wow, Arlo has time travel! Despite being only minutes old. His post is from 2 days ago. o.o No wonder there are so many raycon arlo's. He keeps going back in time!
It needs co-op. Pikmin 3 Deluxe was one of the best local co-op experiences. It’s at the top of every Reddit thread asking what games are good for couples. When they announced the disappointing multiplayer offerings it went from a must-buy to a pass Also idk why they got rid of bingo battle, the kids in my family have been playing that for years
Yes, these were also two things I wished they had kept from Pikmin 3 (well, also the harder difficulty modes). Pikmin 4 with co-op would be amazing (even if player 2 was just Oatchi). Bingo Battle is also sorely missed as it was one of the most fun multiplayer modes!
One little nitpick I have is the way Olimar’s shipwreck tale and all the Dandori levels are baked into your save file as opposed to being accessible via a seperate menu, say on the title screen
I agree, considering that Dandori Battle is playable off the title screen with all the maps from the main campaign, I don't see why at least Dandori Challenges couldn't be on the main menu.
I would also add the option to bring out more than 3 types of Pikmin at a time. Put it in the new game plus if you want. I miss having an army of diverse Pikmin
The three Pikmin limit is actually awful imo. The final battle did not feel right with only around 5 Pikmin types too. I think they should up the general limit to at least 5, and let caves have all if you come across them.
@@maxminton7861 It would be sick if we got a final boss that utilized all seven types. The Sirehound is great and all, but using only ice, electricity, fire, and gloom? Wouldn't it be cool if we got a boss that sprays water everywhere, flies into the air and requires wings to take down, and has crystal barrier that require rocks, along side using those four previous elements.
@@P.H691true but all you're really doing is specifically targeting everything the boss doesn't do just cuz, when it already is a fight fight and a half
during the sage challenge especially i REALLY felt that want for a map editor. if you could input people's custom made maps, the challenges would be totally insane!
I didn't feel like the auto lock-on was much of an issue, but I can see why it would be for others. The enemies not respawning was definitely an issue. Apart from that, this was pretty much the perfect gaming experience for me, and I have Arlo to think for getting me into it. Also, yes, a map editor would be amazing.
I found the auto lock to be a huge help especially during bossfights. In the old games aiming your pikmin was a pain and most of the time i missed wherever i was trying to throw.
My only problem is that its automatic AND mandatory. Pikmin 3 DX had a similar lock on function that worked really well and was useful for precise throws, but you had to enable it yourself with a dedicated button. Pikmin 4 lock on is really helpful but I don’t want to be locked onto a peice of raw material when there’s 12 shearfleas trying to eat my Pikmin. All they’d need to do for the lock on to be perfect for me is add a toggle for it to be automatic or not.
Calling them ghosts made me picture a lore switch (that would be more than a DLC): Have Pikmin leave corpses that cannot go to the Onion, but could be left in a glow mound which increases Glow Pikmin counts in that area at night. And each landing space is marked by close proximity to the mounds (this is already done somewhat, though the mounds are not present in the day).
how about just more aggressive ai and more dangerous movesets other than plops and tongues.give us bats that swoop in and dive bomb pikmin with sharp teeth, give us enemies that launch our pikmin so high that only water will save them, give us unique hazards like fire melting the ice ceiling and having a boulder come down to crush pikmin on a slope, like zapping a chainsaw to progress but they also cutting an electrical wire that's flailing around and have electricity kill again. the game was too easy and too samey.
A hard mode that works surprisingly well is Gunnadahun's Thickmin 4 (which unfortunately got taken down). Just makes enemies bigger and have more health, while making Oatchi un-ridable. It essentially gives you two captains with very different strengths/weaknesses and felt like it could be a official challenge mode with a little tuning.
@@yololthepikminenjoyerPlus, having your big Pikmin army following behind you is part of what makes Pikmin feel like Pikmin. Just controlling them in a constant-size, united clump takes away the feel of having a big army.
@@yololthepikminenjoyerit should just be, as soon as an enemy spots you, you can’t ride oatchi. It’s still super fun being able to jump up and down ledges and whatnot
@@tariqmcmaster8668 I agree, but honestly having big parts of the game accessible only by Oatchi works so well that it felt like it might have been the original intention before they went with the ride mechanic and added the way more rare doggy doors.
@EmperorZ19 this. that and the Pikmin don't feel so much like pikmin when riding oachi. in games past getting the pikmin to flower status meant ALOT the leafies often got stuck and lost and added a dynamic to the countdown timer, they weren't ever perfectly tame they would woddle left then right then left again then right and finally find the center behind olimar. now they just feel like ammo to spew in a random direction rather than your goofy friends you felt like you needed to take good care of because they wanted to stand with you and help you get your ship fixed, you owed it to them to lead them on foot like a militia
I think the only other thing I'd add is an online dandoori battle mode and just some general online functionality like a score board so me and my friends can compare our times in challanges.
I also would love more Dandori stages! The base game's Multiplayer Dandori only uses the stages from the story mode, and some of them (especially Louie's stages) felt more catered to Player 2, or catered to a specific Pikmin, which especially doesn't make sense if you can just take Yellow Pikmin to the Fire Pikmin stage and immediately half of the collectible objects are gatekept. I would LOVE if they added at least a couple more unique stages, as well as hazards that change depending on the Pikmin present.
Pikmin 4 is by far not only my favorite Pikmin game, maybe my favorite game of all time. It was one of the most magical video game experiences I've ever had, everything about it was so amazing. The fact that its selling so well makes me genuinely happy
so glad you feel that way but i unfortunately feel the opposite, this game goes out of its way to do so many things that dampen the experience for no reason, and i'll never get why
If there’s one thing I could improve about Pikmin 4, it’s that Oatchi needs to be nerfed or there needs to be a hard mode. As is, Oatchi’s incredibly powerful and trivialized a lot of caves. Here’s an example: The Engulfed Castle. In Pikmin 2, there was a similar cave called the Submerged Castle, but it was actually somewhat terrifying because you could only bring in blues and there is an enemy in that cave that can easily desimate your blue pikmin population if you aren’t careful. Oatchi pretty much trivializes that threat though because he’s faster than it and he can gather all of the pikmin onto him to avoid getting crushed.
@@berry.1uvr This doesn't solve the issue. Even a completely unupgraded oatchi invalidates most of the challenge, and the game actively encourages you to use oatchi at every turn. Besides ignoring core game mechanics to make a game have any difficultly is a player's solution to an inherent flaw with the game's design.
Agreed... I recall having 0 trouble dealing with poisonous mushrooms and enemies despite not having a single white pikmin, because I could just send Oatchi to kill them.
Pikmin 3 was my first Pikmin and I really miss the ways that they mixed in plant life as slides, or crawling around waterfalls, and all that. I also really missed having to go back to earlier levels. In 4, I was able to finish every level before I moved to the next one (except need for more Pikmin). That really ruined the joy of getting a new type Pikmin.
One other thing that I would have loved is some more big, dynamic bosses for each area. Pikmin 3 had some real grandiose boss battles, but Pikmin 4 had a lot of rehashes from previous games or just bigger normal enemies. With the exception of like the creativity of Groovy Long Legs and the bombastic battle with Sirehound, the other bosses just kind lacked a bit of "punch".
The bosses were like that in Pikmin 1 and 2 also and Pikmin 4 went in that same direction because most people preferred the way bosses were handled in 1 and 2 than in 3, Pikmin 3 is the only game to do bosses differently and most people didn't like the way 3 did bosses as much due to the long periods of waiting and HP caps which artificially pad out and prolong the battle as well as the fact that the bosses in 3 feel more like video game bosses than actual creatures in an ecosystem like in 1, 2, and 4.
@@tessaPMpro I didn't mean artificial padding of Pikmin 3 bosses with all the waiting period between attacks, but rather just the fact that they were more imposing and put up more of a fight. As mentioned, Groovy Long Legs and the Sirehound were creative and a fun challenge without the artificial constraints of Pikmin 3 bosses. Many of the bosses in Pikmin 4 didn't really feel like bosses as they were predictable and went down way too easily.
@mattb6522 but that's exactly how the bosses were in every Pikmin game except 3. An no, the bosses in 3 are not more difficult, it only feels that way because of (as I mentioned) artificial prolonging of the battles because of HP caps and waiting giving you the illusion of a harder boss because of how much longer it takes, until you realise it only takes longer because of the artifical padding (HP caps and periods of waiting). The only truly difficult boss in 3 is the Quaggled Mireclops, all the others were just as easy as most Pikmin 4 bosses, some even easier.
My only complaint was that it all ended too suddenly. Like, I 100%'ed each area before moving onto the next, so once I fully completed the final boss there was just actually nothing to do afterwards except grind for platinums in challenges I didn't really care for.
i was so upset that my efforts to get platinum in everything were pointless, not even 100%ing sages trials. no new ability, no fancy medal, not even a "you truly are a dandori master" or anything. :')
Personally my biggest gripe with the game was that it was so difficult to add more than the required amount of pikmin carrying an object like, once the pikmin are moving, your cursor no longer snaps onto the object, and there's of course the pause after you throw the required amount (which I feel lasts just a tiny bit too long) Other than that I 've got no issues with the game, would love to see these features added though
-Auto/Manual Lock Option -Hard Mode -New Game + -Map Editor (maybe paid DLC) All of these is perfect, but knowing Nintendo's lack of paid/free DLCs for the latest releases I'm doubtful it would happen, at least a Pikmin 5 could have all that
I feel like the chaos of old school pikmin adds to the learning curve and charm for me. It can be brutal and slightly frustrating, but that makes victory over a bulborb that flattened half of my squad because I didn’t circle strafe correctly that much sweeter lol. Pikmin 4 is much more refined, but something about old pikmin appeals to me in a way that 4 simply can’t
A real 2player mode (either with a second customizable captain or just with playable Oatchi) would have been awesome, Probabaly would bump this up to be my fav Pikmin game tbh
With all the variety of equipment and abilities in this game, I honestly wanna see a Randomizer function of some sort, like something that changes around what Gear is available at what intervals or changing which Onions you find where. It'd obviously need a lot of fine-tuning so you don't create a softlock depending on how much stuff gets shuffled around, but having to rethink certain scenarios or experiment with Gear in ways you wouldn't think to before could really mix things up in an exciting way, I feel!
I'm not a Pikmin fan but your wish for a map editor resonates with me so well, because for years I've thought about how good a map editor would be for the modern hitman games
I think my main complaint, which I don’t hear people talking about is the fact you don’t need to go to another area and go back to another area. You can 100% an area without going to the next which is something I really enjoyed doing in the earlier games like needing to get blue pikmin in another area and combing back to an area to grab underwater stuff.
Fr, even though its pretty much a cooler raging long legs. He should have appeared more, i mean the water wraith appered more in the game than groovy long legs.
Local co-op where both have their own character. When I played with my niece she kept asking where I was and I had to say I'm in a little ship throwing rocks. You can limit it by making the 2nd player stay in the same zone as 1st so you don't have to add split screen. You could explain it as a "safety feature" or something.
The lack of co-op was really disappointing to me, too. I kinda forced my hubby to play Pikmin 3 Deluxe with me in hopes of getting him into Pikmin. It didn't really work, but he still played with me anyways. I'd love to be able to do that again for 4. Heck, since it's so approachable to new fans, it would've been a great way for veterans of the series to coax newbies into trying it- "I know the big boss is scary, but you've got me here by your side!" and "If you can't figure out the puzzle and get frustrated, I'll give you a hint"
Pikmin Roguelike: Start you off in a cave with only Oatchi, each floor has a certain number of random challenges and random pikmin to find, claim treasure for points. Badda bing badda boom.
