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

ASIS

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.
I don't remember ever putting down the Wiimote controller when checking on the map though, and touching the screen suspends time completely.

We are on the same page, I don't understand why the Gamepad controls are compulsory, but they really weren't annoying, much less game breaking.
 
This hadn't occurred to me till people mentioned it, but there is pressure in the game to get your things done unlike pikmin 2, but not as limiting as the pressure in pikmin 1 to get all your ship parts. It feels like you can take your time, but you still have to be on your toes for a bit.

Some people were complaining about the challenge, but the difficulty is perfect. Yes, the game is easy if you take your time and just sort of wander through, but Miyamoto developed it that way so anyone can pick it up and get into it. The reality is you have to create your own difficulty. Try to multitask, get as much as you can get done in a day, be the most efficient you can be. That is really hard to do and thats what I like most about the game. Juggling multiple tasks at ones. I'm awful at it, but it's very satisfying if you can get a lot done in a day.

One thing though:
I wish there were options for preferred control method. Obviously Nintendo wants us to play with the wiimote, but it's really forced, because the analogue controls aren't that great. Would it have been to difficult to simulate gamepad controls like Pikmin 1 and 2? Lock on is a nice feature though.
 

Gsnap

Member
One of the few games that handles difficulty in such a beautiful way. It's truly a game for every level of play. Brilliant design. And then the Mission Mode. I've been having so much fun memorizing the maps and bumping up my scores. Definitely game of the year material.
 

Alo81

Low Poly Gynecologist
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

It's one of Nintendo's first real HD games and their first full fledged one definitely.

I think as the generation goes on, if the WiiU starts to stand a bit stronger, we'll see some real fantastic visual output come out of it.

Nintendo knows how to make really amazing looking games. Once they master the hardware I expect things to be looking absolutely breathtaking.

Also, that article linked in the OP was really interesting, thanks for providing it OP.
 

Kai Dracon

Writing a dinosaur space opera symphony
One of the few games that handles difficulty in such a beautiful way. It's truly a game for every level of play. Brilliant design. And then the Mission Mode. I've been having so much fun memorizing the maps and bumping up my scores. Definitely game of the year material.

Come to think of it this may be why Miyamoto feels it is his best game. I think it's been known for a while now that there's debate at Nintendo with Miyamoto because he doesn't like having a difficulty level select in a game. He apparently considers it inelegant design; the perfect game should challenge everyone at every level.

That ideal may not be feasible in a lot of game designs (may be a reason why Zelda was getting so easy for a while). But Pikmin really lends itself to that mindset.
 

onipex

Member
This is the best Pikmin game and my game of the year as well.


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.


There are other items you can collect too and everything gets a funny name.
 

Currygan

at last, for christ's sake
Is that game good? Not to derail this one, but could you say why?

it's surprisingly meaty for a £10 game. lots of dungeons and places to go, minigames, superfast pacing, abundant loot, deep customization; goddamn hard as well, very infuriating at times, so grinding is definitely needed. Basically, a 40 hours mini RPG-dungeon crawler with cute visuals. It's great


sorry for the OT
 

Kunan

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? :/
Eventually you can get so much that it doesn't really matter. I spent many, many days derping around and finding fruit, and ended the game with as many days of backup juice as it took to beat the game. I'm inclined to agree, but the limit makes you really love exploring for fruits. A large haul of fruit makes ya feel like a million bucks!
 

Neiteio

Member
it's surprisingly meaty for a £10 game. lots of dungeons and places to go, minigames, superfast pacing, abundant loot, deep customization; goddamn hard as well, very infuriating at times, so grinding is definitely needed. Basically, a 40 hours mini RPG-dungeon crawler with cute visuals. It's great


sorry for the OT
No prob, I'm curious about The Denpa Men 2 myself. :)

About Mission Mode in Pikmin 3 -- I've only tried it in multiplayer so far, but I love when games with a campaign have a secondary mode that cuts straight to the heart of the campaign's core gameplay.

