Funny how night enemies respawn but are gone by daytime. Woulda been much better if enemies respawn after you spend time in another location, and if more difficult enemies move in after you 100% the area.
The only thing missing from this list is Pikmin 3's large, more intensive bosses. I love the boss creatures from 1, 2 and 4, but outside of the final bosses, they feel closer to... mini-boss, or even elite enemies sometimes.
I honestly much prefer the more faster paced bosses, on top of this basically none of them have damage caps so you dont have to wait around if you are skilled enough, I do definitely love the Pik 3 bosses too though, being more cinematic.
@@WigwamMan That's definitely fair. I just wish there were a few of them - or, at least, that some bosses had larger health pools. As is, it feels like I get 10 seconds with most of them. They go down before I can see what they have to offer, and feel about as major as a Bulbear encounter.
YES. This is exactly what I was thinking by the time I got to the second area. I really liked the huge bosses in Pikmin 3, it gave each pikmin type a real usage in each boss fight as well, which i loved.
I love them for what they are, but they feel quite contrived and "gamey". Finding a boss in 1,2,4 feels like you're just stumbling upon a predator's nest, because that's exactly what you're doing.
I've said the same thing multiple times about the lack of respawning enemies making it so areas can't evolve. I also want to add to the list that a lot of the gear is obtained much too late, making it useless unless you're just going through platinuming Dandori's, so the game could have benefited greatly from a NG+
Agreed, like I don't wanna spoil it but I didnt get the final gear in the game until I 100% completed all the areas so I only had it for platinuming dandori trials. Don't get me wrong, it's super useful, but it would've been so much more useful in the actual game
Absolutely agree on the getting gear way too late. I know getting the gear earlier would probably make the game easier than it already is, but you don't get to enjoy the rewards all that much. New Game + would have been a great addition.
Also some gear is wrongly priced, the gunk boots, a mostly useless item is 240, while THE CHARGING HORN THE MOST OP ITEM IN THE GAME IS 10 RAW MATERIAL.
@@noahthecrazy1632 - The charging horn was standard in Pikmin 3 though, so it's most surprising to see it be a quick upgrade early on. However, I agree that there would have been more challenge if it had been held back for a while.
I felt like winged pikmin were kinda useless this game (even more than in pikmin 3). Its really the worst type in my opinion, they are too strong in some particular situations and way too weak in the average game...
They’re always a safer and quicker way to bring back treasures, plus they can attack a few enemies more easily, but there’s otherwise not much that’s specific to them, yeah.
I think the main reason they seem to use Baldy is because Beady canonically has wax which means Pikmin can’t climb up its legs, and in terms of gameplay it’s probably better to allow all Pikmin types to reach it more easily without needing to wait for it to be vulnerable or having high ground. Although honestly it would’ve been cool to have some stuff revolving around specifically that
No enemy respawns were a bit disappointing, would have been nice if enemies at least started respawning after you 100%'d an area, like how it works for caves.
One thing to note about the 3 Koppaites are all connected to the Pikmin 3 captains with Yorke being Alph's oldest brother, Nelle being related to "a famous botanist" AKA Brittany and Don Bergman used to have a partner he called "Ducky" who is likely Charlie because of his rubber duck, it's also implied Pikmin 4 (might) take place before 3 so it makes sense that the Pikmin 3 captains aren't in it. Also spicy spray doesn't make pikmin's attack stronger it actually reduces red and purple's attack down to the same as blue and yellow (though it might increase white, winged and ice pikmin's attack to the same as yellow and blue also)
This hame definitely takes place before pikmin 3 as someone at camp (I think Russ) mentions that Koppai has recently had a population boom, but may not have the necessary infrastructure to support them, which is what we see in Pikmin 3 where koppai can no longer support its massive population
It's so weird to have it be a late game item too because the charge whistle is infinitely more powerful than the lineup trumpet in every single way. What's the point of giving us a worse version of something as a reward for going through the entire game? I like the nostalgia factor, but it doesn't work very well as a reward when you do it like that.
I totally agree with you on the ffact that there isn't any need to return to previous areas. For example, in the Sun-Speckled Terrace, you only need Reds, Yellows, and Ices, which can all be found in the same area. I loved in Pikmin 3 how you would see something like an electric or bamboo gate and when you return later with the types you need, you find a whole new section of the area.
Absolutely agree, especially because the game forces you to only use 3 Pikmin types at a time. Having items locked behind different barriers that require different Pikmin types would create reasons to wait and return. I cleared each area 100% before moving onto the next one. It would be so much better if I had to leave some things behind and needed other Pikmin to help me (and not just things that Oatchi and items can accompish).
I agree with everything said here. The fire pine cones were a bit tedious after a while. The mud pit was an opportunity for the segmented crawbster to return. I generally want an ultra spicy mode dlc.
Besides Alph and Yorke being brothers, Brittany and Nelle have some kind of family relation (possibly cousins), and Charlie and Don Bergman are old treasure hunting partners
My nitpick: Add back the sublevel transition jingle from pikmin 2. It plays in my head everytime I go to the next floor of a cave and triggers me that it is missing in p4.
co-op is the main one for me, even if it's just in challenge mode. i also want a better challenge mode. how hard would it be to just give p2 control of oatchi?
Who controls when you ride oatchi? It’s not as clean as it sounds. Plenty of people just ride him almost all the time. What you need is Dingo or someone to be P2 after he’s unlocked
@@pikminman13 this exactly. if dingo going to so call help out when you fail so many times, just let player 2 be him when you rescue him. I understand not the captain cuz she is terrified of pikmin. But collins and dingo are both useless and not doing anything. yeah dingo is this lone wolf type but he could still help out.
I used to think this too, but after mulling on it for a bit longer, I dunno. Without riding Oachi, P1 would be vulnerable to a few unavoidable attacks, as well as being unable to take many shortcuts and whatnot. If P1 is always gonna be riding P2/Oatchi, that's not much different than the assist mode the game already has. Like people said, should've just been Dingo. Or maybe P2 could play as any one of the rescued castaways or something? Just give the P2 character the ability to jump and all that.
My biggest complaint regarding the two player is that they LITERALLY HAVE CHARACTER CUSTOMIZATION, but didn't think "hey, we could make a second customizable captain for Player 2 to play as."
The lack of Bosses or "Real Bosses", the bosses like the ones in pikmin 3, in the 4 only are bosses that look like minibosses or enemies that are only a bit stronger than regular enemies
There's this one area in Hero's Hideaway that seems to have been a scrapped dungeon or something, there's a spatula you can knock over but there's nothing inside besides a rope that seems to be leading downwards into something, even Olimar mentions saying something about it, but it's just... there? I feel like it was scrapped because it's something you can just ignore, yet there's rope like it's supposed to be an underground area or such.
If you get in there without Oatchi, you can't jump back out, so there's a reason for the rope... But that doesn't change the fact the only thing in there is a nectar egg. And the fact that you need Oatchi to knock over the gate in the first place.
It's still a waste just for a nectar egg, all of that work. I know Olimar says something about it in the tutorial, but why is that the only tiny spot with a measly rope that is like that?@@AshoreNevermore
6:15 there are these red berry plants, usually next to a base in fact that make the spicy spray. Theres also almost always the ten berries needed on two plants next to each other. These regrow incredibly fast and you can assign 5 pikmin per plant to farm them the entire day. They pick them, move them, walk back to the plant and wait for it to regrow if needed. Rinse and repeat. Farming spray is much easier then frozen enemies
Having distant enemies freeze on screen is more resulting from the decision to change the camera angle and have bigger maps.If you see frozen enemies, it doesn't mean the game would've been too slow if they hadnt been frozen, it just means that you happened to have a very long sightline to those enemies.
I had quite a few nitpicks myself. Wall of Text ahead, Ye have been warned. Spicy Spray for sure, I think it should have stayed as it had been a temporary buff that wears off, doesn't flower pikmin so nectar still has a use, and only works locally on pikmin within a fairly close proximity and within your squad. Obviously Ice Pikmin have kind of become the spiritual successor to bitter spray so its absence doesn't bother me, it was and still is a very OP effect. Nothing respawns on the surface. Very strange, and feels weird that even after 30 days a map you cleared still has no new creatures move in and the bodies of the ones you haven't turned into more pikmin just lie there. Maps are too empty. Sort of hand in hand with the above, the space between enemies is kinda crazy, and in many cases critters that would be very closely placed in previous games are so far apart they can't really join forces to become deadlier as a team than they are apart. Glint beetles for example would frequently spawn in possibly enemy packed areas as a greed magnet to get you to try and put your pikmin in danger trying to get its rewards. Surface is too open. The wide open nature of the maps sometimes leads to other enemy types, notably canon beetles being very easily ignored, as well as just many other obstacles that let you just walk by them without worrying about the odd pikmin straying too close, double so because of riding on Oatchi so your effective squad size is miniscule regardless of pikmin count. Can't turn off the Lock-on. Very annoying and sometimes leads to pikmin deaths because you're locked onto a bulborb corpse but you want to throw pikmin at the still alive bulborb, you can use the manual lock-on to swap between targets but its just as fiddly and unreliable. Pikmin struggling to catch moving loot. Yeah this is returning from Pikmin 3 most notably but I think it did happen in 2 a bit as well if you used all flowered white pikmin, but really only under that specific circumstance, still it is frustrating. Rally trumpet, march, thing. The thing where you point and the pikmin line up in that direction, you get it as an upgrade pretty late into the game, infact you can't get it before the first credits roll because its a quest reward that requires a treasure in one of the last two areas to finish. This is a neat feature from Pikmin 1 and 2, in those games pointing the C stick on the gamecube would cause pikmin to line up in that direction relative to olimar, this would also trigger their behaviour to pickup loot attack enemies and generally interact with things in the environment they would ignore if you just walked over them. Oatchi. That's it, thats the nitpick. The game has a hard pause on throwing pikmin that prevents you from throwing the minimum required pikmin for a task. This means you have to sit and wait for all the pikmin to grab a treasure before you can throw more to help instead of just yeeting them with wild abandon. This is pretty consistent outside of some like crystal piles and or gold piles for some reason allowing you to throw more pikmin at it than there's items in the stack, but none the less frustrating and obviously causes problems with the above issue of pikmin having difficulty sharing a lift. Many upgrades and things in general appear too late. You get an upgrade that lets your captain aid in carrying Objects from Louie, who sends you on a series of revisits to caves that you probably cleared already in maps you most likely have cleared so it feels like a bit of padding going to one floor of one cave in one area and then ending the day right after cause there's litterally nothing else you're doing there. Purple and White pikmin get an onion both only available pretty much after everything else has been cleared, its neat that they exist but they really have no function, you'll likely just go to a cave you know has candypop buds for purples to grind out the 100 you need for the gold bar treasure rather than struggle through about 10 really ball busting dandori challenges. Winged Pikmin are dumb as rocks. But not like actual rocks not rock pikmin. They are kinda slow at hauling and generally don't get many instances where they can cross terrain regular pikmin can't already, they even see small ledges you have to jump over with Oatchi and go around them. Limiting pikmin types. Now I get why they didn't just let you take as many of any pikmin as you want, we have 8 types now, which cuts into that 100 pikmin limit pretty hard, you'd be bringing like 12 of each or something which would be too few of a single type. Honestly bumping it from 3 to 5 types would have been sufficient, especially with that final cave, had to pull out the glow seeds because I didn't bring any yellows because the cave didn't suggest them, and I even went out of my way to grab two pikmin types that weren't recommended because I figured i'd get candypops for purples and whites as i went down. Too much autopilot, similar to the lock on there's just a bit too much "quality of life" changes and additions that make it so you don't really think about your pikmin choices too much, you just go with what the game gives you which feels kinda at odds with the gameplay at times when caves or even surface areas recommend some pikmin but then there's use for at least 2 other types present in that area.
@@WigwamMan there were quite a few overlapping points with ones you made in the video, i kinda kept pausing and moving it forward as thoughts came to me, my brain is of the scattered variety. Another point I remembered was how most treasures fall into a 15 or lower weight catagory, which felt odd given the more wide weight levels in pikmin 2. I suppose its due in part to the addition of Flarlic and how late in the game you get purples and how few you get till a more endgame area assuming you don't go back and farm more in the few caves you can make them in the early game. A new player might somehow miss some flarlic or move onto a new area early and only have a max pikmin squad of 20. Another small nitpik actually just hit me, with Pikmin 3 things like the Snagret and other bosses got full sized bodies that trail behind the body when pulled by pikmin that got changed to them bunching up, i suppose I could see not wanting big bug butts causing traffic jams but then pikmin 4's maps are massive enough I think even the Sandbelching Mereslug's big booty would struggle to cause a roadblock.
Actually the game DOES give you purples, whites AND yellows in the final cave (i can confirm because it did for me), but appearantly what pikmin collours the cave gives you depends on the types you enter with to avoid you obtaining all 8 types for some weird unknown reason(or at least thats what i heard). For the record i did not obtain rocks and wings in the cave nor did i bring any, but i did get all other types
Nitpicks I have in addition to yours: - No Difficulty Settings (the game is too easy in my opinion) - No Backtracking in older areas with new Pikmin Types - Tasks for Pikmin Types other than the 3 suggested types in an area - More lethal hazards (could be fixed with a difficulty setting) like instant-kill Electro, lethal Ice One last thing I have to say even though you said it already cause it's really really annoying me is, that enemies NEVER respawn... WHY Nintendo?!?