I always noticed that certain Nintendo games never get updates, and never go beyond 1.0 unless there's a game breaking bug. Within 2 months of this game's launch, we got an update that added a loading bar. So I think that there's hope of them adding stuff that will change things
Maybe. Metroid Dread go a boss rush mode 7 months after release… but the same time, Mario Party z superstars sold well, and had slots for potential DLC (and even out out a survey… way too late), but nothing ever came of it. It’s very weird to see which games get updates/DLC and which don’t. The common ones are MK/Splatoon/Smash/FE/Xenoblade/Sports, but outside those? It’s a toss up. Even if they have multiplayer modes or online.
My Pikmin 4 DLC wishlist: * More zones * More caves * Better coop mode (Either P2 plays as Oatchi, or have two player characters and either one of them could have or direct Oatchi at any given time) * Game option to disable auto-lock * Game option to disable automatic selection of suggested pikmin when entering & exiting caves (or at least a button on that UI to clear all selected pikmin to 0) * Game option to halve the time delay after rushing an item before you can rush it a second time to add more pikmin than the minimum * Game option to remove the time delay entirely when throwing pikmin when you reach the minimum pikmin on an item * Game option to allow idle pikmin to grab things being carried near them that have fewer than the maximum pikmin holding them * Add the ability to go back to a previous day of your choice (or at least undo one single day completely) (The "Game Options" listed here could all be combined into one control option and called "Classic Mode" or "Manual Mode" or something like that.) _____ Having fauna not respawn above ground feels like a replacement for not having limited days. You can't just farm so easily to get your numbers back up, so you need to avoid losing too many pikmin to begin with. (You kinda can with pellets, like you mentioned, but it takes a while.) In Pikmins 1 & 3, you could take a day off to farm up your numbers, but that means losing a day off the timer. Pikmin 2 instead had completely unfair things, like dropping lit bombs from the ceiling that can wipe out all 100 of your pikmin in less than three seconds, necessitating that you spend some days farming to counterbalance that. _____ If they make a harder difficulty mode, it needs to be something more than just "fauna has more HP", as that's boring (despite being the most common version of a hard mode). I'd want to see new actual challenges to solve, or some changes to existing challenges that make them harder. Actual thinking & planning harder, not just combat harder. I have this one personal challenge I do, where I like to enter the Engulfed Castle with only 5 blue pikmin, collect every treasure, survivor, and corpse possible, and exit the cave with 40 blue and 10 purple pikmin. It's harder than doing the cave normally, and is a self-imposed challenge. It also completely uses existing content. Official verisons of stuff like that would be great! There's a lot you can do by changing only one or two little elements here and there. You can limit the pikmin types of more caves by putting more hazards just outside of cave entrances... You can remove some of the hiding places... You can limit pikmin quantities... You can change which fauna are present... You can make different-element versions of some of the local fauna... You could add electrified plates to create areas only yellow pikmin can go to... The possibilities feel endless! Pikmin 3 had an easier way to make a hard mode because it had limited days. (Granted, Pikmin 3 Deluxe's Ultra Spicy mode wasn't all that hard, but it was at least something in the right direction.) It reduced how much juice you got per fruit, day lengths, and max pikmin out at once. Day lengths and max pikmin would have very little effect on Pikmin 4 because there's no day limit... I'd love to see what Nintendo can come up with instead. They're often creative with this sort of thing and think of things that I don't. Doing it as a new game plus, like you mentioned, isn't a bad idea. Everything's harder, but you're also more powerful. You have more tools to work with, so the game can throw a LOT more at you. _____ If there's a map editor, you'd need a way to share the maps. They'd need, like, an entire Mario Maker UI for it. Also, Pikmin 2 had cave sublevels made of a lot of pieces, Pikmin 4's caves all seem pretty static. When you see the same elements again, they're often in the exact same arrangement, just with different treasure. I feel like this one, while a great idea, might be a lot more work than you think it is. That said, I'd love to play some fan-made challenge levels if they do! *Please don't actually delete your channel if this happens.* If they add a map editor to Pikmin 4, I would love to see you end every video with a code to a Pikmin 4 custom map that you think is fun, so we could all try some of the best custom maps you've curated! (Along with the name of the map's creator for appropriate credit, of course.) Even your non-Pikmin vids could just have a code at the end, and we'd all have to watch through the whole video to get to it!
I think that if there was a Pikmin 4 ultra-spicy mode, they should make Oatchi time-limited. Think about it: he makes you faster, does insane damage, can launch all of your pikmin, and can carry basically anything. So give him a draining energy bar, with the ability to command him to rest to restore it. Turn Oatchi into a limited resource, and the game immediately becomes a lot more interesting.
Pikmin 3 didn't even have co-op initially, that was added in 3 Deluxe. This gives me hope that it could be added to 4 in an update or DLC. Please please please, Nintendo, give us real co-op for both story mode and dandori challenges!
The pebble pitcher is also shockingly fun! Its more than just a little buddy mode to give a toddler a controller for, the pebble pitcher is incredibly useful and full of cheese. I intend on rerplaying it with my sibling being the pebble pitcher and trying to be the bane of my existence, distacting oatchi around enemies so he mistakenly kills everyone, bombs, ice bombs. Its going to make me rethink where my camera is at all times so that they cant farm the pebble pitcher and get bombs and oatchi treats. So maybe true local coop along with the option for pebble pitcher? I would use both of them. Maybe even 3 player with local coop and pebble pitcher
Hey Arlo! I haven't played Pikmin myself yet, but I love hearing you talk about the series and your enthusiasm for it, and I've definitely been considering trying out the series myself after hearing about it from you! I love your videos man, and I hope you keep having a blast with Pikmin 4 as well.
I agree with all your suggestions, great video Arlo! One idea that I thought of for possible Pikmin 4 dlc was an endless Night Mission or missions. Have a night mission that starts off with weak enemies and progressively have stronger and stronger enemies show up as you see how long you can survive. Maybe you could even start off super weak with very few abilities and the further you get into the night you could gain new abilities, like surviving X amount of waves for the rush boots. Or maybe you could choose between a few different upgrades every 5 waves or something, but you can only pick one so if there's two very good upgrades available you have make a sacrifice! Okay... I was just gonna comment "Endless Night mission" and that's it, but by typing through this comment more and more ideas kept popping into my head and now I REALLY want this to happen. 😅
Awesome idea, was thinking the same thing when I played them! An arcade survival mode would add a ton of replay value, especially when you consider the maps you could choose from. Hell, you could even have some of the cave layouts be map options.
Endless mode would be so fun. Or even just the ability to keep fighting different hoards. It could also be cool to see night missions built into a pikmin custom world editor so you could create mobs yourself, and you can only post the ones you can defeat yourself, just like Mario Maker.
Your idea for the New User + is great! I actually thought they you were going to say a way to start the game and go straight to the basecamp. Ive started the game with friends and by the time they need to leave, we've only gotten to like the first area. Which isnt fun at all.
I'd love if the game asks if you need a tutorial before sending you to the start area, and if you press no, you crash land at the home base, alongside Oatchi, Collin & Shepherd, and after they exchange initial dialogue, you are free to do that start up for your first expedition day.
I was thinking an extra area or two, but overworld respawns, new game +, and a level editor would be absolutely superb, although that would make it impossible for me to ever put the game down
I’d like to be able to take out more than three types of Pickman at a time I get why they did it that way both not overwhelm new players and because that way they could more easily set up each of the areas knowing these are gonna be the three you’re gonna want to use But I would kinda like to be able to bring more with me at a time than just what they suggest on the overworld. Sometimes it feels like you can’t really experiment and what pikmin to use because of an area specifically has you know this much stuff in it this much specific hazards that you need to deal with with specific Pikmin you can’t really Switch it up very much without not being clear those hazards
I feel like having a sort of options menu for a New Game + mode would be a good idea, like for those of us who just want a fully upgraded dog, a fully upgraded captain’s arsenal (trumpet, Helping Hand, etc.), those of us who want all the onions, or some combination of all of the above! I predict that they may likely save these for the eventual Pikmin 5, but in my eyes these options would make Peakmin
After many years, Pikmin 3 Deluxe finally got me into it with it's realistic and cool world and characters, incredible sense of atmosphere, interesting story, beautifully peaceful catchy music, and most importantly the ability to play it co-op with my wife. We were so hyped for Pikmin 4. But then Pimmin 4 came and pretty much threw all that out the window so fast that we couldn't even get through the demo and ended up buying Kirby & the Forgotten Land instead.... The thing Pikmin 4 needed most was the continuation of Pikmin 3's couch co-op and actual continuation of Pikmin 3's story.
@@tessaPMproi would say I agree with him pikmim 3 coop was great i could play with my wife or daughter. I myself have no interest in playing a single player game so its one ill be skipping as well.
@@bayleycote8899 you can't just play games by yourself? You're missing out on so many great games and severely limiting your options. Most of the greatest games ever are single-player only games; Super Mario 64, Ocarina of Time, Banjo-Kazooie, Chrono Trigger, Final Fantasy 6, 7, and 9 just to name a few, maybe you're just not into video games in general that much...
@@tessaPMpromaybe i find the fun in playing with others. Main games i played as a kid was halo, diablo, world if warcraft, Mario kart. I would say the only single player games i enjoyed was pokemon but when i was playing right next to my brother. I do feel like pikmin 4 didn’t need to downgrade what they made great in pikmin 3 deluxe. I will say as a single player game looks good from the demo i tried i just feel like pikmin 4 could have been more we waited over 10years for this game
@bayleycote8899 while I don't disagree that the multiplayer could have been better in 4, it is better than 3 in every other way. And I'm sorry but expecting more from what is already by far the biggest game in the series with far more content than any other game in the series previously is just ignorant and expecting too much, it's obvious that you have never actually played any of the other games in the series besides 3 Deluxe. This game was made for fans of the series, not people who just picked up 3 Deluxe on the Switch.
I love Pikmin 4! I would totally replay it again... its just the thought of starting from level 1 with nothing makes me not wanna restart my file, so I'm on board with new game+. would love to have more options, the auto lock disnt bother me but sometimes it would get in the way especially when confronted with those hand ground squid looking things. and yes on harder difficulty. i love the dandori challenges and would love for a more difficult experience in Pikmin 4. hoping for all you saod and more!
There was one moment in particular that made me think 'this game must have had a map editor in mind.' And that was when I saw the gates that were tied to clearing specific enemies. It was just such an artificial gate to force a boss fight or clearing an area. Something about that just screams that it was designed for quickly designing custom challenges.
Maybe for the map editor, Russ could be inspired by the Piklopedia and build a super computer. His idea is that you'll be prepared for anything, simulating any encounter in any environment with the enemies you've logged so far. (Another incentive to make progress in the game!) The captain raises an eyebrow and says, "There's no way we can be prepared for EVERYTHING , Russ. I'm not so sure (Your Name)'ll get that much use out of it." Russ looks at your character, grins, and says, "Kee-hee! Look at that gleam in (Your Name's) eyes. I can already tell you're going to love it." 😁
I'd love to see an endless nightmode featured in some kind of dlc. I'd get a lot of fun out of seeing how long I can last against countless swarms of enemies
This is why I hate hype culture and social media. People get too excited around release and downplay/ignore any criticisms. Only to agree with “haters” that brought it up from the start… months or a year later. And when said people exercise precaution around the next big release, that entire lesson is forgotten/ignored because they’re desperate that _every game_ they’re excited for will be “10/10, amaze balls, GOAT, GOTY”, and dismiss anything that’ll burst that bubble they’ve blown. As if having reasonable expectations/concerns or being observant is heinous, rather than normal. The company/marketing isn’t gonna tell you things they think will turn you off buying it. Your imagination isn’t gonna add/change those features.