A good example would be Mercs in RE4, RE5 and RE6. Just pure distilled combat and traversal mechanics in quick pick-up-and-play form. Mission Mode in Pikmin 3 seems to be just that... which is great, since the only replayability in Pikmin 1 and 2 was starting a brand new campaign. Now if I feel like playing a few minutes of Pikmin, I can, even after I've beat the campaign.

Such a simple addition that adds immeasurable value.
 

Papercuts

fired zero bullets in the orphanage.
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? :/

This is the main reason why I didn't get into Pikmin 1, but going into 3 with a fresher look and broader gaming taste makes me realize how essential it is. The rush of running around at the end of the day if you messed up earlier to get pikmin, planning out your day ahead of time, multitasking, etc. all works great. Some days you may not get any fruit even if you made a lot of level progress and will feel disappointed, then the next day you'll crush expectations and bring in 4-5 fruit. You also get so much fruit that the actual AMOUNT of days doesn't matter, I think I ended it on day 45 and had enough fruit left over to last till...day 90 something.

I'll call it the dead rising effect, where the time limit itself is vital to nailing the game.
 
It's one of Nintendo's first real HD games and their first full fledged one definitely.

I think as the generation goes on, if the WiiU starts to stand a bit stronger, we'll see some real fantastic visual output come out of it.

Nintendo knows how to make really amazing looking games. Once they master the hardware I expect things to be looking absolutely breathtaking.

Also, that article linked in the OP was really interesting, thanks for providing it OP.

Oh I don't doubt it at all, I just don't think anything on the Wii U or even the PS4 or One will look like that picture this gen :D
 

Zornack

Member
I wasn't impressed by Pikmin 3 at all. The gamepad controls where clunky, slow and bad, the gameplay itself was extremely repetitive, the game was incredibly short if you forgo the extra fruit and go for the story objectives (i was at 10ish fruit a few days in, what do I need more fruit for?) and the last level was poor, especially with the bad Pikmin pathing.
 
They really cranked up the pressure at the end with the final boss.

Jesus, that was intense. Can't wait to tackle it again.
 

Gsnap

Member
Come to think of it this may be why Miyamoto feels it is his best game. I think it's been known for a while now that there's debate at Nintendo with Miyamoto because he doesn't like having a difficulty level select in a game. He apparently considers it inelegant design; the perfect game should challenge everyone at every level.

That ideal may not be feasible in a lot of game designs (may be a reason why Zelda was getting so easy for a while). But Pikmin really lends itself to that mindset.

Honestly I'd have to agree with him. Like you said, it's not possible to do this with every game and every genre, but having difficulty modes means you're essentially building modes where your game is broken. A hard mode where enemies soak up bullets and kill you in one hit, or an easy mode where you can just disregard the game's mechanics because you can't be killed.

I didn't play the other Pikmin games, so I don't know how well they handled things, but I think Pikmin 3 really nails it.
 

zroid

Banned
Even though I'm on vacation right now, I'm spending large chunks of my downtime thinking about Pikmin 3

Should've brought the Wii U with me D:
 
If I had to annoyingly numerically rate this game, I couldn't go lower than a 9.

I don't know if I could go higher but it's topnotch, should make the Miyamoto "haters" think for a good long while and then laugh at themselves.

The King of gameplay/level design is back.

All hail the King.
 

The Lamp

Member
I'm playing Pikmin 2 on Gamecube and there are moments where you have to swarm with c-stick to properly control the Pikmin a certain way. Like precision liking them up to not fall in the water as I cross a beam carefully. How do you do these obstacles on the Wii U with no swarming available?
 
I've been playing this too with my daughter and it's wonderful. Such a breath of fresh air to play. Easily one of the best games this year.
 

tassletine

Member
"The more you strive to accomplish, the more the odds stack against you. The result is total immersion".

The majority of Nintendo games are like this. It's the main reason I get annoyed when people criticise their games for being too easy. Nintendo design almost all their games to compete with real world games, like Tennis, or Chess -- Fully rounded 'sports' that stand the test of time. People who play them just to get from beginning to end, rather than mastering them, are severely missing out.