Your absolutely correct and those are my exact thoughts. Needs a redux campaign / new game + feature would be my nitpick in addition (and a toggle for the auto lock please for the love of god) Although I get why the base game is not that way, even including non enemy respawns in overworld ; Making the game more accessible to casual, younger and inexperienced players. They casted a wide net with pikmin 4 and ultimately it has proved for the best. I hope the team have considered stuff like this for a update already or currently, and would love to see any of these or all get patched in.
im gonna replay the game with no upgrades and no oatchi riding unless necessary, and see how it feels then. riding oatchi and dashing just feels absurdly strong.
Honestly my biggest complaint about the game is the lack of bulbmin. I know glow pikmin are essentially the same thing, but I really dont like how they're implimented. The whole thing about pikmin is it's a game about time management and the cool thing about caves is it gives you unlimited time, but you only get the pikmin you go in with and cant get anymore so it becomes all about resource management. Bulbmin work perfectly fine with that because you only get them at certain times and you only get a limited amount of them. But with glow pikmin, you can take any amount out at any time as long as you have the seeds, completely negating the whole resource management aspect. Besides that and a few small things like auto lock on being annoying at times, I have no complaints about this game, I'd honestly say it's the best pikmin game and definitely one of my favorite games of all time
I actually much prefer glow pikmin. They are a reward for doing well in night expeditions meaning that the amount you have is based of off skill instead of whether or not there happens to be bulbmin in the cave.
@dsur5547 I respect your opinion but eh, I kinda prefer the pikmin 2 approach. I get only getting to use them in certain places sucks but pikmin 4's way feels more like an easy escape for a hard cave than it does a natural part of caves for me personally
i'm so glad somebody mentioned the re-fights. the last area was super cool to me but the caves, the cave bosses were the Bug-Eyed Crawmad and two Hermit Crawmads and a Soverign Bulbax, which is a re-use (yet cool) boss already. These are the ones that really get me, the Empress Bulbax was re-used but it did gain some traits (and sub-level 16 gives me nightmares) BUT THE REFIGHTS, and hell, besides the Toxstool and Smoky Prog (kinda?) the new cave didn't introduce any new enemies or bosses (both are good but hear me out) The Mud Pit could of have some super Bogswallow boss, like, an anicent giant creature preserved in the mud as the Bogswallow is a primitive creature, and like, idk its just, the Pikmin games seem scared to introduce new stuff in side content BUT THEY COULD OF SHOE-HORNED IN BEADY IN THIS GAME AND LAST GAME and i'm just so sad he didn't make it in little ranty but I wished the endgame bosses were, you know, endgame and not re-usage (in fact besides Man-At-Legs, the only other new end of cave boss is Mammoth Snootwhacker so like no new designs) I LOVE THIS GAME TO BITS but its just a shame just port the Pilgated nobody will get too mad at you
I hate that stupid final empress bulbax fight, it's a neat idea on paper, but one little mistake and you're having to restart because you lost your entire army or all of your good pikmin or what have you, they force you to stay on Oatchi so you can't even use the charge attack to kill it faster
@@springles7775 i do agree, much of the game is now built around oatchi so if you don't use him, you'll suffer a bit. the final cave has this sort of fan-made vibe and this is the peak of that as it is something you would of seen in a Pikmin 2 rom. that fight does need a lot more wiggle room to be fair
@@_miteo rocks do be a little busted in this game like I know they aren't as good as purples or the monster that is Ice but rocks just nullify half of bosses attacks, ik theres a mechanic where the hard floor levels crush them, but most crushing hazards aren't on those floors like, first empress bulbax, and honestly much more funny, the waterwraith can't kill them so like yeah not the best type but one that excels at certain fights that you don't use often because when are you gonna have rocks in a waterwraith level it feels like half of pikmin 2's bosses get countered by rocks like if all of them was brought back (Empress Bulblax, Emperor Bulbax's crush attack, Beady, Raging Long Legs, Segmented Crawbster, Waterwraith like, dear god thats a lot of bosses)
@tempinveir6234 I don't mind the game using Oatchi a lot, and with that boss fight I think it's a really nice idea but yeah the execution isn't great and after the first attempt or two I realized how unfair and tedious it is....
No surface respawns was pretty heartbreaking to me. I'm greatful that i didnt realize this until id all but beaten the game, it would have ruined a huge part of my enjoyment if i realized 2 areas in that if i kill everyone i can just roam freely. The fear of them respawning kept me slightly on edge the whole time, and thats part of the pikmin experience to me, that youre in a wild area and are never *truly* safe when outside of your camp. Also! I have a really big hope we get an olimar story like thing but with louie as DLC, it would be perfect to add in more caves and the missing bosses from pikmin 2.
I think the reason why dirigi bugs are gone is because bomb rocks can now be picked up. The bomb rocks that the skutter chucks and dweevils use can be stolen and put in your pack if you are clever or sneaky, even if they have already been picked up sometimes. Nintendo knew that people could figure out ways to steal the dirigi bugs’ bombs and get infinite bomb rocks, so they decided to exclude them.
I mean, they could've just used a different bomb altogether, like how the big bombs are in Pikmin 2. or, if they want to use the smaller ones, they could just make it so you can't obtain them as they're able to program it that way lol
Bomb rocks can't be picked up when they are already in the process of blowing up, can they? So they could just make the Dirigibugs ignite them before throwing them.
But you can kinda have infinite bomb rocks regardless because of Russ. You can get 5 bomb rocks at a time from him, and you can get more the next day if you want. Materials aren't that hard to come across, so you're never at a loss of bomb rocks, really. Maybe if a player is doing a "no Russ items" run, that would be useful.
I was really hoping to have bingo again. I also feel like the blue onion shows up way too soon which made ice pikmin feel not helpful outside of fights even at the beginning of the game. The lack of rock and winged pikmin exclusive things was also a shame. Still had a lot of fun with the game despite these things (auto targeting and the thing that prevents you from throwing more pikmin got annoying at times, though).
I had over 40 spicy sprays at the end of the game and there was nothing stopping me from using them constantly other than me not wanting to make the game easier than it already is
It would have been so cool if each of the Koppiates had a special mission for you, just like Olimar and Louie did. Maybe Yorke wants you to collect certain technology treasures, then he would add a 1st person camera function to your tablet independent of the survey drone. I really wish we had a better camera function in pikmin 4, even if it has to be earned. The security drone is great, it is actually pretty functional rather than just for photography, but i really wish had the ability to take no UI screenshots at angles other than bird's eye or angled down, there were plenty of moments where the regular third person camera or even a first person angle would have been amazing. Maybe Nelle mentions speaking to Schauz (the treasure collector guy) and hearing of food-like treasures, or hearing of berries from dalmo, and asks you to show her some number of fruits and berries. After finding 5-10 unique ones (sinc their mission is fiding food) and/or some number of ultra spicy berries, maybe she gives you a juice or spray based upgrade or item. Or, she found that some berries have some restorative/energizing properties for animals like Oatchi and wants to plant some at the base to learn more about. Maybe nursing their growth is difficult and they will only have the materials to do it once/twice, and she went looking for ultra spicy berries to plant at the rescue post, but the colour of the ones she found were off, and you unlocked the ability to havest 3-5 ultra bitter berries per day at the rescue post, or she actually just plants an ultra spicy berry plant at the post so they dont need to add a new mechanic. Maybe Don tells you he saw a glint of gold while their ship crashed that he wants to be retrieved to raise money for the needy (there was something like that in his ID), and he unlocks the ability for you to find a single hidden, gold-lidded cave with the weird gold mimic creatures, respawning gold and iridescent flint beetles, and other gold themed enemies, but no gold treasures (just a leather wallet full of ambiguous paper bill human money, which he ironically doesnt recognize as valuable) and he is a bit disappointed but gives you a material reward and says to keep the treasures. You are able to keep going back there, making it a good cave for grinding nectar, sprays, and materials late game. Alternatively, maybe he upgrades your treasure gauge to be able to see hidden treasures.
spicy actually reduces attack to 1.0x so it only increases attack speed and somewhat weakens stronger pikmin, although the speed increase is still higher dps than the normal damage without it.
2:37 If they wanted to make it more interesting, they could make it stomp at the speed it did in Pikmin 1. I feel like it's also kind of a missed opportunity to bring back his old music given there's a baldy long legs in the shipwreck tale.
Honestly, I agree. Especially that ultra spicy spray is an issue, and I just use it to bloom flowers. Surface respawns ALSO make pikmin harder to produce. They really need to do something about spicy spray if we get dlc.
There are so many pellet posies around that you'll have more than enough Pikmin without respawns. Respawns would have helped at bit with the difficulty though because you'd need to prioritize clearing paths more often.
@@Rikrobatnah, respawns are really needed. I had left all of the enemy corpses on the ground in the second to last area for when I got the purple and white onions. I had about 100 in each, and had my purple pikmin collect them all, while I only used pellet posies for the whites. I was easily able to get up to 500 purples, while I really struggled to get to even 200 whites with only posies after multiple days of doing Louie's side missions.
@@Blazingflare2000 - But why do you need so many? I had over 150 of each White and Purple Pikmin by the end, but for what reason? Even that one treasure only needs 100 Purples. I wouldn’t need respawns to populate my Pikmin numbers. For creating more challenge of traversing with treasure, then sure.
Others have already said pretty much everything on my mind, but I’d also like to add that Oatchi reducing your squad’s physical footprint makes a lot of challenges kind of trivial. This is especially noticeable in the Engulfed Castle, because you can literally just walk around the Waterwraith with all of your pikmin on Oatchi. That cave would have been much more interesting if it didn’t let you bring Oatchi.
I reset for even a single Pikmin death, so I was kinda relieved to have Oatchi to keep my Pikmin contained and safe. XD But no, I completely agree that it does make things significantly less dangerous, even if I am relieved by it.
In the first area there is a cave where you are seperated by oatchi at the start, this since NEVER shows up again. And this wouldve been the perfect place
They also nade every area only needing three types of pikmin, like you go there and ut gives you your recommendated pikmin types and thats all you need in that area, i think they really should have balanced it significantly better, and i agree with the rock pikmin point, i feel like unlocking new pikmin should unlock new areas in previous levels, itd make the bew type of pikmin you get more worth it
I’m surprised that the fact that there’s absolutely no backtracking wasn’t it’s own entry on the list. I was kinda disappointed that you can get 100% in every area before going to the next one, it kinda made the game feel too linear and somehow shorter if that makes sense. You only really ever backtrack if you missed something or didn’t figure out how to get the blue onion in sunspeckled terrace without 50 pikmin, which are both issues that most veterans and probably a lot of newcomers never encountered
I fr thought that the clock in the sun speckled terrace could only be collected by winged pikmin. Later when I returned with th it didn’t work and I realized you had to knock it down with oatchi. That’s another thing I don’t like. The fact that oatchi can knock things down with his rush
It's definitely disappointing given it means pikmin types you get later on don't get many chances to shine outside the occasional cave, since there's never any puzzles that require pikmin you'd find later on in the game (like the Calcified Crushblat in the Tropical Wilds that you needed Blues to reach)
@@OriginalGameteer exactly, I don’t remember much of Pikmin 3 (ironic since it was my first game) but I do remember feeling like the world really opened up after getting blues. Tbh tho, I really think Pikmin 1 was the absolute best when it came to backtracking. Every Pikmin was useful for every area and I was jumping around between the areas extremely often, which is something that I can’t say for the other titles, but at least I DID backtrack in 2 and 3. In Pikmin 4 I literally did not go back to a previous area a single time (aside from farming purples for that one treasure that I can’t remember the name of in primordial thicket) until Louie’s quests. And while doing his quests every area I went to just felt so dead and depressing with nothing left
Nintendo was scared that Pikmin 2 wasn’t “family friendly” so they removed all explosion enemies (except for man at legs) so we will likely not see them ever again
The one thing I loved about pikmin 3 is having to go back and forth to actually 100% the game. With pikmin 4 is was able to 100% it without going back and forth at all and it just felt like I didn’t work hard enough to finish it.
I can agree with everything said in this video, the game would've been way more fun if everything said here would've been here!! But, I guess Nintendo can't always please us to the fullest..
My biggest desire is for the game to shut the fuck up. The best part of Pikmin is feeling like you're exploring a strange, but goofy and fun alien world. A place that is both cartoonish but also realistic and believable. But having some NPC interjecting constantly (and it is CONSTANTLY) ruins the atmosphere. And they never have anything good to say. Either they point out the painfully obvious, give you the answer to puzzles or they give you information that was useful 5 minutes ago. I really wish they could just axe all dialogue from the missions themselves. If they want cutscenes or dialogue before/after missions, fine. But not during. Edit: A PC release would also fix most of the games other tiny problems. Using sticks to aim often results in throwing Pikmin at the wrong enemy when in a hectic situation, but mouse/keyboard would fix that. The reflections and lighting would be massively improved with RTX, and it could run at 60 FPS. Draw distances would be greatly improved too, and loading times reduced. Online multiplayer would be easy too for Dandori Battles. Nintendo would NEVER do it, I know. But Pikmin 4 would be amazing on PC. Edit 2: Also, allowing players to select more than 1 Pikmin type in Dandori battles would be nice as well. Increase the strategy of it. I'd also like the Dandori maps to be less of the toybox aesthetic and more naturalistic environments that Pikmin are known for. The maps don't need to be maps from the campaign (I'd prefer it if they weren't) but the toybox look just doesn't work in Pikmin. Edit 3: A new idea: instead of killing enemies, what if we had to capture some of them? It could be like Monster Hunter meets Pokemon, where you set a trap and lure the enemy into it, but you'd have to lower it's health or else it'd just break free. But if you kill the enemy, you lose and have to restart. You could add in tons of different types of traps. Like maybe Winged Pikmin could hold up a net that serves as a trap for airborne enemies. Or Rock Pikmin could serve as a stumbling block for big enemies that you have to trip. That sorta thing.
