24th February 2003, 2:29 PM
I know, I played the challenge mode. But it still has that annoying limit, whereas they could have used the areas again and added more objectives or things. But maybe they did, I'm forgetting.
Please, though, why take away the simplicity of the Pikmin? That's what makes it so much fun, because you don't really have to think much more beyond color type and flower power. There doesn't need to be resource management, because Pikmin wasn't an attempt to be a strategy game, it was a game that has strategy. Do you see what I'm saying? This is a Miyamoto thing; he built it from thinking about his garden, not by playing Warcraft.
I like DJ's idea of more challenging puzzles and things. Pikmin had challenge, but most of the time the game told you how many Pikmin you need to accomplish your task, such as the box pushing. Maybe having camoflauged obstacles would help, or well hidden puzzles.
I think Pikmin 1 had a great story, and I'd like another one like it in Pikmin 2. But I think what needs to be improved most is what happens OUTSIDE of the story.
Please, though, why take away the simplicity of the Pikmin? That's what makes it so much fun, because you don't really have to think much more beyond color type and flower power. There doesn't need to be resource management, because Pikmin wasn't an attempt to be a strategy game, it was a game that has strategy. Do you see what I'm saying? This is a Miyamoto thing; he built it from thinking about his garden, not by playing Warcraft.
I like DJ's idea of more challenging puzzles and things. Pikmin had challenge, but most of the time the game told you how many Pikmin you need to accomplish your task, such as the box pushing. Maybe having camoflauged obstacles would help, or well hidden puzzles.
I think Pikmin 1 had a great story, and I'd like another one like it in Pikmin 2. But I think what needs to be improved most is what happens OUTSIDE of the story.