One of my overlooked favourites is Yoshi Touch and Go. The two player on that is absolutely brutal, and the more you play it the more the different play mechanics open up. Playing it on a beginner level requires completely different tactics to later on.
 

tassletine

Member
I wasn't impressed by Pikmin 3 at all. The gamepad controls where clunky, slow and bad, the gameplay itself was extremely repetitive, the game was incredibly short if you forgo the extra fruit and go for the story objectives (i was at 10ish fruit a few days in, what do I need more fruit for?) and the last level was poor, especially with the bad Pikmin pathing.

Sounds like you were skimming over the top of it trying to finish it. Pretty much the opposite of what the OP is trying to convey is good about the game. If you play Nintendo games like most Western games (trying to finish them rather than master the gameplay) you won't get much out of it. Dig into it, set your own objectives, try and maximise your multitasking and the game opens up. Challenge mode is brilliant.
 

NewGame

Banned
The game is extremely well made but I found it was all over very quickly and lacked the depth
holes
of Pikmin 2.

Also only like 5 bosses in the whole game?? And the enemy selection was criminally short. Remember these bad boys?

270px-NPC_Mamuta.jpg


142px-Creeping_Chrysanthemum_hiding.png


270px-Greater_Spotted_Jelly_Float.png


And THESE GUYS

Bulbmin3.jpg


I guess Bingo Battle is sort of GOTY material but COME ON single player campaigne!
 
It's a great game, but there are two negatives for me that stop it from achieving perfection - lack of difficulty, and overall length.

Mission mode solves both of those. Getting Platinums on them all is a real challenge, and increases the game's longevity substantially. And that's before you get to what - much like Pikmin 2's multiplayer - is likely to be the most unfairly overlooked competitive game of the year in Bingo Battle.
 

Neiteio

Member
My fruit fervor caused me to lose a half-dozen Flower Pikmin when I sent my men to carry green grapes (ahem... Dawn Pustules) back to the Drake. But man oh man, their sacrifice was not in vain -- we now have a full row of juice (and in real life, I have a hankering for blended juices myself)! With all dat juice, I can start thoroughly combing the far reaches of levels. Also, the battle with the Vehemoth Phosbat was an instant classic. Amazing creature design, even by the series' high standards, and the setting with the bulbs strung up in the cave was delightful. Not saying more, though, so as to avoid spoiling others. :)
 

zoukka

Member
I don't think it's even close to being his finest game. It's a charming little game, but it's piss easy and short. Some of the controls are actually gimped compared to the gamecube and wii versions too.
 

Tookay

Member
Good post, Neiteio.

In context of history or impact, it will never be considered Miyamoto's best, but from a mechanical standpoint, it's pretty damn solid. Everything feels logical and well thought-out in that uniquely Nintendo way.

You can understand the design decisions, both how they interrelate and compliment each other. The fruit system gives order to the day system, creating a mood of "paced urgency" throughout. The encounters with various bosses and timed introduction of various Pikmin further specific gameplay concepts at measured intervals. The captains have just the right amount of personality without being too chatty, while the story is actually weirdly thought-provoking in a non-overbearing matter.
 
Although i think the dialogue was some of nintendo's best by far, the lack of a variation in other basic enemies is what stops this from being one of his best.
And the fact that a lot of the smaller enemies just require you to aim well and land any color pikmin on top of them for a insta-kill is poor.
the game is already far too easy, i don't want to be able to kill anything with one hit, other than butterflies, just because i aimed correctly.
I swear the difficulty is lowered so much due to the number of people probably using the awful gamepad controls.
Where are all these enemies, if your going to remove so many of them then that's fine but you should design enough new ones to replace them....
why was there nothing playing tug of war with your pikmin for the pellets in this game?
If it had a slightly higher difficulty option and more enemies it would have been one of his best games.
300px-Smoky_Progg%28PikminNPC%29.jpg

