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Pikmin 2 Review
Everyone should play more bad games, really, they're good
for the industry. A bad game reminds us how superb a game like Pikmin 2 is, the
fact that I only play good games means I completely bypass and don't recognize
the things great about Nintendo first-party games that we take for granted, no
bugs, stable framerate, no loading what-so-ever and of course a game experience
that can keep your interest from start to end. You see, there's far too many
great games out and I play far too many of them. When it comes to the review and
I have to sit down and have a think about what I thought of the game I just
played, the answer is always "meh" or some other emotionless bored
grunt ("buh" "snah" and "pfff" are good suggestions).
That's why from this day forward I promise to play more sub-rate videogames.
Yep, Acclaim can expect plenty of business from me in the future.
So, what's this new Pikmin game then? Well, like the first
you use your army of plant/ant hybrid creatures to do your bidding, crushing
walls building bridges and defeating many a foe. The story goes like this:
Olimar (or 'Orima' as he's known in Japan and should've been named everywhere
else) has returned to his home planet only to discover that the company he works
for is in considerable debt, so at the risk of being made redundant Olimar
decides to return to the Pikmin planet to use his little friends to salvage various
valuables such as diamonds the size of small stadiums and giant love testers.
But this time you're not alone! Olimar has brought his good friend Louie along
with him and you can use the Y button to switch between both Olimar and Louie
(and another character later in the game) to multi-task even more efficiently
than in the first game. However, I only found the second character useful for
leaving next to the onions to bring you reinforcements if needed.

I'm sure you've all seen the new white and purple Pikmin a
thousand times before in screenshots and renders, so I won't bore you with a
fancy introduction. Instead I'll get straight down to the meat: both the white
and purple Pikmin can only be attained by throwing normal red, yellow or blue
Pikmin into special flowers, either a purple one giving purple Pikmin or a white
on giving yes, you guessed it: white Pikmin. These flowers only give a maximum
of 5 of these Pikmin before disappearing so you'll find it hard to mass up any
considerable number of them. The white Pikmin are fast, invulnerable to poison
and will poison enemies when eaten. Purple Pikmin are strong fighters, can stun
enemies when thrown on top of them, are slow and can pick up things with the
power of ten Pikmin. Yellow Pikmin have received a well needed tool around,
they're now invulnerable to electricity and thus can knock down electric fences
and attack electric enemies, however their ability to pick up rock bombs seems
to have been completely removed. Alot of work has been put into giving the
Pikmin personality, I really love these little guys. Watching them drown as
always, is painful. They now sing and chant together when you're winning and
they cry and moan when left alone or after taking a heavy loss of Pikmin.
The setup is almost the same as the first game: there are
four areas each with seven valuables hidden in them for you to collect, but this
time there are also three or four "dungeons" hidden in each area. The
dungeons are basically randomly generated challenge mode levels, you find an
entrance to the dungeon in the main area (a hole in the ground) and before
entering you will be told which types of Pikmin you will need to complete the
dungeon. Each dungeon has anything from 3 to 15 floors and can easily take well
over an hour to finish. You can only use the Pikmin you take with you, there's a
part of your spaceship down there with you so you can return the valuables you
find but returning enemies will only give you cash. To clear a floor you need to
collect all the valuables on the floor (usually about 2 or 3 on each floor) and
once your gauge meter is turned off to let you know that there are no valuables
left to collect you go to the geezer and get shot up to the next floor. All of
the boss enemies are found in dungeons and you can only find purple and white
Pikmin flowers in dungeons.
Each valuable gives you anything from 30 to 140 credits in
money, valuables are hidden just like the ship parts in the previous game and
you need to use your Pikmin to take them back to your spaceship to collect the
cash. Once you gain access to white Pikmin a small gauge meter appears on the
bottom right of your screen which will appear hot or cold when you're close to a
valuable, you can use this to find valuables under ground which white Pikmin can
dig up. The meter also beeps when you're near a valuable, this can be useful for
accidentally stumbling onto them but it gets a bit annoying when your meter is
beeping again and again because you're near the world's largest orange that your
Pikmin have been busy carrying for 2 minutes. On the map screen there's also a
index of all the valuables and enemies you've found, where you can watch them as
if in a zoo and read information about them.
The enemy designs are again fantastic. The game has a very
silent undertone of how cruel nature can be to ensure survival of the fittest
and the enemies really do feel that they have evolved over many centuries to be
efficient at killing poor little Pikmin. Many enemies return from the original
Pikmin like the Bulborbs, Armored Cannon Beetle and Wollywogs, but in most cases
there are now many more variations (especially in the case of the bulborbs) and
in some cases they've been made more difficult. The new enemies are really quite
inspired, my favorites are the creatures that appear to be flowers with eyes
until you approach and a huge creature appears from out of the ground and starts
attacking your Pikmin, the flying insect that blasts out sound waves that
malfunction your gauge meter and the electric beetles. The game contains a whole
load of boss enemies, some of which are very hard. Some return from the previous
game like the Emperor Bulblax but most of the bosses are totally new like the
huge fat Bulborb that tries to roll on you, and the hands-down best boss in the
game: the robotic Beady Long Legs.
This time around the game has been even more
geared towards making the individual Pikmin colors more individual and I think
adding the electricity invulnerability to yellow Pikmin has done a whole world
of good, the best strategy is to take equal number of Pikmin colors to dungeons
as they're all accounted for. White and purple Pikmin are special cases, I've
only gotten a maximum of 30 of each with the purple Pikmin being killed of first
due to there brilliant fighting skills. I think white Pikmin could've been made
as common as the other 'normal' types, they're used alot to take down poison
walls and poison enemies and I don't see how making them readily available
would've unbalanced the game at all.

