When you think about tentpole sequels to major Nintendo franchises, the mind doesn’t naturally jump to the iterative. More often than not, Nintendo wants to do something wild and new with each new main entry in any of its core franchises - and this is exactly the sort of thing that has historically stood in the way of things like Star Fox and F-Zero getting regular sequels. But Pikmin 4 is a shining example of what the company’s talented developers can do by taking a step back, simply analyzing and improving what already exists.
This is ultimately what Pikmin 4 is. Nintendo has been at great pains during the game’s promotional cycle to push the concept that this is an ideal entry point for newcomers to the series. Often when developers say this, it’s with their fingers crossed behind their backs - but for Pikmin 4, it’s true. This has everything you’d want from the earlier games, presented from a slightly tweaked angle that makes the entire package more palatable and approachable for a whole new audience.
Accessibility is probably the most important aspect of Pikmin 4 that’s significantly different from the previous three entries in the series. Certain traditions have been abolished completely, like over-arching time limits. Players can now rewind their progress and undo disastrous Pikmin bloodbaths. Controls have been slightly tweaked, and the general feeling of the game is… breezier. At least, in the main story.
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