Hairybulborb.jpg

270px-NPC_Breadbug.jpg

270px- Armored_Cannon_Beetle%28PikminNPC%29.jpg

Careeningdirigibug.jpg

270px-Antennabeetle.jpg

270px-Empressblublax.jpg

Fierybulbax.jpg

Anodedweevil.jpg

185px-Anode_Beetle_Attack.png

Gatlinggroink.jpg

Waterwraith.jpg

200px-Puffstool%28PikminNPC%29.jpg

Volatiledweevil.jpg

If they ever do make a Pikmin 4, then i think just like with the development of pikmin 2, they already have most of the ground work done for them with pikmin 3, and can concentrate on just packing the game full of content and options, but please not just caves!!
And they cant make the mistake of leaving out the piklopedia again..
please please let there be a pikmin 4, and not just dlc for 3....
 

Yagharek

Member
it's surprisingly meaty for a £10 game. lots of dungeons and places to go, minigames, superfast pacing, abundant loot, deep customization; goddamn hard as well, very infuriating at times, so grinding is definitely needed. Basically, a 40 hours mini RPG-dungeon crawler with cute visuals. It's great


sorry for the OT

Thank you for the response. Might have to try a demo if its available.
 

daakusedo

Member
I did mission 2 yesterday and began 3, it's stuff that make you become obsessive.
Before sleeping I couldn't help thinking about a strategy to platinum mission 3 and when I thought I have a good one in place, my mind just went into how I could improve on mission 2.
And then there's enemies mission and I have to see how I can handle the story mode after finishing once and learned a lot from 10 days speedrun.
 

D-e-f-

Banned
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.

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.

I think you're just doing it wrong. You don't ever have to put the Wiimote/NC out of your hands. You never have to pick up the GamePad. Put it in your lap or put it on a table next to you. When it says "look at the gamepad" after picking something new up or some cutscene happens, all you need to do is look at it. That is it. You don't even have to do that, actually. Just look at it on the TV if it really is bothering you that much.

Also, using the map requires but a single finger. You can keep the Wiimote in your hand, take your index finger, do your business on the screen and go right back to the game. The only time you need to put the Wiimote away is if you want to use the camera to take pictures, naturally.

Doesn't feel "tacked on" at all. It's essential to efficiently and successfully ordering your troops and groups around and is a fantastic addition to an already amazing series. Wouldn't want to play a Pikmin game without it.

(I saw you addressed some of the points already, still don't understand the complaint, though)

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.

Resistance is futile.

I'm playing Pikmin 2 on Gamecube and there are moments where you have to swarm with c-stick to properly control the Pikmin a certain way. Like precision liking them up to not fall in the water as I cross a beam carefully. How do you do these obstacles on the Wii U with no swarming available?

Simple: it's not an issue.

Let me illustrate with an image:

As you can see, I'm walking with a full squad of 100 Pikmin and all three captains. The group huddles together tightly so that falling off is never an issue (unless you're maybe running off or splitting up the group in a precarious place). There's also an evade move (d-pad left/right). And a lock-on & charge move that sends all Pikmin in your group to the object/enemy you locked on to.

Mission Mode in Pikmin 3 seems to be just that... which is great, since the only replayability in Pikmin 1 and 2 was starting a brand new campaign.

Pikmin 1 and 2 also had challenge modes. P2's even had two-player missions as well (along with versus mode)

The majority of Nintendo games are like this. It's the main reason I get annoyed when people criticise their games for being too easy. [...] People who play them just to get from beginning to end, rather than mastering them, are severely missing out.

So so so so much this. This frustrates me especially with reviewers or press when they get around to talk about the current Nintendo game, whatever it may be. It gets evaluated mostly based on "so I ran through it and saw the credits..." which drives me insane!

I don't think it's even close to being his finest game. It's a charming little game, but it's piss easy and short. Some of the controls are actually gimped compared to the gamecube and wii versions too.

I think you should read the OP and/or some of the posts here. Both of those points get addressed and point out how you're wrong at least on the former.