Even though I like reading every interaction between the characters because I'm a story weirdo, I definitely agree that this plethora of characters in the background who aren't actually doing anything to assist this rescue mission is annoying and a lot of them need to STFU. There was quite a bit of banter between the captains in P3, but at least they were all in the field and working together. The whole rescue team thing is tiresome when you're the only one actually rescuing people. Maybe instead of a customized character, they could have had different rescue team members tacking different areas, just to shake things up. As it stands, they're all just there doing nothing useful.
One of my nitpicks has also been how much Oatchi kinda takes away from needing the actual Pikmin. There are some hidden treasure that would be nice to need White Pikmin for, but no, Oatchi can sniff anything out. Heavy treasures that require a lot of Pikmin? Just upgrade Oatchi and he can handle anything. Stunning enemies in battle? Who needs Purples, just use Oatchi. Underwater fighting and treasures? Oatchi can handle it! Treasure is located on a high ledge? Just have Oatchi rush the ledge and knock it down. Elemental troubles? Just upgrade your pup and take care of anything! I understand that Oatchi makes it easier to handle tasks if you haven't gotten certain Pikmin types yet, but that could have been an option to encourage backtracking. As it stands, I can 100% an area before going to the next one without much difficulty. And sure, you can just not use Oatchi for several of these, but the fact remains that he's more OP than any Pikmin you have, in a game that's meant to be about the tiny critters with their own unique traits. As much as I adore Oatchi and his carrying my Pikmin around, he does repeatedly take away from what makes the Pikmin special.
There are many pointers in the game that say Pikmin 3 happened after this. One of which is the music box but the other is the mention of Koppai nearly being in a crisis, meaning it hasn’t started yet, so they used different Koppaites instead who are related or have connections to the others.
This game also needs a 2 player boss rush feature and 2 player mission mode! Going for high scores with my siblings made up such a large part of the ongoing value of the game after completion, and we even tried to get world records on some. The 20 floor dandori cave and the other smaller ones did get kinda close to what we wanted for missions, but it was still just single player and lacked incentive to go for faster completion after reaching platinum. And the piklopedia interactive feature doesn't recreate some the boss fights well, or allow you to face bosses with a second player.
I think you mean oachie being broken in general. You legitimatly dont need pikmin if you have oachy and items. Oachie can get immunity to all hazards that glowmin are immune to, he can carry everything if you max out his super buff. He has massive attack power if you max his super chomp, he can dig faster then yellows etc. The only thing he cant really do is freeze stuff, and you got ice bombs for that. I do not think the auto counting is an issue, but i do think the pikmin ai could use some improvements. For example, i would throw them onto a treasure to carry it and they would go grab a different treasure then i threw them on/locked onto. And no they werent touching so its really weird pikmin would do that.
If I had to give a nitpick, I hate how some of the "bosses" are just really big enemies with no change to the design outside of the model being bigger. Yeah some of the fights they utilize it in unique ways, like with Masterhop and the puddles left behind on their attacks, but most of the time it just feels like a stronger regular enemy than a real boss? Idk thats just me I suppose
I mean, i dont think it should let us take out as many as we want but rather take out as many as the amount of onions we have. Innitially you have only red onion even tough you also have ice and yellow, so you would need to think about what pikmin type you need. Then as you collect yellow and blue onions you can take out more types so you can get an idea of what types you need to bring and how many of each type as you get more types from caves. Then once you have mastered that you can slowly work on getting more onions to expand how many types you can have out at a time untill you can have them all out at once
How could you not have a nitpick with the progression system for the upgrades? They wall off way too many upgrades at the end of the game where most people won't have a use for them anymore. A new game + would have been a big improvement. Sure you could say some people will want ot use them to platinum dandori challenges, but that has to be like less than 10% of players who will do score attack stuff and not just be satisfied with beating it. The infinite rush, and the marching horn necessitates you getting all of the music treasures up to primordial thicket (So essentially 100% of treasures since most people clean out every dungeon due to the radar being handy) and Saving all the shipwrecked people; by the time you get the infinite rush all of the surface areas for you will probably be desolate already. Then there is the Louie arm, which I think should let you carry 10 since the captain can left and throw purples, but again, it's at the very end of the game where it won't see use by most people, even if it's a joke upgrade.
Definitely annoyed by the Extra Hand missions because I had cleared all of the areas 100% before getting Louie back. So all it did was bump up my rescue day count by another 4 days, and for a thing I'll never use because every thing is finished.
Lineup Trumpet was done dirty. It should have been purchasable at the same time as the Charging Horn. Oatchi's infinite rush is overpowered, sure, but locking it behind 100% castaway completion is awful. Make it a normally accessible upgrade so it's possible to get it early it if you forgo many other nice upgrades! Plucking Whistle is pretty busted... in the Sage Leaf Trials. Locking it behind purchasing all gear is silly, because it fails to protect the mode most vulnerable to it. Maybe it could have been the reward for the music sidequest? The Extra Hand is a funny joke upgrade. It's not so bad that it's obtained completely too late to use it for anything.
Some extra nitpicks: -No bingo mode for Dandori Battles. -Pink Pikmin's pathfinding is atrocious compared to Pikmin 3. They get stopped by gates even when they're able to clearly fly around them. They don't ignore the environment in favor of b-lining it to the base, they just take the regular walking path no matter what and only take shortcuts when there's a designated spot to do so? Which isn't even that often. In the same game as whites, you don't have a lot of reason to use pinks, especially since you get whites so early on compared to pinks. -Despite how many times ships crashing are brought up, the Plasm Wraith makes no return, despite it having loose ends. Pikmin 5 maybe...? -The house area is underutilized thematically. A Pikmin game that explores human homes sounds interesting! But... is there a reason for it? Any story telling going on with it? ...No? Really? Why is there luggage near the front door of the house? Do we not get to explore a second house or any other rooms? Is it really not important? -Smokey Progg isn't as interesting. It's still threatening but, part of what made it interesting in Pikmin 1 was the unexplainable obscurity and secrecy. When you direct the player's attention to its presence and make its appearance scripted though, it loses some of that magic. Would've been cool if it was just in an area, and it went for your onion the same as in Pikmin 1, if encountered on a certain day. -As much as I like having a character to customize, I do feel Pikmin is better suited for pre-determined characters. They make up for it a bit with the side characters, but I hope the next game doesn't have avatars. -The UI is bland compared to previous games. Pikmin 3's UI wasn't only JUST as informative and clear, but it also felt more decorative. It used more colors and had more moving parts to it, more interesting elements (like bubbles) naturally integrated into the design. Pikmin 4's UI follows a bad recent trend of UI looking incredibly formal and bare minimum in terms of flashiness, which feels backwards for a game that's meant to be fun. -Lack of music. Caves are too quiet and some areas, while nice atmospherically with the faint tracks that are present, can be a liiiittle too quiet. For a series known for its music, this is a little disappointing. Olimar's Shipwreck Tale's music was a breath of fresh air, but I wish the whole game was like that. -The line whistle sucks. I was SO glad when I saw it came back! ...but uh, it changes you camera view every time you press the button to use it, meaning you need to reorient where you want to point your Pikmin after starting. To add onto that, the camera moves while you turn your character and walk around. These both make it impossible to just... hold where you want your Pikmin to go, like in the first two games. With how late you get this too, and how Oatchi and Moss don't need it, it just feels so useless? I hope the next Pikmin game refines the line whistle, gives it to you immediately, and doesn't have a dog partner who can carry Pikmin. -Oatchi can't bite enemies manually if you have glow Pikmin with you. Sounds minor but in scenarios where I wanted to safely kill an enemy with Oatchi without using Pikmin, this was annoying. -It doesn't let you view treasures upon bringing them to your base? In Pikmin 2, this made the reveal of each name all the more noticeable, and made the satisfaction more immediate. Now you have to slog through entire batches of treasure at once when you beat a day after talking to an NPC to view everything. -Speaking of, Piklopedia and Treasure Hoard are tied to NPC's. It just feels clunky and slow. -Caves are no longer randomized. Not that big a deal but, hey, these are nitpicks lol. I just feel it's an element of replayability that's gone as a result.
The Plasm Wraith not being there kinda makes sense. The game implies this is all happening before Pikmin 3, so it wouldn't be known yet. But I agree with everything else!
Some cool (& some pretty evil) enemy combos: - Ice Dweevils holding Ice Bombs with Icey Dwarf Bulborbs & Icey Bulborbs - Skutterchucks with Dweevils turned Volatile (holding bomb rocks) - Desecrated Skitterleaf & Creeping Chrysanthemum (both are masters of disguise, & would work together) - Snitchbugs above water with enemies such as Puckering Blinnows in it (very evil combo if it works) Boss Combos - Arctic Cannon Beetle vs Horned Cannon Beetle (if that's possible); Horned would likely win though - Hell (the Smokey Progg & Water Wraith)
I wish the decorated cannon beatles larvae came back, it wouldve been so cool to see all the cannon beatles come back! Maybe a mature decorated cannon beatle would be a boss like the other two have, missed opportunity
The adult version would look so COOL! also. There are many green cannon beetles that fully curve their shots in this game. They should have been decorated!!
The most hassle the auto lock on gave me was in the trial of the sage leaf where you have 5 purples and you have to murder all the shearfleas and baby bulborbs. God is was a nightmare to platinum casue of it.
I found it way easier once I saw the suggestion to make Oatchi rush off in the opposite direction. Regardless of autolock, Oatchi was the one getting in my way. Though, I do agree about the lock-on going for the fleas that were already dead.
for me i really want to see all previous bosses return in the dlc or most of them definitely pileated snagret, beady and the segmented crawbster i dont know about raging longlegs and the ranging bloyster though because in my opinion they are close to things already in the game but i definitely think the rest should
Yeah, also some Real Bosses like the ones of Pikmin 3, I mean, ones that have a LOT more life than regular enemies and that have different stages wich unique patterns, because the bosses in this game look like Minibosses or enemies that are a bit stronger than the regular ones
lock on disable, respawning surface enemies, and RAIN are the things i want the most i want to fuck around on the surface of the planet and explore, grow pikmin for fun, see harder enemies spawn after like 30 days or something, something secret like ujadani, and i wanna explore the areas and take pictures when its raining or storming or snowing... i spent SO much time in pikmin 2 just fucking about after i finished getting all the treasures, i grew thousands of pikmin just for fun ........ also its prime or dee uhl thickit ............................ ALSO also, you can blow up the pots with bomb rocks, so you DONT need to get moss to complete sun speckled terrace, the speedrun is 4 days long as under 30 minutes
The lock on being forced and the Pikmin being unable to grab moving objects isn't even a nitpick. It's just annoying when you're trying your best to be efficient. I dunno why they don't just teleport onto the object if they are close enough. I mean they also teleport to you when throwing them.
I’m just at the beginning of the video, but I dislike most of the side quests. They’re all things that I would do anyways. The only one I liked was Louie’s, but it was at the end of the game and I needed to add 5 days to my adventure just for that quest.
I definitely agree with this. All but two of these side quests are things that you can do at your preferred pace. You have no control over who is rescued or de-leafified. You have no control over what treasures are in what cave, and some areas are story-locked, so you can't complete missions in order of preference. They're just kinda done eventually anyway.
One of my most GREATEST of all nitpicks I have for Pikmin 4, is that there’s no “new game+” option. Once you’ve 100% the game, and unlocked all skills for Oatchi, including the ability to use infinite rush, there’s no other use for this at all once you finish the game. The only time I get to use all of Oatchi’s skills, including some unlocks for the captain, like the lineup trumpet, and extra hand, is when I go through the Sage Leaf trials, after finishing the main game, and have nothing else to do, but that one last. Even if you were to progress through the game normally, by rescuing all the castaways, and curing all the leaflings, before battling the Ancient Sirehound, and Louie, you have no use for everything you have, up until that point, until you unlock Oatchi’s infinite rush, and the extra hand ability. With new game+, you’re able to load into a new save file, with everything you have unlocked from the past file you selected for a new game+, which includes all the upgrades, and Oatchi skills, and allows you to use the most out of them throughout the entire game, in which you normally can’t, unless if you’re doing reruns on the Dandori battles, and challenges, or night missions, or just to free roam on the surface, while farming for ultra spicy sprays for almost completely nothing. It infuriates me the most not being able to utilize my new, fully upgraded skills, to their fullest. I hope Nintendo adds this as a free update into the game, especially if they’re planning to do DLC later in the near, or distant future.
my only real complaints are Pikmin 4 is too easy, it needs a difficulty setting, enemies don't respawn in locations like in previous games and lack of options for character customization
Things I hope get addressed in DLC or Updates. New Game + This is pretty easy to add, let you start the game new, with all of the upgrades/onions you've unlocked from the previous game. Some upgrades are so late into the game they don't matter. Even if you know to get them ahead of time. They still don't have a ton of impact. I'll also add that the tutorial seems to go on forever. I wanna skip all of that and just start at day 1 with all of my upgrades and abilities. Respawning Enemies would've really added another layer to each area too. Each area is so barren after you 100% it. In Pik3 I used to return to old areas to farm up spicy spray and enemies for whatever pikmin type was lacking in population. Other ideas or QOL Features.... 1. The menu speed is weirdly delayed, it isn't 100% responsive when navigating. This needs adjusted to be snappier. 2. Let me turn off the dialog from the companions. It displays at such an awkward position on the screen that it can block your view at what you are looking at. I don't need to know I have pikmin sitting idle in a dandori, flower man; I have an idler alert for that. 3. Remove the split screen in vs Dandori batttles against the AI. Why do I need to squish my perspective in story mode to fight olimar/louie? 4. Disable Auto Lock-on. Let me free aim without using motion controls. 5. True coop mode after you rescue Dingo would have been cool. It could work somehow with Oatchi being the unique captain to manage. 6. Let me turn off the cheat options -- Dingo auto resolving things missions for you, or rewinding time. I only used Dingo once because I didn't know what he would do. Rewinding time removes a huge layer of difficulty and risk/reward the original series had.