The thing I love about Pikmin 4 (aside from everything) is that nothing feels wasted. Everything you do, EVERYTHING, furthers your goal - defeating enemies not only clears a path for travel back to the onion, but grows your Pikmin squad, raw materials not only let you build shortcuts, but let's you buy upgrades, rescuing castaways not only lets you upgrade Oatchi (the single most adorable companion. Period. I will not accept debate), but unlocks side missions and other features like the Piklopedia or character customization. Anything you do will further your goals in one way or another. The fact that Olimar's Tale and so much of the level design and bosses are a callback to Pikmin 2, my personal favorite before this, feels like it rolled all three of the previous games into one and I adore it. And the quick commands, my lord, I don't know how I will ever go back to playing without them. THAT SAID! I would like Dandori Challenges to be accessible in the main menu, co-op feels kinda tacked on, and I'd like more use for the flying Pikmin as they felt kinda underutilized in this entry (which is sad because they are my second favorite after the good ol' classic red). And since I'm listing things I'd like, some more character options would be gravy. But honestly, these are just nitpicks/wishlisting, I've already 100% the game like 15 times now.
I agree that there needs to be NG+ also adding some missing features like having enemies respawn on the surface rather than just in dungeons when you 100% complete them
I loved Pikmin 4, one of my favorite Switch games, but I had 3 big problems with it. You mentioned 2 of them (the cursor locking automatically and how easy the game is). The other big problem I have is lack of a proper coop mode. Pikmin 3 Deluxe was at its best when played with a friend, and they could have done the same thing in Pikmin 4. Just let player 2 be Otchi!
So much this! I finally convinced my sister to try Pikmin with the release of 4, but I can't help guide her through the experience unless we play through 3 instead and then she has to graduate to 4 on her own. She's been having trouble, and being able to throw pebbles really doesn't seem like much help.
I do find it interesting how many enemies (especially from Pikmin 3) are still missing. I really hope there's DLC with a lot of this stuff and other modes because it'd be really great if Pikmin 4 could be my one stop shop for Pikmin stuff.
One thing I wish they did for 100% cleared areas/post game was to have harder enemies and new bosses to spawn. At the very least Louies sidequest should have tasked you to find secret bosses in each of the main areas as a final challenge. I really want an endless night mode (although i have no clue how they would explain that in universe...) Its a shame so many enemies and bosses never appear at night which leaves a lot of potential for night challenges. One QOL change i think needs to be addressed is that some upgrades cant be toggled between different tiers despite having an option to be turned off. You have multiple headlamps but if you want to choose only the lv 1 version you cant go back, its either max or nothing. Its a shame since there are health and defense upgrades that also have this issue so if you wanted to do a specific challenge with certain equipment you arent allowed to choose which version you want. Maybe this is a rather unusual and unlikely scenario but I've played games like Shantae that allow you to alternate between every version of the upgrades you collect so you arent stuck with something you dont want to use. Probably not the most important thing but it does bother me a bit, especially the headlamp. It will never happen but i want a customizable base, Just turn heros hideaway into a place where you can decorate with every treasure in the game. I'll probably have to let modders handle that one. XD
now that the honeymoon phase is over, I am so glad the long term fans are finally pointing out what went wrong with pikmin 4. Nightmode, dandori battles, etc. did not deliver like we hoped. Pikmin 4 is a good game but not necessarily perfect either, it could have definitely improved on some aspects, the atmosphere, the music, all the magic that made the prequals what they are, traded for marketing and attraction to new fans
Pikmin 5 is gonna be crazy when they streamline it. 4 created a wholly new and incredible base to build off of. Y'know, assuming Nintendo continues to support this franchise more than once every 10 years, lol.
My idea was randomly generated caves, but a whole map editor with the ability to share stages, Super Mario Maker style? I might never need another game ever again. (Until Pikmin 5, that is) Now that I said that, a cave survival mode would be cool. You select which 100 Pikmin you want, and go down infinitely randomized caves until you can no longer progress or all your Pikmin die.
For me, the biggest issue was how often the Rescue Corps talked to me while I was out in the worlds! I really, really wanted the option to just turn off their commentary. Every time one of them said "oh no! the pikmin..." I would huff and puff search the options menu to no avail.
What made Pikmin 2 as hard and as great to play again and again, is tha randomness of the caves. You could have a totally different gameplay, each time you restart. Items and Monsters spawned randomly. You never knew, where these bomb-spiders will fall down and disturb/kill your Pikmin while carrying items. You never knew, if an item is behind water and only blue/pink Pikmin will be able to reach it.This was crazy. I would love, if they put out a hard mode with randomizer of the caves.
Enemies not respawning feels like youre just exterminating the planet rather than simply being a new factor in an ecosystem. I feel like that goes against the strong naturalist, almost safari vibes of the game. Tgis game is so close to being a forever game it hurts. I want to go back and play through again with just a few minor tweaks that even modders could add in.
I was waiting for this game for years. Rarely do I get the feeling that I am hyped like a kid for a video game, but Pikmin 4 did it! Sure, the auto lock made it quite easy, but the real criticism is that there are no Bulbmins :( . Still the perfect game for me.
I would like the ability to restart days. I don't really know why it was removed. The rewind is nice but whenever you enter or exit a cave, all your checkpoints get removed, and the game constantly autosaves. If I try to do an area efficiently and only notice by the end of the day that I couldn't quite get everything I planned, there's kinda just nothing I can do about it. What's even weirder is that in olimar's shipwreck tale, as far as I know you CAN restart days and even go back to earlier days, but I never needed the feature there.
Yes! I had forgotten about that, but I agree completely. I liked the way Pikmin 1 and 2 handled it where you were prompted to save or just completely restart if you made too many mistakes (or wanted to optimize).
Pikmin 4 doesn't have a day limit. That's why you can't go back to previous days. For the vast majority of players, there would be no point. This is also why they DO allow it in Olimar's Shipwreck Tale. Because you could feasibly reach an unwinnable state. It's a more or less necessary feature there to not force people to replay the whole mode.
In addition to everything you brought up id also like to see more multiplayer stuff in Pikmin 4. Like more options in dandori battle and real story mode co-op
If they add more Dandori Challenges, I would like a "vanilla" Oatchi designed for those challenges. I enjoyed the challenges in the game, but they didn't grab me like the ones in Pikmin 3 because they became easier when I replayed them, largely because Oatchi was much stronger when I replayed them. His "gulp" ability made some of the hardest challenges trivial, and I don't think there is a way to de-power him for those challenges.
My problem with Switch Games in general (besides Zelda for some reason) is the lack of replay value. Games like Pikmin 4 or Mario Wonder Are awesome but they have way too much useless dialogue and exposition so that a replay is kind of a slog
Im surprised Arlo didnt mention an actual Co-op mode like Pikmin 3 deluxe, while i know most play it singleplayer only, i loved the multiplayer in 3D and i assume many others did too. The fact the second player cant control Oatchi and is forced to throw rocks is mind blowing to me
Good video! I agree with all of these additions! These were all things I would have loved to have for the best Pikmin 4 experience as well. There are two other things I would want as well: a true co-op mode and bringing back Battle Bingo from Pikmin 3. Pikmin 3 had a co-op mode, so I would love to play Pikmin 4 with a friend instead of just the pebble-throwing gimmick. A map editor would be indeed glorious! I'm part of a Pikmin modding community and there are unofficial tools to help build new maps in previous games, but having a true map editor for Pikmin 4 would be glorious so anyone could create content (without the need of 3D modeling and mapping knowledge)! A true Pikmin 4 map editor to build and share maps would keep me playing the game for years to come! 😅 I sympathize with Arlo where Trial of the Leaf Sage was the absolute last thing I did to 100% the game. Getting the Purple and White Onions only to realize that I couldn't really benefit from them was a bit disappointing. 😭
Yeahhh they were the last thing I have left to do, but... knowing how hard the trials were getting only to receive a reward that will be literally useless as I'll be 100% completion at that point... makes me not want to go back and finish.
The Auto Lock-on makes one of the Sage Trials near impossible because the cursor is so busy locking onto already dead foes you can't lock onto the living ones who are killing you.
i do wish you could get up to 5 pikmin types on the field later into the game as upgrades. 3 just feels like you end up relying on whatever powermin you get, be it purples, ices, or in some cases rocks. having to balance more types of pikmin inherently nerfs the types you end up spamming with their broken feature. and you can still keep a "recommended" limited if you want.
New game plus could be the place where new (more dangerous) enemies respawn on the surface and in caves, and you have all the tools available to you from first playthrough
Honestly the first that came to mind before tapping the video for a negative about the game was, at least from what I know, the cruddy 2 player option in story mode. But, idk.
You absolutely nailed the issues and the things the game needs most. One suggestion for the enemy respawning issue would be to have enemies respawn after an area is at 100%. Not just respawn though, but respawn stronger and with more enemies. The enemy placement would also be updated. It would make the game more repayable, increase the difficulty, and just be FUN! Heck, each time the area is cleared of enemies, new enemies could be respawned. Maybe after the first enemy respawn set, any further enemy refreshes could be randomized. No new assets would need to be added and the game would instantly have higher difficulty and more replay ability and give a place to use post game gear.
Difficulty options are the big thing I want. Even without using Ice Pikmin, other than freezing the environment, and being sleep deprived for most of my playthrough, I still thought the game was too easy. The few times it was hard, I felt more annoyed than challenge. If something isn't added in, might give the game another shot and just not use Oatchi's rush.
One thing nobody talks about is the 3 type limit. Anybody noticed how the entire game was designed around it? This should've made the game harder, not easier.
With this having the highest number of enemies in any Pikmin game, I would like to see some more outlandish enemies appear after you clear out an area of it's usual enemies. Think back to Snitchbugs in The Forest of Hope, or the straight-up Beady Long Legs in Perplexing Pool. Something to make the game more challenging the further you've gotten, while taking advantage of this game's available enemies. And also, speed the Waterwraith back up! You're already SO tough, that he def didn't need to be nerfed at all. Dare I say, he should have been buffed to accommodate.
Pikmin 4 can never be a perfect game for me because the cumulative changes they made for the sake of accessibility ruined everything I loved about Pikmin 2 and to a lesser extent Pikmin 1. I really liked how Pikmin 2 was lowkey a horror game with how the game would jump scare you with monstrous enemies that threaten to wipe out your whole squad, but the fact that there's no day limit means that the stakes are not as brutal as they seem. In Pikmin 4, formerly terrifying enemies like the Water Wraith and the Man-At-Legs have been completely neutered. I think some of the previous nerfs, like limiting kill counts on the Wollywogs, were fair and warranted, but the Water Wraith nerf was ridiculous. One thing people don't talk about that I feel was completely destroyed in Pikmin 4 is the game feel. I don't know how to explain it, but the game feels a lot more gamified and less organic. I was worried in the initial trailers when I saw the Pikmin staying in formation behind the captain with robotic precision, but the problem is way worse than I thought. The Pikmin squad doesn't feel like a crowd of derpy little goons anymore, it just feels like you're dragging around a trail of ammo (especially if you ride Oatchie, but I hate Oatchie for more significant reasons than this). I'm not saying they should have brought back tripping, or kept it really annoying to get across bridges or anything like that, but the way the Pikmin move behind you is way too smooth and regimented to feel natural. Then there are the controls. I don't think I really need to get into that.