Although i think the dialogue was some of nintendo's best by far, the lack of a variation in other basic enemies is what stops this from being one of his best.
And the fact that a lot of the smaller enemies just require you to aim well and land any color pikmin on top of them for a insta-kill is poor.
the game is already far too easy, i don't want to be able to kill anything with one hit, other than butterflies, just because i aimed correctly.
I swear the difficulty is lowered so much due to the number of people probably using the awful gamepad controls.
Where are all these enemies, if your going to remove so many of them then that's fine but you should design enough new ones to replace them....
why was there nothing playing tug of war with your pikmin for the pellets in this game?
If it had a slightly higher difficulty option and more enemies it would have been one of his best games.[pics of Pikmin2 enemies]
If they ever do make a Pikmin 4, then i think just like with the development of pikmin 2, they already have most of the ground work done for them with pikmin 3, and can concentrate on just packing the game full of content and options, but please not just caves!!
And they cant make the mistake of leaving out the piklopedia again..
please please let there be a pikmin 4, and not just dlc for 3....

The enemy variety in Pikmin 2 was a factor of it being a dungeon crawler at heart. This game is more about management. Combat isn't a focus here and thus there's less need for enemy variety and quantity.
 

Neiteio

Member
As you can see, I'm walking with a full squad of 100 Pikmin and all three captains. The group huddles together tightly so that falling off is never an issue (unless you're maybe running off or splitting up the group in a precarious place). There's also an evade move (d-pad left/right). And a lock-on & charge move that sends all Pikmin in your group to the object/enemy you locked on to.
I haven't tried dodging or the lock-on and charge. Does the entire mass of Pikmin bolt left and right? And how do you lock onto an enemy (with the Wii Remote and Nunchuk) and send your Pikmin swarming?

Pikmin 1 and 2 also had challenge modes. P2's even had two-player missions as well (along with versus mode)
Yeah, I remember the one in Pikmin 2. Not for boss battles, though.
 
I have to disagree. The game was laughably soft. I took my sweet time with the game (over 50 days) and always had a massive reserve of juice. Unless you are absolutely horrible, you will never be in danger of running out, aside from when
Louie steals your supply
. I still loved it though.
 
I haven't tried dodging or the lock-on and charge. Does the entire mass of Pikmin bolt left and right? And how do you lock onto an enemy (with the Wii Remote and Nunchuk) and send your Pikmin swarming?

1)Yeah, they all dodge with you, it's a pretty handy trick.
2)Lock on with Z and shake the nunchuck.
 

Himself

Member
I agree. Game damn near gives me a boner.

I think the Gamepad is used extremely well. From managing several tasks at once, to scanning the environment from overhead (how beautiful does this look?!) to help set up strategy, search for things you missed, etc.

Got about 15 fruits left to collect before I even try Mission Mode, which I hear good things about.
 
The enemy variety in Pikmin 2 was a factor of it being a dungeon crawler at heart. This game is more about management. Combat isn't a focus here and thus there's less need for enemy variety and quantity.

I understand that the focus here is not on combat, which is for the best.
But what a lot of people seem to have forgotten is that a lot of enemies in previous games were not just about combat,
they added to the strategy and sense of exploration/adventure.

Take the breadbugs for example,that weren't even enemies,
having them compete with your pikmin for the pellets and items was a genius move, and it added far more than just combat.
There were also enemies which were harmless but just hypnotized your pikmin squad.
it's not just about more enemies for combat, having different situations due to a diverse enemy range added more to the sense of adventure and strategy.
I'm sorry but i don't buy into that excuse, they could have at least re-skinned some bulborbs into snowy/hairy ones and changed their behaviour for different areas.
I was sick of seeing the same two types throughout the whole game.
 

Zornack

Member
Sounds like you were skimming over the top of it trying to finish it. Pretty much the opposite of what the OP is trying to convey is good about the game. If you play Nintendo games like most Western games (trying to finish them rather than master the gameplay) you won't get much out of it. Dig into it, set your own objectives, try and maximise your multitasking and the game opens up. Challenge mode is brilliant.

