In terms of how touch controls are used, W101 is nothing like Pikmin 3. Both lefties and righties need to take a hand off to use it: lefties lose motion temporarily, while righties lose jumping and the morph confirmation buttons (you can do combos if your left handed).
You've convinced me, I'll give it an extra point for the pizza crab.
Well, I don't really see the difference... Pikmin 1 has a limit of 30, Pikmin 3 has a limit of 50, and I'd argue there's a bit more to do.
The real problem with Pikmin 2 is the lack of any timer when you're in the "dungeons".
Try to do a all-fruits in 10 days, and you'll understand how the three captains can change the game
The game really shine if you go speedrun, I think (like Metroid). Though the thing is... in the 100% 9-day challenge in Pikmin 1, you had some time to rest, in Pikmin 3, you'll basically be busy all the time, it's exhausting.
So even if I like 3 slightly more, I prefer the speedrun in 1.
The fight against the timer is not a dumb run to beat it, it involves strategy and decisions. You're greedy you don't make it in time to the ship. Risk and gain. Play it smart, not rush through it.
It's a strategy game. That's why you have the three captains, so you can balance and manage everything on the map. Split the pikmins and send them with the captains while you take care of other things.
I'm a lefty, so playing with the gamepad was completely off the table for me, actually went out and bought a wiimote and nunchuck to play it through in the end. I have 'Wonderful 101' to go through and am sort of dreading it on account of the control scheme.
Alph, Brittany, and Charlie just suck compared to Olimar and Louie.
You don't need to touch the screen ever in TW101. Recommended playstyle is with a Pro Controller. The screen usage is 100% optional. Everything can be done with the right analog stick.
It's the best in my opinion.
My immediate rection to this thread was one of horror, I'm not gonna lie.
The control point is kinda valid I guess, though I immediately dove into the wii remote scheme and never looked back, didn't mind having the gamepad function as the extra unit here.
The rest? nah I can't agree, I thought 2's dungeons were mostly weak and I'll take the more structured design of 3's wonderful slowly expanding overworld areas over them any day, it was almost metroid-esque at times.
The new pikmin types are handled infinitely better than the new pair in two in both accessibility and in game usage, Brittany alone trumps the previous captains with her sass and fruit description powers.
And those challenge levels in co-op? bloody marvellous, Pikmin 3 was a treasure, the entry that took the series from "pretty neat I guess" to "where is Pikmin 4?!".
3 > 1 > 2
There's no strategy though. Once you realize you've reached the boss arena you have exactly 2 choices: rush in and hope you have enough time to kill the boss and get the rewards, or just say fuck it and slog all the way back to the boss arena tomorrow.
I thought some of the shapes would be a bit tricky with a stick, no?
I disagree with basically every point you made, but this? This is absolutely bonkers. Alph, Britanny and Charlie were the breath of fresh air the series needed. Outside of his piklopedia articles, Olimar is bland as hell. Louie is just a trash cartoon character. Alph, Brittany and Charlie actually had cameraderie.
That's the whole point. That's a decision you have to make. Risk and gain/loss. And "slog" all the way back means just sending your captain on the map.
what
WHAT
Olimar is one of Nintendo's secret best characters. You learn so much about his outlook on life through his notes. For anyone sleeping on Hey Pikmin, that game brings it just as hard as Pikmin 2 when it comes to Olimar's journal. Here's just a small sampling of notes from that game:
"My daughter said she wanted to be treated like her mom, so I got her a fancy dress. She said, 'No, like MOM!' so I bought her a toy car to drive. She threw a fit. I couldn't tell where I was going wrong. When I mentioned it to my wife, she laughed and said, 'She wanted you to give her a hug.' Just like me to get the simplest things all twisted up!"
(About the Super Mario Bros. boxart) "The man this chronicle is presumably about is a very tragic figure. He seems to be simultaneously running up against a brick wall, falling to a fiery death, and menaced by a sort of reddish-white, wriggling larva. With so many insurmountable obstacles on all sides, he can't be long for this world. May you have better luck in the next life, my mustachioed friend."
