RPGamers Network > Reviews > Game Reviews > Pikmin
It was a bit of a surprise back in 2001, however, when Nintendo staff announced that for the first time in quite a while, their in-house staff would be whipping up something totally new: a real-time strategy game by the name of Pikmin. It's really one of the reasons to be thankful that Nintendo have handed the reins for a lot of their popular franchises over to second and third-party staff: the freeing up of some resources with in-house staff has given them an opportunity to try something exciting and new. Pikmin, spearheaded by Miyamoto-san and inspired by his own backyard, is really a reminder of why he became such a gamers' icon: just as Mario, Link and Samus (as well as many other Nintendo figures) have had an indelible effect on one genre of gaming or another at some point in history, Pikmin revolutionizes the RTS by stripping the genre of its dogged, hackneyed complexity without sacrificing the challenge or variety that some of the better RTS games offer. It's irresistibly cute, too - in that wacky, Nintendo sort of way - and while it's not a perfect game, a lack of lengthiness is the only major problem that really stops it from being so. Ladies and gentlemen, Pikmin is an absolute charmer, and while many of you may be reluctant to give it a try, I challenge you to put your controller down once you do try it out.
Gameplay:
The structure of Pikmin is deceptively simple, to say the least. The story is centered on Captain Olimar, a pilot who crash-lands his spaceship on a strange planet. Upon inspection of his surroundings, Olimar discovers that the planet is inhabited by species he calls 'Pikmin' - little plant-like creatures with leaves (or buds or flowers) growing from their heads. Conveniently, the Pikmin appear to be eager to assist Olimar, so he decides to enlist their help to build, fight and wander around five different parts of this strange planet. In the meantime, they can help Olimar retrieve the parts of his ship so he can take off and return home.
There are three fundamental kinds of Pikmin: red, blue and yellow. Red Pikmin, which Olimar finds first, are the strongest kind, well suited to fighting the creatures around the planet in most situations. They are also resistant to fire. Yellow Pikmin are not as strong as red ones, but they are lighter and can be thrown higher, as well as being able to carry bomb-rocks which they can use to damage enemies or, more often, to break down walls and gates. Blue Pikmin are the weakest, but are also the only ones which can enter water without drowning. There are different forms of Pikmin, based on what is growing atop their heads: a leaf, a bud, or a flower. Flower Pikmin are the fastest and thus the most effective, but these Pikmin can only be gained one of two ways: either by finding a certain nectar that can be extracted from certain grasses and enemies, or by allowing Pikmin to wait in the ground for longer before they are plucked out.
Speaking of which, I can hear anyone who knows nothing about the game asking now, 'plucked out?' This is the way Olimar musters up a powerful Pikmin army to carry out his various tasks - because, after all, one or two Pikmin would be nowhere near enough to carry the parts of Olimar's ship, or to face the many powerful boss creatures located in the five regions. There are three 'onions' - incubators of sorts - with one corresponding to each of the three Pikmin colours. When Pikmin destroy an enemy, or find a coloured pellet, they may carry this back to one of the onions (which one depends on what colour the majority of the Pikmin carrying the item or enemy are). The onion spouts seeds, which fall into the ground, eventually sprouting leaves that can then be plucked from the ground - and hey presto, Pikmin are born. This adds a great deal of depth to the game, because simply trying to grow masses of one Pikmin colour would render Olimar incapable of achieving his ultimate goal. As Olimar, it is up to you to manage your Pikmin - arrange which Pikmin carry which items, which ones are directed towards which enemies, which ones work on building bridges or breaking down walls. You must keep an eye on the numbers of each Pikmin type, often diverted from the main objective by your need to grow more of a particular Pikmin colour. The vast variety of things to do ensures that there is not a dull moment during the game.
The controls are intuitively laid out, and cutely (not to mention cleverly) outlined for the player as Olimar describes the functions of his spacesuit. The A button is used to pluck Pikmin, throw them, or to make Olimar punch (when not accompanied by Pikmin). The C stick can be used to operate Pikmin in formation, making them carry or attack things, while the X button causes Pikmin to disband and separate into their respective colours. The control stick moves Olimar, as one would expect. This is all well and good, with one small hitch that (thankfully) is being remedied for the sequel. Throwing enemies can be a tad tiresome if you want to throw one of a specific colour, seeing as you have no control over which will be the first one you throw - and splitting up your Pikmin and calling back the Pikmin of a certain colour takes a little more time than would have been liked, given the time limit of the game (which I'll come to in a minute). Still, it's a very minuscule complaint, and one that doesn't hinder the fun of the game.
