I dunno if this is the problem or not, but why not try moving LCU to your external first and then downloading it straight to the internal memory
But I didn't really feel the game, at least enemy encounters, ever really, truly pressured your skill. Lots of stuff was easy to cheese with Pikmin numbers. I don't so much need harder enemies, but I would have liked to see some more complex challenges in the way enemies are laid out around the environment.
I think I have only two real complaints with how the game designed. Maybe one based on subjectivity.
That one would be difficulty. Pikmin 3 is really super easy and cruisy to play, the campaign at least, even going for 100%. I say it's subjective because I can see why someone else would find it harder, and despite being easy I still loved the shit out of it. And, of course, high Pikmin losses can be improved to strengthen the challenge. But I didn't really feel the game, at least enemy encounters, ever really, truly pressured your skill. Lots of stuff was easy to cheese with Pikmin numbers. I don't so much need harder enemies, but I would have liked to see some more complex challenges in the way enemies are laid out around the environment.
That aside, the real complaint I have is that the game almost never exploits the three person party. There's a couple of essential mission paths, and a couple of optional fruits, that require multi-personal juggling. But other than that it's almost like they added a third party late in the design. You could go as far as to say you don't even need two people for 80% of the game. It's a great idea and works well if you touch pad multitask, but not in the least bit essential and rarely integrated into actual puzzles. Even the final level, which seems like it wants you to multi-task, can be beaten by keeping everyone in the one party. It's an easy game to solo group, and I don't feel they ever properly explored what two/three group challenges should be.
That aside, the real complaint I have is that the game almost never exploits the three person party. There's a couple of essential mission paths, and a couple of optional fruits, that require multi-personal juggling. But other than that it's almost like they added a third party late in the design. You could go as far as to say you don't even need two people for 80% of the game. It's a great idea and works well if you touch pad multitask, but not in the least bit essential and rarely integrated into actual puzzles. Even the final level, which seems like it wants you to multi-task, can be beaten by keeping everyone in the one party. It's an easy game to solo group, and I don't feel they ever properly explored what two/three group challenges should be.
So has the story mode I think, just think of getting 100% in >35 days as getting a bronze medal and <15 days as getting a platinumThey've been expertly crafted to provide all the challenge and three captain scenarios you need.
Tons of spoilers
Okami, Katamari Damacy, and the Pikmin series, all have a similar feel game play wise and in theme. Why is that?
Played through a second time, and this is about as quickly as I can do it, I think.
The 10 days run is ridiculous.
Mechanically? Movement speed and camera control.
Thematically? Nature? Japanese?
Is there a video of the 10 Day run? I looked on YouTube but couldn't see anything.
I seriously didn't think I'd use the camera feature that much, but it's so damn addictive! I'm really gonna miss it when i start playing Pikmin 2 soon.
But yea, I took a bunch more pictographs. Enjoy!
Awesome shots
I think I have only two real complaints with how the game designed. Maybe one based on subjectivity.
That one would be difficulty. Pikmin 3 is really super easy and cruisy to play, the campaign at least, even going for 100%. I say it's subjective because I can see why someone else would find it harder, and despite being easy I still loved the shit out of it. And, of course, high Pikmin losses can be improved to strengthen the challenge. But I didn't really feel the game, at least enemy encounters, ever really, truly pressured your skill. Lots of stuff was easy to cheese with Pikmin numbers. I don't so much need harder enemies, but I would have liked to see some more complex challenges in the way enemies are laid out around the environment.
That aside, the real complaint I have is that the game almost never exploits the three person party. There's a couple of essential mission paths, and a couple of optional fruits, that require multi-personal juggling. But other than that it's almost like they added a third party late in the design. You could go as far as to say you don't even need two people for 80% of the game. It's a great idea and works well if you touch pad multitask, but not in the least bit essential and rarely integrated into actual puzzles. Even the final level, which seems like it wants you to multi-task, can be beaten by keeping everyone in the one party. It's an easy game to solo group, and I don't feel they ever properly explored what two/three group challenges should be.
Here ya go. It's also a 0-death run, in case the whole "10 Day" thing seemed too straightforward.
That is exactly where I am too!I have collected all fruit now, just the last area to complete. Looking at the stat screen, I am guessing this level is simply just the final boss.
Maybe it's because I'm playing DKCR at the moment which can, many times, be difficult to the point of frustration but I thought the difficulty was fine. Yes, the game is easy, but it's not so easy that you get bored with the combat, which I think is the most important thing. Difficulty is there to keep you entertained and prevent you from becoming bored. At least for me, the difficulty was just enough for me to be more than entertained.That one would be difficulty. Pikmin 3 is really super easy and cruisy to play, the campaign at least, even going for 100%. I say it's subjective because I can see why someone else would find it harder, and despite being easy I still loved the shit out of it. And, of course, high Pikmin losses can be improved to strengthen the challenge. But I didn't really feel the game, at least enemy encounters, ever really, truly pressured your skill. Lots of stuff was easy to cheese with Pikmin numbers. I don't so much need harder enemies, but I would have liked to see some more complex challenges in the way enemies are laid out around the environment.
The game doesn't force you two use three captains for most of the game, I agree.That aside, the real complaint I have is that the game almost never exploits the three person party. There's a couple of essential mission paths, and a couple of optional fruits, that require multi-personal juggling. But other than that it's almost like they added a third party late in the design. You could go as far as to say you don't even need two people for 80% of the game. It's a great idea and works well if you touch pad multitask, but not in the least bit essential and rarely integrated into actual puzzles. Even the final level, which seems like it wants you to multi-task, can be beaten by keeping everyone in the one party. It's an easy game to solo group, and I don't feel they ever properly explored what two/three group challenges should be.