The split screen is so you can sneak a peek at what the opponent is doing wich is usefull if you want to throw a wench in their plans (for example dropping smoke on them when they engage an enemy so their pikmin die). But i found myself almost never using it like that either, so i agree that an option to remove it could be nice. I do wish the bombs where more usefull. The sticky bomb doesnt stick to objects nor dogs, but it would be so much more dangerous if it could. And the chasing bomb will chase enemies over an opponents pikmin, and with its low movement speed it cant keep up with fast opponents e en tough that is litterally what they are meant for. So increasing its speed and improving its targeting ai are welcome adjustments
Plaster the wall of buzz lightyears over my face right now but i really do wish there was a new game+ option where you got to carry gear and the completed onion over into a fresh game considering how much stuff gets unlocked right as you're probably wrapping up your playtime It would be so fun to be able to do challenge runs with certain pieces of gear banned or only ever using 1 pikmin type Only other nitpick I really have is the 3 type limit It's annoying being told by the game that it doesn't think I can handle more than 3 types at once, if I can manage a squad with 10 of each type except wings get 30, I should be allowed to use the squad I want to
Personally i feel like the buble blowhog isnt needed as we already have plenty of buble blowers. But i do tnink its a missed chance to not make the withering blowhog poison type (it doesnt even blow anymore now, just deflower wich while annoying is not dangerous at all)
Even if they weren’t gonna allow you to turn off the auto lock-on, they should’ve at least made it so it will prioritize the nearest enemy/mushroom/hazard over the treasures or dead enemies
I just wish that enemies would respawn, I love making lot of Pikmin and it's so frustrating to only have Pellet Posies to make more of them when you already killed everything else
I wish some Hey Pikmin enemies were in Pikmin 4 like the Shearblug, the Crammed Wraith, the Elongated Crushblat, the Flatterchuck, the Puffy Blubbug could be really good for snow levels. Finaly the Mockiwi. I say this because if you know what they look like, then you know just how cute they are! And of course more enemies form the other Pikmin games should also be in the game as well. But I really like Hey Pikmin a lot (because it was my first Pikmin game) and I would like to see some love for that game. And that concludes my rant.
I am in agreement with adding Hey Pikmin enemies to the franchise. The Spore-net would be a good addition as well because it's a falling poison hazard. Maybe have it high up enough that you need yellows or wings to actually kill it.
most of these nitpicks are understandable, i personally wish that some enemies had be reused more. cuz like. encountering only one of various things feels kinda sad (also there should have been a snowy area where the ice pikmin could have really shined, and all the ice enemies could have been there)
Personally, I wish there was a "new game +" option to reset the save, but keep your unlocks, gear, pikmin, and oatchi unlocks just to see how fast the game can be cleared
It feels like the whole game has been lobotomized to make it more new player friendly, which isn’t inherently a bash at the game because I had no problem playing because I used every single item like it was made specifically for this game and this game only and it helped a lot. I never had problems with the auto targeting but generally the game feels very barren and empty when it comes to ideas seems like it’s just a collage of everything that made the previous games good
I think beady being a unique yellow/pink pikmin fight could serve as a really neat cavern, could be one of those underground floating platform ones to have both an electric edge and a flying edge, like the white onion sage challenge (aka pink pikmin are actually programmed to take shortcuts), could also introduce ropes non flying pikmin can't follow you on (balancing minigame maybe?), and said ropes can be tied to the opposite side (or plugged in if they're flavored as cables!) by pinks. maybe even splitting up the beady fight between two officers like pik3 (as oatchi can't walk across the rope, but beady can step between platforms separated by one). obviously I'm not a game dev but I think this could be cool
imo dandori battle is just kinda mid in general edit: also some caves (specifically the final one and the sage leafs trials) feel like they dont have a coherent theme (you jump between aquariums, toy boxes, bathrooms, regular caves and stuff seemingly at random)
My nitpicks Autolock No mention of the ‘thing that makes the shipwreck’s happen’ Olimars some of Ship parts are duped New Game + and a harder mode we’re absolutely needed No Pikmin 2 picklopedia music option No proper camera control in the piklopedia Bubble text gone The sovereign Bulblax and the man at legs bosses in shipwreck tale should’ve been swapped so the Bulblax is the final boss like in Pikmin 1 Koppaites should’ve been the Pikmin 3 protags No mission mode No proper 2 player No weather
Just for the record... Pikmin 3 Deluxe got Beady Long-Legs in the Side Missions. So even though the original Pikmin 3 didn't have Beady, technically Pikmin 4 is the first to have it completely missing.
@@WigwamMan The final level of Olimar's Side Stories had Beady as the last mini-boss (at least... I thought it did). I wasn't talking about the mission mode.
@@lasercraft32 exactly it makes me so sad, there was some weird implication that it was a plasm wraith created long legs but idk it just kinda sucked lol
It's weird how much I would change/add to this game knowing how much I enjoyed it. It just has so much potential. I think my list would go: 1. Real multiplayer (1P: captain, 2P: Oachi, 3P + 4P: Pebble Tosser) Maybe each added player adds 10% dmg and HP to enemies. 2. Challenge (let me select difficulties, maybe a crazy hard one with a bunch of cool limitations) 3. NG+ 4. A big challenging boss for each map 5. Utilize the 3 pikmin type cap better. (I feel like I'm being limited without reason) 6. Stop shoving "dandori" down my throat, it's a fun mini-game, but I want more caves and more core gameplay. I want more dandori to be optional Oh, and nerf Oachi. He's a battering ram, he's a nuke, he's a tank. he's a ship. He's everything you've ever wanted to be AND MORE. This isn't Pikmin 4, it's Oachi 1.
So about the newest pikcraft, will you play it? It's on Juni Pin Pan's channel but watch at your own risk, because it contains spoilers for the Final boss of hey pikmin. So I *HIGHLY* suggest you 100% hey pikmin if you haven't. I also think it's only on Java edition(currently). It contains the final boss of hey pikmin, final boss of pikmin 3, smoky progg, and more. They even have the new pikmin 4 enemies, like the gildemandwee, pricklepuff, and the snowy blowhog. EVERY SINGLE mob was redesigned to look like pikmin enemies, and if you are confused, zombies are leaflings. The pikmin are wolves, mamutas are iron golems, and etc. The only reason I can't play is for two reasons: I don't do mods nor have minecraft. So I'm asking *YOU, Wigwam Man,* to play it. Just hopefully finish hey pikmin first, or just play it and then play hey pikmin afterwards. The final boss of hey pikmin is in the release trailer, so just beware. That's all.
@@WigwamMan Yeah hopefully in the next game or some DLC we'll see caves themed for the phosbat and other bosses. Like a beehive themed cave for the scornet queen
I also wish that you could just get a little note (similar to when you complete a task) for when a castaway is rescued, the cutscenes are so annoying. Not to mention the sheer amount of dialog and cutscenes in the introduction 😵💫
That's right! I was ok with that dialog cuz i'm a huge fan, but I gotta admit that they talk wayyyy too much! Gonna suffer from that when I play the game again...
I would like the game to have additional difficulty mode options; I felt it was overall too easy even if it was still fun more often than not, and that includes the last cave with its many floors of boss fights due to just how super quickly you could still kill many of them without much effort.
one of my nitpicks in Pikmin 4 are the amount of Pikmin that carry an object because only double the base amount of Pikmin carry objects when some things can support more than double the amount and my motto in Pikmin is "if theirs space help pick it up" and how the auto lock on feature stops after the base amount of pikmin and idle Pikmin wont help carry it when every other Pikmin game had idle Pikmin help carry objects on the way.
Pikmin 4 DLC with an area or two with every enemy that hasn’t come back yet, as well as respawning enemies and auto lock on toggle, with a mix of elemental hazards above ground. Thats my ideal Pikmin 4. As well as an Online Vs. mode for Dandori Battle and Night Missions, that would be great too.
Totally agree with these points: 8, 9, 10, 13, 14 (crystal hasard), 17 The game's incredible and I got no words to describe how much I love it! But yeah there are definitely some weaker points they could improve on for the upcoming updates / DLCs / new games!
i actually like the creeping crysanthemum redesign, idk something about a frog popping up out of the ground with a horror stinger got me the first time i encountered one
Yeah the spicy spray was just too much. I actually realized that the 1 missing entry in my piklopedia was the plant they grow on. I never felt the need to interact with them.
Something I feel was missing was more original dungeon themes. I think there was really only one that wasn’t a reworked idea from Pikmin 2, that being the aquarium. Maybe have a dungeon where your ascending upwards, like a tree house.
Without enemy respawning the areas start to feel dead and empty
Yeah thats sucks so bad...
Sometimes, I'd like to just walk around and kill things even tho I finished the game :/
It really sucks becaused i cleared all the maps but i need more purples cuz I'm missing the Gold Bar treasure D:
@@FroggBoy1 sruck on farming pellet posies
@froggboy5939 just do the sage trials
Funny how night enemies respawn but are gone by daytime.
Woulda been much better if enemies respawn after you spend time in another location, and if more difficult enemies move in after you 100% the area.
The only thing missing from this list is Pikmin 3's large, more intensive bosses. I love the boss creatures from 1, 2 and 4, but outside of the final bosses, they feel closer to... mini-boss, or even elite enemies sometimes.
I honestly much prefer the more faster paced bosses, on top of this basically none of them have damage caps so you dont have to wait around if you are skilled enough, I do definitely love the Pik 3 bosses too though, being more cinematic.
@@WigwamMan That's definitely fair. I just wish there were a few of them - or, at least, that some bosses had larger health pools.
As is, it feels like I get 10 seconds with most of them. They go down before I can see what they have to offer, and feel about as major as a Bulbear encounter.
YES. This is exactly what I was thinking by the time I got to the second area. I really liked the huge bosses in Pikmin 3, it gave each pikmin type a real usage in each boss fight as well, which i loved.
This is my favorite type of bosses. The designs are so cool and the fights are more gun imo! Theyd just have to remove the damage cap
I love them for what they are, but they feel quite contrived and "gamey". Finding a boss in 1,2,4 feels like you're just stumbling upon a predator's nest, because that's exactly what you're doing.
I've said the same thing multiple times about the lack of respawning enemies making it so areas can't evolve. I also want to add to the list that a lot of the gear is obtained much too late, making it useless unless you're just going through platinuming Dandori's, so the game could have benefited greatly from a NG+
Agreed, like I don't wanna spoil it but I didnt get the final gear in the game until I 100% completed all the areas so I only had it for platinuming dandori trials. Don't get me wrong, it's super useful, but it would've been so much more useful in the actual game
I 100% dandooris as they came up. Got the most gear after getting platinum in the dandooris.
Absolutely agree on the getting gear way too late. I know getting the gear earlier would probably make the game easier than it already is, but you don't get to enjoy the rewards all that much. New Game + would have been a great addition.
Also some gear is wrongly priced, the gunk boots, a mostly useless item is 240, while THE CHARGING HORN THE MOST OP ITEM IN THE GAME IS 10 RAW MATERIAL.
@@noahthecrazy1632 - The charging horn was standard in Pikmin 3 though, so it's most surprising to see it be a quick upgrade early on. However, I agree that there would have been more challenge if it had been held back for a while.
I wish winged Pikmin got any of the things to pull like in Pikmin 3
I felt like winged pikmin were kinda useless this game (even more than in pikmin 3).
Its really the worst type in my opinion, they are too strong in some particular situations and way too weak in the average game...
@@_miteo yea they had almost no uses, they were used really well in Pikmin 3
Thats SO true!! I have now only jut realised they have like NO exclusive hazards in the whole game!!
They’re always a safer and quicker way to bring back treasures, plus they can attack a few enemies more easily, but there’s otherwise not much that’s specific to them, yeah.
@Narutheo1998 kinda useful in dandori ig
In my opinion Baldy should not exist without Shaggy and Beady should have been there instead of Baldy!
I think the main reason they seem to use Baldy is because Beady canonically has wax which means Pikmin can’t climb up its legs, and in terms of gameplay it’s probably better to allow all Pikmin types to reach it more easily without needing to wait for it to be vulnerable or having high ground.
Although honestly it would’ve been cool to have some stuff revolving around specifically that
Baldy just looks ugly. It’s so weird without the hair, it feels like something’s missing
@@NunnyNugget I would actually love for Beady to be there because imo it would be more fun for only like yellows and winged to be able to reach it
Tbf groovy is basically a raging longlegs but with the power to hypnotise pikmin but we still need beady and shaggy
Don’t forget mini gun man
No enemy respawns were a bit disappointing, would have been nice if enemies at least started respawning after you 100%'d an area, like how it works for caves.
There would be NO problem with that too! It so should work like that.
Not going to lie
When I first played the demo and after 3 days no enemies respawned
I was very disappointed
One thing to note about the 3 Koppaites are all connected to the Pikmin 3 captains with Yorke being Alph's oldest brother, Nelle being related to "a famous botanist" AKA Brittany and Don Bergman used to have a partner he called "Ducky" who is likely Charlie because of his rubber duck, it's also implied Pikmin 4 (might) take place before 3 so it makes sense that the Pikmin 3 captains aren't in it.
