Pikmin 3’s Final Boss is a premier Nintendo game design – Destructoid

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[There’s no other Nintendo series quite like Pikmin, and this blog from Sam van der Meer illustrates that point well with an admittedly very late-game example plucked from Pikmin 3. It’s our hope that Pikmin 3 Deluxe – a seven-year-later Switch remaster of the Wii U original – can help rekindle the elusive-as-ever Pikmin 4. Other underappreciated Nintendo series were able to reach wild new heights on Switch, and Pikmin should be next in line. It’s finally time, Miyamoto. -Jordan]

Pikmin is very close and dear to me. It was, basically, the first video game I can remember buying, along with my Christmas Day GameCube (the delivery of which was itself a play, magical, charade holly jolly pulled by my parents and our former tenants of the house). It’s a real dollop of molasses quality nostalgia for me, and to venture into Pikmin 3 DeluxeI was maybe a little worried that my memories of the show were what sustained his high prestige in my mind. I had played about two-thirds, three-quarters of Pikmin 3 back on Wii U, but never beat the thing, and apart from my very recent Hey! Pikmin court, I hadn’t played the show since.

Pikmin 3 is a masterpiece. The ways in which Nintendo prompts the player to multitask, controlling three The explorers of Koppaite with a particularly related obsession and passion for fruit, are incredibly interesting and thoughtful, and absolutely satisfying; lead a troop of pikmin to build a bridge and send another to head for a sweet treat while you focus on fighting some Garden of Earthly Delights-lookin ‘monstrosity is a time management exercise prompted by Pikmin 3the clock that runs continuously.


The strengths of franchise, multitasking, time management, and smart use of titular mobs are combined time and time again in Pikmin 3level design and are used in the front and center to test the player’s courage in the game’s final encounter. The Plasmatic Spectrum.

At this point, our protagonists have found Pikmin OG Captain Olimarkeeper of a crucial MacGuffin needed to take off homein the claws of an oozing, shining, totally efficient ruthless consumer of flesh beast.

(Other than that, doing a bit of Googlin for it, I saw that there are all kinds of spooky implications to the Wraith, which I find quite hilarious but also incredible because Nintendo, even in its most recent form. more seemingly harmless, creates worlds with the full vision of brilliant artists. God give me one Pikmin 4.)

Basically the final boss of Pikmin 3, adhering to gameplay fragmentation in timed days, demands that you carry the unconscious Olimar to your ship, navigating the internal maze of a gnarled oak stump, while fleeing the Blob-like (Steve McQueen, not X- Men) Wraith.

So, first of all, the introduction of the “save Olimar” mechanism adds a layer allowing the player to wrap his noggin; Brittany, the most beautiful of the three Koppaites, is referred to as the “lead”, which means that the pikmin carrying Olimar will follow her… which means that she is the line carrying the bait that summons the wrath of the Wraith. So, with one of your three explorers now specifically targeted by the big bad, a new layer of strategy is built in; use Brittany and her Olimar saddled pikmin as a distraction, luring the Wraith in as you work your way through with the other two explorers? Control Brittany’s group to pull the Wraith in a particular direction, away from the rest of the group as they build a bridge or break a wall?

That is to say also, the labyrinth of Pikmin 3‘s Formidable Oak is a glove intended to test the abilities of roughly all of your pikmin varieties. The crystals need the weight of the rock pikmin to shatter, while the occasional elemental enemy will require sending their respective colored little soldier. Keep in mind that you are developing an effective and low-damage strategy run here, keeping an eye out for the incessant Wraith oozing towards Olimar. Pikmin 3The Last Encounter takes the multitasking you’ve been doing all along and makes things even more deadly, the countdown accentuated by the overwhelming cosmic horror that pleads with Olimar for his… weird and indecipherable patterns.

(Another aside: there is a correct way to play a Pikmin game, and it’s absolutely trying to minimize the losses of your little cadets. I played Pikmin 3 final over about three days, trying time and time again to triumph with… minimal losses. Mine wasn’t a race without death, but my point in this too long aside is that Pikmin should be played with the idea that you will start the days over again if you accumulate a high body count. It’s just the moral thing to do, and the compassionate challenge for your pikmin is part of what makes the games so good.)