The one thing I want in pikmin 5 (going off of pikmin 4) is enemies on the surface respawning, proper game balancing, and an option to turn off auto lock on
The only time auto-lock was a right pain was when there was butterflies in the area because yeah, my god, the auto-lock goes a little mad with what you want to lock onto. I completely agree that it's a little baffling that locking on was auto, instead of just hitting the trigger. For me, i just wish more enemies required more strategy because as someone who was clearing out levels as I was in them, i got to 100 Pikmin before the credits rolled and my whole strategy for everything was just to mash A until the enemy died. Absolute death by numbers! I was expecting enemies that needed Ice to crack them, or Rock to break a shield or Purple to stagger or even flying to take them off their legs. Something which required certain pikmin to fight rather than by choice. I know that there is smog, fire and electric enemies and such but they don't require swapping Pikmin to damage or stagger. It's still mash A with that colour until it dies.
You kinda got me with that auto lock on thing. It doesn’t bother me much, but the fact that it would be so easy to add a toggle for it and the fact it affects some people so much makes me understand
Arlo really is one of those dandori challenge leaflings: Fuzzy guy that wants to play Pikmin forever. I think practicing the optimal run for the dandori challenges was my favorite part of the game, so more of that would be delightful. My personal change would be: PLEASE give me the option to make the split screen horizontal, OR to get rid of it entirely in the dandori battles! The lack of peripheral vision with the vertical split is so claustrophobic and DESTROYS my entire spatial orientation and ability to make snap judgements on the field! You CAN theoretically argue for the vertical split in Mariokart 8DX (which I still hate with every fiber, ugh, is it so much to ask for "seeing what is ahead of you when you pull out of a turn"), but there's absolutely NO reason to have it in a Pikmin game.
9:07 Better idea. Make it a piece of equipment you have by default (the second you start the game) but you can unequip it at any time. That’s already a feature in the game that works perfectly, and would probably be super easy to implement.
I’m on my sixth playthrough of Pikmin 4. I bought three copies to get all the extra stuff from stores (tote bag, water bottle, pins). On a trip to Japan, I found Oatchi and Ice Pikmin plushes. I also got Pikmin 4 for my computer (I know, I know, that’s bad in some cases) but I can’t stop playing it! This is probably my favorite Switch game full stop.
Even though still good, Pikmin 4 is the worst entry in the series for me. 1. It's too easy. It takes a long time for the game to become somewhat challenging and thus rewarding. 2. Oatchi breaks the game. Makes fights too easy, makes collecting items too easy and makes navigation easy. 3. Constant talking of the ship's crew. Non-stop hints about obvious things were really annoying. Wished there was an option to turn it off. 4. Empty levels. They're just too big and often without substance, just corridors and bridges. Enemies not respawning doesn't help either. 5. The camp. I just enjoy the feeling being stranded on a hostile planet by myself. Makes the game more tense. 6. Worthless upgrades. Some upgrades are nice but most of the make already easy game even easier. Would like the option to make less of them with higher prices. And perhaps finding them in the wild as in the past games, or at least parts which would made them possible to invent. To reward exploration more. 7. No time contraint. Pikmin 1 and Pikmin 3 are the best for me because every day has a meaning. You have to find parts/fruits or you're done. Not having such a day limit makes the time annoyance at best. You didn't finish something before sunset? Just watch a cutscene and continue without any penalty. 8. Caves are fun but I don't think they fit Pikmin series well. The way they were done in the 3 was ideal as they were part of the world map. 9. Artifical Pikmin limits (no more then three types, collectin white onions). Felt like a step back. The type limit was more annoying than the white onions though. 10. Ugly character designs, primarily castaways. Characters in the game look really bad, they just randomly generated bodies and put names on them. The crew looks alright (but still, they talk too much!). 11. Neverending intro. I just wanted to play the game but the game has constantly been teaching how to play. I don't think there's an option to turn it off. 12. Annoying English translation. Don't get me wrong, the game is really polished and I had fun playing it. It's just too long and it was the first entry in the series that made me force myself to complete everything. I get it , it was made this way to be more accessible and to boost sales. I just think that all these changes made the core gameplay worse. Especially if it's the way the series will head to from now on.
Unpopular opinion, but my biggest complaint about Pikmin 4 is Oatchi. I'm not a fan of Oatchi, and I think he takes away from the Pikmin gameplay. Especially later in the game, you get to the point where you can wipe out the vast majority of enemies almost instantly by dashing into them while riding Oatchi and launching all your Pikmin on them. In addition, in the first three games, there was a lot of challenge in keeping you pikmin squad organized and not so spread out all over the place where they will be killed, and Pikmin 4 completely gets rid of that element since you can just have all your Pikmin hop on Oatchi. I feel like Oatchi makes Pikmin 4 into more of a typical action game and less like a Pikmin game. Honestly because of Oatchi Pikmin 2 is still my favorite Pikmin game. P.S. I have nothing against the game having an optional rewind feature, but I feel like the game is too in your face about it. Like prompting you to rewind every time you leave behind pikmin after dark, that could be done without.
Something I think a lot of people don't notice is that part of why the autolock is there is because they were trying REALLY hard to prevent cheese. When you're not locked on pikmin magically can't be thrown as high or as far as they could in past games/when locked on in 4. There's items that could very easily be reached by reds that the game demands you use yellows for, items that could be reached by yellow that the game demands you use the charge for, and a LOT of invisible walls to prevent you from throwing pikmin around blockades that haven't been cleared. Hell even if we ignore the other games and JUST look at 4 there's a TON of treasures that your pikmin magically can't reach, even if using yellows when you only need reds to throw high enough, purely because you're not locked on. You can use the motion controls to move the cursor to the same spot as if it was locked on, but the pikmin are just magically 5x heavier without the lockon. I'm one of the people who has the game basically ruined by the lock on due to bad luck, but the thought of turning it off is almost more worrying. Either they'd have to accept that people will be able to cheese and completely redo the normal throwing, which let's face it nintendo likely won't due to the first point alone, or they just shove it in there and it's practically not functional due to how they made it originally in 4.
They're worried about preventing cheese when they gave us access to Oatchi? The objectively most broken thing to ever exist in this series (especially when combined with rocks or, god forbid, _purples_ )? I mean I can believe that that's their reasoning, but I also don't really think it's enough of a big deal for them (or anyone else for that matter) to worry about it.
This does make a bit of sense, but there are already ways to bypass these restrictions and cheese anyway, also, I don't think there's anything there in particular where auto-lock prevents these anti-cheese measures from being noticed, specially things like paper bags atop high places.
They don't seem to care about combat cheese, just puzzle/navigation cheese. They obviously never cared about it before, but the lengths they go to prevent it in 4 are crazy and really easy to run into if you try even a bit.@@randomnpc445
Hot take: the dandori battles and dandori challenges should have just been a separate mode. I don’t think they should have been in the main game. I’m not a big fan of them, and while i really liked Pikmin 4 as a whole, i didn’t like how many of these battles and challenges i had to do. The caves were cool, but i think they should have dropped the dandori stuff and shoved it into a challenge mode like how 3 Deluxe did
One small thing I noticed that I haven't seen anyone else mention is that the theme at the end of the day is always the same! In pikmin 2, the theme would change depending on how much you got done that day, which was a really nice touch. In pikmin 4, if you get almost nothing done in a day, you get this massive grand day ending theme and it just feels overlooked by the developers.
What I want more than anything is a section for the Collect all Treasure Dandori Missions that's on the main menu and has all of the ones from the main game and a few more. I was sad to see that gone from Pikmin 3 and after 100% beating the game I felt that it could have been there even more.
Two other things I would include here would be True Campaign Co-op and an upgrade to bump the overworld Pikmin limit to 5 types, like the previous two games. The second player being a cursor makes no sense after 3 Deluxe’s full-featured campaign co-op, and it seems the developers thought so too since a recent update to the Pikmin Garden website has a pic of two captains riding Oatchi. The strict limit to 3 types in the overworld when almost everything else is upgradeable is also just kind of weird, at the very least the type limit should be lifted for the Piklopedia when you just want to test things out.
Arlo you are the spokesman for what the community wants. It worked for TTYD it will work for Pikmin 4! Oh and heres what I want... Everything you said + turn off ice pikmin freezing enemies! Now, Give us some new levels for the DLC. Jungle levels and thick forests! I feel like Pikmin is about nature and the new levels really didn't hit it home with me at all. The sound track was weak too. Remember how good some of the themes were in the previous games and how they would layer as you would do different tasks there were themes for carrying treasure, battling, sun down... So theres new levels and better music in the DLC what else? A new online mode where Alph and Olimar are competing for control of PNF 404 and u can pick a side Koppaite or Hoccation and do online play to support that team. (splatoonish?) Ok theres one more thing they need to do for us long time fans... Make an amiibo of the S.S. Dolphin, S.S Drake, and Louie's junker Hocotate Ship. that with amiibos' of each captain and some pikmin ones... PLEASE PLEASE PLEASE
THIS PINNED COMMENT IS ALREADY PERFECT
Head to www.squarespace.com/arlo to save 10% off your first purchase of a website or domain using code "arlo"
wow, Arlo has time travel! Despite being only minutes old. His post is from 2 days ago. o.o
No wonder there are so many raycon arlo's. He keeps going back in time!
I also love videos of African Gray parrots. Parrot videos are my main source of serotonin.
@@GunnarWahl the Multiverse is tricky. Sometimes it's eXiles, sometimes it's The Flash.
@@AlriikRidesAgain very true.
is that a flippin Arlo-mar captain statue on your desk?
Pikmin Maker would be insane. Just imagine plopping down in a map and finding five water wraiths surrounding you immediately.
Pikmin V Pikmin racewars
It needs co-op. Pikmin 3 Deluxe was one of the best local co-op experiences. It’s at the top of every Reddit thread asking what games are good for couples. When they announced the disappointing multiplayer offerings it went from a must-buy to a pass
Also idk why they got rid of bingo battle, the kids in my family have been playing that for years
Yes, these were also two things I wished they had kept from Pikmin 3 (well, also the harder difficulty modes). Pikmin 4 with co-op would be amazing (even if player 2 was just Oatchi). Bingo Battle is also sorely missed as it was one of the most fun multiplayer modes!
Yees
100%. My wife and I play Pickmin 3 deluxe all the time. Were SO sad Pikmin 4 doesn't have the same co op experience. That caused us to pass on it.
One little nitpick I have is the way Olimar’s shipwreck tale and all the Dandori levels are baked into your save file as opposed to being accessible via a seperate menu, say on the title screen
It makes the home screen really barren and empty.
Nit-pik?
@@ChiTheDemiguy this pun made me smile.
I agree, considering that Dandori Battle is playable off the title screen with all the maps from the main campaign, I don't see why at least Dandori Challenges couldn't be on the main menu.
I had not thought of this, but this makes perfect sense. Quick access from the title screen makes much more sense.
I would also add the option to bring out more than 3 types of Pikmin at a time. Put it in the new game plus if you want. I miss having an army of diverse Pikmin
Seeing all the different colors was always a fun thing to see
The three Pikmin limit is actually awful imo. The final battle did not feel right with only around 5 Pikmin types too. I think they should up the general limit to at least 5, and let caves have all if you come across them.
No doubt this limit exists to protect players from themselves. The pitfalls are painfully predictable.
