Nature, horrifying place. Cruel, unjust, merciless,
yet also warm, nurturing and dignified. It is not hard to see how people have revered and
respected nature with such awe throughout our history. It is truly magnificent from
its broadest strokes to its smallest details. All throughout nature there is
as much beauty as there is danger. The tiny patches of ground underneath our feet
are fascinating microcosms of their own. Each telling a unique story. It is no wonder that Shigeru Miyamoto,
the a
cclaimed director of Devil World, would seek to further employ the video game medium
in an attempt to recapture this sublime nature of… nature. According to a seldom verified myth,
Mr Miyamoto was hanging out in his garden, standing in a place not too different from this one,
staring intently at some grotesque flower for 48 minutes before he had fully realised the concept for Pikmin,
his peculiar venture into the strategy genre. Regardless if this story
is true or not, it is no secret that Pikmi
n borrows significant
thematic and aesthetic cues from gardening. From the pleasantly ordinary setting
and the naturalistic ambitions, to the flowery operations
of your playing pieces, Pikmin focuses on some bizarre
half-amusing observation that a gardener might look a bit like
a spaceman and runs full force with it. Granted, although this is not too unusual for the company
that also brought you noodle boxing and paintball squids, it is certainly striking. And I suppose Pikmin’s enviable
comm
itment to its goofy presentation has encouraged players to take its more thoughtful and
serious elements in jest, wave them off as mere jokes. But are they? When Pikmin are sent off
to helplessly die in hordes, when Olimar longs for his family
and complains about his boss, when we collect an obscene
amount of treasure and fruit, when castaways pile up
like a festival camping spot. Is it nothing more than a funny gag,
or is there more to it? Do these disparate elements amount
to something else
in the long run, that makes us see these games for more
than just the strangest flower in the pot? I undoubtedly believe yes, absolutely. So why not tag along on this excursion? As we find out how Pikmin is a gardening game
that is about everything but gardening! [♫ Pikmin - Title Theme playing ♫] Everything you’ll ever need to know about Pikmin
can be found within the original game. Launched for the now cult-classic, then object of ridicule,
the Gamecube, Pikmin is a simple action strategy ga
me where you command vegetable troops
around a miniaturised garden world. Its vibrant exterior is at first glance quirky and a bit cute,
but will not shy away from getting alien and unsettling. Despite being set in what is essentially your backyard,
the threat of nature itself is still palpable, and together with a constant ticking clock
the player’s vulnerability is underscored from the get-go. Using little more than its mechanics, Pikmin manages
to present ideas in a compelling and thoughtful
manner, and since the series has remained
relatively unchanged throughout the years, its themes are mostly
consistent and enduring. In other words, the first Pikmin provides the groundwork
which every subsequent game builds upon and is the lens through which
we understand them. Its concise and focused structure
lends it an uncontested sort of purity. One might even say it's coincidentally
the best game ever made. In the original Pikmin, we’re introduced to
the interstellar space trucker Capta
in Olimar, whose spaceship, the S.S. Dolphin, gets struck by a meteor
during his travels and crashlands on an inhospitable planet. Upon waking, he discovers his trusty vessel
has been broken up into 30 supposedly crucial parts all hidden in inconvenient locations. Unfortunately, the energy of Olimar's
life support system is running low and the atmosphere of the planet
just happens to contain high amounts of oxygen, an element extremely toxic
to his people. It’s now your job to find
these scatte
red splangos, repair the ship and escape within 30 days
or else it's game over. Luckily for Olimar, he's not alone in this endeavour,
as he quickly stumbles upon the mystical carrot people: The titular Pikmin. Strange earthly beings that grow
from the ground like plants and reproduce by throwing junk and
bug carcases into big onion spacecraft. While having little strength on their own
the Pikmin are characterised by their large collectives, and similar to ants use their vast numbers to gather m
aterial
