It has Gyro controls that replicate the Wii Remote pointer.What's the controls like? I loved the wiimote pointer controls, I guess that's not replicated the same here ?
make sure to try out both gyro versions. they feel very different.I've finished it, and while still a good game, oof, the controls are definitely a step down from the Wii remote based scheme from the Wii U version. Shame too, that most will probably experience it this way. I'm struggling to get pikmin to do what I want a lot more in the mission mode because you have to rely a lot on the slower, clunkier lock on system.
you know about the new "call back" feature by your ship? use the map, check the HUD to see how many are unaccounted for.My problem the last few in-game days is that I keep forgetting about a group of Pikmin at the end of the day, so like 15+ of them get eaten when the day ends.
Like the day is about to end, but I completely forgot I had a group of yellow Pikmin knocking down an electric fence.
And one thing I don't like is how Pikmin act when building a bridge. I wish they'd just finish it and stay there, instead of coming alllll the way back to the empty pile and waiting there.
I usually end up following the last pikmin carrying pieces and just whistling over and over to grab the idiots walking past me back to the non-existant pile.
have a click:
For just the main story, ~10-15 hours depending on how leisurely you approach it. It's designed to be replayable. If you include all the side quests and mission mode that's another 10 or so hours, again all designed to be replayable with high scores and such.
You can send them all at once with X (altough they'll run to the target rather than being thown at it).is there a way to hold a button to just keep throwing pikmin, or do you need to mash the button like i've been doing?
Started the game yesterday, but despite gyro being a decent, yet NOT 100% ok IR pointer replacement I feel like the new control scheme is a bit cumbersome (HUGE wiimote fan speaking)
It's been a while since I played the original on the WiiU but I'm reasonably sure you didn't need to give *two* inputs (key, then stick) to separate Pikmins or switching controlling character? Or perhaps I do not remember correctly? 🤔
is there a way to hold a button to just keep throwing pikmin, or do you need to mash the button like i've been doing? (edit: i mean other than charging, thank you though Lelouch0612 )
the thing that got me was that you can't recall pikmin with your whistle while they're walking "into" a zone through a loading area. they're stuck to their cargo until they pass an invisible theshold. lost twenty good pikmin that day (but they will never be forgotten)The day cut out after I beat the boss but before I could take the spoils of victory back to the ship. Lost a few Pikmin because of that. (But didn't want to redo the entire day again.)
What's the controls like? I loved the wiimote pointer controls, I guess that's not replicated the same here ?
You can interact with the ship to initiate a mega callback that have all the pikmin you left idling elsewhere to come back to the ship on their own.My problem the last few in-game days is that I keep forgetting about a group of Pikmin at the end of the day, so like 15+ of them get eaten when the day ends.
As I said before, I am a HUGE wiimote lover, with specific regard to the IR pointing controls.Using separate joy cons lets you mimic the Wii controlers, but because it's using motion controls it's nowhere near as precise or consistent as the Wii remote.
that's been their default for Wiimote pointing since the Wii Motion Plus came out, adding the gyro. Pretty much every WM+ enabled game since then made use of the gyro to improve the pointer (=not lose track of where you're pointing once you point away from the screen). It was an assist for the IR.The difference, and it is a very significant one, is that on the WiiU you had the sensor bar which (a similar thing happened in other games like Zelda Skyward Sword and Wii Sports Resort) transparently recentered/recalibrated the sensor, thus avoiding the need for a dedicated, manual reset like we see in the Switch version and many other games that uses gyro as an IR-pointer replacement.
If you don't play the whole game then I don't know how you expect to get "your money's worth" with just the basic story mode.I had no interest in Pikmin 3 when it originally released on Wii U, but have really loved my time with it on Switch.
My initial playthrough of the main story was only 7 hours long, and that's with like 40 fruit. I expected it to be longer for some reason?
I'm just finishing up the prologue/epilogue, but no interest in multiplayer or the challenge mode. I generally detest playing things with arbitrary time limits.
Really great game, but hope Pikmin 4 has more story content and biome variety. Not sure i've gotten my money's worth without digging into the extra modes.
i can't believe i skipped these missions on wii u. replaying to optimise them and get a platinum is so much fun
As I said before, I am a HUGE wiimote lover, with specific regard to the IR pointing controls.