Where do I find the last pieces for the red bridge in Twilight River?
I think I have only two real complaints with how the game designed. Maybe one based on subjectivity.
That one would be difficulty. Pikmin 3 is really super easy and cruisy to play, the campaign at least, even going for 100%. I say it's subjective because I can see why someone else would find it harder, and despite being easy I still loved the shit out of it. And, of course, high Pikmin losses can be improved to strengthen the challenge. But I didn't really feel the game, at least enemy encounters, ever really, truly pressured your skill. Lots of stuff was easy to cheese with Pikmin numbers. I don't so much need harder enemies, but I would have liked to see some more complex challenges in the way enemies are laid out around the environment.
That aside, the real complaint I have is that the game almost never exploits the three person party. There's a couple of essential mission paths, and a couple of optional fruits, that require multi-personal juggling. But other than that it's almost like they added a third party late in the design. You could go as far as to say you don't even need two people for 80% of the game. It's a great idea and works well if you touch pad multitask, but not in the least bit essential and rarely integrated into actual puzzles. Even the final level, which seems like it wants you to multi-task, can be beaten by keeping everyone in the one party. It's an easy game to solo group, and I don't feel they ever properly explored what two/three group challenges should be.
I wonder if there's enough interest for me to start a Pikmin 3 photography thread...
As much as I loved the game, and I do, I agree with this criticism. This is why Pikmin 2 is the superior game for my tastes.
The challenge in Pikmin 2 came from the fact that you couldn't just get more Pikmin if you needed to. I disagree with the notion that they handled enemies more cleverly or something like that. I feel that came entirely from the semi-perma-death-dungeon-crawlerness of the caves.
The challenge in Pikmin 2 came from the fact that you couldn't just get more Pikmin if you needed to. I disagree with the notion that they handled enemies more cleverly or something like that. I feel that came entirely from the semi-perma-death-dungeon-crawlerness of the caves.
Definitely this. I haven't played 3 yet but it was the biggest difference between 1 and 2 for me. I dreaded going inside caves, because I knew there was a chance none of my pikmin would make it to the end. It was not really fear of dying myself, as captains rarely die and can just go back to the surface, but rather of losing purple or white pikmin.
It's paranoia. That one difference alone made the game stressful and flipped the difficulty switch, much like dark aether's polluted atmosphere was the one reason I found Metroid Prime Two the hardest and most nerve-wrecking of the trilogy.
There's a difference between challenging and tedious, and to me the mechanics you're describing would make the game more tedious.The caves definitely helped make the combat actually have consequences, but that wasn't it. The fact that bosses didn't carry over damage is pretty big. That makes it so there was an actual sense that you could lose a battle and not just power through it with more pikmin. You actually had to overcome the challenge.
Also, the sheer variety of enemy types (like a spider with a machine gun) were just more threatening in general. To some degree, I think Nintendo made a balancing decision to de-emphasize enemies to let your three captains wander the level with the "Go Here" mechanic without too much trouble.
I don't want to hate on Pikmin 3. It's a great game. But the combat and threat of enemies is much less challenging than what was in Pikmin 2.
I seriously didn't think I'd use the camera feature that much, but it's so damn addictive! I'm really gonna miss it when i start playing Pikmin 2 soon.
But yea, I took a bunch more pictographs. Enjoy!
Can't beat Formidable Oaks, no matter what I try.
Tips? PLEASE!
First of all in what part are you having trouble?Can't beat Formidable Oaks, no matter what I try.
Tips? PLEASE!
Can't beat Formidable Oaks, no matter what I try.
Tips? PLEASE!
First of all, you don't have to explore the whole thing, but I did open all the paths so I could more easily have Britanny run in circles to distract the Boss as Charlie and Alph opened the way to the exit.
I had 5-10 Flying Pikmin carry Olimar, they will go over most hazzards except webs. The boss also wont go over water, so you can camp there if you see you can't run around circles.
There's some clever ideas but the game need some patching for those go into wall and appear on top after falling inside. Like the way the last level is tackled.
Shigeru Miyamoto said:You know, obviously video games are designed for the player to play the way the designer has intended them to. But a good gameand this is really where I think Pikmin 3 stands outis a game that gives you enough freedom that the player can create their own way of playing and can find ways of playing that the developers didn't envision.
<via Kotaku>
Also, about Pikmin3 difficulty. I think it's important to have a space in Pikmin where the delicate calm of that nature feel isn't crushed by the pressure that comes from forced multi-tasking, or hordes of killer enemies.
Besides, for me, battling enemies was never a first option when it comes to fun for me in a Pikmin game. My first love was always the symphony of a 100 Pikmin going about their various tasks. Which is something that, as it turns out, having less enemies facilitates.
Started a Pikmin 3 Photography thread if anyone wants to share their shots:
http://www.neogaf.com/forum/showthread.php?t=652891
This should be standard practice from now on. Miiverse makes it too easy for people to spam screenshots in OTs. While not as egregious (or bannable) as story spoilers, we end up seeing a lot more of the game than many of us would want.
Well said.Also, about Pikmin3 difficulty. I think it's important to have a space in Pikmin where the delicate calm of that nature feel isn't crushed by the pressure that comes from forced multi-tasking, or hordes of killer enemies.
Besides, for me, battling enemies was never a first option when it comes to fun for me in a Pikmin game. My first love was always the symphony of a 100 Pikmin going about their various tasks. Which is something that, as it turns out, having less enemies facilitates.