@@maxminton7861 It would be sick if we got a final boss that utilized all seven types. The Sirehound is great and all, but using only ice, electricity, fire, and gloom? Wouldn't it be cool if we got a boss that sprays water everywhere, flies into the air and requires wings to take down, and has crystal barrier that require rocks, along side using those four previous elements.
@@P.H691true but all you're really doing is specifically targeting everything the boss doesn't do just cuz, when it already is a fight fight and a half
during the sage challenge especially i REALLY felt that want for a map editor. if you could input people's custom made maps, the challenges would be totally insane!
Cave Creator has been an idea since Pikmin 2. I’d love to see it implemented.
The fact that they added swarming as a post game feature is just heartbreaking
I didn't feel like the auto lock-on was much of an issue, but I can see why it would be for others. The enemies not respawning was definitely an issue. Apart from that, this was pretty much the perfect gaming experience for me, and I have Arlo to think for getting me into it. Also, yes, a map editor would be amazing.
Agreed
I love the auto lock on personally.
I found the auto lock to be a huge help especially during bossfights. In the old games aiming your pikmin was a pain and most of the time i missed wherever i was trying to throw.
My only problem is that its automatic AND mandatory. Pikmin 3 DX had a similar lock on function that worked really well and was useful for precise throws, but you had to enable it yourself with a dedicated button. Pikmin 4 lock on is really helpful but I don’t want to be locked onto a peice of raw material when there’s 12 shearfleas trying to eat my Pikmin. All they’d need to do for the lock on to be perfect for me is add a toggle for it to be automatic or not.
@@brokenblender5544 yeah thats fair, in one of the challenges to obtain the purple and white onions, the autoaim cursor becomes your worst enemy
Add an actual night mode where we can use our pikmin besides just ghost and the enemies have double the hit points
Calling them ghosts made me picture a lore switch (that would be more than a DLC): Have Pikmin leave corpses that cannot go to the Onion, but could be left in a glow mound which increases Glow Pikmin counts in that area at night. And each landing space is marked by close proximity to the mounds (this is already done somewhat, though the mounds are not present in the day).
That would be cool! I hope they keep the tower defense missions too though, I thought that really worked with the Pikmin gameplay style.
But the Glow pikmin trump just about all other pikmin in all general fields.
@@HeilRay right, so that’s why we have a night mode where we do away with them and can only use the rest of the pikmin
how about just more aggressive ai and more dangerous movesets other than plops and tongues.give us bats that swoop in and dive bomb pikmin with sharp teeth, give us enemies that launch our pikmin so high that only water will save them, give us unique hazards like fire melting the ice ceiling and having a boulder come down to crush pikmin on a slope, like zapping a chainsaw to progress but they also cutting an electrical wire that's flailing around and have electricity kill again. the game was too easy and too samey.
A hard mode that works surprisingly well is Gunnadahun's Thickmin 4 (which unfortunately got taken down). Just makes enemies bigger and have more health, while making Oatchi un-ridable. It essentially gives you two captains with very different strengths/weaknesses and felt like it could be a official challenge mode with a little tuning.
just make oatchi unrideable, pretty much every enemy's attacks are worthless when you can maneuver them so easily
@@yololthepikminenjoyerPlus, having your big Pikmin army following behind you is part of what makes Pikmin feel like Pikmin. Just controlling them in a constant-size, united clump takes away the feel of having a big army.
@@yololthepikminenjoyerit should just be, as soon as an enemy spots you, you can’t ride oatchi. It’s still super fun being able to jump up and down ledges and whatnot
@@tariqmcmaster8668 I agree, but honestly having big parts of the game accessible only by Oatchi works so well that it felt like it might have been the original intention before they went with the ride mechanic and added the way more rare doggy doors.
@EmperorZ19 this. that and the Pikmin don't feel so much like pikmin when riding oachi. in games past getting the pikmin to flower status meant ALOT the leafies often got stuck and lost and added a dynamic to the countdown timer, they weren't ever perfectly tame they would woddle left then right then left again then right and finally find the center behind olimar. now they just feel like ammo to spew in a random direction rather than your goofy friends you felt like you needed to take good care of because they wanted to stand with you and help you get your ship fixed, you owed it to them to lead them on foot like a militia
I think the only other thing I'd add is an online dandoori battle mode and just some general online functionality like a score board so me and my friends can compare our times in challanges.
dandori battle being local only was a big disappointment, it would be awesome to play online
I also would love more Dandori stages! The base game's Multiplayer Dandori only uses the stages from the story mode, and some of them (especially Louie's stages) felt more catered to Player 2, or catered to a specific Pikmin, which especially doesn't make sense if you can just take Yellow Pikmin to the Fire Pikmin stage and immediately half of the collectible objects are gatekept. I would LOVE if they added at least a couple more unique stages, as well as hazards that change depending on the Pikmin present.
Pikmin 4 is by far not only my favorite Pikmin game, maybe my favorite game of all time. It was one of the most magical video game experiences I've ever had, everything about it was so amazing. The fact that its selling so well makes me genuinely happy
so glad you feel that way but i unfortunately feel the opposite, this game goes out of its way to do so many things that dampen the experience for no reason, and i'll never get why
you got low standards then
@@WalmartWhite.just let people enjoy things, jesus
@@WalmartWhite. just shut up
@@vengefly6173 nah
If there’s one thing I could improve about Pikmin 4, it’s that Oatchi needs to be nerfed or there needs to be a hard mode. As is, Oatchi’s incredibly powerful and trivialized a lot of caves.
Here’s an example: The Engulfed Castle. In Pikmin 2, there was a similar cave called the Submerged Castle, but it was actually somewhat terrifying because you could only bring in blues and there is an enemy in that cave that can easily desimate your blue pikmin population if you aren’t careful.
Oatchi pretty much trivializes that threat though because he’s faster than it and he can gather all of the pikmin onto him to avoid getting crushed.
You don’t have to upgrade him. In fact, you don’t even have to use him. Just use your pikmins as you normally would and don’t use Oatchi at all…
@@berry.1uvr This doesn't solve the issue. Even a completely unupgraded oatchi invalidates most of the challenge, and the game actively encourages you to use oatchi at every turn.
Besides ignoring core game mechanics to make a game have any difficultly is a player's solution to an inherent flaw with the game's design.
Agreed... I recall having 0 trouble dealing with poisonous mushrooms and enemies despite not having a single white pikmin, because I could just send Oatchi to kill them.
Pikmin 3 was my first Pikmin and I really miss the ways that they mixed in plant life as slides, or crawling around waterfalls, and all that.
I also really missed having to go back to earlier levels. In 4, I was able to finish every level before I moved to the next one (except need for more Pikmin). That really ruined the joy of getting a new type Pikmin.
One other thing that I would have loved is some more big, dynamic bosses for each area. Pikmin 3 had some real grandiose boss battles, but Pikmin 4 had a lot of rehashes from previous games or just bigger normal enemies. With the exception of like the creativity of Groovy Long Legs and the bombastic battle with Sirehound, the other bosses just kind lacked a bit of "punch".
The bosses were like that in Pikmin 1 and 2 also and Pikmin 4 went in that same direction because most people preferred the way bosses were handled in 1 and 2 than in 3, Pikmin 3 is the only game to do bosses differently and most people didn't like the way 3 did bosses as much due to the long periods of waiting and HP caps which artificially pad out and prolong the battle as well as the fact that the bosses in 3 feel more like video game bosses than actual creatures in an ecosystem like in 1, 2, and 4.
@@tessaPMpro I didn't mean artificial padding of Pikmin 3 bosses with all the waiting period between attacks, but rather just the fact that they were more imposing and put up more of a fight. As mentioned, Groovy Long Legs and the Sirehound were creative and a fun challenge without the artificial constraints of Pikmin 3 bosses. Many of the bosses in Pikmin 4 didn't really feel like bosses as they were predictable and went down way too easily.
@mattb6522 but that's exactly how the bosses were in every Pikmin game except 3. An no, the bosses in 3 are not more difficult, it only feels that way because of (as I mentioned) artificial prolonging of the battles because of HP caps and waiting giving you the illusion of a harder boss because of how much longer it takes, until you realise it only takes longer because of the artifical padding (HP caps and periods of waiting). The only truly difficult boss in 3 is the Quaggled Mireclops, all the others were just as easy as most Pikmin 4 bosses, some even easier.
My only complaint was that it all ended too suddenly. Like, I 100%'ed each area before moving onto the next, so once I fully completed the final boss there was just actually nothing to do afterwards except grind for platinums in challenges I didn't really care for.
i was so upset that my efforts to get platinum in everything were pointless, not even 100%ing sages trials. no new ability, no fancy medal, not even a "you truly are a dandori master" or anything. :')
@@themanhimself1949not point less for me, was fun and challenging
I love the little Arlo amiibos. That practically made my day
Personally my biggest gripe with the game was that it was so difficult to add more than the required amount of pikmin carrying an object
like, once the pikmin are moving, your cursor no longer snaps onto the object, and there's of course the pause after you throw the required amount (which I feel lasts just a tiny bit too long)
Other than that I 've got no issues with the game, would love to see these features added though
-Auto/Manual Lock Option
-Hard Mode
-New Game +
-Map Editor (maybe paid DLC)
All of these is perfect, but knowing Nintendo's lack of paid/free DLCs for the latest releases I'm doubtful it would happen, at least a Pikmin 5 could have all that
I feel like the chaos of old school pikmin adds to the learning curve and charm for me. It can be brutal and slightly frustrating, but that makes victory over a bulborb that flattened half of my squad because I didn’t circle strafe correctly that much sweeter lol. Pikmin 4 is much more refined, but something about old pikmin appeals to me in a way that 4 simply can’t
A real 2player mode (either with a second customizable captain or just with playable Oatchi) would have been awesome, Probabaly would bump this up to be my fav Pikmin game tbh
Same, I will really like a proper coop like pikmin 3 deluxe
With all the variety of equipment and abilities in this game, I honestly wanna see a Randomizer function of some sort, like something that changes around what Gear is available at what intervals or changing which Onions you find where. It'd obviously need a lot of fine-tuning so you don't create a softlock depending on how much stuff gets shuffled around, but having to rethink certain scenarios or experiment with Gear in ways you wouldn't think to before could really mix things up in an exciting way, I feel!
I'm not a Pikmin fan but your wish for a map editor resonates with me so well, because for years I've thought about how good a map editor would be for the modern hitman games
I think my main complaint, which I don’t hear people talking about is the fact you don’t need to go to another area and go back to another area. You can 100% an area without going to the next which is something I really enjoyed doing in the earlier games like needing to get blue pikmin in another area and combing back to an area to grab underwater stuff.
Endless night mode for each area would be awesome
Imagine all of the Groovy Long Legs with a map editor. That boss deserves to appear more.
Fr, even though its pretty much a cooler raging long legs. He should have appeared more, i mean the water wraith appered more in the game than groovy long legs.
Agreed, although I do like how he was just a unique one-and-done boss, I feel like the game could've done with more of those.
Local co-op where both have their own character. When I played with my niece she kept asking where I was and I had to say I'm in a little ship throwing rocks. You can limit it by making the 2nd player stay in the same zone as 1st so you don't have to add split screen. You could explain it as a "safety feature" or something.
The lack of co-op was really disappointing to me, too. I kinda forced my hubby to play Pikmin 3 Deluxe with me in hopes of getting him into Pikmin. It didn't really work, but he still played with me anyways. I'd love to be able to do that again for 4. Heck, since it's so approachable to new fans, it would've been a great way for veterans of the series to coax newbies into trying it- "I know the big boss is scary, but you've got me here by your side!" and "If you can't figure out the puzzle and get frustrated, I'll give you a hint"
Pikmin Roguelike: Start you off in a cave with only Oatchi, each floor has a certain number of random challenges and random pikmin to find, claim treasure for points. Badda bing badda boom.
