Ironclad_Ninja said:I think what he's trying to say is that sense of pressure and urgency was lost in the second one. In the first one, you only had 30 in-game days and this pushed you to play better and manage your Pikmin efficiently. The second one was much more lenient on this. I don't really think he played them for the story.
Thats exactly how I felt playing Pikmin 2.I think what he's trying to say is that sense of pressure and urgency was lost in the second one. In the first one, you only had 30 in-game days and this pushed you to play better and manage your Pikmin efficiently. The second one was much more lenient on this. I don't really think he played them for the story.
Speevy said:The sequel does everything the first game should have, and then some
Speevy said:Time limits are the most annoying and archaic gameplay element that exist. To base an entire game on a time limit that fails the player ultimately ruins the game. That's why you'll find few uses of the timer in today's games. It sucks, especially in Pikmin. Games are short enough without having to shut down on you.
Absolutely, I agree. The 30 day limit is easy to beat but the strategy and planning required was minimal. These elements had to be downplayed just a bit so the 30 day limmit could be realized. Since they removed the limit in Pikmin 2, you are able to focus more on your strategy, planning and efficient use of your ever loyal Pikmin. Still, both games are great.Mejilan said:It was dead easy to finish well before the 30 days in the first game. Not much urgency in that. Besides, the 2nd one focused on the strategy, planning, and micromanagement, which arguably is what Pikmin was all about. Moreso, Pikmin 2 REFINED those qualities. The 30 day time limit was terribly contrived.
sonarrat said:How did Eternal Darkness sell? Along with Pikmin, those are the two best IPs to come out of Nintendo in a decade.
Speevy said:Time limits are the most annoying and archaic gameplay element that exist. To base an entire game on a time limit that fails the player ultimately ruins the game. That's why you'll find few uses of the timer in today's games. It sucks, especially in Pikmin. Games are short enough without having to shut down on you.
Odysseus said:Except in Pikmin, it actually fit the game. It's called life support. Limited food. Limited air. Ever seen Space Camp?
In my opinion, it was a HUGE disservice to Pikmin to remove that element and not replace it with something as equally motivating. Pikmin 1 said "save your life." Pikmin 2 said "collect junk." Pikmin 2 was a huge step backwards.
Odysseus said:Except in Pikmin, it actually fit the game. It's called life support. Limited food. Limited air. Ever seen Space Camp?
In my opinion, it was a HUGE disservice to Pikmin to remove that element and not replace it with something as equally motivating. Pikmin 1 said "save your life." Pikmin 2 said "collect junk." Pikmin 2 was a huge step backwards.
Mejilan said:Who CARES if it fit the story. It didn't suit the gameplay.
You're absolutely right. While the first game was great, the second one expanded on it and refined it in so many ways, it almost seems that the first one was unnecessary. Still, the first one was great but there is such a huge level of improvement with the second title. I can respect the first Pikmin title, but after playing the second one, it would be very hard to go back.Mejilan said:Nah, there I disagree. The first was great for its time, but in hindsight it seems more a proof of concept. I agree with others who stated that the 2nd completely replaced the first. Unlike most games, Pikmin 1 is a game I'll never play again thanks in whole part to its sequel. I don't regret getting the original in the least, but it's totally obsolete to me now in ways most games don't ever become.
Odysseus said:Why didn't it suit the gameplay?
It was a strategy game. Part of the strategy was figuring out how to get all the pieces of your ship within 30 days. How does it not fit?
Speevy said:So despite the fact that the sheer amount of content in Pikmin 2 destroys the first game, and it has better graphics, and it has multiplayer, you still think the lack of "urgency" did the game in?
Then let me ask you this. Under what contrived scenario could they have brought the time limit back? And of course, it couldn't have been just 7 days, since there were so many more areas to explore.
"Olimario, listen. There are more areas now, so that means more oxygen. Take a few weeks more. Then you die!"
Oblivion said:Now that was borderlined failure, if you count less than 200k a failure. Cause that's about how much it sold to date, last I heard.
Odysseus said:Why didn't it suit the gameplay?
It was a strategy game. Part of the strategy was figuring out how to get all the pieces of your ship within 30 days. How does it not fit?
I disagree there. Strategy generally matters less in Pikmin 2, since you don't have to make as much of each day. It just doesn't matter as much if one screws up and loses dozens of Pikmin, since you have an infinite number of days you could spend just making more Pikmin.Ironclad_Ninja said:Since they removed the limit in Pikmin 2, you are able to focus more on your strategy, planning and efficient use of your ever loyal Pikmin.
Rival camps united by Pikmin. But really, there have been two camps on this from Day 1. I guess we've both got our way once, though.The Faceless Master said:lol, wtf... the NUMBER ONE THING people complained about in Pikmin 1 was the 30 day limit!
now people are complaining that it's gone?
Yeah, but that was also a late Japanese N64 release, so it's a bit iffy as to how we count that.Speevy said:The most successful new IP out of Nintendo this generation has been Animal Crossing. 1.7 million units, I think.
etiolate said:PC RTS games consist of spending time building and building till you're ready to fight. You do that in Pikmin, you won't have time to fight.
byproduct said:Personally I never looked twice at Pikmin for the same reason I never thought about getting Advance Wars. Despite good reviews and big fan followings, I just find these types of games boring and tedious past a certain point.
It's like RPGs, I love the art and the stories but I hate equipping/leveling up/blah blah blah - if I have to think that hard I may as well be working or doing something constructive.
<------------ For this gamer, compelling gameplay is all that's neededOdysseus said:Except provide a reason to keep playing.![]()
etiolate said:1. Pikmin bombed?
2. I could smack so many of you.
3. Cultural differences does not equal 'we invited dumbshits to the game party". Cultural differences is how we draw eyes differently, certain injokes and eating sushi instead of hotdogs. Male insecurity over multi-colored oompa loompas is not a cultural difference and was never a problem for videogames being accepted until recently.
VerTiGo said:Pikmin fucking rocks.
GaimeGuy said:Just a question: Have you ever tried an AW or a pikmin game? Or did you just look at them and say "Bah. Strategy games. Forget it"
catfish said:can someone spoil the ending of pikmin 2 for me? I didn't make it to see all the movies before I sold my games systems. I repayed the debt but there is much more after that.
Odysseus said:In Pikmin 1, your ship crashes on an alien planet with an environment that is hostile to you. You can sustain your own life for 30 days, and during that time you must retrieve the parts of your ship so you can escape this inhospitable world. That, sir, is what you call a reason to play.
Pikmin 2... um... the owner of your company needs 10000 credits so he can stay in business. He sends you back to the alien world so you can collect junk. Life support is not an issue, take all the time you need. I lost interest after 6 or 7 "days."
Both games are inherently collectathons with some puzzle solving. But the first game gives you a compelling reason to play, a reason to care. Your life is on the line. The second game? Collect merely for the sake of collecting. Yippee.
That Pikmin comparison is just one example of why gameplay is entirely overrated if there is not a reason for the game to exist in the first place. Give me a reason to play. And, for the love of all that is good, don't make it the very same reason I had the last time around (a la Mario, Zelda, etc.).