The first part of the Plasm Wraith encounter shows how Nintendo realizes the strength of the Pikmin games aren’t necessarily their fight, which if you’re good at it should mostly come down to well-placed insta-kills or quick swarms of pikmin. Outside of the game’s actual boss fights, of course. The Plasm Wraith encounter is like a timed, deadly obstacle course, and does the basic loops of what makes Pikmin… More authoritative.

It’s the kind of game design and philosophy that makes me step back and marvel at the imagination. Splatoon is one of the brightest games of the last decade I think because of the way it redefines the priority of the main object (TO KILL) competitive shooters to focus instead on controlling territory, and the mechanisms used to achieve this. The simplification of the objective in the open world game, distilled in Breath of the wild the sole task of eliminating Ganon; absolutely everything you do in the vast wilderness of this game is an exercise in true player freedom, making the world… open. There’s a reason Nintendo is hailed by its legions, after all, and Pikmin 3 makes a case just as strong as some of its more widely recognized triumphs.

Returning to our Golden Goose Plasm Wraith, once Olimar is recovered from the darkness of the labyrinth, the Wraith transforms from blobby silt to a bipedal, murderous walker. The metal gear of Pikmin enemies, if you will. Being a more or less straightforward combat encounter, things here are a little less innovative or brilliant in their design, but test your mettle for pikmin nonetheless.

The Wraith can only be damaged in pieces, with puddles of its golden mud spitting out and stabbing you. Launch your forces on the separate puddles to eventually reduce the grease of the Wraith and send it wrapped. The encounter features attacks that have effective counters for each type of pikmin (except, in particular, the winged ones, which are a great addition; I miss my purples and whites though …), but it’s quite nonchalant compared to the dash desperate that you just face escaping from the Oak.

I’m starting to feel a a little skeptical concerning the fate of the alleged fourth Pikmin (we don’t really need to speak or recognize Hey! Pikmin beyond the fact that it is significantly better than Chibi-Robo! Zip Eyelashes and, probably, Metroid Prime: Federation Force). With the series a beloved creation of our man Shigeru Miyamoto, there is undoubtedly an extra sprinkling of Nintendo-sanctioned elbow grease and a sharper attention to detail applied to any future. Pikmin titles (except, with the existence of Hey! Pikmin this may not be true at all …), but the good but not excellent sales of Pikmin 3 Deluxe could still hinder a suitable new release for our favorite mini murder simulator.

In a few words, I have some thoughts and personal desires for a fourth game:

First and foremost, keep things weird. Pikmin 3 has a gallery of powerful thief creatures to take down and turn into a usable pikmin, but, like, remember that thing from Pikmin 2?

Jesus Christ, What is that ? 3 introduced a slew of great new bosses, but it somehow feels less alien and dangerous, overall, than its predecessor. Part of this is due to the expanded dialogue and the roster, it seems, that avoids getting too cute or childish while still being fun and approachable.

The three-character dynamic of Pikmin 3 is also absolutely phenomenal, and I hope it will return in all future games; multiplayer characters allow the cards to really open up and challenge the player to juggle tasks, heightening the fun of Pikmin. I wonder if it would be worth exploring to make player characters a little more effective or interesting for a sequel; you’re limited to basically throwing pikmin, which should always be the core of games, but what if there were some tools you could use? Send one of your characters equipped, I don’t know, with a space jackhammer to clear a path, or some small arms to deal with minor enemies. I see a profitable Remington crossover if Nintendo is up to the ball.

But until a Pikmin 4 materializes (or not …) we have Pikmin 3 Deluxe to deepen. I finished my game about a week ago and can’t wait to come back, this time with (fewer) kills, and an eye for anything I might have missed. Because Pikmin 3 is sublime and deserves our respect. Do it for Miyamoto and his garden.


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