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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