BUT, having just have a read at what I wrote (elsewhere) about my first impressions with the original WiiU game, which by the way I played with the wiimote+nunchuck configuration, I think I can safely state that Pikmin3 used gyro, too instead of the IR pointer at the time.
The difference, and it is a very significant one, is that on the WiiU you had the sensor bar which (a similar thing happened in other games like Zelda Skyward Sword and Wii Sports Resort) transparently recentered/recalibrated the sensor, thus avoiding the need for a dedicated, manual reset like we see in the Switch version and many other games that uses gyro as an IR-pointer replacement.
skyward sword is a special case — it stored a separate center point which you could reset at will for its "fake" DPD pointer, but the actual sword position is based on the (DPD auto-corrected) motion plus gyro rotation at all times.I'm pretty sure that all the games that used gyro instead of IR constantly drifted regardless of the sensor bar. I remember having to constantly recentre Skyward Sword. Gyro controls should never have been the only way to aim in those games when IR was available. If only the Wii remote could connect to the Switch.
And heading up to the twilight river boss now I'm also reminded that the boss fights in general are great, In 1 and 2 there's always the fear in Pikmin that bosses just won't mesh too well with the control you have over your pikmin, especially in 2 with tighter arenas and moves that can just quite literally roll over a whole army in a second.
3's vast open arenas, ease of switching which type of pikmin you're ready to fling, the charge attack and having a backup dodge, it's the succesful end result of learning from the first two games that plays a lot more into the abilities of each Pikmin type.
They're my favorite part tbh. The campaign is great, and I need to do an ultra spicy playthrough, but it's a bit too easy to just casually wander about with no pressure and still make good progress. I think the game really starts to shine when you are forced to multitask and be smart about how you use and divide your squads.i can't believe i skipped these missions on wii u. replaying to optimise them and get a platinum is so much fun
Tomb of the Unknown Pikminthe thing that got me was that you can't recall pikmin with your whistle while they're walking "into" a zone through a loading area. they're stuck to their cargo until they pass an invisible theshold. lost twenty good pikmin that day (but they will never be forgotten)
They're my favorite part tbh. The campaign is great, and I need to do an ultra spicy playthrough, but it's a bit too easy to just casually wander about with no pressure and still make good progress. I think the game really starts to shine when you are forced to multitask and be smart about how you use and divide your squads.
Yup, and man I wish the Switch had a similar option!that's been their default for Wiimote pointing since the Wii Motion Plus came out, adding the gyro. Pretty much every WM+ enabled game since then made use of the gyro to improve the pointer (=not lose track of where you're pointing once you point away from the screen). It was an assist for the IR.
Self quoting because I checked Pikmin3 on the WiiU and apparently a wiimote plus is NOT required (or at least this is what the back of the cover implicitly claims, since it mention both regular and plus models)Now that you make me think about it, I wonder if Pikmin3 actually required a wiimoteplus, or whether it silently fell back to standard IR pointing in case you were using a standard wiimote.
The collect treasure and defeat enemies missions are my favorite part of the game. Getting plats on all 30 of those missions to me more time than 100%ing the story.The collect treasure missions are so much fun! I'm really surprised by how demanding these become in complexity if you want the Platinum medal. Compared to the story, they require a whole other level of planning and execution, and I am there for it!
That's why you got to do your homework. Before I buy a game, especially an indie game, I google how long to beat it and then I decide if it's worth the asking price. Pikmin 3 is 13 hours on average to beat main story. I'm going to buy pikmin 3 because of extra content the game will be 20+ hours long. If game is 12 hours or less I just borrow it from library.I had no interest in Pikmin 3 when it originally released on Wii U, but have really loved my time with it on Switch.
My initial playthrough of the main story was only 7 hours long, and that's with like 40 fruit. I expected it to be longer for some reason?
I'm just finishing up the prologue/epilogue, but no interest in multiplayer or the challenge mode. I generally detest playing things with arbitrary time limits.
Really great game, but hope Pikmin 4 has more story content and biome variety. Not sure i've gotten my money's worth without digging into the extra modes.