Showing posts with label Arzest. Show all posts
Showing posts with label Arzest. Show all posts

Thursday, January 16, 2020

My unasked-for review of Hey! Pikmin: I liked it, I really liked it!

I bought Hey! Pikmin a couple of years ago when retailers were selling copies at a fraction of their original asking price.

It's been sitting in a drawer ever since it arrived on my doorstep, though, because the negative word of mouth that surrounds this side-scrolling Pikmin spinoff convinced me it was a dud.

What prompted me to slip my Hey! Pikmin cart into my flame-red 3DS at long last? This recent write-up played a role, naturally, but so did my desire to play a DS or 3DS game that wasn't an RPG.


Hey! Pikmin fit that bill as well as any other game in my collection, so I started my way through it late last week. Five days and just about 13 hours later, I was done with it--final boss, credit roll, and all.

Although this post's headline should make it pretty clear how I feel about the time I spent with Hey! Pikmin, I'm guessing most of you would like to know a little more about those feelings than just, "I loved it!"

For those folks, here are some of the positives--and negatives!--that stuck out at me while I traipsed my way through Hey! Pikmin.

Hey! Pikmin pros

It looks great--Visually, Hey! Pikmin reminds me of Yoshi's New Island. Which makes a lot of sense, as developer Arzest made both of these 3DS games. Don't fret if you despise New Island's aesthetics. Not only are the graphics in Hey! Pikmin more consistent than those of its Yoshi-starring counterpart, but they're more consistently pretty, too.

The puzzle-centric gameplay is refreshingly unique--At times, Hey! Pikmin feels like it began life as a Kirby or Yoshi game. An example: you use the Pikmin you collect here to defeat enemies and solve puzzles, much like you use eggs to complete those same actions in your average Yoshi title. Overall, though, Hey! Pikmin's gameplay differs just enough from that of the aforementioned counterparts to feel unique. There's no real "platforming"--or even jumping--in this spinoff, for starters. Also, the pace is a lot slower and more deliberate than it is in most Yoshi and Kirby games. And then there are the eponymous, carrot-like creatures, which, as you might expect, provide their own twist to this well-worn genre.


It's almost blissfully short--When I was younger, Hey! Pikmin's brevity would've caused me to blow a gasket. These days, short games thrill me. I no longer have the time or attention span to play more than a couple of super-long games each year. So, Hey! Pikmin was perfect for me in that regard.

Another way it was perfect for me: it didn't overstay its welcome. You might be thinking, "Of course it didn't, you only played it for 13 hours!" My response is that if Hey! Pikmin had included one more sector (world), even one more boss, it would've actively annoyed me. In other words, it basically ended right around when I thought it should. How many times does that happen with modern games?


Also, it's perfect for short bursts of play--If you, too, prefer games that allow you to plug away at them a little bit at a time, you should track down a copy of Hey! Pikmin pronto. Assuming you're still in the mood for 3DS titles, of course. Most Hey! Pikmin stages can be finished in just a few minutes. And most sectors can be finished in an hour or so. It all makes for a pretty wonderful situation if you don't have a ton of free time and you're not a huge fan of games that take months to complete.

I'm pretty sure I'll replay it sooner rather than later--And that's not something I say about a lot of games these days. So why am I saying it here? Because I'm already looking forward to experiencing certain Hey! Pikmin levels a second or even third time, that's why. I'm especially looking forward to revisiting the frosty stages of the "Snowfall Field" sector--like the one that tasks you with controlling Olimar and his pluckable, pint-sized crew while sliding down a mountain atop a bottle cap.

Hey! Pikmin cons

It chugs a bit on an OG 3DS--It's possible Hey! Pikmin is like Poochy and Yoshi's Woolly World and performs better when played on a New 3DS. My only experience with the former title to date, though, is on an OG 3DS. And when played on an OG 3DS, Hey! Pikmin's frame rate struggles a bit on several stages. I'd even go so far as to say it struggles mightily on a few. That's never really bothered me, strangely enough, but I know it bugs others, so I thought I'd point it out here.

It's pretty easy--You know how in most Kirby and Yoshi games, the real challenge comes from nabbing all the collectibles in a stage or finishing a level without taking a hit? Well, the same is true of Hey! Pikmin. If you hate that sort of thing, you'll probably hate this side-scroller, too.


