This month is coming to Switch Pikmin 3 Deluxe. We take a look at the trilogy’s trajectory and discuss the changes in this review.
With one foot in the strategy genre, the other in the adventure genre, and another in the puzzle genre – creating a tripod like the flying onions that protect their creatures – Pikmin was a difficult saga to classify when the It was originally released. shipped in 2001 and still is today, with the imminent arrival of Pikmin 3 Deluxe on Switch almost two full decades later. While their numbers don’t compare to that of mastodons like Mario or Pokémon, and despite the inevitable reduction in the surprise factor that follows each sequel and relaunch, the first two also made the jump from GameCube to Wii, setting precedents for the current case. – The truth is, Pikmin remains one of Nintendo’s most unique sagas.
This adds to the usual delay (barely three years have passed between the original and Pikmin 2, but then it was necessary to wait nine for the third, and seven more have passed since then with no tangible news about Pikmin 4) and the fact that each delivery is given enough screw turns to create a unique concept to avoid redundancy. Everyone acts as an entry point with no previous experience, although they all complement each other at the same time and help to better appreciate their differences. So today, after playing the new version of Switch for a few hours, we’ll take a quick look at the series’ evolution to better contextualize Pikmin 3 as a game and Deluxe as a revised edition.
From Miyamoto’s garden to the GameCube board
The transition from Nintendo 64 to GameCube at the turn of the century was also a new leadership role for Shigeru Miyamoto. After directing games with the format Super Mario 64 and Ocarina of Time, the Japanese genius stepped back to pass the baton to creatives like Eiji Aonuma or Yoshiaki Koizumi, though it didn’t stop Nintendo’s main visible face or active participate in some developments. One of them was precisely Pikmin, a project that came to life when the image of ants carrying leaves in his head merged with Mario 128’s tech demo, which he learned at Space World 2000 to illustrate that the GameCube has over a hundred characters. simultaneously.