[Game: Pikmin, Nintendo, 2001]
Thinking, with Pikmin:

Why Pikmin‘s Campaign is Superior to Pikmin 2‘s Campaign (in Tone and Design)

 

Introduction:

Pikmin was one of the last few entirely original game concepts produced for Nintendo by Shigeru Miyamoto (the creator of Donkey Kong, Mario, Star Fox, The Legend of Zelda, and more), and it is certainly overshadowed by the worldwide phenomena of his earlier creations. Still, I feel that the original Pikmin is a tremendous game, well worth discussing, and is a very unique approach to the otherwise mostly warfare-focused genre of real-time strategy.

Dedicated readers of this series will probably find the title of this article oddly familiar. That is because it is almost identical to the title of an article I wrote previously about Valve’s Portal franchise. I couldn’t help but notice the similar thesis here, where I am saying that the campaign of a sequel to a distinctive and well-known title is weaker than the original, against the critical consensus, and on the basis of both tone and design. But in this case, I feel that the quality difference is much more pronounced. Whereas I consider Pikmin to be an excellent game deserving of classic status (like both Portal and Portal 2), I find Pikmin 2 to be a stale, stilted, and even at times boring game to play.

The nature of this article is such that it requires spoiling plot details of Pikmin and Pikmin 2, so you should only continue reading after this paragraph if you do not mind spoilers or have already played the games.

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[Game: Pikmin, Nintendo, 2001]
Thinking, with Pikmin:

Why Pikmin‘s Campaign is Superior to Pikmin 2‘s Campaign (in Tone and Design)

was last modified: January 26th, 2022 by Daniel Podgorski