As for the time limit, this is Pikmin's biggest (in fact almost its only) flaw. You have 30 days in which to help Olimar get enough of his parts before his air supply runs out. Each of these equates to somewhere around 20 minutes of playtime, and while you will likely need to replay certain days with the intention of accomplishing more than you did on previous tries, this still only totals around 15 hours of playtime. That's not tiny - it's certainly a bit bigger than Luigi's Mansion - but unlike Luigi's Mansion, it's really hard to switch Pikmin off. Games with the degree of charm and ingenuity of Pikmin are increasingly rare, and this game could have easily been twice as long and still felt fresh. There's a challenge mode, which allows you to try and grow as many Pikmin in a day as possible, but this is only mildly diverting and doesn't extend the lifespan of the game much. Otherwise, this is pretty close to perfection in a game, with Miyamoto revealing his knack for getting players emotionally involved in a title. The characters are exceedingly cute, but irresistible nonetheless, and if you're like me you'll probably find yourself cooing and talking to the little guys. ItÂ's hard to pinpoint what makes it so lovable, but something about the way those little guys follow Olimar around - even after an explosion wiped out half the flock - makes this game a real treasure.
Graphics:
Cute? Yes. The visual style of Pikmin is also unarguably pretty, owing itself to subtlety more than flashy special effects. From afar in particular, it is very easy to get distracted by all of the little touches: the shadows playing off of each other as if foliage billows somewhere far above, the reflections in the water, the countless little plant rustlings, enemies wandering. The Pikmin, Olimar and all of the enemies are wonderfully and vividly animated, adding to the uniqueness of the visual experience. All the while, the processor in your GameCube has been running like wild, ensuring that there isn't the slightest hitch in frame rate. Best of all, 480p progressive scan mode is offered for those lucky enough to have HDTVs.
Sound:
There has been a lot of debate over certain elements of the aural experience in Pikmin - particularly the music, which many people seem to have disapproved of. It's really a matter of personal taste, but I found the music - which is more atmospheric for the most part, as opposed to the more classic feel of most of Miyamoto's other creations - to be deeply enjoyable. Like the graphics, the music and sound effects owe more to subtlety, but the music is generally quite soothing and fitting to the environments, and the variety of environmental sound effects, as well as those of the various creatures, are superbly executed. And, yes, cute. No DPLII support is a minor drawback.
Closing Comments:
It's been a while since something totally new has come from Nintendo's internal developers, but games like this make me wish it would happen more often. Pikmin is a testament to what can result from experimenting with new ideas. It's sort of a case of the sum being greater than the parts - while everything is fairly subtle, the game flows remarkably well. Pikmin is fresh, original and utterly charming, and wonderfully easy to get lost in for hours. The only problem is that hours are all you really have: the time limit of the game does keep the sense of urgency there, but it also means you're whisked along a little too fast to sit back and appreciate all of the effort that went into this quirky little delight.
Still, games this likable are few and far between, and since the game now retails at just $24.95US, passing it up is not an option.
Summary:
Presentation
While light on features, Pikmin is heavy on charm. Did I mention that it's ridiculously, lovably cute?
Graphics
Stunning. While not as flashy as many other games, the attention to subtle detail makes this game distractingly beautiful, especially from afar.
Sound
Appropriately cute sound effects and a subtle, atmospheric soundtrack. It might not be everyone's cup of tea but, hey, I liked it. No DPLII support is a more clear-cut drawback.
Gameplay
RTS games are rarely this much fun, or this original. It's over a bit too soon, but it's sheer gaming bliss while it lasts.
Lasting Appeal
The slightly short main adventure and lack of extra attractions keep the lasting appeal down a bit.
