With the Wii Remote I could simply point and toss, however camera control then became problematic. With the dual analog approach that becomes cumbersome, mainly because I had to stop moving to move the cursor forward and backward. Anyone who has played Pikmin knows that the core mechanic is tossing these lovely plant creatures at objects/enemies to get them to work. The gamepad and Pro Controller both suffer from the same issue, accuracy. As I mentioned the gamepad and Wii Remote combo are available, as is the Pro Controller. There are three total ways to play Pikmin 3. This doesn’t help images of a Nintendo that can’t seem to figure out exactly what the Wii U is supposed to be, and also is a bummer for anyone who has parted ways with that particular control scheme. The Wii U gamepad leaves much to be desired in terms of control, while the Wii Remote and Nunchuk combo delivers the experience the way it was intended. Pikmin 3 feels lost at first: A game that wasn’t supposed to be designed for one console in mind, but instead honed over the course of several. Pikmin 3 does little to change that idea, but that doesn’t stop it from being massively entertaining. It is the type of franchise that never calls to me, making me feel like I needed more of it. I have never been a huge fan of the series, even though every time I sit down to review one, I find its charm and design overwhelmingly enjoyable. Very few games crafted by the legendary Shigeru Miyamoto find themselves in a position like this. Pikmin is probably one of the most unique, and polarizing franchises in the Nintendo stable.
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