and defeat enemies much bigger than themselves. Using a whistle conveniently
built into his spacesuit, Olimar finds that he can dictate and
control the Pikmin to do his bidding, making his herculean survival task
a lot more manageable. Perhaps even plausible. And that’s essentially
what you do in the game. One lonely Pikmin soon multiplies
exponentially into an entire army, which you then use to complete
a myriad of important objectives. However, you don’t ever control any of the Pikmin
directly,
instead your role as Olimar sees you taking indirect control. Having them follow you around in formations
and assigning them tasks to perform, by literally throwing them
at your problems. Olimar himself doesn’t really get his hands dirty,
rather he’s the team leader conducting the Pikmin’s workflow. In some roundabout way, the player
controls both Olimar and the Pikmin, but the game still places
a clear contrast between them. On your travels Pikmin will increase and decrease in numb
ers
around their firm unchanging whistle blowing nucleus. Pikmin die and get replaced all the time with no great fanfare,
but rather a whimper, such are the merciless rules of nature. You may catastrophically lose 100 Pikmin
and still be able to bounce back with relative ease... But you can’t lose an Olimar... In comparison to how
the Pikmin die after one hit, Olimar has a health bar which triggers
a game over if depleted. Quite unsurprisingly, there is only one Olimar
and as such he takes prior
ity. In this way, the game signals that
Olimar has more value than the Pikmin. Olimar is unique,
a character, an individual, but the Pikmin are merely a collective,
replaceable, a resource for Olimar to exploit. These two themes of
resources and exploitation will manifest themselves in different ways
with each passing game, but whether it be mechanically
or narratively, they are nevertheless recurring cornerstones
throughout the series. The Pikmin themselves are the most clear example
of wher
e these two aspects go hand in hand. As a resource the Pikmin are
conveniently quantifiable. Their carrying capacity is measured
through firm and strict numbers, while a larger crowd will reliably
decrease enemy health bars quicker. Because the Pikmin can be
reproduced ad infinitum, the game can’t measure their value further
than the time it takes to reproduce them. Meaning that the loss of Pikmin life is a cost of resources,
the penalty being the time it takes to grow more Pikmin. In turn,
the exploitation of the Pikmin is expressed
in a disinterest for them as individuals. Olimar may throw around
Pikmin one by one, but apart from that they’re not differentiated from
in more ways than their colour and buds. When playing Pikmin, we do not meaningfully engage
with them as anything but an anonymous collective, so their lives are trivial and
our sympathy compromised. We don’t know what
the Pikmin are thinking. Whatever their wants or
needs are is a mystery, really, and their alliance
has no clear gain
apart from their supposed survival. In summary, the Pikmin have no real say
when it comes to their work and are essentially unpaid labour
for us to unfairly benefit from. Olimar’s mighty whistle will simply
force them to do anything he commands; wherever he goes they follow
and wherever he points they charge. Somehow he hits some magical frequency
that makes his subjects succumb without fail. How chilling… I mean even if they are funny little vegetable people
that emit carto
on ghosts upon death I think the comparisons to unfavourable
labour practices are quite easy to make. Olimar doesn’t typically participate
in the heavy lifting so to speak, he’s fully reliant on his workforce and
the fruit of their labour rather than his own. He’s for the moment the space bourgeoisie
who owns the metaphorical means of production, and even if the Pikmin proletariat haven’t revolted just yet
the unspoken conflict between the two is clear to see. Olimar’s spaceship is rebuilt
on
the backs of Pikmin, from their blood, sap and tears every piece
was transported and fitted back onto the craft, and at the end of the day
he leaves them empty handed. It’s fair to say that the Pikmin will need to band together
and unionise to fight for safer working conditions if they are to be treated better
by their crash landing compatriots in the future. But alas, Pikmin rights seem to be
nothing but a far flung dream for now. Now you may think we’re exaggerating
simply for comedic effect
. And I mean, yeah, a little bit.
