(Originally posted on February, 2016)
(2004, Gamecube)
(Though I had access to a disc, the game was played on an emulator.)
This is my third time 100%ing through Pikmin 2. Back when the game first came out, I was so hyped to immerse myself in it that I didn’t even fake calling in sick from work; I actually managed to will myself sick, just so there would be no misunderstandings. Not only packed with a ton of more content than it’s short but highly replayable prequel, Pikmin 2 takes some of the focus off time/resource management to emphasize reconnaissance, combat and the addictive satisfaction in clearing out the dungeons and peeling away at the game’s huge ‘onion’ of an enemy and treasure tome, the Piklopedia. Quickly becoming more difficult and expansive than the original, the game assumes you’re already a seasoned Hocotate freight carrier. Right after your latest crash landing, you’re given a swift and engaging tutorial that offers a microcosm of everything in store (Commanding Pikmin, exploration, combat, puzzle solving, transporting items, your new ability to switch between two captains, etc.) then immediately thrown in to the treasure hunt. Why walk on one leg?
Of the three games in the series, the dungeons are the most unique feature of Pikmin 2. Accessed from rumbling, fuming anthill-like caves atop the four main stages, the 14 dungeons start at a friendly three floors and gradually get much deeper as the game progresses, all having multiple layout variations of each floor which change whenever you (re)load a save file. The designs vary from unassuming, rocky caves and burrows of dirt and snow, to eerie tiled shower rooms (for what exactly?!) and massive underground, rusty forts lit up by red and green L.E.D.s. Even the less ‘human’ influenced dungeons have a strange dignity and intelligence to them with their mysteriously complex architecture and marvelous underground pools and fire spouts. Entwining well with the game’s commentary on corporations and capitalism taken too far, you’ll likely find pillaging every inch of the dungeons to be oddly compelling. Unable to limit myself to doing the least harm while pillaging treasure, I felt a strange satisfaction in the savagery of defeating and bringing back every last enemy to the satellite ship, whether necessary or not. Pikmin is all about making your way through a frightening world, so it’s hard to be nice, even when given the option. Unlike the mad-dash of the first game and strong push and pull narrative of the third, here you’ll spend a lot of time having just your captains sneak around, plotting and planning, figuring out exactly where and how to make the next move without taking damage. You won’t want to be caught off guard by the deadly but hilarious gassy beetles!
With so many dungeon floors to master, the game is deceptively long, likely taking at least 25+ hours on your first try, yet nothing in the game feels like filler. Having been given overall smoother and more responsive controls, the game is still tougher than the original, sometimes unfairly so in how a particular floor variation with throw enemies and hazards at you. You’re never truly screwed, as the game will automatically save when starting each floor, each lasting no more than 3-10 minutes. With the dungeons going up to dozen+ floors deep and few reinforcements to be found within, you may find yourself constantly restarting until you can clear a floor without losing a single Pikmin. This is actually more fun than frustrating, as you get to scratch that itch of obsessive control without doing any harm with it in the real world. In addition to a huge roster of enemies to strategize against, most dungeons have a massive and spectacular boss at the end. Defeating them will award a treasure that’s also a highly useful power-up for your captains, such as resistance to various hazards or improved speed and attacking power. On top of the dungeons, four regular worlds are waiting to be explored, which are even bigger and contain more to do than what was encountered in the first game. While racing the daily time limit (which is only in effect above ground), merely figuring out how to get underground can be a puzzle in itself. The overworld levels are where you’ll want to take advantage of opportunities to harvest more Pikmin and collect extremely handy nectar power-ups, which you’ll need to survive the many boss encounters, or even just an especially tough enemy such as the unrelenting, ravenous Spotty Bulbear. Throughout the game you’ll also be tasked with managing two new Pikmin types: The tiny kamikaze-like poisonous-when-eaten White Pikmin and rare, very strong and damaging Sumo-ish Purple Pikmin.
"A foolish pleasure, whatever, I had to find the buried treasure..."
Once you’ve solved the main crisis facing Hocotate Freight, the story takes a twist, more of the game opens up and the real challenge begins! The process of getting 100% is so satisfying and compelling, you’ll feel like you’re cheating yourself and cutting the game short if you don’t do everything. This was my third time completing it since it’s initial release, and I wasn’t bored at all during the 20 hour journey, though I often listened to a podcast on top of all the effective and catchy, but not particularly must-experience-again ambient style music. There’s even a challenge mode after the main quest, featuring dozens of more mini-dungeons, now emphasizing the time limit that was dropped from much of the main quest. While very welcome and satisfying, on this occasion I only played about half of the challenge levels, as off and on over the last few months I’ve been engrossed by Pikmin 3’s much tougher mission mode.
The graphics looked great in 2004 and are still pleasing today, especially when re-rendered and smoothed out on an emulator. The shots when starting ending a level are still very pretty, such as a shot where in the Forest of Awakening where you’re descending through the blooming cherry blossom trees, brimming with fog. There is often a disparity between cutscenes and the heart of the game, as the dungeons are very simple and flat in comparison, but that’s somewhat forgivable due to their pseudo-random nature. The music is clever, playful and greatly enhances the atmosphere, but sometimes gets repetitive when enough time is spent on certain dungeons and doesn’t offer much listen-ability outside of the game. I particularly like the Valley of Repose which walks the line between lonely/creepy and playful/tongue in cheek. Forest of Awakening is adventurous and optimistic yet jarringly alien and uneasy. Probably my favorite track, Wistful Wild is incredibly intimidating, conjuring up images of a powerful ancient force that would prefer to be left undisturbed. The music that plays in the Piklopedia, a huge database with multiple writings for each treasure collected and type of wild life encountered, is as deep and haunting as the dungeons in which you collect all your jewels, snacks and gadgets from.
The general feel of the game is less intimidating and desolate than the first, now that Olimar’s always accompanied by a wacky co-captain. One part of me wishes the daily letters from home had more to them, such as pictures or even cutscenes. On the other hand, receiving just words and a small icon of the sender perhaps drives home the point that your mission is bleak and ultimately hallow, as you’ve been ordered by the Shacho to risk your life hunting treasure purely for profit. There’s no grand mission of studying interstellar archaeology; just a deadly expedition for money, all on a space trucker’s salary no less. Pikmin 2 was great in 2004 and hasn’t aged all that much other than switching Pikmin types now feeling far less stream-lined after Pikmin 3’s improvements. This is my personal favorite in the (current) trilogy of Pikmin games, but I’d still recommend starting with the first game to prepare you for this massive treasure hunt spread over miles of hostile territory.
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