I always noticed that certain Nintendo games never get updates, and never go beyond 1.0 unless there's a game breaking bug. Within 2 months of this game's launch, we got an update that added a loading bar. So I think that there's hope of them adding stuff that will change things
Maybe. Metroid Dread go a boss rush mode 7 months after release… but the same time, Mario Party z superstars sold well, and had slots for potential DLC (and even out out a survey… way too late), but nothing ever came of it. It’s very weird to see which games get updates/DLC and which don’t. The common ones are MK/Splatoon/Smash/FE/Xenoblade/Sports, but outside those? It’s a toss up. Even if they have multiplayer modes or online.
My Pikmin 4 DLC wishlist:
* More zones
* More caves
* Better coop mode (Either P2 plays as Oatchi, or have two player characters and either one of them could have or direct Oatchi at any given time)
* Game option to disable auto-lock
* Game option to disable automatic selection of suggested pikmin when entering & exiting caves (or at least a button on that UI to clear all selected pikmin to 0)
* Game option to halve the time delay after rushing an item before you can rush it a second time to add more pikmin than the minimum
* Game option to remove the time delay entirely when throwing pikmin when you reach the minimum pikmin on an item
* Game option to allow idle pikmin to grab things being carried near them that have fewer than the maximum pikmin holding them
* Add the ability to go back to a previous day of your choice (or at least undo one single day completely)
(The "Game Options" listed here could all be combined into one control option and called "Classic Mode" or "Manual Mode" or something like that.)
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Having fauna not respawn above ground feels like a replacement for not having limited days. You can't just farm so easily to get your numbers back up, so you need to avoid losing too many pikmin to begin with. (You kinda can with pellets, like you mentioned, but it takes a while.)
In Pikmins 1 & 3, you could take a day off to farm up your numbers, but that means losing a day off the timer.
Pikmin 2 instead had completely unfair things, like dropping lit bombs from the ceiling that can wipe out all 100 of your pikmin in less than three seconds, necessitating that you spend some days farming to counterbalance that.
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If they make a harder difficulty mode, it needs to be something more than just "fauna has more HP", as that's boring (despite being the most common version of a hard mode). I'd want to see new actual challenges to solve, or some changes to existing challenges that make them harder. Actual thinking & planning harder, not just combat harder.
I have this one personal challenge I do, where I like to enter the Engulfed Castle with only 5 blue pikmin, collect every treasure, survivor, and corpse possible, and exit the cave with 40 blue and 10 purple pikmin. It's harder than doing the cave normally, and is a self-imposed challenge. It also completely uses existing content.
Official verisons of stuff like that would be great! There's a lot you can do by changing only one or two little elements here and there. You can limit the pikmin types of more caves by putting more hazards just outside of cave entrances... You can remove some of the hiding places... You can limit pikmin quantities... You can change which fauna are present... You can make different-element versions of some of the local fauna... You could add electrified plates to create areas only yellow pikmin can go to... The possibilities feel endless!
Pikmin 3 had an easier way to make a hard mode because it had limited days. (Granted, Pikmin 3 Deluxe's Ultra Spicy mode wasn't all that hard, but it was at least something in the right direction.) It reduced how much juice you got per fruit, day lengths, and max pikmin out at once. Day lengths and max pikmin would have very little effect on Pikmin 4 because there's no day limit... I'd love to see what Nintendo can come up with instead. They're often creative with this sort of thing and think of things that I don't. Doing it as a new game plus, like you mentioned, isn't a bad idea. Everything's harder, but you're also more powerful. You have more tools to work with, so the game can throw a LOT more at you.
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If there's a map editor, you'd need a way to share the maps. They'd need, like, an entire Mario Maker UI for it. Also, Pikmin 2 had cave sublevels made of a lot of pieces, Pikmin 4's caves all seem pretty static. When you see the same elements again, they're often in the exact same arrangement, just with different treasure. I feel like this one, while a great idea, might be a lot more work than you think it is. That said, I'd love to play some fan-made challenge levels if they do!
*Please don't actually delete your channel if this happens.* If they add a map editor to Pikmin 4, I would love to see you end every video with a code to a Pikmin 4 custom map that you think is fun, so we could all try some of the best custom maps you've curated! (Along with the name of the map's creator for appropriate credit, of course.) Even your non-Pikmin vids could just have a code at the end, and we'd all have to watch through the whole video to get to it!
bit of a long read, but yeah you hit most of the issues I have with it. Having thrown pikmin have a limit delay is a dealbreaker for me imo
I think that if there was a Pikmin 4 ultra-spicy mode, they should make Oatchi time-limited. Think about it: he makes you faster, does insane damage, can launch all of your pikmin, and can carry basically anything. So give him a draining energy bar, with the ability to command him to rest to restore it. Turn Oatchi into a limited resource, and the game immediately becomes a lot more interesting.
I just want true local co-op support like Pikmin 3.
Agreed! Actual Story Mode coop like pikmin 3 would make this game perfect for me
Pikmin 3 didn't even have co-op initially, that was added in 3 Deluxe. This gives me hope that it could be added to 4 in an update or DLC. Please please please, Nintendo, give us real co-op for both story mode and dandori challenges!
The pebble pitcher is also shockingly fun! Its more than just a little buddy mode to give a toddler a controller for, the pebble pitcher is incredibly useful and full of cheese. I intend on rerplaying it with my sibling being the pebble pitcher and trying to be the bane of my existence, distacting oatchi around enemies so he mistakenly kills everyone, bombs, ice bombs. Its going to make me rethink where my camera is at all times so that they cant farm the pebble pitcher and get bombs and oatchi treats.
So maybe true local coop along with the option for pebble pitcher? I would use both of them. Maybe even 3 player with local coop and pebble pitcher
Hey Arlo! I haven't played Pikmin myself yet, but I love hearing you talk about the series and your enthusiasm for it, and I've definitely been considering trying out the series myself after hearing about it from you! I love your videos man, and I hope you keep having a blast with Pikmin 4 as well.
❤❤❤
I agree with all your suggestions, great video Arlo!
One idea that I thought of for possible Pikmin 4 dlc was an endless Night Mission or missions. Have a night mission that starts off with weak enemies and progressively have stronger and stronger enemies show up as you see how long you can survive. Maybe you could even start off super weak with very few abilities and the further you get into the night you could gain new abilities, like surviving X amount of waves for the rush boots. Or maybe you could choose between a few different upgrades every 5 waves or something, but you can only pick one so if there's two very good upgrades available you have make a sacrifice!
Okay... I was just gonna comment "Endless Night mission" and that's it, but by typing through this comment more and more ideas kept popping into my head and now I REALLY want this to happen. 😅
Awesome idea, was thinking the same thing when I played them! An arcade survival mode would add a ton of replay value, especially when you consider the maps you could choose from. Hell, you could even have some of the cave layouts be map options.
Endless mode would be so fun. Or even just the ability to keep fighting different hoards. It could also be cool to see night missions built into a pikmin custom world editor so you could create mobs yourself, and you can only post the ones you can defeat yourself, just like Mario Maker.
Your idea for the New User + is great! I actually thought they you were going to say a way to start the game and go straight to the basecamp. Ive started the game with friends and by the time they need to leave, we've only gotten to like the first area. Which isnt fun at all.
I'd love if the game asks if you need a tutorial before sending you to the start area, and if you press no, you crash land at the home base, alongside Oatchi, Collin & Shepherd, and after they exchange initial dialogue, you are free to do that start up for your first expedition day.
I was thinking an extra area or two, but overworld respawns, new game +, and a level editor would be absolutely superb, although that would make it impossible for me to ever put the game down
I’d like to be able to take out more than three types of Pickman at a time I get why they did it that way both not overwhelm new players and because that way they could more easily set up each of the areas knowing these are gonna be the three you’re gonna want to use But I would kinda like to be able to bring more with me at a time than just what they suggest on the overworld. Sometimes it feels like you can’t really experiment and what pikmin to use because of an area specifically has you know this much stuff in it this much specific hazards that you need to deal with with specific Pikmin you can’t really Switch it up very much without not being clear those hazards
I feel like having a sort of options menu for a New Game + mode would be a good idea, like for those of us who just want a fully upgraded dog, a fully upgraded captain’s arsenal (trumpet, Helping Hand, etc.), those of us who want all the onions, or some combination of all of the above! I predict that they may likely save these for the eventual Pikmin 5, but in my eyes these options would make Peakmin
After many years, Pikmin 3 Deluxe finally got me into it with it's realistic and cool world and characters, incredible sense of atmosphere, interesting story, beautifully peaceful catchy music, and most importantly the ability to play it co-op with my wife. We were so hyped for Pikmin 4.
But then Pimmin 4 came and pretty much threw all that out the window so fast that we couldn't even get through the demo and ended up buying Kirby & the Forgotten Land instead....
The thing Pikmin 4 needed most was the continuation of Pikmin 3's couch co-op and actual continuation of Pikmin 3's story.
That's a really bad reason to not like a game not gonna lie.
@@tessaPMproi would say I agree with him pikmim 3 coop was great i could play with my wife or daughter. I myself have no interest in playing a single player game so its one ill be skipping as well.
@@bayleycote8899 you can't just play games by yourself? You're missing out on so many great games and severely limiting your options. Most of the greatest games ever are single-player only games; Super Mario 64, Ocarina of Time, Banjo-Kazooie, Chrono Trigger, Final Fantasy 6, 7, and 9 just to name a few, maybe you're just not into video games in general that much...
@@tessaPMpromaybe i find the fun in playing with others. Main games i played as a kid was halo, diablo, world if warcraft, Mario kart. I would say the only single player games i enjoyed was pokemon but when i was playing right next to my brother. I do feel like pikmin 4 didn’t need to downgrade what they made great in pikmin 3 deluxe. I will say as a single player game looks good from the demo i tried i just feel like pikmin 4 could have been more we waited over 10years for this game
@bayleycote8899 while I don't disagree that the multiplayer could have been better in 4, it is better than 3 in every other way. And I'm sorry but expecting more from what is already by far the biggest game in the series with far more content than any other game in the series previously is just ignorant and expecting too much, it's obvious that you have never actually played any of the other games in the series besides 3 Deluxe. This game was made for fans of the series, not people who just picked up 3 Deluxe on the Switch.
I love Pikmin 4! I would totally replay it again... its just the thought of starting from level 1 with nothing makes me not wanna restart my file, so I'm on board with new game+.
would love to have more options, the auto lock disnt bother me but sometimes it would get in the way especially when confronted with those hand ground squid looking things. and yes on harder difficulty. i love the dandori challenges and would love for a more difficult experience in Pikmin 4. hoping for all you saod and more!
There was one moment in particular that made me think 'this game must have had a map editor in mind.' And that was when I saw the gates that were tied to clearing specific enemies.
It was just such an artificial gate to force a boss fight or clearing an area. Something about that just screams that it was designed for quickly designing custom challenges.
Maybe for the map editor, Russ could be inspired by the Piklopedia and build a super computer. His idea is that you'll be prepared for anything, simulating any encounter in any environment with the enemies you've logged so far. (Another incentive to make progress in the game!)
The captain raises an eyebrow and says, "There's no way we can be prepared for EVERYTHING , Russ. I'm not so sure (Your Name)'ll get that much use out of it."