My Overall Score:9.3/10 (Not an average)
Game Stats | |
---|---|
Genre | Puzzle |
Platform | GameCube |
Format | DVD |
# of Players | 1 |
Released Jap | 10.26.2001 |
Released US | 12.02.2001 |
Released EU | 06.14.2002 |
Aprox. Length | 10-15 hrs. |
Reviewer Rankings | |
Battle System | 9.0 |
Gameplay | 9.0 |
Music | 9.0 |
Originality | 10.0 |
Plot | 6.0 |
Replay Value | 6.0 |
Sound | 8.0 |
Visuals | 9.0 |
Difficulty | Medium |
Overall | |
8.3 |
Pikmin
By: NintendoReviewed By: AtomicBlue
Ask any layman what Nintendo's biggest offering are and you're pretty likely to get one of three answers. The first, and most common answer is 'why Mario, naturally'. Some, however, may instead name Link and the Legend of Zelda series. Others, newer to the gaming world, might mention Samus in light of the recent (and utterly excellent) Metroid Prime. It's no surprise to many gamers that these three franchises, all arguably cornerstones in the world of video games, are all originally creations of Shigeru Miyamoto - one of the most respected figures in the industry.It was a bit of a surprise back in 2001, however, when Nintendo staff announced that for the first time in quite a while, their in-house staff would be whipping up something totally new: a real-time strategy game by the name of Pikmin. It's really one of the reasons to be thankful that Nintendo have handed the reins for a lot of their popular franchises over to second and third-party staff: the freeing up of some resources with in-house staff has given them an opportunity to try something exciting and new. Pikmin, spearheaded by Miyamoto-san and inspired by his own backyard, is really a reminder of why he became such a gamers' icon: just as Mario, Link and Samus (as well as many other Nintendo figures) have had an indelible effect on one genre of gaming or another at some point in history, Pikmin revolutionizes the RTS by stripping the genre of its dogged, hackneyed complexity without sacrificing the challenge or variety that some of the better RTS games offer. It's irresistibly cute, too - in that wacky, Nintendo sort of way - and while it's not a perfect game, a lack of lengthiness is the only major problem that really stops it from being so. Ladies and gentlemen, Pikmin is an absolute charmer, and while many of you may be reluctant to give it a try, I challenge you to put your controller down once you do try it out.
Gameplay:
The structure of Pikmin is deceptively simple, to say the least. The story is centered on Captain Olimar, a pilot who crash-lands his spaceship on a strange planet. Upon inspection of his surroundings, Olimar discovers that the planet is inhabited by species he calls 'Pikmin' - little plant-like creatures with leaves (or buds or flowers) growing from their heads. Conveniently, the Pikmin appear to be eager to assist Olimar, so he decides to enlist their help to build, fight and wander around five different parts of this strange planet. In the meantime, they can help Olimar retrieve the parts of his ship so he can take off and return home.
There are three fundamental kinds of Pikmin: red, blue and yellow. Red Pikmin, which Olimar finds first, are the strongest kind, well suited to fighting the creatures around the planet in most situations. They are also resistant to fire. Yellow Pikmin are not as strong as red ones, but they are lighter and can be thrown higher, as well as being able to carry bomb-rocks which they can use to damage enemies or, more often, to break down walls and gates. Blue Pikmin are the weakest, but are also the only ones which can enter water without drowning. There are different forms of Pikmin, based on what is growing atop their heads: a leaf, a bud, or a flower. Flower Pikmin are the fastest and thus the most effective, but these Pikmin can only be gained one of two ways: either by finding a certain nectar that can be extracted from certain grasses and enemies, or by allowing Pikmin to wait in the ground for longer before they are plucked out.
Speaking of which, I can hear anyone who knows nothing about the game asking now, 'plucked out?' This is the way Olimar musters up a powerful Pikmin army to carry out his various tasks - because, after all, one or two Pikmin would be nowhere near enough to carry the parts of Olimar's ship, or to face the many powerful boss creatures located in the five regions. There are three 'onions' - incubators of sorts - with one corresponding to each of the three Pikmin colours. When Pikmin destroy an enemy, or find a coloured pellet, they may carry this back to one of the onions (which one depends on what colour the majority of the Pikmin carrying the item or enemy are). The onion spouts seeds, which fall into the ground, eventually sprouting leaves that can then be plucked from the ground - and hey presto, Pikmin are born. This adds a great deal of depth to the game, because simply trying to grow masses of one Pikmin colour would render Olimar incapable of achieving his ultimate goal. As Olimar, it is up to you to manage your Pikmin - arrange which Pikmin carry which items, which ones are directed towards which enemies, which ones work on building bridges or breaking down walls. You must keep an eye on the numbers of each Pikmin type, often diverted from the main objective by your need to grow more of a particular Pikmin colour. The vast variety of things to do ensures that there is not a dull moment during the game.