Too few stages force you to use multiple kinds of Pikmin--Considering Hey! Pikmin features five different Pikmin types, you might think it would be chock-full of levels requiring you to use all, or at least several, of them. Nope. The majority only let you use one or two. Just a handful let you use three, and I can't think of a single one that lets you use all five. A missed opportunity, if you ask me.

A number of stages are locked behind Amiibos--Of all the negatives I'm highlighting here, this one irritates me the most. Actually, it's the only one that irritates me, period. Thankfully, most--all?--of the Hey! Pikmin levels that are locked behind Amiibos seem to be of the "secret spot" variety. Meaning they're single-screened, puzzle-centric stages rather than full-fledged ones. Still, it's beyond annoying that you need to own Amiibos to access them.

See also: 'Five Nintendo 3DS games I want to play in 2020'

Sunday, July 23, 2017

I tried the Hey! Pikmin demo and I think I liked it

When Nintendo first revealed this handheld Pikmin spinoff last September, I immediately added it to my ever-growing (or maybe I should say never-shrinking) "buy these 3DS games as soon as is humanly possible" list.

Later, when it slipped out that Hey! Pikmin's developer wasn't an internal Nintendo team but the forever-maligned Arzest--makers of Yoshi's New Island, among other titles of debatable quality--my interest flagged a bit. It diminished even more after early hands-on impressions of the game made their way onto the Internet.

None of the above caused me to give up on Hey! Pikmin entirely, mind you. Even when my (uninformed) opinion of it was at its lowest, I still expected I'd pick up a copy once my bank account allowed.

Fast forward to this weekend, when I played through the Hey! Pikmin demo Nintendo recently--finally!--dropped onto the 3DS eShop. The gist of my reaction to that bite-sized version of the game: I'm definitely buying it, and sooner rather than later.

As for what tossed me back onto the Hey! Pikmin hype train, here are the first four reasons that came to mind:


The game looks great when splashed across a pair of 3DS screens--OK, so "splashed across" probably is the wrong phrase to use here, especially if your 3DS is of the LL or XL variety. If you use one of the original 3DS models, or one of the smaller New 3DS systems, though, Hey! Pikmin looks superb on its screens. Which shouldn't be a surprise, really. 3DS screenshots often disappoint visually when viewed on a computer or phone, but the games they represent almost always appear many times more impressive when experienced in motion and on the "real deal." At any rate, the hand-painted art style Arzest employed while producing this platformer is beyond pleasant. It reminds of the aforementioned Yoshi's New Island, but improves upon that title's aesthetic in pretty much every regard.


I already love its rather deliberate, exploration-focused gameplay--Early on, Hey! Pikmin's gameplay stumped me. It looked like a side-scrolling platformer, but that didn't really gel with strategic nature of the series' other entries. Thankfully, everything becomes abundantly clear once you start plodding your way through this portable Pikmin offshoot. Basically, it is a side-scroller, but it doesn't require players to hop from platform to platform, à la Super Mario Bros. Instead, you move Captain Olimar to the left or right with the 3DS' circle pad--or its directional pad or even A and Y buttons--while a tap of the systems' touch pad launches the Pikmin that follow in his wake to and fro. (You do the latter to collect or break objects, or to damage enemies.) I know it sounds clumsy, but I found it to be both competent and comfortable while completing the demo.


No 3D? Doesn't bother me a bit--I know some folks gets riled up when a 3DS game doesn't support the system's stereoscopic 3D feature, but I'm not one of them. Although I understand where they're coming from, and I wish every release made for Nintendo's second dual-screened handheld allowed people to customize their experience in such a way, I never turn on 3D while playing 3DS titles. Plus, adding stereoscopic 3D effects to Hey! Pikmin wouldn't have made much sense, as most of its action takes place on the portable console's lower screen.


I also can't say I mind being forced to use the 3DS' circle pad and touch screen--A lot of people prefer to use traditional input methods--directional pads and buttons--while playing games. I get that. In the case of Hey! Pikmin, though, ignoring the 3DS' touch screen would only make corralling the titular creatures more awkward than it needs to be. I guess the developers at Arzest could've included a mode that aped the control scheme of Yoshi's Island (where pressing a button brings up a target reticule, and another press launches a Pikmin). Even if they'd gone that route, though, I'd personally stick to the one highlighted in this demo, as I found it plenty precise.