Russ looks at your character, grins, and says, "Kee-hee! Look at that gleam in (Your Name's) eyes. I can already tell you're going to love it." 😁
I'd love to see an endless nightmode featured in some kind of dlc. I'd get a lot of fun out of seeing how long I can last against countless swarms of enemies
This is why I hate hype culture and social media.
People get too excited around release and downplay/ignore any criticisms. Only to agree with “haters” that brought it up from the start… months or a year later. And when said people exercise precaution around the next big release, that entire lesson is forgotten/ignored because they’re desperate that _every game_ they’re excited for will be “10/10, amaze balls, GOAT, GOTY”, and dismiss anything that’ll burst that bubble they’ve blown. As if having reasonable expectations/concerns or being observant is heinous, rather than normal. The company/marketing isn’t gonna tell you things they think will turn you off buying it. Your imagination isn’t gonna add/change those features.
The thing I love about Pikmin 4 (aside from everything) is that nothing feels wasted. Everything you do, EVERYTHING, furthers your goal - defeating enemies not only clears a path for travel back to the onion, but grows your Pikmin squad, raw materials not only let you build shortcuts, but let's you buy upgrades, rescuing castaways not only lets you upgrade Oatchi (the single most adorable companion. Period. I will not accept debate), but unlocks side missions and other features like the Piklopedia or character customization. Anything you do will further your goals in one way or another. The fact that Olimar's Tale and so much of the level design and bosses are a callback to Pikmin 2, my personal favorite before this, feels like it rolled all three of the previous games into one and I adore it. And the quick commands, my lord, I don't know how I will ever go back to playing without them.
THAT SAID!
I would like Dandori Challenges to be accessible in the main menu, co-op feels kinda tacked on, and I'd like more use for the flying Pikmin as they felt kinda underutilized in this entry (which is sad because they are my second favorite after the good ol' classic red). And since I'm listing things I'd like, some more character options would be gravy.
But honestly, these are just nitpicks/wishlisting, I've already 100% the game like 15 times now.
I agree that there needs to be NG+ also adding some missing features like having enemies respawn on the surface rather than just in dungeons when you 100% complete them
I loved Pikmin 4, one of my favorite Switch games, but I had 3 big problems with it. You mentioned 2 of them (the cursor locking automatically and how easy the game is). The other big problem I have is lack of a proper coop mode. Pikmin 3 Deluxe was at its best when played with a friend, and they could have done the same thing in Pikmin 4. Just let player 2 be Otchi!
So much this! I finally convinced my sister to try Pikmin with the release of 4, but I can't help guide her through the experience unless we play through 3 instead and then she has to graduate to 4 on her own. She's been having trouble, and being able to throw pebbles really doesn't seem like much help.
I do find it interesting how many enemies (especially from Pikmin 3) are still missing. I really hope there's DLC with a lot of this stuff and other modes because it'd be really great if Pikmin 4 could be my one stop shop for Pikmin stuff.
One thing I wish they did for 100% cleared areas/post game was to have harder enemies and new bosses to spawn. At the very least Louies sidequest should have tasked you to find secret bosses in each of the main areas as a final challenge.
I really want an endless night mode (although i have no clue how they would explain that in universe...) Its a shame so many enemies and bosses never appear at night which leaves a lot of potential for night challenges.
One QOL change i think needs to be addressed is that some upgrades cant be toggled between different tiers despite having an option to be turned off. You have multiple headlamps but if you want to choose only the lv 1 version you cant go back, its either max or nothing. Its a shame since there are health and defense upgrades that also have this issue so if you wanted to do a specific challenge with certain equipment you arent allowed to choose which version you want. Maybe this is a rather unusual and unlikely scenario but I've played games like Shantae that allow you to alternate between every version of the upgrades you collect so you arent stuck with something you dont want to use. Probably not the most important thing but it does bother me a bit, especially the headlamp.
It will never happen but i want a customizable base, Just turn heros hideaway into a place where you can decorate with every treasure in the game. I'll probably have to let modders handle that one. XD
now that the honeymoon phase is over, I am so glad the long term fans are finally pointing out what went wrong with pikmin 4. Nightmode, dandori battles, etc. did not deliver like we hoped. Pikmin 4 is a good game but not necessarily perfect either, it could have definitely improved on some aspects, the atmosphere, the music, all the magic that made the prequals what they are, traded for marketing and attraction to new fans
Pikmin 5 is gonna be crazy when they streamline it. 4 created a wholly new and incredible base to build off of. Y'know, assuming Nintendo continues to support this franchise more than once every 10 years, lol.
Its crazy how many post-game mechanics they added with no poat-game to use them in.
My idea was randomly generated caves, but a whole map editor with the ability to share stages, Super Mario Maker style? I might never need another game ever again. (Until Pikmin 5, that is)
Now that I said that, a cave survival mode would be cool. You select which 100 Pikmin you want, and go down infinitely randomized caves until you can no longer progress or all your Pikmin die.
For me, the biggest issue was how often the Rescue Corps talked to me while I was out in the worlds! I really, really wanted the option to just turn off their commentary. Every time one of them said "oh no! the pikmin..." I would huff and puff search the options menu to no avail.
Pikmin 4 Challenge mode: Exactly the same game, but Louie has a knife. No other changes.
What made Pikmin 2 as hard and as great to play again and again, is tha randomness of the caves. You could have a totally different gameplay, each time you restart. Items and Monsters spawned randomly.
You never knew, where these bomb-spiders will fall down and disturb/kill your Pikmin while carrying items. You never knew, if an item is behind water and only blue/pink Pikmin will be able to reach it.This was crazy.
I would love, if they put out a hard mode with randomizer of the caves.
Arlo out here willing to give away his first born in exchange for Pikman map editor 😂😂
Enemies not respawning feels like youre just exterminating the planet rather than simply being a new factor in an ecosystem. I feel like that goes against the strong naturalist, almost safari vibes of the game.
Tgis game is so close to being a forever game it hurts. I want to go back and play through again with just a few minor tweaks that even modders could add in.
I was waiting for this game for years. Rarely do I get the feeling that I am hyped like a kid for a video game, but Pikmin 4 did it! Sure, the auto lock made it quite easy, but the real criticism is that there are no Bulbmins :( . Still the perfect game for me.
1:44 omg look at the little Arlo-Mar Amiibo in the corner. He's so happy~
I would like the ability to restart days. I don't really know why it was removed. The rewind is nice but whenever you enter or exit a cave, all your checkpoints get removed, and the game constantly autosaves. If I try to do an area efficiently and only notice by the end of the day that I couldn't quite get everything I planned, there's kinda just nothing I can do about it.
What's even weirder is that in olimar's shipwreck tale, as far as I know you CAN restart days and even go back to earlier days, but I never needed the feature there.
Yes! I had forgotten about that, but I agree completely. I liked the way Pikmin 1 and 2 handled it where you were prompted to save or just completely restart if you made too many mistakes (or wanted to optimize).
Pikmin 4 doesn't have a day limit. That's why you can't go back to previous days. For the vast majority of players, there would be no point. This is also why they DO allow it in Olimar's Shipwreck Tale. Because you could feasibly reach an unwinnable state. It's a more or less necessary feature there to not force people to replay the whole mode.
In addition to everything you brought up id also like to see more multiplayer stuff in Pikmin 4. Like more options in dandori battle and real story mode co-op
If they add more Dandori Challenges, I would like a "vanilla" Oatchi designed for those challenges. I enjoyed the challenges in the game, but they didn't grab me like the ones in Pikmin 3 because they became easier when I replayed them, largely because Oatchi was much stronger when I replayed them. His "gulp" ability made some of the hardest challenges trivial, and I don't think there is a way to de-power him for those challenges.
My problem with Switch Games in general (besides Zelda for some reason) is the lack of replay value. Games like Pikmin 4 or Mario Wonder Are awesome but they have way too much useless dialogue and exposition so that a replay is kind of a slog
**Nintendo drops a map editor that only gives you access to two bosses and a handful of assets**
Arlo holding a monkey paw:
NOOOOOooooooooooo!!!
Im surprised Arlo didnt mention an actual Co-op mode like Pikmin 3 deluxe, while i know most play it singleplayer only, i loved the multiplayer in 3D and i assume many others did too. The fact the second player cant control Oatchi and is forced to throw rocks is mind blowing to me
Good video! I agree with all of these additions! These were all things I would have loved to have for the best Pikmin 4 experience as well. There are two other things I would want as well: a true co-op mode and bringing back Battle Bingo from Pikmin 3. Pikmin 3 had a co-op mode, so I would love to play Pikmin 4 with a friend instead of just the pebble-throwing gimmick.
A map editor would be indeed glorious! I'm part of a Pikmin modding community and there are unofficial tools to help build new maps in previous games, but having a true map editor for Pikmin 4 would be glorious so anyone could create content (without the need of 3D modeling and mapping knowledge)! A true Pikmin 4 map editor to build and share maps would keep me playing the game for years to come! 😅
I sympathize with Arlo where Trial of the Leaf Sage was the absolute last thing I did to 100% the game. Getting the Purple and White Onions only to realize that I couldn't really benefit from them was a bit disappointing. 😭
Yeahhh they were the last thing I have left to do, but... knowing how hard the trials were getting only to receive a reward that will be literally useless as I'll be 100% completion at that point... makes me not want to go back and finish.
This is what Pikmin 4 needs to be perfect...
...a better soundtrack
The Auto Lock-on makes one of the Sage Trials near impossible because the cursor is so busy locking onto already dead foes you can't lock onto the living ones who are killing you.
i do wish you could get up to 5 pikmin types on the field later into the game as upgrades. 3 just feels like you end up relying on whatever powermin you get, be it purples, ices, or in some cases rocks. having to balance more types of pikmin inherently nerfs the types you end up spamming with their broken feature. and you can still keep a "recommended" limited if you want.
New game plus could be the place where new (more dangerous) enemies respawn on the surface and in caves, and you have all the tools available to you from first playthrough
It’ll be super duper tricky developing a user-friendly map editor for a pikmin game. Look at how much work went into Super Mario Maker.
Honestly the first that came to mind before tapping the video for a negative about the game was, at least from what I know, the cruddy 2 player option in story mode.
But, idk.
If nitpicking was a sport Arlo would be a world champion.
i’m so glad pikmin 4 reintroduced me to the series
You absolutely nailed the issues and the things the game needs most.
One suggestion for the enemy respawning issue would be to have enemies respawn after an area is at 100%. Not just respawn though, but respawn stronger and with more enemies. The enemy placement would also be updated. It would make the game more repayable, increase the difficulty, and just be FUN! Heck, each time the area is cleared of enemies, new enemies could be respawned. Maybe after the first enemy respawn set, any further enemy refreshes could be randomized. No new assets would need to be added and the game would instantly have higher difficulty and more replay ability and give a place to use post game gear.
Difficulty options are the big thing I want. Even without using Ice Pikmin, other than freezing the environment, and being sleep deprived for most of my playthrough, I still thought the game was too easy. The few times it was hard, I felt more annoyed than challenge. If something isn't added in, might give the game another shot and just not use Oatchi's rush.
One thing nobody talks about is the 3 type limit. Anybody noticed how the entire game was designed around it? This should've made the game harder, not easier.
With this having the highest number of enemies in any Pikmin game, I would like to see some more outlandish enemies appear after you clear out an area of it's usual enemies. Think back to Snitchbugs in The Forest of Hope, or the straight-up Beady Long Legs in Perplexing Pool. Something to make the game more challenging the further you've gotten, while taking advantage of this game's available enemies.
