Overall I like Pikmin 4. I have issues with how its mechanics play into the game’s overall theme and aesthetic, and I have skeletons worth of bones to pick with the game’s difficultly curve, but I liked it. I would recommend it. If you want a game that doesn’t quite play like anything else, grab this.

Pikmin is one of Nintendo’s strangest franchises. An apocryphal tale states the series’ designer, Shigeru Miyamoto, was inspired to create the game after watching ants while he was gardening.
Here’s Pikmin 4 in one sentence: “Pikmin is a game about strategically managing ants. Except the ants are mobile semi-sentient plants and everything wants to eat them.”
As a summary, it hits a lot of high points. Pikmin is a strategy game. Your units are adorably small, and the Pikmin, while not stupid, have the same amount of self preservation skills as an ant. They also exist in a world where they are the very bottom of the food chain.
Story-wise, Pikmin 4 is the lightest in the series. The main game modes have unlimited days to work with, even though the time pressure is still present. The story does what it needs in order to serve the mechanics.
Mechanics
Gameplay in Pikmin 4 takes place across zones. Each zone is a single large map that can be revisited. Each visit is one day, lasting about 16 minutes.
Unlike other RTS games, the player only has direct control of two units. These are Oatachi and a custom player character. Oatachi is an upgradable space dog, and the Rescue Team member is a small alien in a spacesuit.

Across these zones, the goal is to explore and retrieve treasure and castaways, and delve into dungeons. There are other game modes. I’ll cover them later.
There are two pillars to Pikmin’s gameplay: real time combat, and strategic management and planning. The real time combat is simple to explain. The player character and Oatachi can command a force of Pikmin to follow them, and instruct them to interact with objects or attack enemies by tossing Pikmin directly onto those enemies.
The indirectly controlled units, the Pikmin, come in several different flavors. As this is the fourth game in the series, there are now seven types. Using the right one for the right task is often necessary. For example, don’t throw the yellow Pikmin (electricproof) into the fire.
Pikmin will attack enemies that they’re tossed onto. Most enemies will eventually shake Pikmin off, flinging them to the ground. Both Oatachi and the custom PC can whistle to call fallen back Pikmin to the main group. While Oatachi the PC control mostly the same, they do have some of their own strengths and weaknesses.
These are the micro mechanics of Pikmin, small interactions dependent on mechanical skill. But they’re fairly subservient to Pikmin’s macro mechanics, a term the game even has it’s own word for: Dandori.
Pikmin’s macro strategy revolves around a really interesting push/pull tension. The player has a limited number of Pikmin, and can only control their own character and Oatachi directly. Ultimately this turns Pikmin into a sort of resource allocation/routing game, where the real question becomes “What is the minimum number of Pikmin I can allocate to any single task, and still complete that task in a desirable manner?”
Combined, this is what makes up Pikmin’s mechanics: the high level ability to plan and route individual enemies and encounters, and the quick twitch ability to deal with enemies effectively (and respond when things don’t go according to plan).
Game Modes
Pikmin 4 has multiple game modes. They all use pretty much the same controls, but I do want to cover them quickly.
Overworld Expedition: As mentioned above. Adventure around a large map with a 16 minute timer looking for treasure and enemies.
Dungeons: Can be entered from the Overworld, bringing Pikmin with you. With no timer, dungeons made up of a series of floors, with various challenges, often with a themed gimmick (ice, conveyer belts, etc), and a boss fight at the end. You can’t refill Pikmin during a dungeon.
Dandori Challenges: Also entered from the Overworld, these are effectively puzzle rooms. You’re given a set amount of starting Pikmin, a goal, and a time limit. Beating them requires getting a certain amount of points, or completing the goal within the time limit.
Dandori Battles: The player faces off against an equivalent NPC to try to gather more stuff than they do over a given period of time.
Night Explorations: The easiest way to describe these might be “tower defense.” The player is dropped into a night time version of a day time area, and has to defend an object called a Lumiknoll until time runs out, or all enemies in the map are defeated.
They differ in two key ways from day time, in that enemies will periodically aggro and actively attack the Lumiknoll in waves, and that the only Pikmin available are Glow Pikmin. Glow Pikmin are immune to all elemental damage, and also warp back. The end result is a fairly different experience than normal gameplay.
Shipwreck Tale: Closest to something like a New Game+, this mode has the player trying to complete a separate set of objectives on the same maps, but with only 15 days. It’s much harder than the base game.
End Result: Pikmin has a lot of pretty different content.
Bugs, Minor Issues, and Bones to Pick
Pikmin 4 isn’t perfect. One of my biggest issues with the game is that it has pretty terrible load times, taking forever to transaction between zones and dungeons. This is mostly not an issue, except for when you find yourself jumping in and out of a given dungeon floor to farm a specific type of Pikmin.
There were a few graphical issues, but far more annoying were some of the bugs related to the game’s task system. There’s very clearly a hidden system that manages the player’s actions around throwing Pikmin at certain interactable objects. These can include ropes to be unspooled, or sticks be dug up and used as a shortcut. Sometimes it just breaks.
Here’s an example: I would throw Pikmin on a rope, but they would fall off the ledge near it. The game considered them to be still performing the rope “task” but there was no way for them to get back up. So when I threw additional Pikmin, the hidden system managing the task wouldn’t let them interact with the rope, because as far as the game was concerned, I already had the max Pikmin that could be assigned, even though some couldn’t actually reach it.
This is intended to be an anti-frustration feature, as it actually is mostly visible when the game stops you from tossing more Pikmin then required to carry an object. But it was still annoying.
My biggest bone though, has much more to do with tone than mechanics.
Pikmin: Ants or Locusts?
Pikmin has a weird tone. It’s a tone that I generally enjoy, one where you lead small plant creatures against monsters fifty times their size, something captured quite well by the Pikmin 2 box art:

There are a few things underlying this tone, but one of the biggest ones is an unspoken statement that Pikmin are underdogs, and they are the bottom of the food chain. They are small, individually quite weak, and live in a giant world of terrible things.
So here’s the problem: Pikmin 4 doesn’t respawn enemies in the overworld once they’re defeated. It’s a reasonable design choice to allow anyone to progress through the game, and it means that obstacles don’t have to be dealt with more than once.
But it also means that after a certain point in the game, every map ends up feeling completely empty and wiped out, stripped clean of wildlife by the Pikmin. And it’s kind of a weird feeling, more like you’re commanding a group of loathsome locusts, instead of adorable ants.
I get why they did this, but it does lend the game a really weird tone.
Difficulty Curve
One of the strangest things about Pikmin 4 is the difficulty curve. I would say that approximately 80% of the game is incredibly easy, to the point of being a non-challenge. Then there’s the other 20%.
They say a picture is worth a thousand words. So here are two pictures.

These are my total stats for the game as to Pikmin lost/grown. I lost a total of 336 Pikmin, not including rewinds and redos.

And these are my stats for Cavern for a King, the final dungeon of the game. Total losses, with rewinds, for a single dungeon are 61 Pikmin.
21% of my total losses in the entire game came from this single dungeon and that’s including the game’s system for save scumming (rewinds).
Every dungeon in the game has a maximum of 5 floors (except for a single other dungeon with 6 floors), and usually 1-2 to boss fights .
Cavern for a King has 20 floors, 15 of which have bosses.
Up until this point in the game, I was actually going to write this article about how disappointingly easy Pikmin 4 was. But then Cavern of Kings was much harder than every other dungeon. The final night exploration missions required more save scumming than every day exploration combined. The final super secret challenges are incredibly difficult.
It’s a super weird thing because it’s not a bump in difficulty or a smooth escalation; it’s a massive jump. The term “Vibe Check” comes to mind, as it just feels like at some point, the developers pulled off the kiddie gloves with no build up in-between, and smacked me in the face.
Conclusion
I liked Pikmin 4. I recommend it. It’s supremely weird, and there really aren’t any other games like the Pikmin series. Pikmin 4 isn’t a perfect entry, but it’s very fun overall.
Even if it does have a difficultly sheer rock wall instead of difficulty curve.