Also spicy spray doesn't make pikmin's attack stronger it actually reduces red and purple's attack down to the same as blue and yellow (though it might increase white, winged and ice pikmin's attack to the same as yellow and blue also)
This hame definitely takes place before pikmin 3 as someone at camp (I think Russ) mentions that Koppai has recently had a population boom, but may not have the necessary infrastructure to support them, which is what we see in Pikmin 3 where koppai can no longer support its massive population
i really enjoyed using the lineup trumpet in the side mode, i was disappointed to find out it was an end game item ultimately
it seems way too late game 100%, i even forget i have it at that point
the fact that one of the items required to get it is in THE LAST CAVE IN THE GAME is comically stupid and absurd
Same
because of how late some upgrades were, i was 100% expecting a New Game+ mode, i wish we did :(
It's so weird to have it be a late game item too because the charge whistle is infinitely more powerful than the lineup trumpet in every single way. What's the point of giving us a worse version of something as a reward for going through the entire game? I like the nostalgia factor, but it doesn't work very well as a reward when you do it like that.
I totally agree with you on the ffact that there isn't any need to return to previous areas. For example, in the Sun-Speckled Terrace, you only need Reds, Yellows, and Ices, which can all be found in the same area. I loved in Pikmin 3 how you would see something like an electric or bamboo gate and when you return later with the types you need, you find a whole new section of the area.
We so need some backtracking back!!
Absolutely agree, especially because the game forces you to only use 3 Pikmin types at a time. Having items locked behind different barriers that require different Pikmin types would create reasons to wait and return. I cleared each area 100% before moving onto the next one. It would be so much better if I had to leave some things behind and needed other Pikmin to help me (and not just things that Oatchi and items can accompish).
Wait, why do you want backtracking. Shouldn't be good to be able to 100% areas on your first go?
@@liammccartney6754 - Because it gives the new Pikmin and gear something to do. Returning to an area makes acquiring them more satisfying.
@@liammccartney6754 That purely Preference based
I agree with everything said here. The fire pine cones were a bit tedious after a while. The mud pit was an opportunity for the segmented crawbster to return. I generally want an ultra spicy mode dlc.
Besides Alph and Yorke being brothers, Brittany and Nelle have some kind of family relation (possibly cousins), and Charlie and Don Bergman are old treasure hunting partners
Correction: Charlie & Don were ranger partners.
What is your pfp 😭
My nitpick: Add back the sublevel transition jingle from pikmin 2. It plays in my head everytime I go to the next floor of a cave and triggers me that it is missing in p4.
Completely valid nitpik!
THIS! I was playing co-op with my brother and would sing it out loud every time (unless we skipped the cutscene)
co-op is the main one for me, even if it's just in challenge mode. i also want a better challenge mode. how hard would it be to just give p2 control of oatchi?
Who controls when you ride oatchi? It’s not as clean as it sounds. Plenty of people just ride him almost all the time. What you need is Dingo or someone to be P2 after he’s unlocked
@@pikminman13 this exactly. if dingo going to so call help out when you fail so many times, just let player 2 be him when you rescue him. I understand not the captain cuz she is terrified of pikmin. But collins and dingo are both useless and not doing anything. yeah dingo is this lone wolf type but he could still help out.
@@pikminman13oatchi player would walk around, player player would throw and whistle and perform all the functions
I used to think this too, but after mulling on it for a bit longer, I dunno. Without riding Oachi, P1 would be vulnerable to a few unavoidable attacks, as well as being unable to take many shortcuts and whatnot. If P1 is always gonna be riding P2/Oatchi, that's not much different than the assist mode the game already has.
Like people said, should've just been Dingo. Or maybe P2 could play as any one of the rescued castaways or something?
Just give the P2 character the ability to jump and all that.
My biggest complaint regarding the two player is that they LITERALLY HAVE CHARACTER CUSTOMIZATION, but didn't think "hey, we could make a second customizable captain for Player 2 to play as."
The lack of Bosses or "Real Bosses", the bosses like the ones in pikmin 3, in the 4 only are bosses that look like minibosses or enemies that are only a bit stronger than regular enemies
There's this one area in Hero's Hideaway that seems to have been a scrapped dungeon or something, there's a spatula you can knock over but there's nothing inside besides a rope that seems to be leading downwards into something, even Olimar mentions saying something about it, but it's just... there? I feel like it was scrapped because it's something you can just ignore, yet there's rope like it's supposed to be an underground area or such.
Yeah that area confused me multiple times
If you get in there without Oatchi, you can't jump back out, so there's a reason for the rope... But that doesn't change the fact the only thing in there is a nectar egg. And the fact that you need Oatchi to knock over the gate in the first place.
It's still a waste just for a nectar egg, all of that work. I know Olimar says something about it in the tutorial, but why is that the only tiny spot with a measly rope that is like that?@@AshoreNevermore
Yo i never saw this...... ive gotta check it out
The rope is there so you and your pikmin can get out without oachies help but yeah this was underused
6:15 there are these red berry plants, usually next to a base in fact that make the spicy spray. Theres also almost always the ten berries needed on two plants next to each other.
These regrow incredibly fast and you can assign 5 pikmin per plant to farm them the entire day. They pick them, move them, walk back to the plant and wait for it to regrow if needed. Rinse and repeat. Farming spray is much easier then frozen enemies
I mention them in the video yes
Having distant enemies freeze on screen is more resulting from the decision to change the camera angle and have bigger maps.If you see frozen enemies, it doesn't mean the game would've been too slow if they hadnt been frozen, it just means that you happened to have a very long sightline to those enemies.
I had quite a few nitpicks myself.
Wall of Text ahead, Ye have been warned.
Spicy Spray for sure, I think it should have stayed as it had been a temporary buff that wears off, doesn't flower pikmin so nectar still has a use, and only works locally on pikmin within a fairly close proximity and within your squad. Obviously Ice Pikmin have kind of become the spiritual successor to bitter spray so its absence doesn't bother me, it was and still is a very OP effect.
Nothing respawns on the surface. Very strange, and feels weird that even after 30 days a map you cleared still has no new creatures move in and the bodies of the ones you haven't turned into more pikmin just lie there.
Maps are too empty. Sort of hand in hand with the above, the space between enemies is kinda crazy, and in many cases critters that would be very closely placed in previous games are so far apart they can't really join forces to become deadlier as a team than they are apart. Glint beetles for example would frequently spawn in possibly enemy packed areas as a greed magnet to get you to try and put your pikmin in danger trying to get its rewards.
Surface is too open. The wide open nature of the maps sometimes leads to other enemy types, notably canon beetles being very easily ignored, as well as just many other obstacles that let you just walk by them without worrying about the odd pikmin straying too close, double so because of riding on Oatchi so your effective squad size is miniscule regardless of pikmin count.
Can't turn off the Lock-on. Very annoying and sometimes leads to pikmin deaths because you're locked onto a bulborb corpse but you want to throw pikmin at the still alive bulborb, you can use the manual lock-on to swap between targets but its just as fiddly and unreliable.
Pikmin struggling to catch moving loot. Yeah this is returning from Pikmin 3 most notably but I think it did happen in 2 a bit as well if you used all flowered white pikmin, but really only under that specific circumstance, still it is frustrating.
Rally trumpet, march, thing. The thing where you point and the pikmin line up in that direction, you get it as an upgrade pretty late into the game, infact you can't get it before the first credits roll because its a quest reward that requires a treasure in one of the last two areas to finish. This is a neat feature from Pikmin 1 and 2, in those games pointing the C stick on the gamecube would cause pikmin to line up in that direction relative to olimar, this would also trigger their behaviour to pickup loot attack enemies and generally interact with things in the environment they would ignore if you just walked over them.
Oatchi. That's it, thats the nitpick.
The game has a hard pause on throwing pikmin that prevents you from throwing the minimum required pikmin for a task. This means you have to sit and wait for all the pikmin to grab a treasure before you can throw more to help instead of just yeeting them with wild abandon. This is pretty consistent outside of some like crystal piles and or gold piles for some reason allowing you to throw more pikmin at it than there's items in the stack, but none the less frustrating and obviously causes problems with the above issue of pikmin having difficulty sharing a lift.
Many upgrades and things in general appear too late. You get an upgrade that lets your captain aid in carrying Objects from Louie, who sends you on a series of revisits to caves that you probably cleared already in maps you most likely have cleared so it feels like a bit of padding going to one floor of one cave in one area and then ending the day right after cause there's litterally nothing else you're doing there. Purple and White pikmin get an onion both only available pretty much after everything else has been cleared, its neat that they exist but they really have no function, you'll likely just go to a cave you know has candypop buds for purples to grind out the 100 you need for the gold bar treasure rather than struggle through about 10 really ball busting dandori challenges.
Winged Pikmin are dumb as rocks. But not like actual rocks not rock pikmin. They are kinda slow at hauling and generally don't get many instances where they can cross terrain regular pikmin can't already, they even see small ledges you have to jump over with Oatchi and go around them.
Limiting pikmin types. Now I get why they didn't just let you take as many of any pikmin as you want, we have 8 types now, which cuts into that 100 pikmin limit pretty hard, you'd be bringing like 12 of each or something which would be too few of a single type. Honestly bumping it from 3 to 5 types would have been sufficient, especially with that final cave, had to pull out the glow seeds because I didn't bring any yellows because the cave didn't suggest them, and I even went out of my way to grab two pikmin types that weren't recommended because I figured i'd get candypops for purples and whites as i went down.
Too much autopilot, similar to the lock on there's just a bit too much "quality of life" changes and additions that make it so you don't really think about your pikmin choices too much, you just go with what the game gives you which feels kinda at odds with the gameplay at times when caves or even surface areas recommend some pikmin but then there's use for at least 2 other types present in that area.
Agree with all of these heavily. Phenominal points here. These really woulbve helped the game out!
@@WigwamMan there were quite a few overlapping points with ones you made in the video, i kinda kept pausing and moving it forward as thoughts came to me, my brain is of the scattered variety.
Another point I remembered was how most treasures fall into a 15 or lower weight catagory, which felt odd given the more wide weight levels in pikmin 2.
I suppose its due in part to the addition of Flarlic and how late in the game you get purples and how few you get till a more endgame area assuming you don't go back and farm more in the few caves you can make them in the early game. A new player might somehow miss some flarlic or move onto a new area early and only have a max pikmin squad of 20.
Another small nitpik actually just hit me, with Pikmin 3 things like the Snagret and other bosses got full sized bodies that trail behind the body when pulled by pikmin that got changed to them bunching up, i suppose I could see not wanting big bug butts causing traffic jams but then pikmin 4's maps are massive enough I think even the Sandbelching Mereslug's big booty would struggle to cause a roadblock.
Actually the game DOES give you purples, whites AND yellows in the final cave (i can confirm because it did for me), but appearantly what pikmin collours the cave gives you depends on the types you enter with to avoid you obtaining all 8 types for some weird unknown reason(or at least thats what i heard). For the record i did not obtain rocks and wings in the cave nor did i bring any, but i did get all other types
Nitpicks I have in addition to yours:
- No Difficulty Settings (the game is too easy in my opinion)
- No Backtracking in older areas with new Pikmin Types
- Tasks for Pikmin Types other than the 3 suggested types in an area
- More lethal hazards (could be fixed with a difficulty setting) like instant-kill Electro, lethal Ice
One last thing I have to say even though you said it already cause it's really really annoying me is, that enemies NEVER respawn... WHY Nintendo?!?
Your absolutely correct and those are my exact thoughts.
Needs a redux campaign / new game + feature would be my nitpick in addition (and a toggle for the auto lock please for the love of god)
Although I get why the base game is not that way, even including non enemy respawns in overworld ; Making the game more accessible to casual, younger and inexperienced players. They casted a wide net with pikmin 4 and ultimately it has proved for the best.
I hope the team have considered stuff like this for a update already or currently, and would love to see any of these or all get patched in.
Totally agree!
I was happy to see electricity kill again, but I don't get it why Ice is not lethal
im gonna replay the game with no upgrades and no oatchi riding unless necessary, and see how it feels then. riding oatchi and dashing just feels absurdly strong.
@@pikminman13 Yeah I'll probably do the same! Ridding oatchi makes is so easy to avoid pikmin death
It feels like pikmin 4 was made for babies, i get a tutorial every 5 minutes for something i already know
For me it's 1) let me turn off auto-aim; 2) give us lineup trumpet earlier in the game. I'd cop everything else if we had that
Honestly my biggest complaint about the game is the lack of bulbmin. I know glow pikmin are essentially the same thing, but I really dont like how they're implimented.
The whole thing about pikmin is it's a game about time management and the cool thing about caves is it gives you unlimited time, but you only get the pikmin you go in with and cant get anymore so it becomes all about resource management. Bulbmin work perfectly fine with that because you only get them at certain times and you only get a limited amount of them. But with glow pikmin, you can take any amount out at any time as long as you have the seeds, completely negating the whole resource management aspect.
Besides that and a few small things like auto lock on being annoying at times, I have no complaints about this game, I'd honestly say it's the best pikmin game and definitely one of my favorite games of all time
I was so sad when I saw the bulborb being alone in submerged castle T^T
@@_miteo he wasnt alone, he had larvae next to him as company
I actually much prefer glow pikmin. They are a reward for doing well in night expeditions meaning that the amount you have is based of off skill instead of whether or not there happens to be bulbmin in the cave.
@dsur5547 I respect your opinion but eh, I kinda prefer the pikmin 2 approach. I get only getting to use them in certain places sucks but pikmin 4's way feels more like an easy escape for a hard cave than it does a natural part of caves for me personally
Definetly the best pikmin game so far. Although it of course couldve been even better!
I thought that if puffmin were in P4, it would be cool if the whites' poison gave them immunity to the puffstool's spores.