We do certainly like having fun here, HAHA! But with that said I don’t think
our interpretation is that far fetched either. I believe these are aspects that the developers
at Nintendo also considered to some extent especially when looking at
the 2004 follow up, Pikmin 2. Continuing from where the last game left off Olimar manages
to return to his home planet, Hocotate, once more. No sooner has he landed before learning that the company
he works for has fallen
into insurmountable debt. Scrambling to get
their business back in order, his boss discovers that goods from
the Pikmin world are surprisingly valuable, and immediately sends Olimar and
his colleague Louie back to the trauma planet in a last ditch attempt to save
the company from bankruptcy. Right out of the gate,
Pikmin 2 delivers a thematic whiplash shift that drastically broadens the themes
presented in the first game. The conveniently vague game mechanics and
barebones deserted island premi
se are gone, they can no longer justify our actions
through a veneer of necessity. Instead we are given a clear theme that runs throughout
the entire adventure, the pursuit of money and riches; a theme much more
vocalised and blatant than whatever musings Pikmin the First
theoretically contained about survival. The idea of resources and exploitation
are a lot more explicit this time around, because Pikmin 2 can no longer hide behind desperation,
in Pikmin 2 the narrative is fuelled by intent. A
s such, we return to the Pikmin homeland
with new intentions, as it were. We fittingly revisit some of the same places,
but with new eyes peering for new sights. The monthly time limit is gone, reduced to
the perpetual rising and setting of the sun. Our life support is no longer an issue and
the journey back home no pressing concern. This time around it’s all business. So our goal is exclusively focused on
the gathering of goods to pay off the company’s debt. Any old junk will do, it all has
a price tag,
every contribution helps. We must therefore explore far and wide,
traversing new and treacherous environments, perhaps descending down metaphysical
dream caverns which transcend time and space, all for a chance at converting one man’s trash
into another man’s treasure. In this way, we are in no short terms
commodifying the entire Pikmin planet. The angle of survival is gone, there is no necessity apart
from the performed economic struggles back home. The Pikmin do not have to be
a
part of this debacle, but they inevitably become part of it
because they are so conveniently manipulated and because their planet is supposedly
an unexploited wilderness. In this game about
money and ownership, it is pressing to note how the Pikmin
are never considered in that equation, they’re not granted even
a semblance of ownership. So Olimar and Louie are free to ransack
the planet to their heart’s content. Nothing more than animals, the Pikmin are
simply made to watch and participate as
the space aliens collect
the planet’s treasures. It’s clear that the Hocotate Freight company
perceive the Pikmin world as unclaimed land, and through their actions
they’ve figuratively planted a flag on the soil. And for what? Some menial trinkets they don’t fully
comprehend the origin or application of? All gathered to be sold off as
curiosities to some rich pricks? The company has no grander purpose to
their excursion apart from monetary gains, they’re not conducting valuable research
or
anything of the sorts here, Hocotate doesn’t need this junk. Granted, you may argue that the Pikmin don’t need
this stuff either, but that’s kinda sidestepping the issue. It’s safe to say that the Pikmin don’t fully
comprehend what’s going on in this game and evidently it’s never of pressing concern
for anyone to make them understand either. In this case their blissful ignorance
is as beneficial as their unpaid labour. The exploitation of the Pikmin leads
to the exploitation of their land. O
ne resource begets another. However, Pikmin 2 isn’t
content stopping there. No, it further complicates
the depiction of exploitation by adding another crucial link in
the chain of command and asks the question: Who tosses the Pikmin tosser? Why, it’s the uncharismatic
company president, of course! [President: "Shacho!"] Suddenly, the power dynamic of
the original game is made more interesting by no longer rendering
Olimar as the top dog. Not only is there someone standing
above him, but he is n
ot alone either, having been joined by his colleague Louie,
making Olimar a little less special, and dare I say,
a little more replaceable. He doesn’t even need to do all
the executive commands anymore. Heck, Olimar can die now,
and it’s only half the skin off your back. Both mechanically and thematically, Olimar is reduced
to yet another expendable resource to be exploited. It is revealed that our little Hocotatian friends
aren’t that dissimilar from the Pikmin. As a matter of fact, they too
are tossed
around to do someone else’s bidding. We can no longer satisfyingly point fingers
and pin the blame on these guys, because while exploiting the Pikmin and their world,
they’re not even directly benefiting from it. They’re merely another cog in the machine,
made to endure the ugly underbelly of their business while the rat ass responsible keeps his hands clean.
