Just thought this title needed an official thread.
Yesterday, while browsing the interwebs at work, I found a hands-on of the game that mentioned something that I had not heard of anywhere else. Unfortunately, I don't remember where it was, but here's the gist...
Pikmin 3 now has an evade move! From Nintendojo "Handy, then, that our new lead character has a nifty dodge ability that sees both him and his band of Pikmin roll to the side in perfect unison whenever dangerís about to rear its ugly head. It took a while to master, especially since there seems to be a small amount of recovery time before you can initiate another one, but it brought a welcome sense of drama to the fights, as well as a greater feeling of control over your large army."
Let's give this launch window game some love! ERRR.....Releases August 4th!
Well, I tried to post the trailer. Thanks Renjaku!
Now lets take a look at Gamexplain of the newest video
@Renjaku Yeah, it was really surprised to read about it. I'd heard nothing else about this until yesterday. They even mentioned how it was useful during Mawdad boss fight. You also can't spam it thankfully, there's a short 'rest' period before you can do it again. I'll try to find it later today when I have a little more free time.
Edit: Shoulda refreshed my page first. I guess it is.
Sounds like some Other M style shit! I like!
I will buy this game when it releases, and it'll be MY first Pikmin purchase. We rented Pikmin when it first released, and I rather enjoyed it, but not quite compelled enough to buy it. Then 2 released and my brother bought it.....and I hardly played it, but again, it seemed nice enough.
With 3 though, I will take the plunge, and I will play it seriously. Looking forward to it.
cooliocuneo says... Katharine, you mention a dodge/roll in your preview. Iíd like to hear more about it. Iíve read plenty of other previews, and IIRC, not one other preview mentions this move. Do you know what button you pressed to execute this?
October 15, 2012 at 12:11 PM
Katharine Byrne says... Oh really? Iím quite surprised! I canít remember which direction it was exactly, but it was definitely on the d-pad. Essentially, when you press it, all the Pikmin (and you) roll to the side in the direction youíre running, allowing you to dodge incoming enemies.
Rumor has it that Pikmin 3 will be more like Pikmin 1 than Pikmin 2. Miyamoto said that he disagreed with the less-stress approach to the second game and wanted to reintroduce the strategy needed to deal with the time limits.
While I preferred Pikmin 2's laid-back approach, I have no problem with this game being more like Pikmin 1 and bringing more of the strategy back in. I'll be sad that it'll be hard to avoid Pikmin deaths again, though. Poor little ambulatory carrots.
@anon_mastermind - Agreed. And I think it's going to be harder than ever to hit that balance now that we have a minimum of 7 different types of Pikmin, 4 (is that right?) different spaceship captains, and presumably bigger maps than ever before. That's just a lot of extra plate-spinning players are going to have to get used to on their own before it's no longer stressful enough that throwing in a time limit wouldn't make the game too stressful again.
"That's actually something that all the staff members had to debate over when we were discussing what kind of direction we should take for Pikmin 3. First of all by looking at Pikmin 1 we noticed that it wasn't a very easy game for people to play, and from time to time they had to feel some stress. Our main aim in Pikmin 2 was to get rid of any stress as much as possible, so that it would be very user-friendly. Well, I myself couldn't agree with that direction perfectly. That kind of nature of Pikmin 1 was exactly what I wanted to reproduce and I was actually intentionally doing so, so that Pikmin 1 could be a strategic game. When we started creating Pikmin 3 I gathered the main members who worked on Pikmin 2 and talked about how I thought it was important to get back to the basics of Pikmin 1. Or I should say that half of my job at that time wasn't just to talk, but rather to persuade them to understand what I intended to do and to agree to my idea."
It's music to my ears! Honestly though, even though I find Pikmin 1 to be so far superior to Pikmin 2, there's no reason they couldn't have separate modes that scratch both itches. Especially considering how long the game has been in development. I hope everyone can be happy.
But still, if it can be only one, better that it's more like Pikmin 1!
I love both games, 2 of my all time favorites, but I prefer the stress free exploration of 2 over the set time limit of 1.
Hopefully, like a few of you have said, there is a combination of time limit and free roam. Maybe have certain timed "missions" pop up in game. Like when you first land, you have 2 days to find/repair a certain ship part. Then have a few days of free play, something else happens or you trigger an in game script, and you have another couple days to complete this other task. Keep the caves, but maybe not make them so prevelent.
@Kal-El814 I don't think that the time limit was unfair by any stretch of the imagination, but then again, that's coming from an experienced gamer. However my wife (not much of a gamer), has a save file for Pikmin (NPC), and she gave up on the 26th or 27th day because she still needed a handfull of pieces (she was headed for the bad ending) and she figured "Why continue playing if I know I'm going to run out of time."
My first time thru of Pikmin (GCN), finished with probably 5 days to spare, and when I played it a few years ago (Pikmin NPC), think I finished it on the 16th or 17th day. Having just 100%'d Pikmin 2 (GCN) last week (see The Finished Pile thread for my story ) I can say the lack of timer made Pikmin 2 more enjoyable.