I mean.....you were SORT OF right! 😅
i'm so glad somebody mentioned the re-fights.
the last area was super cool to me but the caves, the cave bosses were the Bug-Eyed Crawmad and two Hermit Crawmads and a Soverign Bulbax, which is a re-use (yet cool) boss already. These are the ones that really get me, the Empress Bulbax was re-used but it did gain some traits (and sub-level 16 gives me nightmares) BUT THE REFIGHTS, and hell, besides the Toxstool and Smoky Prog (kinda?) the new cave didn't introduce any new enemies or bosses (both are good but hear me out) The Mud Pit could of have some super Bogswallow boss, like, an anicent giant creature preserved in the mud as the Bogswallow is a primitive creature, and like, idk its just, the Pikmin games seem scared to introduce new stuff in side content BUT THEY COULD OF SHOE-HORNED IN BEADY IN THIS GAME AND LAST GAME and i'm just so sad he didn't make it in
little ranty but I wished the endgame bosses were, you know, endgame and not re-usage (in fact besides Man-At-Legs, the only other new end of cave boss is Mammoth Snootwhacker so like no new designs) I LOVE THIS GAME TO BITS but its just a shame just port the Pilgated nobody will get too mad at you
I hate that stupid final empress bulbax fight, it's a neat idea on paper, but one little mistake and you're having to restart because you lost your entire army or all of your good pikmin or what have you, they force you to stay on Oatchi so you can't even use the charge attack to kill it faster
@@springles7775 It was the only time in the game I felt forced to used rock pikmins! This fight is such a nightmare (and I love it haha)
@@springles7775 i do agree, much of the game is now built around oatchi so if you don't use him, you'll suffer a bit. the final cave has this sort of fan-made vibe and this is the peak of that as it is something you would of seen in a Pikmin 2 rom. that fight does need a lot more wiggle room to be fair
@@_miteo rocks do be a little busted in this game like I know they aren't as good as purples or the monster that is Ice but rocks just nullify half of bosses attacks, ik theres a mechanic where the hard floor levels crush them, but most crushing hazards aren't on those floors like, first empress bulbax, and honestly much more funny, the waterwraith can't kill them so like yeah not the best type but one that excels at certain fights that you don't use often because when are you gonna have rocks in a waterwraith level
it feels like half of pikmin 2's bosses get countered by rocks like if all of them was brought back (Empress Bulblax, Emperor Bulbax's crush attack, Beady, Raging Long Legs, Segmented Crawbster, Waterwraith like, dear god thats a lot of bosses)
@tempinveir6234 I don't mind the game using Oatchi a lot, and with that boss fight I think it's a really nice idea but yeah the execution isn't great and after the first attempt or two I realized how unfair and tedious it is....
No surface respawns was pretty heartbreaking to me. I'm greatful that i didnt realize this until id all but beaten the game, it would have ruined a huge part of my enjoyment if i realized 2 areas in that if i kill everyone i can just roam freely. The fear of them respawning kept me slightly on edge the whole time, and thats part of the pikmin experience to me, that youre in a wild area and are never *truly* safe when outside of your camp.
Also! I have a really big hope we get an olimar story like thing but with louie as DLC, it would be perfect to add in more caves and the missing bosses from pikmin 2.
You are super right! Respawns do feel very big to the franchise, and i think DLC might be likely
I think the reason why dirigi bugs are gone is because bomb rocks can now be picked up. The bomb rocks that the skutter chucks and dweevils use can be stolen and put in your pack if you are clever or sneaky, even if they have already been picked up sometimes. Nintendo knew that people could figure out ways to steal the dirigi bugs’ bombs and get infinite bomb rocks, so they decided to exclude them.
i mean probably, but they’re also the devs so they could have just, made sure that their bombs cant be picked up in any ways
I mean, they could've just used a different bomb altogether, like how the big bombs are in Pikmin 2. or, if they want to use the smaller ones, they could just make it so you can't obtain them as they're able to program it that way lol
Bomb rocks can't be picked up when they are already in the process of blowing up, can they? So they could just make the Dirigibugs ignite them before throwing them.
But you can kinda have infinite bomb rocks regardless because of Russ. You can get 5 bomb rocks at a time from him, and you can get more the next day if you want. Materials aren't that hard to come across, so you're never at a loss of bomb rocks, really. Maybe if a player is doing a "no Russ items" run, that would be useful.
@@Rikrobatdont forget that some holes give a bomb evrry 2 days (you just need to know wich ones give bombs instead of raw material)
I was really hoping to have bingo again. I also feel like the blue onion shows up way too soon which made ice pikmin feel not helpful outside of fights even at the beginning of the game. The lack of rock and winged pikmin exclusive things was also a shame. Still had a lot of fun with the game despite these things (auto targeting and the thing that prevents you from throwing more pikmin got annoying at times, though).
I had over 40 spicy sprays at the end of the game and there was nothing stopping me from using them constantly other than me not wanting to make the game easier than it already is
It would have been so cool if each of the Koppiates had a special mission for you, just like Olimar and Louie did.
Maybe Yorke wants you to collect certain technology treasures, then he would add a 1st person camera function to your tablet independent of the survey drone. I really wish we had a better camera function in pikmin 4, even if it has to be earned. The security drone is great, it is actually pretty functional rather than just for photography, but i really wish had the ability to take no UI screenshots at angles other than bird's eye or angled down, there were plenty of moments where the regular third person camera or even a first person angle would have been amazing.
Maybe Nelle mentions speaking to Schauz (the treasure collector guy) and hearing of food-like treasures, or hearing of berries from dalmo, and asks you to show her some number of fruits and berries. After finding 5-10 unique ones (sinc their mission is fiding food) and/or some number of ultra spicy berries, maybe she gives you a juice or spray based upgrade or item. Or, she found that some berries have some restorative/energizing properties for animals like Oatchi and wants to plant some at the base to learn more about. Maybe nursing their growth is difficult and they will only have the materials to do it once/twice, and she went looking for ultra spicy berries to plant at the rescue post, but the colour of the ones she found were off, and you unlocked the ability to havest 3-5 ultra bitter berries per day at the rescue post, or she actually just plants an ultra spicy berry plant at the post so they dont need to add a new mechanic.
Maybe Don tells you he saw a glint of gold while their ship crashed that he wants to be retrieved to raise money for the needy (there was something like that in his ID), and he unlocks the ability for you to find a single hidden, gold-lidded cave with the weird gold mimic creatures, respawning gold and iridescent flint beetles, and other gold themed enemies, but no gold treasures (just a leather wallet full of ambiguous paper bill human money, which he ironically doesnt recognize as valuable) and he is a bit disappointed but gives you a material reward and says to keep the treasures. You are able to keep going back there, making it a good cave for grinding nectar, sprays, and materials late game. Alternatively, maybe he upgrades your treasure gauge to be able to see hidden treasures.
For the ship's tale I just imagine olimar already had those parts which is why you start with only 15 days and not the traditional 30
spicy actually reduces attack to 1.0x so it only increases attack speed and somewhat weakens stronger pikmin, although the speed increase is still higher dps than the normal damage without it.
Except for Rock Pikmin, they got the short end of the stick.
@@pepperonipizza8200they got the short end of the stick when an oatchi rush with 30ish rocks obliterates most enemies?
Didn't know it reduces the AS, thanks!
2:37 If they wanted to make it more interesting, they could make it stomp at the speed it did in Pikmin 1. I feel like it's also kind of a missed opportunity to bring back his old music given there's a baldy long legs in the shipwreck tale.
Honestly, I agree. Especially that ultra spicy spray is an issue, and I just use it to bloom flowers. Surface respawns ALSO make pikmin harder to produce. They really need to do something about spicy spray if we get dlc.
There are so many pellet posies around that you'll have more than enough Pikmin without respawns. Respawns would have helped at bit with the difficulty though because you'd need to prioritize clearing paths more often.
@@Rikrobatnah, respawns are really needed. I had left all of the enemy corpses on the ground in the second to last area for when I got the purple and white onions. I had about 100 in each, and had my purple pikmin collect them all, while I only used pellet posies for the whites.
I was easily able to get up to 500 purples, while I really struggled to get to even 200 whites with only posies after multiple days of doing Louie's side missions.
@@Blazingflare2000 - But why do you need so many? I had over 150 of each White and Purple Pikmin by the end, but for what reason? Even that one treasure only needs 100 Purples.
I wouldn’t need respawns to populate my Pikmin numbers. For creating more challenge of traversing with treasure, then sure.
Others have already said pretty much everything on my mind, but I’d also like to add that Oatchi reducing your squad’s physical footprint makes a lot of challenges kind of trivial. This is especially noticeable in the Engulfed Castle, because you can literally just walk around the Waterwraith with all of your pikmin on Oatchi. That cave would have been much more interesting if it didn’t let you bring Oatchi.
I reset for even a single Pikmin death, so I was kinda relieved to have Oatchi to keep my Pikmin contained and safe. XD
But no, I completely agree that it does make things significantly less dangerous, even if I am relieved by it.
In the first area there is a cave where you are seperated by oatchi at the start, this since NEVER shows up again. And this wouldve been the perfect place
They also nade every area only needing three types of pikmin, like you go there and ut gives you your recommendated pikmin types and thats all you need in that area, i think they really should have balanced it significantly better, and i agree with the rock pikmin point, i feel like unlocking new pikmin should unlock new areas in previous levels, itd make the bew type of pikmin you get more worth it
I’m surprised that the fact that there’s absolutely no backtracking wasn’t it’s own entry on the list. I was kinda disappointed that you can get 100% in every area before going to the next one, it kinda made the game feel too linear and somehow shorter if that makes sense. You only really ever backtrack if you missed something or didn’t figure out how to get the blue onion in sunspeckled terrace without 50 pikmin, which are both issues that most veterans and probably a lot of newcomers never encountered
I fr thought that the clock in the sun speckled terrace could only be collected by winged pikmin. Later when I returned with th it didn’t work and I realized you had to knock it down with oatchi. That’s another thing I don’t like. The fact that oatchi can knock things down with his rush
It's definitely disappointing given it means pikmin types you get later on don't get many chances to shine outside the occasional cave, since there's never any puzzles that require pikmin you'd find later on in the game (like the Calcified Crushblat in the Tropical Wilds that you needed Blues to reach)
@@OriginalGameteer exactly, I don’t remember much of Pikmin 3 (ironic since it was my first game) but I do remember feeling like the world really opened up after getting blues. Tbh tho, I really think Pikmin 1 was the absolute best when it came to backtracking. Every Pikmin was useful for every area and I was jumping around between the areas extremely often, which is something that I can’t say for the other titles, but at least I DID backtrack in 2 and 3. In Pikmin 4 I literally did not go back to a previous area a single time (aside from farming purples for that one treasure that I can’t remember the name of in primordial thicket) until Louie’s quests. And while doing his quests every area I went to just felt so dead and depressing with nothing left
@@palokyu9891 yeah that quest somehow made me feel so sad... :-(
@@Bucketnetta yeah, it made yellow and winged pikmin kindof useless for theses cases
Nintendo was scared that Pikmin 2 wasn’t “family friendly” so they removed all explosion enemies (except for man at legs) so we will likely not see them ever again
The one thing I loved about pikmin 3 is having to go back and forth to actually 100% the game. With pikmin 4 is was able to 100% it without going back and forth at all and it just felt like I didn’t work hard enough to finish it.
Thats truee
I can agree with everything said in this video, the game would've been way more fun if everything said here would've been here!! But, I guess Nintendo can't always please us to the fullest..
Thanks oddo!! the game was so great so im not too mad but these things wouldve been so good!
Oddly enough the only boss who doesn't have a refight is the groovy long legs 🤨
THE BEST ONE
Makes him more special which is nice
He was so cool he didnt need one 😂
My biggest desire is for the game to shut the fuck up.
The best part of Pikmin is feeling like you're exploring a strange, but goofy and fun alien world. A place that is both cartoonish but also realistic and believable. But having some NPC interjecting constantly (and it is CONSTANTLY) ruins the atmosphere. And they never have anything good to say. Either they point out the painfully obvious, give you the answer to puzzles or they give you information that was useful 5 minutes ago. I really wish they could just axe all dialogue from the missions themselves. If they want cutscenes or dialogue before/after missions, fine. But not during.
Edit: A PC release would also fix most of the games other tiny problems. Using sticks to aim often results in throwing Pikmin at the wrong enemy when in a hectic situation, but mouse/keyboard would fix that. The reflections and lighting would be massively improved with RTX, and it could run at 60 FPS. Draw distances would be greatly improved too, and loading times reduced. Online multiplayer would be easy too for Dandori Battles. Nintendo would NEVER do it, I know. But Pikmin 4 would be amazing on PC.
Edit 2: Also, allowing players to select more than 1 Pikmin type in Dandori battles would be nice as well. Increase the strategy of it. I'd also like the Dandori maps to be less of the toybox aesthetic and more naturalistic environments that Pikmin are known for. The maps don't need to be maps from the campaign (I'd prefer it if they weren't) but the toybox look just doesn't work in Pikmin.
Edit 3: A new idea: instead of killing enemies, what if we had to capture some of them? It could be like Monster Hunter meets Pokemon, where you set a trap and lure the enemy into it, but you'd have to lower it's health or else it'd just break free. But if you kill the enemy, you lose and have to restart. You could add in tons of different types of traps. Like maybe Winged Pikmin could hold up a net that serves as a trap for airborne enemies. Or Rock Pikmin could serve as a stumbling block for big enemies that you have to trip. That sorta thing.