And also, speed the Waterwraith back up! You're already SO tough, that he def didn't need to be nerfed at all. Dare I say, he should have been buffed to accommodate.
Imagine if the Pikmin 4 DLC is an extra stage after Primordial Thicket featuring the return of alot more old enemies and Bosses from 1-3
That would be great! I hope the DLC just isn't just a new Dandori Challenge pack. It would be great to have a brand new area (or areas) to explore!
Pikmin 4 can never be a perfect game for me because the cumulative changes they made for the sake of accessibility ruined everything I loved about Pikmin 2 and to a lesser extent Pikmin 1. I really liked how Pikmin 2 was lowkey a horror game with how the game would jump scare you with monstrous enemies that threaten to wipe out your whole squad, but the fact that there's no day limit means that the stakes are not as brutal as they seem. In Pikmin 4, formerly terrifying enemies like the Water Wraith and the Man-At-Legs have been completely neutered. I think some of the previous nerfs, like limiting kill counts on the Wollywogs, were fair and warranted, but the Water Wraith nerf was ridiculous.
One thing people don't talk about that I feel was completely destroyed in Pikmin 4 is the game feel. I don't know how to explain it, but the game feels a lot more gamified and less organic. I was worried in the initial trailers when I saw the Pikmin staying in formation behind the captain with robotic precision, but the problem is way worse than I thought. The Pikmin squad doesn't feel like a crowd of derpy little goons anymore, it just feels like you're dragging around a trail of ammo (especially if you ride Oatchie, but I hate Oatchie for more significant reasons than this). I'm not saying they should have brought back tripping, or kept it really annoying to get across bridges or anything like that, but the way the Pikmin move behind you is way too smooth and regimented to feel natural.
Then there are the controls. I don't think I really need to get into that.
The one thing I want in pikmin 5 (going off of pikmin 4) is enemies on the surface respawning, proper game balancing, and an option to turn off auto lock on
The only time auto-lock was a right pain was when there was butterflies in the area because yeah, my god, the auto-lock goes a little mad with what you want to lock onto. I completely agree that it's a little baffling that locking on was auto, instead of just hitting the trigger. For me, i just wish more enemies required more strategy because as someone who was clearing out levels as I was in them, i got to 100 Pikmin before the credits rolled and my whole strategy for everything was just to mash A until the enemy died. Absolute death by numbers!
I was expecting enemies that needed Ice to crack them, or Rock to break a shield or Purple to stagger or even flying to take them off their legs. Something which required certain pikmin to fight rather than by choice. I know that there is smog, fire and electric enemies and such but they don't require swapping Pikmin to damage or stagger. It's still mash A with that colour until it dies.
I thought the map editor part was building up to online play, which I'm surprised didn't even get a mention in this. That's something I NEED.
Yeah, I could see that giving Pikmin 4 new life. Basically, Pikmin Maker baked into the game. Building and sharing levels online would be great!
Being right handed - Arlo's 'controller' has made his mouth open crooked. Bottom jaw opens favouring the left. (Screen right)
You kinda got me with that auto lock on thing. It doesn’t bother me much, but the fact that it would be so easy to add a toggle for it and the fact it affects some people so much makes me understand
Arlo really is one of those dandori challenge leaflings: Fuzzy guy that wants to play Pikmin forever. I think practicing the optimal run for the dandori challenges was my favorite part of the game, so more of that would be delightful. My personal change would be: PLEASE give me the option to make the split screen horizontal, OR to get rid of it entirely in the dandori battles! The lack of peripheral vision with the vertical split is so claustrophobic and DESTROYS my entire spatial orientation and ability to make snap judgements on the field! You CAN theoretically argue for the vertical split in Mariokart 8DX (which I still hate with every fiber, ugh, is it so much to ask for "seeing what is ahead of you when you pull out of a turn"), but there's absolutely NO reason to have it in a Pikmin game.
9:07 Better idea. Make it a piece of equipment you have by default (the second you start the game) but you can unequip it at any time. That’s already a feature in the game that works perfectly, and would probably be super easy to implement.
Now I kinda don't want them to add a map editor, we'd never see Arlo again
I’m on my sixth playthrough of Pikmin 4. I bought three copies to get all the extra stuff from stores (tote bag, water bottle, pins). On a trip to Japan, I found Oatchi and Ice Pikmin plushes. I also got Pikmin 4 for my computer (I know, I know, that’s bad in some cases) but I can’t stop playing it! This is probably my favorite Switch game full stop.
A map editor is just a part of what you're asking for here. It sounds like also want a server to share levels and a ui to find them
Arlo: posts a video at 6ish AM his time
Also arlo: "HEY!!!!! SQUARESPACE!!!!"
Even though still good, Pikmin 4 is the worst entry in the series for me.
1. It's too easy. It takes a long time for the game to become somewhat challenging and thus rewarding.
2. Oatchi breaks the game. Makes fights too easy, makes collecting items too easy and makes navigation easy.
3. Constant talking of the ship's crew. Non-stop hints about obvious things were really annoying. Wished there was an option to turn it off.
4. Empty levels. They're just too big and often without substance, just corridors and bridges. Enemies not respawning doesn't help either.
5. The camp. I just enjoy the feeling being stranded on a hostile planet by myself. Makes the game more tense.
6. Worthless upgrades. Some upgrades are nice but most of the make already easy game even easier. Would like the option to make less of them with higher prices. And perhaps finding them in the wild as in the past games, or at least parts which would made them possible to invent. To reward exploration more.
7. No time contraint. Pikmin 1 and Pikmin 3 are the best for me because every day has a meaning. You have to find parts/fruits or you're done. Not having such a day limit makes the time annoyance at best. You didn't finish something before sunset? Just watch a cutscene and continue without any penalty.
8. Caves are fun but I don't think they fit Pikmin series well. The way they were done in the 3 was ideal as they were part of the world map.
9. Artifical Pikmin limits (no more then three types, collectin white onions). Felt like a step back. The type limit was more annoying than the white onions though.
10. Ugly character designs, primarily castaways. Characters in the game look really bad, they just randomly generated bodies and put names on them. The crew looks alright (but still, they talk too much!).
11. Neverending intro. I just wanted to play the game but the game has constantly been teaching how to play. I don't think there's an option to turn it off.
12. Annoying English translation.
Don't get me wrong, the game is really polished and I had fun playing it. It's just too long and it was the first entry in the series that made me force myself to complete everything. I get it , it was made this way to be more accessible and to boost sales. I just think that all these changes made the core gameplay worse. Especially if it's the way the series will head to from now on.
Unpopular opinion, but my biggest complaint about Pikmin 4 is Oatchi. I'm not a fan of Oatchi, and I think he takes away from the Pikmin gameplay. Especially later in the game, you get to the point where you can wipe out the vast majority of enemies almost instantly by dashing into them while riding Oatchi and launching all your Pikmin on them. In addition, in the first three games, there was a lot of challenge in keeping you pikmin squad organized and not so spread out all over the place where they will be killed, and Pikmin 4 completely gets rid of that element since you can just have all your Pikmin hop on Oatchi. I feel like Oatchi makes Pikmin 4 into more of a typical action game and less like a Pikmin game. Honestly because of Oatchi Pikmin 2 is still my favorite Pikmin game.
P.S. I have nothing against the game having an optional rewind feature, but I feel like the game is too in your face about it. Like prompting you to rewind every time you leave behind pikmin after dark, that could be done without.
Something I think a lot of people don't notice is that part of why the autolock is there is because they were trying REALLY hard to prevent cheese. When you're not locked on pikmin magically can't be thrown as high or as far as they could in past games/when locked on in 4. There's items that could very easily be reached by reds that the game demands you use yellows for, items that could be reached by yellow that the game demands you use the charge for, and a LOT of invisible walls to prevent you from throwing pikmin around blockades that haven't been cleared. Hell even if we ignore the other games and JUST look at 4 there's a TON of treasures that your pikmin magically can't reach, even if using yellows when you only need reds to throw high enough, purely because you're not locked on. You can use the motion controls to move the cursor to the same spot as if it was locked on, but the pikmin are just magically 5x heavier without the lockon. I'm one of the people who has the game basically ruined by the lock on due to bad luck, but the thought of turning it off is almost more worrying. Either they'd have to accept that people will be able to cheese and completely redo the normal throwing, which let's face it nintendo likely won't due to the first point alone, or they just shove it in there and it's practically not functional due to how they made it originally in 4.
They're worried about preventing cheese when they gave us access to Oatchi? The objectively most broken thing to ever exist in this series (especially when combined with rocks or, god forbid, _purples_ )?
I mean I can believe that that's their reasoning, but I also don't really think it's enough of a big deal for them (or anyone else for that matter) to worry about it.
i mean, they could just tweak the design of the levels instead of the shitty auto-lock feature
This does make a bit of sense, but there are already ways to bypass these restrictions and cheese anyway, also, I don't think there's anything there in particular where auto-lock prevents these anti-cheese measures from being noticed, specially things like paper bags atop high places.
So instead of fixing the level designs they force everyone to use this horrendous aiming system, what a great solution.
They don't seem to care about combat cheese, just puzzle/navigation cheese. They obviously never cared about it before, but the lengths they go to prevent it in 4 are crazy and really easy to run into if you try even a bit.@@randomnpc445
Hot take: the dandori battles and dandori challenges should have just been a separate mode. I don’t think they should have been in the main game. I’m not a big fan of them, and while i really liked Pikmin 4 as a whole, i didn’t like how many of these battles and challenges i had to do. The caves were cool, but i think they should have dropped the dandori stuff and shoved it into a challenge mode like how 3 Deluxe did
One small thing I noticed that I haven't seen anyone else mention is that the theme at the end of the day is always the same! In pikmin 2, the theme would change depending on how much you got done that day, which was a really nice touch. In pikmin 4, if you get almost nothing done in a day, you get this massive grand day ending theme and it just feels overlooked by the developers.
I think a cool addition would be an infinite randomly generated cave
What I want more than anything is a section for the Collect all Treasure Dandori Missions that's on the main menu and has all of the ones from the main game and a few more. I was sad to see that gone from Pikmin 3 and after 100% beating the game I felt that it could have been there even more.
Two other things I would include here would be True Campaign Co-op and an upgrade to bump the overworld Pikmin limit to 5 types, like the previous two games. The second player being a cursor makes no sense after 3 Deluxe’s full-featured campaign co-op, and it seems the developers thought so too since a recent update to the Pikmin Garden website has a pic of two captains riding Oatchi. The strict limit to 3 types in the overworld when almost everything else is upgradeable is also just kind of weird, at the very least the type limit should be lifted for the Piklopedia when you just want to test things out.
Arlo you are the spokesman for what the community wants. It worked for TTYD it will work for Pikmin 4! Oh and heres what I want...
Everything you said + turn off ice pikmin freezing enemies!
Now, Give us some new levels for the DLC. Jungle levels and thick forests! I feel like Pikmin is about nature and the new levels really didn't hit it home with me at all. The sound track was weak too. Remember how good some of the themes were in the previous games and how they would layer as you would do different tasks there were themes for carrying treasure, battling, sun down...
So theres new levels and better music in the DLC what else?
A new online mode where Alph and Olimar are competing for control of PNF 404 and u can pick a side Koppaite or Hoccation and do online play to support that team. (splatoonish?)
Ok theres one more thing they need to do for us long time fans...
Make an amiibo of the S.S. Dolphin, S.S Drake, and Louie's junker Hocotate Ship. that with amiibos' of each captain and some pikmin ones...
PLEASE PLEASE PLEASE