[*President noises*] Needless to say, this depiction of Olimar lends the character
a new sort of depth that came to define him
from here on out. In the original Pikmin, we could only
define Olimar in contrast to the Pikmin. We could sort of deduce that he was more of
a clueless oaf than some romanticised explorer, but our view was nevertheless fuelled by
his irrefutable dominance over the titular carrot people. That relationship to the Pikmin is still the same
this time around, nothing has changed in that department, rather we are given more context to the other side of Olimar,
the role he has in his society, who he i
s to his people: Which is to say just some regular guy
with an unflattering delivery job. He’s a space trucker, forced to endure long shifts
and overtime for a presumably meagre wage. At best he is some sort of middle manager,
the medium between his employer and the Pikmin, but in every other facet
he is at the bottom of the ladder. All the hard work he does is merely for the benefit of
his boss and the hope of his continued employment. Even when his work tasks suddenly revolve around
hoarding
riches, it is still not for him to keep. Unentitled to his own labour, forced to brave immense
dangers, Olimar must once again risk it all because… Oh, would you look at that? It seems the suffering you went through on the Pikmin planet
has given you crucial workplace experience. Put that on a resumé! So at the detriment of
his own time and well-being, Olimar has to bear the burden and
walk an extra mile in his downtrodden shoes. Filled with a longing that is hauntingly
similar between both of
the games, he is only thinking about returning
to his home and seeing his family again. In the first Pikmin he is prohibited
by the circumstances of an accident, and in the second he is forced
to work perpetual overtime. In a surprisingly bleak and morbidly comedic
depiction of working class struggles, crushingly long hours away from
what’s really important to you is metaphorically the same as being stranded on
an uncharted planet while suffocating to death. And this longing never dissipates
, instead it remains one of his strongest
character traits throughout the entire series. Olimar is an exhausted worker
who can never quite catch a break. Again and again he will find himself
in Pikmin planet predicaments, and as always his one motivator is the faint chance
of maybe seeing his wife again. Pikmin 2 speaks loudly through
its working class overtones, giving us a refreshingly crass interpretation
of the groundwork established in the first game. It’s not too shocking that this woul
d be made in
an industry that expects employees to crunch and sacrifice their personal life to monstrous projects
which mostly benefit some faceless executive. It should be relatable to anyone
who’s ever been stuck at a dead-end job, forced to give their all
for little acknowledgement. Is it any wonder that the first game’s
promotional tie-in song Ai no Uta was such an unexpected breakaway success
that it outsold even the game itself? With its lyrics of unreciprocated
hard work and self-sacrif
ice, the Pikmin’s struggles directly translates
to the plights of the worker. Especially resonating with the Japanese
salary men according to legend. Which is not too hard
to believe, I’d buy it. So at the end of
that long dark tunnel, when the debt is finally paid off and the company
saved from bankruptcy, what awaits Olimar? Why... Why, more work, of course.
You’re not surprised, are you? As soon as he has painstakingly pulled
the company up by his bootstraps, Olimar is once again-again for
ced to return
to the Pikmin planet for the third time. The ride never ends. You see, the moment his boss Shitshow realises that the
gathered wares was barely a fraction of the planet’s riches, the goalpost is moved and he sets his next sight
on becoming "filthy rich", as it were. The sole problem is that
when returning back to Hocotate, Olimar catastrophically forgot to bring along his companion
Louie, stranding him somewhere on the Pikmin world. In what may seem to be an uncharacteristically
brave and heroic move, the president decides to return in Louie’s stead,
replacing him for the rest of the game. Is he doing this out of the good
of his heart or fear of litigation? I’d say neither, I take it he’s simply that desperate
for riches and left no other choice with Louie gone. That shortsighted quest for money is quite succinctly
expressed through the boss’ first course of action, which is to replate the company ship with a tacky
gold finish in preparation for their next expedition.