I didn't find anything to master. The game was boringly simple and there was no extra objectives other than "find fruit," which unlocked nothing and became meaningless once I realized I would have more fruit than I'd ever need just by killing the bosses.
 

Tokieda

Member
I just brought my WiiU to my friends' apartment and played the game with two guys who had never played Pikmin before in their life. Both are totally intrigued by the story mode (they both played 3 days in just to get into it), and we've had so much fun with Bingo Battle.
They've decided that they'll buy a WiiU because of it.

/system seller
 

The Boat

Member
I have to disagree. The game was laughably soft. I took my sweet time with the game (over 50 days) and always had a massive reserve of juice. Unless you are absolutely horrible, you will never be in danger of running out, aside from when
Louie steals your supply
. I still loved it though.
It kind of seems like you missed the point, what makes the game challenging is making the best run possible, losing small ammounts of Pikmin and taking as few days as possible. And there's the mission mode on top of that, which shouldn't be ignored.
 

D-e-f-

Banned
I haven't tried dodging or the lock-on and charge. Does the entire mass of Pikmin bolt left and right? And how do you lock onto an enemy (with the Wii Remote and Nunchuk) and send your Pikmin swarming.

Didn't you even glance at the manual? The game even tells you about it! :D

I have to disagree. The game was laughably soft. I took my sweet time with the game (over 50 days) and always had a massive reserve of juice. Unless you are absolutely horrible, you will never be in danger of running out, aside from when
Louie steals your supply
. I still loved it though.

All this is saying is that you're not playing very well. :)

Which is the whole point of this thread.

I didn't find anything to master. The game was boringly simple and there was no extra objectives other than "find fruit," which unlocked nothing and became meaningless once I realized I would have more fruit than I'd ever need just by killing the bosses.

Then you too were playing it wrong (I refer you to many many many posts in this thread). And you missed the secret memos.
 

TentPole

Member
I didn't find anything to master. The game was boringly simple and there was no extra objectives other than "find fruit," which unlocked nothing and became meaningless once I realized I would have more fruit than I'd ever need just by killing the bosses.

Every other day just immediately "End Day" so that you effectively go through twice as much juice. It is what I am doing and keeps the game intense. And when you choose to make the game demanding the games masterfull design and high skill ceiling become apparent.
 

D-e-f-

Banned
Take the breadbugs for example,that weren't even enemies,
having them compete with your pikmin for the pellets and items was a genius move, and it added far more than just combat.
There were also enemies which were harmless but just hypnotized your pikmin squad.
it's not just about more enemies for combat, having different situations due to a diverse enemy range added more to the sense of adventure and strategy.
I'm sorry but i don't buy into that excuse, they could have at least re-skinned some bulborbs into snowy/hairy ones and changed their behaviour for different areas.
I was sick of seeing the same two types throughout the whole game.

Fair point. You might be able to argue that semi-enemies messing with your Pikmin might have been annoying in situations where you have split your troops up doing multiple tasks at once, requiring too much micro management between them. That might have been better suited to previous games where you only had one captain or little reason to split up most of the time. I guess they must have decided at some point that that's not what they wanted in this game. Just bringing this up as a possible reason.

But sure, reskinned enemies for different locations would've been cool. I don't mind, though.
 

Alo81

Low Poly Gynecologist
Then you too were playing it wrong (I refer you to many many many posts in this thread). And you missed the secret memos.

He's not playing it wrong. The whole reason people are saying this game is great, Miyamoto himself as well, is because there are so many different ways to play it and each and every one of them is valid.

You can say that it's not the most enjoyable way to play, but you can't call it wrong.
 

Zornack

Member
Then you too were playing it wrong (I refer you to many many many posts in this thread). And you missed the secret memos.

All I see in this thread are people putting arbitrary restrictions on their play to make the game harder. If a game isn't challenging/fun by itself then that's bad game design.

And I did get 2 or 3 of the memoes, I'm not sure what your point is.

I don't think P3 is a bad game, it just did not live up to my expectations at all (this was my first Pikmin game) and I think calling it one of Miyamoto's best is a joke.
 
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