't you?

First Animal Cross, now this. Suddenly, on top of everything else, I'm spending money on Nintendo.
 
I guess this is a game I'll have to pick up.

This seems like another example of a game being delayed over and over being worth the wait. In a couple years no one will care about the delay and just remember how great the game is, like OoT.
 

Neiteio

Member
@ MadOdorMachine: Nearly everything involving the GamePad suspends time. Time stops passing when you check data files, or when you scroll the map. So, if you keep it lying next to you on the couch, it shouldn't be much hassle. Certainly nothing impeding your progress in-game. :)

@ crap monkey: You occasionally retrieve treasure, like a cell phone. The main collectible items are fruit, though. In all cases, our heroes have witty commentary on what they collect (like calling a lemon a "Face Wrinkler"). Also, the awesome part about having a trio of heroes is they have conversations amongst themselves back at the ship. Tons of flavor text where they go back and forth talking about their adventure and life back on Koppai (as well as Olimar's home planet and Koppai's neighbor, Hocotate). I spent a good five minutes "checking in" with Alph and Brittany until I exhausted all of their conversation at that point in the game. Very cute, and surprisingly fun lore. :)

Side note: You two have amazing screen names!
 
Late game spoiler (please don't read if you haven't.beat the game)
when Louie steals all your effing fruit, so you go from a three week supply to you're going to starve tonight, and the only fruit you see is a raspberry worth half a jar or whatever
that's turning the pressure up to eleven.
 

Kai Dracon

Writing a dinosaur space opera symphony
The more I play the game the more I think its difficulty concept is really well done because unless you're a pro Pikmin player there's little chance you'll figure out good strategies on your first playthrough of the story.

When you begin trying to tighten up your days, if you do get the bug to play it more than once, then the screws really begin to turn. It can go from "this is engaging but seems tuned for kids" to "damn it, somebody's idle, losing time."

(Yes Nintendo, a leaderboard is a good thing. This is how we learn.)
 

MadOdorMachine

No additional functions
Is it really that annoying to look down at your lap or at your side?

Yeah it is for me at least. First of all, I wouldn't put the gamepad on my lap when using the Wii remote and nun-chuck. It would be uncomfortable and if the gamepad falls and breaks, my Wii U is unplayable. Looking at your side (on it's cradle) or on the floor is where I tried it is very inconvenient because if I want to go to the map I have to switch my view, position and controller. I don't understand how people could possibly find this more convenient than just pressing a button to pull up a map. The frequency you have to do this is what really kills it for me though. Anytime a part or fruit is delivered to the ship I have to look at the gamepad. If I want to look at the map - particularly for lost Pikmin near the end of a day - it takes of critical seconds needed. It interrupts the flow of the game for me plain and simple.
 

noobasuar

Banned
Great ass game. Still taking my time through the single player. Hopefully the mission mode is fun. And hopefully we get some DLC for this game. NSLU is fantastic and i expect the same amount of effort to be put in for DLC for Pikmin.
 
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