Great ideas. These all are some amazing points
Even though I like reading every interaction between the characters because I'm a story weirdo, I definitely agree that this plethora of characters in the background who aren't actually doing anything to assist this rescue mission is annoying and a lot of them need to STFU. There was quite a bit of banter between the captains in P3, but at least they were all in the field and working together. The whole rescue team thing is tiresome when you're the only one actually rescuing people.
Maybe instead of a customized character, they could have had different rescue team members tacking different areas, just to shake things up. As it stands, they're all just there doing nothing useful.
One of my nitpicks has also been how much Oatchi kinda takes away from needing the actual Pikmin. There are some hidden treasure that would be nice to need White Pikmin for, but no, Oatchi can sniff anything out. Heavy treasures that require a lot of Pikmin? Just upgrade Oatchi and he can handle anything. Stunning enemies in battle? Who needs Purples, just use Oatchi. Underwater fighting and treasures? Oatchi can handle it! Treasure is located on a high ledge? Just have Oatchi rush the ledge and knock it down. Elemental troubles? Just upgrade your pup and take care of anything!
I understand that Oatchi makes it easier to handle tasks if you haven't gotten certain Pikmin types yet, but that could have been an option to encourage backtracking. As it stands, I can 100% an area before going to the next one without much difficulty. And sure, you can just not use Oatchi for several of these, but the fact remains that he's more OP than any Pikmin you have, in a game that's meant to be about the tiny critters with their own unique traits. As much as I adore Oatchi and his carrying my Pikmin around, he does repeatedly take away from what makes the Pikmin special.
I fully understand that!! Great point
There are many pointers in the game that say Pikmin 3 happened after this. One of which is the music box but the other is the mention of Koppai nearly being in a crisis, meaning it hasn’t started yet, so they used different Koppaites instead who are related or have connections to the others.
Whos to say 4 dosent happen after the bad ending of 3??? ;)
My personal nitpick is that the Piklopedia is missing a corner (the puffmin would've filled it 😔)
Ouuuchhh thats so annoying
Beady longlegs*
@@graycatsaderowbulbmin*
This game also needs a 2 player boss rush feature and 2 player mission mode! Going for high scores with my siblings made up such a large part of the ongoing value of the game after completion, and we even tried to get world records on some. The 20 floor dandori cave and the other smaller ones did get kinda close to what we wanted for missions, but it was still just single player and lacked incentive to go for faster completion after reaching platinum. And the piklopedia interactive feature doesn't recreate some the boss fights well, or allow you to face bosses with a second player.
Very valid points
Auto lock on and auto counting, OP items, oatchi rush being broken in combat, and the excessive dialogue are the major issues of this game
Fully agree
I think you mean oachie being broken in general. You legitimatly dont need pikmin if you have oachy and items. Oachie can get immunity to all hazards that glowmin are immune to, he can carry everything if you max out his super buff. He has massive attack power if you max his super chomp, he can dig faster then yellows etc. The only thing he cant really do is freeze stuff, and you got ice bombs for that. I do not think the auto counting is an issue, but i do think the pikmin ai could use some improvements. For example, i would throw them onto a treasure to carry it and they would go grab a different treasure then i threw them on/locked onto. And no they werent touching so its really weird pikmin would do that.
If I had to give a nitpick, I hate how some of the "bosses" are just really big enemies with no change to the design outside of the model being bigger. Yeah some of the fights they utilize it in unique ways, like with Masterhop and the puddles left behind on their attacks, but most of the time it just feels like a stronger regular enemy than a real boss? Idk thats just me I suppose
The ad placement right before “Rude Interruptions” 😂
Happy you enjoyed that joke lol
You can use bomb rocks on day one of Olimar’s story to destroy the pots. So no back tracking required. Which I think is a missed opportunity as well.
Absolutely true
I think the game should let us take out as many types of pikmin as we want
That would be really nice. I wish it was an upgrade.
I mean, i dont think it should let us take out as many as we want but rather take out as many as the amount of onions we have. Innitially you have only red onion even tough you also have ice and yellow, so you would need to think about what pikmin type you need. Then as you collect yellow and blue onions you can take out more types so you can get an idea of what types you need to bring and how many of each type as you get more types from caves. Then once you have mastered that you can slowly work on getting more onions to expand how many types you can have out at a time untill you can have them all out at once
How could you not have a nitpick with the progression system for the upgrades? They wall off way too many upgrades at the end of the game where most people won't have a use for them anymore. A new game + would have been a big improvement. Sure you could say some people will want ot use them to platinum dandori challenges, but that has to be like less than 10% of players who will do score attack stuff and not just be satisfied with beating it. The infinite rush, and the marching horn necessitates you getting all of the music treasures up to primordial thicket (So essentially 100% of treasures since most people clean out every dungeon due to the radar being handy) and Saving all the shipwrecked people; by the time you get the infinite rush all of the surface areas for you will probably be desolate already. Then there is the Louie arm, which I think should let you carry 10 since the captain can left and throw purples, but again, it's at the very end of the game where it won't see use by most people, even if it's a joke upgrade.
Definitely annoyed by the Extra Hand missions because I had cleared all of the areas 100% before getting Louie back. So all it did was bump up my rescue day count by another 4 days, and for a thing I'll never use because every thing is finished.
bruh they added a mushroom chrysanthemum and not a blue glow mushroom version. it would've been so cool and fit so well with the dark caves
I so wish we got that! Glowcaps are awesome!
Biggest crime is groovy long legs was seen once.
Im not too mad because it makes him more special, i think he so coulda showed up in the final cave though maybe
Lineup Trumpet was done dirty. It should have been purchasable at the same time as the Charging Horn.
Oatchi's infinite rush is overpowered, sure, but locking it behind 100% castaway completion is awful. Make it a normally accessible upgrade so it's possible to get it early it if you forgo many other nice upgrades!
Plucking Whistle is pretty busted... in the Sage Leaf Trials. Locking it behind purchasing all gear is silly, because it fails to protect the mode most vulnerable to it. Maybe it could have been the reward for the music sidequest?
The Extra Hand is a funny joke upgrade. It's not so bad that it's obtained completely too late to use it for anything.
Also the music instrument sidequest would be a better unlock critera in general if it were completable before the final cave of the game.
All these upgrades are SO late and the lineup really dosent get use. ESPECIALLY with no surface respawns it makes using them late game very difficult
I’m so upset that they removed Puffmin, literally shaking in my boots
Guess they are busy training for puffmin quest!
My biggest nitpick is just how much everyone talks. Makes me miss pikmin 1 where I was able to just figure things out and play the game in peace.
Absolutely agree!!
Some extra nitpicks:
-No bingo mode for Dandori Battles.
-Pink Pikmin's pathfinding is atrocious compared to Pikmin 3. They get stopped by gates even when they're able to clearly fly around them. They don't ignore the environment in favor of b-lining it to the base, they just take the regular walking path no matter what and only take shortcuts when there's a designated spot to do so? Which isn't even that often. In the same game as whites, you don't have a lot of reason to use pinks, especially since you get whites so early on compared to pinks.
-Despite how many times ships crashing are brought up, the Plasm Wraith makes no return, despite it having loose ends. Pikmin 5 maybe...?
-The house area is underutilized thematically. A Pikmin game that explores human homes sounds interesting! But... is there a reason for it? Any story telling going on with it? ...No? Really? Why is there luggage near the front door of the house? Do we not get to explore a second house or any other rooms? Is it really not important?
-Smokey Progg isn't as interesting. It's still threatening but, part of what made it interesting in Pikmin 1 was the unexplainable obscurity and secrecy. When you direct the player's attention to its presence and make its appearance scripted though, it loses some of that magic. Would've been cool if it was just in an area, and it went for your onion the same as in Pikmin 1, if encountered on a certain day.
-As much as I like having a character to customize, I do feel Pikmin is better suited for pre-determined characters. They make up for it a bit with the side characters, but I hope the next game doesn't have avatars.
-The UI is bland compared to previous games. Pikmin 3's UI wasn't only JUST as informative and clear, but it also felt more decorative. It used more colors and had more moving parts to it, more interesting elements (like bubbles) naturally integrated into the design. Pikmin 4's UI follows a bad recent trend of UI looking incredibly formal and bare minimum in terms of flashiness, which feels backwards for a game that's meant to be fun.
-Lack of music. Caves are too quiet and some areas, while nice atmospherically with the faint tracks that are present, can be a liiiittle too quiet. For a series known for its music, this is a little disappointing. Olimar's Shipwreck Tale's music was a breath of fresh air, but I wish the whole game was like that.
-The line whistle sucks. I was SO glad when I saw it came back! ...but uh, it changes you camera view every time you press the button to use it, meaning you need to reorient where you want to point your Pikmin after starting. To add onto that, the camera moves while you turn your character and walk around. These both make it impossible to just... hold where you want your Pikmin to go, like in the first two games. With how late you get this too, and how Oatchi and Moss don't need it, it just feels so useless? I hope the next Pikmin game refines the line whistle, gives it to you immediately, and doesn't have a dog partner who can carry Pikmin.
-Oatchi can't bite enemies manually if you have glow Pikmin with you. Sounds minor but in scenarios where I wanted to safely kill an enemy with Oatchi without using Pikmin, this was annoying.
-It doesn't let you view treasures upon bringing them to your base? In Pikmin 2, this made the reveal of each name all the more noticeable, and made the satisfaction more immediate. Now you have to slog through entire batches of treasure at once when you beat a day after talking to an NPC to view everything.
-Speaking of, Piklopedia and Treasure Hoard are tied to NPC's. It just feels clunky and slow.
-Caves are no longer randomized. Not that big a deal but, hey, these are nitpicks lol. I just feel it's an element of replayability that's gone as a result.
AMAZING points here, i so agree with all of these too! Man this games great but stuff like this wouldve made it that bit better!
The Plasm Wraith not being there kinda makes sense. The game implies this is all happening before Pikmin 3, so it wouldn't be known yet. But I agree with everything else!
Can’t wait for mods to start experimenting with some cool enemy combos.
Some cool (& some pretty evil) enemy combos:
- Ice Dweevils holding Ice Bombs with Icey Dwarf Bulborbs & Icey Bulborbs
- Skutterchucks with Dweevils turned Volatile (holding bomb rocks)
- Desecrated Skitterleaf & Creeping Chrysanthemum (both are masters of disguise, & would work together)
- Snitchbugs above water with enemies such as Puckering Blinnows in it (very evil combo if it works)
Boss Combos
- Arctic Cannon Beetle vs Horned Cannon Beetle (if that's possible); Horned would likely win though
- Hell (the Smokey Progg & Water Wraith)
I wish the decorated cannon beatles larvae came back, it wouldve been so cool to see all the cannon beatles come back! Maybe a mature decorated cannon beatle would be a boss like the other two have, missed opportunity
The adult version would look so COOL! also. There are many green cannon beetles that fully curve their shots in this game. They should have been decorated!!
An adult Decorated Cannon Beetle sounds like a nightmare and now I want it
The most hassle the auto lock on gave me was in the trial of the sage leaf where you have 5 purples and you have to murder all the shearfleas and baby bulborbs. God is was a nightmare to platinum casue of it.
Thanks for mentioning that :')
It was a nightmare.
I found it way easier once I saw the suggestion to make Oatchi rush off in the opposite direction. Regardless of autolock, Oatchi was the one getting in my way. Though, I do agree about the lock-on going for the fleas that were already dead.
Yeah I hope pikmin 5 has weather that has actual mechanical effects since we got areas that were super cold for non-ice pikmin in caves
could be a good way to make blue pikmin more important
@@_miteo yeah I'd imagine weather would be rain, snow, and wind with potentially sunshine being an element on some desert map
for me i really want to see all previous bosses return in the dlc or most of them definitely pileated snagret, beady and the segmented crawbster i dont know about raging longlegs and the ranging bloyster though because in my opinion they are close to things already in the game but i definitely think the rest should
I want some new bosses aswell cus i cant think of many new bosses in this game
The Ranging Bloyster locked on to captains. Maybe it was excluded because Oatchi hasn't got a light.
Yeah, also some Real Bosses like the ones of Pikmin 3, I mean, ones that have a LOT more life than regular enemies and that have different stages wich unique patterns, because the bosses in this game look like Minibosses or enemies that are a bit stronger than the regular ones
lock on disable, respawning surface enemies, and RAIN are the things i want the most
i want to fuck around on the surface of the planet and explore, grow pikmin for fun, see harder enemies spawn after like 30 days or something, something secret like ujadani, and i wanna explore the areas and take pictures when its raining or storming or snowing... i spent SO much time in pikmin 2 just fucking about after i finished getting all the treasures, i grew thousands of pikmin just for fun
........ also its prime or dee uhl thickit
............................ ALSO also, you can blow up the pots with bomb rocks, so you DONT need to get moss to complete sun speckled terrace, the speedrun is 4 days long as under 30 minutes
The lock on being forced and the Pikmin being unable to grab moving objects isn't even a nitpick. It's just annoying when you're trying your best to be efficient. I dunno why they don't just teleport onto the object if they are close enough. I mean they also teleport to you when throwing them.
Very true, that wluld be a great and easy fix
My biggest nitpick is that I want “FINAL FLOOR!” to pop up in caves
I’m just at the beginning of the video, but I dislike most of the side quests. They’re all things that I would do anyways. The only one I liked was Louie’s, but it was at the end of the game and I needed to add 5 days to my adventure just for that quest.
I definitely agree with this. All but two of these side quests are things that you can do at your preferred pace. You have no control over who is rescued or de-leafified. You have no control over what treasures are in what cave, and some areas are story-locked, so you can't complete missions in order of preference. They're just kinda done eventually anyway.