(About a trophy) "When I was a little Olimar, I did anything to get attention. I had to have the latest styles. I carried books around that had really long titles. This mysterious monument seems like a tribute to that little Olimar. Shiny on the outside. Empty on the inside. It's better to be shiny on the inside!"
It's nice that Pikmin 3 had more dialogue between characters compared to Pikmin 2's ship doing most of the talking, but the journal entries offered a lot more room for character development.
Either way it wastes the player's time when they could have just paused the timer during boss battles.
It's the best in my opinion.
Either way it wastes the player's time when they could have just paused the timer during boss battles.
I think 3 is the absolute best. Controlling three captains at the same time felt so rewarding, and the use of the GamePad was actually great in this game. I wish I could play it again for the first time.
Pikmin 2 is the weakest.
No. Iirc the #1 hot tip from back then was NOT to think of them as shapes but gestures anyway. Hence pro controller being the recommended way to play on all accounts.
Let saur explain it to you with a handy video:
https://www.youtube.com/watch?v=sdHbPXNJvVE&list=PLrwWQGfD4d7H_r3hkL6xsJRbQK_R5Du0y
As someone who recently replayed Pikmin 3 and is currently replaying Pikmin 2, I definitely agree with some of your points. Especially regarding writing, where Pikmin 3 falls hopelessly short - Alph, Brittany, and Charlie aren't inherently less interesting than Olimar, Louie, and the President, but they don't have the same amount of space to develop. Where Pikmin 1 had lengthy post-day monologues and part descriptions where Olimar would develop and Pikmin 2 had the Piklopedia, Pikmin 3 has... the little fruit descriptions and a bunch of tutorial text. Most of the end-of-day reports I saw were just tutorial with very little character injected into them, which was such a terrible shame. As a result the captains, and even the overall plot, falls flat.
With that said, though, Pikmin 3 easily has the best gameplay of the series. Being able to send captains around with the Gamepad is a fantastic addition that makes working through the map and collecting fruit a treat, and the lock on/charge system works really well and is a more than acceptable substitute for swarming Pikmin. It especially makes throwing Pikmin a lot easier, which is a godsend. Granted you really have to use the Wiimote and Nunchuk alongside the Gamepad to have the best possible control experience, but it's well worth it for how smooth and wonderful it is.
Pikmin 3 also has the best set of Pikmin. Winged Pikmin alone add an entire dynamic to the game that no other color does, making the gameplay much more interesting with their relatively-simple inclusion. Having all colors of Pikmin spawnable also encourages creativity and experimentation much better than Pikmin 2. In Pikmin 2 you don't feel like you should bring Purples and Whites with you to battle because losing them hurts so much more than any other color, and as a result you are disincentive to use them at all. Pikmin 2 had me reaching for the reset button more than a few times because I got unlucky or made a minor mistake and lost my too-valuable Purples, whereas in Pikmin 3 I always felt like, yes, it was a punishment to lose Pikmin, but I never felt like I needed to break immersion and try the day over again because I could grow more. 3 also does a very good job balancing the tension of 1's day system with the relaxed nature of 2's. The moment where Louie steals your fruit is especially memorable and probably one of the best int he series for how it is set up.
I do miss dungeons, though, and being able to fight bosses without time limits is much better than how Pikmin 3 handled them for the reasons you've said. It also sucks how every new enemy in Pikmin 3 feels less memorable because you don't get to spend the extra time with them in the Piklopedia and/or Pikmin 1's credit roll. I would love to find out what Olimar or Louie (or Alph or Brittany or Charlie) had to say about those wacky electric rats, or the bizarre frogs that flip crystals onto your Pikmin. Pikmin 3 also suffers from being too short - Pikmin 2's dungeons are a godsend for elongating the game and did a great job of it. Pikmin 3 having duplicate fruit made the game feel even shorter, which sucked.
I hope Pikmin 4 is the best of the series and takes the lessons learned from all of them. As it is all have flaws and benefits and it's very difficult for me to pick out a favorite, but I think 2 > 3 > 1. A Pikmin with 3's gameplay design coupled with 2's attention to worldbuilding and story would be a fantastic Pikmin indeed.
Easily Pikmin 1. That timer was crazy tight and gave me a sense of dread every time I fired it up.