The challenge mode has been seriously revamped. Instead of
playing through the single-player areas you now play through originally created
dungeons levels, each level allocates you a certain amount of Pikmin and there
seems to be at least 25 challenge levels. You're timed for how long in takes you
to collect all of the valuables and finish the floor and then you're ranked
based on your performance. You can also play challenge mode in 2-player co-op
but you cannot unlock new levels in 2-player mode. It's exactly how you'd
imagine it, just normal Pikmin split-screen with two people. Pikmin management
can become a real pain with two players though.
2-Player Mode is in there though and it's pretty
good. One person gets red Pikmin, the other gets blue Pikmin (they're just
colors though - they haven't got their usual special attributes), you can choose
how many Pikmin each player gets (for a total of 100 between you) and then you
choose a level and the game begins. Each player has an onion to bring stuff back
to, you win the game by either killing your enemy (the spaceman), collecting 4
yellow marbles, or by getting your enemies marble from their onion and taking it
to yours capture the flag style. You can attack your enemy with your
Pikmin and you can also create ultimate carnage by attacking their Pikmin with
yours, but for every Pikmin killed by an enemies Pikmin a Pikmin seed comes out
of your onion, so you cant win by simply killing all of your opponents Pikmin,
only slow them down a bit. However, any Pikmin killed by creatures will not
return and you will lose if all your Pikmin die. There's also cherries littered
around the levels, every time you take one back to your onion you get a spin of
the slot machine which depending on what you get will give you power-ups, drop
various enemies on top of your opponent, level up your Pikmin, drop rocks on top
of your enemy etc
My only complaint about the Vs. mode is some of
the arenas have far too many yellow marbles, you can collect four of them in 2
minutes easily with another 3 being carried to your onion on top of that.

Lets get down to the moaning. My number one
complain about the first game was the length, Pikmin 2 is certainly longer but
not by much. As I said earlier there's 4 areas to explore and the real meat of
the game is in the dungeons, but although this didn't bother me much I seem to
find myself wondering if Pikmin has become the ultimate collect-a-thon. Each
valuable give you between 30 and 150 credits with the average payout being 100
credits, you need 10'000 credits to repay your debt and I finished the game with
well over 15'000 credits. Work it out. However I digress, this was not at all a
problem for me but I can certainly see some people being put off by the amount
of collecting. The length of the game doesn't feel like a problem at all to be
honest, it took me 16 hours to complete, the dungeons take up alot of time and
alot of effort has gone into the challenge mode, Vs. Mode and the e-reader
functionality.
Pikmin 2 is as you can see, beautiful. The models
are definitely benefiting from a polygon-boost and there's some new effects in
there like some slight distortion in the water, however the textures are still
quite bad. The game looks almost photo realistic when you're zoomed all
the way out but again, I think the textures are holding the game back alot
visually. The water is also starting to show its age looking more like
cling-film than water. God, I remember when I thought the water in Pikmin was absolutely
stunning...
Now, sound. The music is very good, very
atmospheric, however the main theme is gone which I find a bit disappointing but
alot of the previous game's menu music is re-used which is quite cool. Alot of
work has gone into the sound effects, in the lake area you can hear ducks and
geese in the distance, there's lots of ambient forest sounds like birds and
insects which add a bit of immersion to the game. As mentioned before the Pikmin
now sing or cry depending on how well you're doing which is just brilliant.
Overall
Andy Robinson: Well-made sequel, if you loved
the first game you will adore Pikmin 2. The single-player game puts lots of new
twists on the original's template and there's a whole ton of replay value with
the new challenge mode and multiplayer modes. Looking forward to Pikmin 3.
    
Review written by Andy
Robinson
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