Sunday, July 10, 2016

Game Of The Week: Pikmin 2


Hello dear readers and welcome back to the game room. Today I’m taking a look at a great sequel to a great game, one of the best for the Nintendo Gamecube and one I love to start back up every now and then: Pikmin 2. I love both games in different ways and it’s hard for me to choose which one I like better, but I’ve decided to a do a review of Pikmin 2 because there’s a bit more for me to talk about when discussing it. So let’s get small and dive into the grass as we take a look at Pikmin 2.



 Released in 2004 for the Gamecube, Pikmin 2 did exactly what any good sequel should do: keep the core gameplay that made the original great intact while improving and expanding the universe created by the first game. The story picks up right where the first left off, with the protagonist Captain Olimar returning home from the alien planet where he crash landed in the first game. However, his triumphant return is short-lived when he discovers that in his absence, the freight company he works for has gone bankrupt and if its massive debt isn’t paid back soon, he’ll be out of a job. The boss of his company is at a loss for what to do- that is, until he discovers that a small object brought back from the alien planet by Olimar is extremely valuable, and that more treasures are there waiting to be collected. In order to save his company and his job, Olimar then travels back to the planet with his fellow employee Louie in search of more treasures.

This is where the primary addition to gameplay in the second game comes in- with the two playable characters of Olimar and Louie, you’ll be able to switch between the two and divide up your Pikmin squads around each of the levels. This pushes multitasking even further than in the first game, as now you’ll be able to simultaneously work on accomplishing different goals around the map by controlling two characters. There are also certain bosses that take advantage of this switching system- for example the toady bloyster boss, which you’ll have to distract using one character and launch Pikmin at from behind with another. It’s a very intricate system which allows you to tackle multiple tasks on completely different sides of the map while maintaining a greater level of control than the first game allowed. Another major difference between the first and second games is the introduction of “caves” throughout each of the maps, which are multilayered underground voids in which both the layouts and enemy/treasure placements are completely randomized. At the final floor of nearly all of the caves is a boss fight in which you’ll have to do battle with a massive enemy which will yield a special item upon being defeated. These items are mostly upgrades to Olimar & Louie’s suits that make the gameplay a little easier (for example, being impervious to fire, a larger whistle range to corral Pikmin, etc). There are four caves per map, with the exception of the last map in which there are only three, for a total of 15 in the whole game. Unlike above ground, when inside of a cave time does not pass, allowing for exploration of a cave without the urgency of moving quickly before a day ends.

Being able to split up your squads between two playable characters exponentially changes the multitasking dynamic of the game.

Speaking of urgency, there is no overarching “time limit” as there was in the first game. In the first game the player has 30 days to recover all of the ship parts before the game ends, whereas in the second game, there’s an unlimited amount of days to explore and collect all of the treasures. The second game doubles down on enemies, adding many new types that present a multitude of different threats to your Pikmin squad. There are a few enemies from the first game that don’t return, but the myriad of new ones makes up for that fact nicely. In addition to the enemies, two new Pikmin types join the ranks of the reds, blues and yellows: purple and white Pikmin. Purple Pikmin are slower than molasses, but their massive weight allows them to briefly stun enemies when thrown, making them extremely useful in combat. Also, they can carry ten times their own weight, allowing just one of them the lifting capacity of ten other Pikmin. By contrast, white Pikmin are small and swift, rapidly following behind you and carrying items. They are immune to poison and can dig up underground objects that other Pikmin can’t see. Additionally, they deal substantial damage to enemies if eaten. Both of these new types are very useful and valuable to have throughout the game, but there’s a major hitch- they can only be spawned in caves by throwing red, blue or yellow Pikmin into their respective candypop flowers and not by the traditional means of transporting dead enemies or pellets to the onions. These flowers only spawn a maximum of five Pikmin, meaning that you’ll have to very slowly build up a squad over the course of the game. However, the usefulness of both types for different tasks makes it very much worth the time and effort to do so.

It sucks that you aren't able to spawn purple & white Pikmin as quickly as the others, but it's certainly worth it to take the extra time to do so.