Keep in mind that this is literally
the moment when he’s out of debt, not when he actually has the money,
just the part where he is ONLY broke. It’s no wonder Hocotate Freight
always seems to be in trouble, leaving Olimar to perpetually pick up
the slack of his careless superior. When you think about it, I suppose Olimar’s boss
is the real true final "boss" from a meta angle. Here we are, replacing our bumbling colleague
with the rare shop floor sighting of the manager, twisting the narrat
ive by being
handed the reins to the oppressor. The president’s fate is now in our hands, he will be
no more competent or incompetent than we make him. Muddying the waters of our sympathy. I think it’s curious that many people default to the
interpretation that Louie is the true hidden villain of the story, what with him taking control of
a giant spider mech as the final battle and hiding the secret that his hunger was the cause
of the massive company debt in the first place. And yeah, maybe Lo
uie is an asshat,
but he’s our asshat. We do not fall for underhanded tactics
of infighting and shifting the blame. The real villain always was
and forever will be the capitalists, and the ultimate challenge of Pikmin 2
is not losing sight of our principles. The boss needs you,
but you don’t need the boss. Stand up, my Hocotatian comrades,
through unity we may slay the Bulborb yet. Pikmin together strong! The way that the Hocotate Freight Company LLC
treats their employees is however not an is
olated incident
caused by unfortunate circumstances. Within this unbalanced system
their unfair treatment is perpetual. In the periphery of Pikmin 3’s narrative our weary workers
are still doing the same old crap as before. It seems that their suffering
never ends. Once again, Olimar and Louie are sent back
to the treacherous Pikmin planet in hopes of collecting
even more valuables. It turns out the company has somehow found itself
in yet another tricky financial situation and as always it falls
on
the workers to pick up the slack. Despite the debt unofficially being caused by one of
the company president’s poorly conceived business ventures he still yells orders and commands to his henchmen
while relaxing on a far-away beach somewhere, more rude and crass than ever before. [President: "Those Pikmin are company property, not yours!
If a fellow employee needs them, I expect you to share!"] ["How else are you supposed to get
my treasure out of that cave?!"] [President: "You imbeciles! H
ow could you leave
AN ENTIRE SPACE SHIP behind?!"] ["I don't want to see your face around here
until you bring it back!"] Having had some personal experience
with the dangerous planet doesn’t seem to have humbled the president
to the perils his workers have to face, rather that has evidently just emboldened his self-perception,
making him fancy himself an expert in the matter. In his own warped worldview, the boss is able to
do the work at least ten times better and faster, meaning that his emp
loyees should
obviously strive to do the same. This culminates in Olimar and Louie making it
back to Hocotate by the skin of their teeth, only to be turned around at the front door
to go back to the planet AGAIN, because they forgot to bring back
the debris of their demolished ship. Company property is apparently
more important than workplace safety. All the while, Olimar has to silently bear it all with a smile
on his face and the hope of once more returning home. Some things never change. H
aving said that, we cannot in good faith read all of Pikmin 3
as a continuation of the labour angle found in Pikmin 2. This is merely a little side story
tacked onto the main course, meant to show us what happened to Olimar
in the unseen parts of the narrative. Breaking from previously established ruts,
Pikmin 3 thus takes on a new theme for the series, reestablishing that the core format can be skewed
and interpreted from many lenses and perspectives. Due to booming population growth and
poor
foresight the people of planet Koppai have exploited their world’s natural resources to
a breaking point and are just about to run out of food. In hopes of finding edible matter elsewhere
the intrepid explorers Alph, Brittany and the other guy brave the long journey to
the bountiful Pikmin planet. Contrasting with the previous game,
this trio isn’t exactly composed of regular workers, but specialists on
a world scale rescue mission. The stakes are high and
our cast the right people for the job.