The controls are intuitively laid out, and cutely (not to mention cleverly) outlined for the player as Olimar describes the functions of his spacesuit. The A button is used to pluck Pikmin, throw them, or to make Olimar punch (when not accompanied by Pikmin). The C stick can be used to operate Pikmin in formation, making them carry or attack things, while the X button causes Pikmin to disband and separate into their respective colours. The control stick moves Olimar, as one would expect. This is all well and good, with one small hitch that (thankfully) is being remedied for the sequel. Throwing enemies can be a tad tiresome if you want to throw one of a specific colour, seeing as you have no control over which will be the first one you throw - and splitting up your Pikmin and calling back the Pikmin of a certain colour takes a little more time than would have been liked, given the time limit of the game (which I'll come to in a minute). Still, it's a very minuscule complaint, and one that doesn't hinder the fun of the game.
As for the time limit, this is Pikmin's biggest (in fact almost its only) flaw. You have 30 days in which to help Olimar get enough of his parts before his air supply runs out. Each of these equates to somewhere around 20 minutes of playtime, and while you will likely need to replay certain days with the intention of accomplishing more than you did on previous tries, this still only totals around 15 hours of playtime. That's not tiny - it's certainly a bit bigger than Luigi's Mansion - but unlike Luigi's Mansion, it's really hard to switch Pikmin off. Games with the degree of charm and ingenuity of Pikmin are increasingly rare, and this game could have easily been twice as long and still felt fresh. There's a challenge mode, which allows you to try and grow as many Pikmin in a day as possible, but this is only mildly diverting and doesn't extend the lifespan of the game much. Otherwise, this is pretty close to perfection in a game, with Miyamoto revealing his knack for getting players emotionally involved in a title. The characters are exceedingly cute, but irresistible nonetheless, and if you're like me you'll probably find yourself cooing and talking to the little guys. ItÂ's hard to pinpoint what makes it so lovable, but something about the way those little guys follow Olimar around - even after an explosion wiped out half the flock - makes this game a real treasure.
Graphics:
Cute? Yes. The visual style of Pikmin is also unarguably pretty, owing itself to subtlety more than flashy special effects. From afar in particular, it is very easy to get distracted by all of the little touches: the shadows playing off of each other as if foliage billows somewhere far above, the reflections in the water, the countless little plant rustlings, enemies wandering. The Pikmin, Olimar and all of the enemies are wonderfully and vividly animated, adding to the uniqueness of the visual experience. All the while, the processor in your GameCube has been running like wild, ensuring that there isn't the slightest hitch in frame rate. Best of all, 480p progressive scan mode is offered for those lucky enough to have HDTVs.
Sound:
There has been a lot of debate over certain elements of the aural experience in Pikmin - particularly the music, which many people seem to have disapproved of. It's really a matter of personal taste, but I found the music - which is more atmospheric for the most part, as opposed to the more classic feel of most of Miyamoto's other creations - to be deeply enjoyable. Like the graphics, the music and sound effects owe more to subtlety, but the music is generally quite soothing and fitting to the environments, and the variety of environmental sound effects, as well as those of the various creatures, are superbly executed. And, yes, cute. No DPLII support is a minor drawback.
Closing Comments:
It's been a while since something totally new has come from Nintendo's internal developers, but games like this make me wish it would happen more often. Pikmin is a testament to what can result from experimenting with new ideas. It's sort of a case of the sum being greater than the parts - while everything is fairly subtle, the game flows remarkably well. Pikmin is fresh, original and utterly charming, and wonderfully easy to get lost in for hours. The only problem is that hours are all you really have: the time limit of the game does keep the sense of urgency there, but it also means you're whisked along a little too fast to sit back and appreciate all of the effort that went into this quirky little delight.
Still, games this likable are few and far between, and since the game now retails at just $24.95US, passing it up is not an option.
Summary:
Presentation
While light on features, Pikmin is heavy on charm. Did I mention that it's ridiculously, lovably cute?
Graphics
Stunning. While not as flashy as many other games, the attention to subtle detail makes this game distractingly beautiful, especially from afar.
Sound
Appropriately cute sound effects and a subtle, atmospheric soundtrack. It might not be everyone's cup of tea but, hey, I liked it. No DPLII support is a more clear-cut drawback.
Gameplay
RTS games are rarely this much fun, or this original. It's over a bit too soon, but it's sheer gaming bliss while it lasts.
Lasting Appeal
The slightly short main adventure and lack of extra attractions keep the lasting appeal down a bit.
My Overall Score:9.3/10 (Not an average)
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