Lastly, there’s the introduction of items which aid in your adventure. I already mentioned the special items you’ll receive from defeating bosses, but there are two others that are very useful to collect as you progress- spicy and bitter berries, which can be used to create spicy and bitter spray, respectively. By pressing up or down on the D-pad, you’ll use one of these sprays which greatly helps in combating enemies; spicy spray causes your Pikmin squad to become temporarily enhanced, making them move and attack faster, while bitter spray briefly freezes enemies allowing your squad to attack them without being counterattacked. You’ll find the berries to make both types scattered in flowers around the maps, and by bringing five berries back to your ship you’ll be able to make one spray. 

By far, the biggest aspect that sets this game apart from the first is the cave system, which is also where my biggest critique is. I do like the randomization aspect, as the challenge always slightly differs every time you enter a different level of the cave. Also, I like that time doesn’t pass in the caves, so you have an unlimited ability to explore and strategize. However, the thing I didn’t enjoy about the cave system in comparison to the first game is that spending time in the caves makes up a majority of the game. Because of this, there’s a noticeable lack of emphasis on above ground exploring and puzzle solving, where you’ll be working against the clock to find items, break down barriers, build bridges, etc. until the day ends. Also, another above ground aspect lost by spending most of the game in the caves is the ability to sprout new Pikmin from dead enemies. Since the onions don’t follow you into the caves, you lose a lot of the satisfaction from defeating enemies and then using their carcasses to create new Pikmin, which is one of the most fun things about the first game and being above ground in the second. And lastly, the caves really don’t present much of a challenge at all unless you really act on an “honors system” for yourself, so to speak. Every time you enter a new sublevel of the cave, the game automatically saves. I’m not sure if there’s some practical reason for this, or if this feature can be manually shut off for that matter (honestly, I’ve never thought of checking until writing this sentence), but it happens every single time you finish a cave level and then move on to the next. Because of this, if something horrific happens and half your squad gets obliterated by an enemy that dropped in while you weren’t paying attention, you can simply reset the game and start over in that level like nothing ever happened. Like I said, you can impose an honors system on yourself and not do this if you have the discipline to do so, but more often than not I just got so annoyed at losing a ton of my hard earned purple Pikmin because a bomb rock exploded near them while I was off on the other side of the cave that I’d jump up and do a reset out of anger. I know they were trying to put a little less pressure on the player than in the first game, but I think this kills a lot of the challenge in making it through the caves, especially in the later ones when things start getting extremely difficult.

It's kind of like using save states in the caves, if you think about it.

Despite these things, the caves are really my only gripe with the game. I love the diversity of enemies new and old, plus the in-depth enemy analysis in the “Pikelopedia” which appeals to both my inner biologist and nerd at the same time. The new stage hazards of poison and electricity are very cool, as well as the enemies that utilize both, along with fire and water too. The game throws multiple hazards at you at once and you have to come up with some intricate strategies to deal with them. For example, there’s one part of the game where an enemy called the fiery bulblax (as the name implies, it’s on fire) is holding a treasure and sitting across a lake in a little enclave. There’s no other way around and only blue Pikmin can cross the lake, but they can’t attack the beast without being incinerated if they touch it. So, you’ll have to quickly wake it up and retreat into the lake, hoping it will follow you into the water and have its flames doused, at which point you can attack it. The game throws multiple hazards like that at you all throughout the game, and I like the creativity implemented there.

This guy takes a bit of fanagaling to take down, and it's just one instance of the game putting multiple obstacles in your way to complete a goal.

As in the first game, the graphics and music are both great. The music amps up in tension as enemies attack and then slows down peacefully when there’s no threats. The enemies are designed quite nicely and really give you a sense of accomplishment when you take down the massive, ugly boss enemies. Besides the main game, there’s also plenty of time to be spent in challenge mode, in which you’ll have to collect a certain amount of items within a time limit while dodging enemies and other obstacles.

All in all, Pikmin 2 is a great sequel and a worthy successor to the first game. It does lack some aspects that make the first game a lot of fun, so it’s kind of hard for me to choose which one I like better. I usually keep them separate in my mind and enjoy them both equally for their own reasons. Now I just need to get my hands on a Wii U so I can check out the third one…but that will be another story for another time. For now, so long and be careful where you step in your backyard, you never know what’s crawling around in the grass beneath you.

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