Winged Pikmin pathing got nerfed super hard, almost never taking obvious shortcuts
Absolutely. It really hurt
One of my most GREATEST of all nitpicks I have for Pikmin 4, is that there’s no “new game+” option. Once you’ve 100% the game, and unlocked all skills for Oatchi, including the ability to use infinite rush, there’s no other use for this at all once you finish the game.
The only time I get to use all of Oatchi’s skills, including some unlocks for the captain, like the lineup trumpet, and extra hand, is when I go through the Sage Leaf trials, after finishing the main game, and have nothing else to do, but that one last.
Even if you were to progress through the game normally, by rescuing all the castaways, and curing all the leaflings, before battling the Ancient Sirehound, and Louie, you have no use for everything you have, up until that point, until you unlock Oatchi’s infinite rush, and the extra hand ability.
With new game+, you’re able to load into a new save file, with everything you have unlocked from the past file you selected for a new game+, which includes all the upgrades, and Oatchi skills, and allows you to use the most out of them throughout the entire game, in which you normally can’t, unless if you’re doing reruns on the Dandori battles, and challenges, or night missions, or just to free roam on the surface, while farming for ultra spicy sprays for almost completely nothing.
It infuriates me the most not being able to utilize my new, fully upgraded skills, to their fullest. I hope Nintendo adds this as a free update into the game, especially if they’re planning to do DLC later in the near, or distant future.
my only real complaints are Pikmin 4 is too easy, it needs a difficulty setting, enemies don't respawn in locations like in previous games and lack of options for character customization
Things I hope get addressed in DLC or Updates.
New Game + This is pretty easy to add, let you start the game new, with all of the upgrades/onions you've unlocked from the previous game. Some upgrades are so late into the game they don't matter. Even if you know to get them ahead of time. They still don't have a ton of impact. I'll also add that the tutorial seems to go on forever. I wanna skip all of that and just start at day 1 with all of my upgrades and abilities.
Respawning Enemies would've really added another layer to each area too. Each area is so barren after you 100% it. In Pik3 I used to return to old areas to farm up spicy spray and enemies for whatever pikmin type was lacking in population.
Other ideas or QOL Features....
1. The menu speed is weirdly delayed, it isn't 100% responsive when navigating. This needs adjusted to be snappier.
2. Let me turn off the dialog from the companions. It displays at such an awkward position on the screen that it can block your view at what you are looking at. I don't need to know I have pikmin sitting idle in a dandori, flower man; I have an idler alert for that.
3. Remove the split screen in vs Dandori batttles against the AI. Why do I need to squish my perspective in story mode to fight olimar/louie?
4. Disable Auto Lock-on. Let me free aim without using motion controls.
5. True coop mode after you rescue Dingo would have been cool. It could work somehow with Oatchi being the unique captain to manage.
6. Let me turn off the cheat options -- Dingo auto resolving things missions for you, or rewinding time. I only used Dingo once because I didn't know what he would do. Rewinding time removes a huge layer of difficulty and risk/reward the original series had.
GREAT Ideas!! Id love to see all of these in game too..
The split screen is so you can sneak a peek at what the opponent is doing wich is usefull if you want to throw a wench in their plans (for example dropping smoke on them when they engage an enemy so their pikmin die). But i found myself almost never using it like that either, so i agree that an option to remove it could be nice.
I do wish the bombs where more usefull. The sticky bomb doesnt stick to objects nor dogs, but it would be so much more dangerous if it could. And the chasing bomb will chase enemies over an opponents pikmin, and with its low movement speed it cant keep up with fast opponents e en tough that is litterally what they are meant for. So increasing its speed and improving its targeting ai are welcome adjustments
Plaster the wall of buzz lightyears over my face right now but i really do wish there was a new game+ option where you got to carry gear and the completed onion over into a fresh game considering how much stuff gets unlocked right as you're probably wrapping up your playtime
It would be so fun to be able to do challenge runs with certain pieces of gear banned or only ever using 1 pikmin type
Only other nitpick I really have is the 3 type limit
It's annoying being told by the game that it doesn't think I can handle more than 3 types at once, if I can manage a squad with 10 of each type except wings get 30, I should be allowed to use the squad I want to
They could have been an ice variant for dirigibug, a normal goolix, more poison ennemies, a new groink, and the anused buble blowhog from pikmin 3
You are SO right man!! And especially an Arctic Dirigibug. Its a no brainer and wouldve worked so so well
@@WigwamMan thanks ! My idea at first was a dirigibug that could throw the green mines that explode when you get near
Personally i feel like the buble blowhog isnt needed as we already have plenty of buble blowers. But i do tnink its a missed chance to not make the withering blowhog poison type (it doesnt even blow anymore now, just deflower wich while annoying is not dangerous at all)
Even if they weren’t gonna allow you to turn off the auto lock-on, they should’ve at least made it so it will prioritize the nearest enemy/mushroom/hazard over the treasures or dead enemies
I just wish that enemies would respawn, I love making lot of Pikmin and it's so frustrating to only have Pellet Posies to make more of them when you already killed everything else
Yea that is the most irritating things about no surface respawms
15:24 it is actually used in the hero’s hideaway at the middle cluster of shutterchucks
Anode beetles got screwed by not being in more than one cave
Its not fair they are so iconic!!
I wish some Hey Pikmin enemies were in Pikmin 4 like the Shearblug, the Crammed Wraith, the Elongated Crushblat, the Flatterchuck, the Puffy Blubbug could be really good for snow levels. Finaly the Mockiwi. I say this because if you know what they look like, then you know just how cute they are! And of course more enemies form the other Pikmin games should also be in the game as well. But I really like Hey Pikmin a lot (because it was my first Pikmin game) and I would like to see some love for that game. And that concludes my rant.
I am in agreement with adding Hey Pikmin enemies to the franchise. The Spore-net would be a good addition as well because it's a falling poison hazard. Maybe have it high up enough that you need yellows or wings to actually kill it.
Bro wig be spitting facts also wig u know about the snagret 👀👀👀
thanks, and yea i do!
most of these nitpicks are understandable, i personally wish that some enemies had be reused more. cuz like. encountering only one of various things feels kinda sad (also there should have been a snowy area where the ice pikmin could have really shined, and all the ice enemies could have been there)
Personally, I wish there was a "new game +" option to reset the save, but keep your unlocks, gear, pikmin, and oatchi unlocks just to see how fast the game can be cleared
That would be a lot of fun
It feels like the whole game has been lobotomized to make it more new player friendly, which isn’t inherently a bash at the game because I had no problem playing because I used every single item like it was made specifically for this game and this game only and it helped a lot. I never had problems with the auto targeting but generally the game feels very barren and empty when it comes to ideas seems like it’s just a collage of everything that made the previous games good
I think beady being a unique yellow/pink pikmin fight could serve as a really neat cavern, could be one of those underground floating platform ones to have both an electric edge and a flying edge, like the white onion sage challenge (aka pink pikmin are actually programmed to take shortcuts), could also introduce ropes non flying pikmin can't follow you on (balancing minigame maybe?), and said ropes can be tied to the opposite side (or plugged in if they're flavored as cables!) by pinks. maybe even splitting up the beady fight between two officers like pik3 (as oatchi can't walk across the rope, but beady can step between platforms separated by one). obviously I'm not a game dev but I think this could be cool
Thats some great ideas, it would be a great place for electronics that yellows can turn on to return too, where the yellows make a chain to turn it on
imo dandori battle is just kinda mid in general
edit: also some caves (specifically the final one and the sage leafs trials) feel like they dont have a coherent theme (you jump between aquariums, toy boxes, bathrooms, regular caves and stuff seemingly at random)
Fair enough, i do like the gauntlet style sage trials and final cave. Even if they make absolutely no sense lol
tbf pikmin 2 had this same problem lol
My nitpicks
Autolock
No mention of the ‘thing that makes the shipwreck’s happen’
Olimars some of Ship parts are duped
New Game + and a harder mode we’re absolutely needed
No Pikmin 2 picklopedia music option
No proper camera control in the piklopedia
Bubble text gone
The sovereign Bulblax and the man at legs bosses in shipwreck tale should’ve been swapped so the Bulblax is the final boss like in Pikmin 1
Koppaites should’ve been the Pikmin 3 protags
No mission mode
No proper 2 player
No weather
Great picks.
#bringbackbeady
I miss him soo much man!!
Yoo Raggins
Just for the record... Pikmin 3 Deluxe got Beady Long-Legs in the Side Missions. So even though the original Pikmin 3 didn't have Beady, technically Pikmin 4 is the first to have it completely missing.
That was not beady at all in pikmin 3 dx
@@WigwamMan The final level of Olimar's Side Stories had Beady as the last mini-boss (at least... I thought it did). I wasn't talking about the mission mode.
@@lasercraft32 thats a golden arachnorb. That is a completely different creature to beady
@@WigwamMan That's freakin DUMB. Beady is basically golden colored already! Why didn't thy just make it Beady??? I've been living a lie! 😭
@@lasercraft32 exactly it makes me so sad, there was some weird implication that it was a plasm wraith created long legs but idk it just kinda sucked lol
It's weird how much I would change/add to this game knowing how much I enjoyed it. It just has so much potential. I think my list would go:
1. Real multiplayer (1P: captain, 2P: Oachi, 3P + 4P: Pebble Tosser) Maybe each added player adds 10% dmg and HP to enemies.
2. Challenge (let me select difficulties, maybe a crazy hard one with a bunch of cool limitations)
3. NG+
4. A big challenging boss for each map
5. Utilize the 3 pikmin type cap better. (I feel like I'm being limited without reason)
6. Stop shoving "dandori" down my throat, it's a fun mini-game, but I want more caves and more core gameplay. I want more dandori to be optional
Oh, and nerf Oachi. He's a battering ram, he's a nuke, he's a tank. he's a ship. He's everything you've ever wanted to be AND MORE. This isn't Pikmin 4, it's Oachi 1.
Agreed. Great points. Also this really was just oatchi 1 lol
So about the newest pikcraft, will you play it? It's on Juni Pin Pan's channel but watch at your own risk, because it contains spoilers for the Final boss of hey pikmin. So I *HIGHLY* suggest you 100% hey pikmin if you haven't. I also think it's only on Java edition(currently). It contains the final boss of hey pikmin, final boss of pikmin 3, smoky progg, and more. They even have the new pikmin 4 enemies, like the gildemandwee, pricklepuff, and the snowy blowhog. EVERY SINGLE mob was redesigned to look like pikmin enemies, and if you are confused, zombies are leaflings. The pikmin are wolves, mamutas are iron golems, and etc. The only reason I can't play is for two reasons: I don't do mods nor have minecraft. So I'm asking *YOU, Wigwam Man,* to play it. Just hopefully finish hey pikmin first, or just play it and then play hey pikmin afterwards. The final boss of hey pikmin is in the release trailer, so just beware. That's all.
It also contains spoilers for pikmin 1 and 2.
I know everything about hey pikmin and dont ever want to play it anyway so i dont care, i will check it out and maybe it will be a stream!
Ok!
Also, don't think I forgot you lost 40 white pikmin to the man at legs.
Yeah I was expecting some bosses from pikmin 3 because they had some cool stuff
It wouldve been really cool to see those!
@@WigwamMan Yeah hopefully in the next game or some DLC we'll see caves themed for the phosbat and other bosses. Like a beehive themed cave for the scornet queen
I also wish that you could just get a little note (similar to when you complete a task) for when a castaway is rescued, the cutscenes are so annoying. Not to mention the sheer amount of dialog and cutscenes in the introduction 😵💫
That's right! I was ok with that dialog cuz i'm a huge fan, but I gotta admit that they talk wayyyy too much!
Gonna suffer from that when I play the game again...
@@_miteo I didn’t even notice the first time either, but playing through again with my sister, the first day or two were TEDIOUS
I would like the game to have additional difficulty mode options; I felt it was overall too easy even if it was still fun more often than not, and that includes the last cave with its many floors of boss fights due to just how super quickly you could still kill many of them without much effort.
FINALLY SOMEONE ELSE POINTS OUT THE DECLINE IN SOUND DESIGN WITH THE ENEMY VOICES
one of my nitpicks in Pikmin 4 are the amount of Pikmin that carry an object because only double the base amount of Pikmin carry objects when some things can support more than double the amount and my motto in Pikmin is "if theirs space help pick it up" and how the auto lock on feature stops after the base amount of pikmin and idle Pikmin wont help carry it when every other Pikmin game had idle Pikmin help carry objects on the way.
The koppai character are related in a way to the ones from pikmin which is fine enough I believe.
a bit stupid in my opinion but i do like it
Pikmin 4 DLC with an area or two with every enemy that hasn’t come back yet, as well as respawning enemies and auto lock on toggle, with a mix of elemental hazards above ground. Thats my ideal Pikmin 4. As well as an Online Vs. mode for Dandori Battle and Night Missions, that would be great too.
5:55 i once got all spicy spray from those little bugs the caus fear by using purples got like 10 of them
My only major complaint is the lack of dynamic music, like how the first two had.
Totally agree with these points: 8, 9, 10, 13, 14 (crystal hasard), 17
The game's incredible and I got no words to describe how much I love it! But yeah there are definitely some weaker points they could improve on for the upcoming updates / DLCs / new games!
PS: I got something like 50 spicy sprays without even farming them...
Couldn't agree more!
i actually like the creeping crysanthemum redesign, idk something about a frog popping up out of the ground with a horror stinger got me the first time i encountered one
Yeah the spicy spray was just too much. I actually realized that the 1 missing entry in my piklopedia was the plant they grow on. I never felt the need to interact with them.
Something I feel was missing was more original dungeon themes. I think there was really only one that wasn’t a reworked idea from Pikmin 2, that being the aquarium. Maybe have a dungeon where your ascending upwards, like a tree house.