43. Pikmin
2
Developer: Nintendo EAD
Publisher: Nintendo
Year: 2004
Format: GameCube
Nintendo are
a strange lot. Most of the time they
seem happy to endlessly rehash old ideas, refining them to exquisite points but
never really surprising. But every so
often they’ll pull out all the stops and remind you just why they’re so
loved. Like when they offered up Pikmin 2.
I confess to never having played the first Pikmin, but apparently it came from
Shigeru Miyamoto’s fondness for gardening and was such a labour of love that he
included textures taken directly from his garden in the game. The sequel expands on its ideas, adding new
concepts and removing the tight time limit.
And what are the ideas? Why, it’s a real-time strategy starring an
inch-high spaceman and his army of sentient vegetables. Indeed.
Nintendo took a genre most often associated with elaborate sci-fi war
settings on the PC and did it as a console game with squeaking flowers.
Pikmin
2 casts you as tiny astronaut Captain Olimar and his dim-witted, slightly
taller assistant Louie, a pairing in no way intended to resemble Mario and
Luigi. Oh no. Olimar and Louie are tasked with collecting
treasure to pay off their shipping company’s debt, and to do this they fly to
the planet of the Pikmin (read: Earth) to loot its wondrous bounty (read:
scavenge bits of rubbish). To collect
the “treasure” and fight off the hostile wildlife, they enrol the Pikmin –
little flower-men of unwavering obedience that come in five different colours,
each colour denoting a skill: red are fireproof, blue can breathe underwater,
etcetera. The game’s split between
overground and underground sections.
Above ground, you can grow new Pikmin to replace the dozens you’ll
inevitably lose to battle or misadventure, but there’s a time limit – you can
only work during the day, and when night falls you have to scamper back to your
rocket, and any Pikmin who get left behind will be eaten. Underground, you can take your time, but
you’re limited to the Pikmin you entered the cave with – you can only have up
to 100 with you at once. Additionally,
two species of Pikmin – poisonous white and strong purple – can only be obtained
in the caves, by switching out your “regular” minions.
The result is a taxing but enjoyable game of
resource management and prioritisation.
There’s rarely a single right way to do things, so you’re free to
experiment. If you really want to show
off, you can split Olimar and Louie up with a clutch of Pikmin each and do two
tasks at once. However you tackle the
tasks, you’ll feel quietly pleased whenever your adorable army defeats a mighty
predator or successfully scavenges a bit of treasure.
Really, though, it's all about the exploration. Pikmin 2 conjures up a truly delightful gameworld, one that's beautiful to look at, charming to listen to and a joy to rummage through. It’s a game full of charm and wonder, and as
such is a very Nintendo game indeed.
MAGIC MOMENT: the lengthy rigmarole at
the end of each game day. First off, you
get a list of Pikmin grown and lost – the latter guaranteed to make you feel a
bit guilty. Then a list of treasure
salvaged, to make you feel smug. Then an
email, usually from your boss or one of Olimar’s or Louie’s relatives – these
can be funny (you get spam sometimes), helpful or poignant. Finally, the joy that is the Piklopedia. One half details all the animals you’ve
encountered (and you can taunt them with carrots, which never gets old), the
other the treasure you’ve gathered. Your
ship’s computer takes it upon itself to name everything, and it’s hilarious. A cherry is “Cupid’s Grenade”, an empty
sardine tin is a “Container of Sea Bounty”.
Wonderful.
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