Don't take all of the above to mean I had no issues whatsoever with the Hey! Pikmin demo. One negative that popped up during my 30-minute playthrough: the frame rate chugged or skipped now and then. It didn't bother me much, but I could see it being a problem if it happens frequently or if the action ever slows down substantially in the retail release.

Also, the soundtrack in the Hey! Pikmin demo is a bit too subtle for my liking. That doesn't mean the same will be true of the full game, of course, but I won't be shocked--or dismayed--if that's how things play out.

Have any of you tried the Hey! Pikmin demo? If so, what did you think about it? Share your thoughts and opinions in the comments section of this post.

Wednesday, May 07, 2014

The Great Gaymathon Review #68: Yoshi's New Island (3DS)


Game: Yoshi's New Island
Genre: Platformer
Developer: Arzest
Publisher: Nintendo
System: 3DS
Release date: 2014

Now that everyone else on the planet has declared this Yoshi's Island follow-up to be a stinker of the first degree, I'm going to spend a few hundred words doing the same here, right? Wrong.

In fact, although I agree with those critics who gnash their teeth and wring their hands while muttering that New Island never quite reaches the heights its predecessor hit in terms of gameplay, graphics, soundtrack or even engagement, I also believe it eventually shows itself to be a "worthy enough" successor to that classic 16-bit platformer in most, if not all, of those same areas.

As for why that is, let's start by talking about the most important of the aforementioned elements: gameplay. For the most part, there's little difference between controls and options found in the original Yoshi's Island and those found in New Island. Jumping, inhaling enemies and tossing eggs serve as the anchors of both titles, and each of those actions feels pretty much the same regardless of which game you're playing. (It's possible jumping is a smidge slower in the 3DS title, but I can't say that with any confidence.)

New Island does attempt to add some spice to the Yoshi-platformer formula by throwing huge eggs of a couple of sorts and a handful of gyro-controlled bonus games that turn the titular dinosaur into various vehicles into the mix, but in my opinion neither winds up making the kind of impact or impression Nintendo seems to think they should make on players. So, it's probably best to think of New Island as "more of the same" in terms of gameplay--which is fine by me.

When it comes to New Island's graphics, on the other hand, there's no question that early impressions aren't good. At all. At first, everything looks, at best, to be a bastardization of the original. (Compare the aesthetics of the opening stage in Yoshi's Island to the first one in Yoshi's New Island for a particularly glaring and depressing example.) A few worlds in, though, and the situation improves mightily. In fact, my only complaint with this game's visuals in the end is that they sometimes seem a bit too mishmash-y due to the variety of art styles (chalk, crayon and watercolor paint among them) stuffed into each and every stage.

Another area in which Yoshi's New Island initially disappoints is its soundtrack. Gone are the assertively peppy songs that filled the first Yoshi's Island title, and in their place are a selection of far more laid-back tunes. Like New Island's graphics, though, I eventually came to appreciate, if not love, its background music and respect that its composer, Masayoshi Ishi, decided to take an altogether different path, aurally speaking, than his predecessor (Koji Kondo).

Given the positive-ish-leaning-toward-ho-hum reactions I've shared so far, it shouldn't be too hard to understand how some people who've played New Island have walked away feeling sour while others (like myself) have left it with a more appealing taste in our mouths. I can't help but imagine, though, that the former group of folks (the ones who aren't fans of Yoshi's New Island) may have had a less negative reaction to the game had the overall experience been a tad more engaging. After all, try as it might, this 3DS title never quite matches the original in that regard--although I'd be hard-pressed to point out exactly why that is. I have a feeling, though, it's due to the folks at developer Arzest being too concerned with aping the first game's key components instead of trying to improve upon them.

Regardless, I still consider Yoshi's New Island to be a worthwhile pick-up for 3DS owners--yes, even those who've placed the 16-bit original on a pedestal--looking for a platformer that'll keep them busy for 15 or so hours. Just make sure you don't go into it expecting it to resemble Super Mario World 3 or anything crazy like that.


See also: previous 'Great Gaymathon' reviews