Although, that doesn’t stop Pikmin 3 from remaining true
to everything established in the first game. The Koppaites crashland like utter buffoons,
quickly stumble upon the Pikmin and promptly use them to ease
their grandiose quest for survival, leading us through the same motions
with similar motivations. At its core this tale is still about resources and exploitation,
we are simply expanding what that entails. Resources can take on many forms and
exploitation can be performed at many levels. M
uch like Olimar’s predicament in the first game,
our Koppaite compadres are likewise an agreeable bunch. Arguably even more so, considering that the survival
of their entire world is resting on their shoulders. One might presume this was Nintendo’s attempt
of subtly shifting the series’ ideals to better fit their sterile
post-Gamecube image. Mind you, the overt corporatism of
Hocotate is still present in the game, but it’s drastically subdued by the prominent
altruistic lean of the Koppai expe
dition. The gang’s mission is as clear as it is sensible;
we must feed the hungry and we must do so responsibly. As such, you travel around the planet
gathering fresh fruit of all shapes and sizes, focusing more on a diverse selection
to regrow rather than sheer volume. Every day, the explorers need to drink from
their juice stock to sustain themselves, always with strict and orderly rations
so as to diminish as little as possible. Evidently, the Koppai guys approach
their task with great se
riosity because beyond their own survival
there is something grander at stake. However, under scrutiny it’s hard not to conclude
that whatever predicament Koppai has found itself in isn’t too dissimilar from Hocotate. While we are never given a particularly
clear picture of their plight, as it’s never spoken about in more than
vague terms, what we have here is still telling: [Pikmin 3 narrator: "Due to a booming population,
booming appetites, and a basic lack of planning."] In other words, the
planet Koppai has faced
growth that doesn’t match their production. The vague comedic undertone might suggest
shortsighted gluttony on a global scale, although it’s not far removed from
the prevalent sci-fi concerns of food shortages. The Koppaites may not have resorted
to eating Soylent Green just yet, but their predicament is still similar to the man-eating
dystopia Charlton Heston had to endure. Ecodisaster has made the natural resources
dwindle and perish, regrowth is out of the question
and demand is only rising. In comparison, Hocotate may
still be self-sustaining, but the signs of over-commodification and class disparities
will still surely lead them down the same path. Koppai is much the same, they’re merely
a few steps ahead in the apocalypse race. With this in mind, it’s no wonder the Pikmin planet
would be as tantalising for Koppai as it was for Hocotate. The place absolutely brims with fruit,
much like it previously burst with treasure. With little difficulty, our micr
oscopic friends are able to
explore a few modestly miniscule square metres of the planet and swiftly gather enough food matter
to avert their worldwide catastrophe. This natural richness is cleverly conveyed through
the game’s more inventive incarnation of a ticking clock. Every time you collect a fruit, it’s processed to
produce canisters of juice to bring back to Koppai. Every evening, our explorers must drink a bit
of it to sustain themselves for the next day. However, as many players have
noted,
this restriction never provides much pressure, as your daily gathering easily
surpasses the daily consumption, leading to an ever expanding
and untouched surplus. I don’t find this relaxed time restriction
to be detrimental, though. Rather, it’s effective mechanical conveyance, showing us
how bountiful the Pikmin world is through our own actions, using context that makes immediate sense
to us as gamer brained individuals. I sincerely don’t think Nintendo expected players
to actually run
out of food and lose the game unless they actively tried to do so. It’s merely a neat and tangible lose state to contrast
with the predominantly triumphant tone of the adventure. The Koppai are doing fine,
they will make it out okay in the end. Even when Louie shows up
and steals the entire juice stock, the player will quickly regather
more fruit and mitigate the damage. Clearly, on this world, food is never an issue,
not even when you run out of it. Coming from a planet
on the brink of collapse
, the untouched and unclaimed wilderness of this world
is everything our protagonists could’ve hoped for. A lush paradise overflowing in natural resources
that are openly lying about, free for the taking. As the Koppaites discover this planet
and explore its vast riches, they never ask who owns this or
if they’re justified in their endeavour. As always, no one considers the manmade traces
and artefacts as real signs of civilization. They’re never seriously discussing
the possibility of others
like them living here. At the very least, they’re certainly not humouring
the role the Pikmin would play in this matter. Pfft, of course not, they’re just
the featureless carrot collective, the ant hivemind lacking
intelligence and comprehension, they’re nothing but mindless animals,
unknowing and unfeeling. However, I think Pikmin 3 is the game that truly
breaks the camel’s back on that line of thought. Through small insinuations
it becomes increasingly apparent that the Pikmin indeed do pos
sess
some sort of self-consciousness. The Pikmin have always been a lot more clever
and sophisticated than we give them credit for. Ever since the first game, they’ve been able
to build all kinds of marvellous constructions ranging from your regular old mound
to structurally sturdy bridges. All with no greater specification than
a whistle blow and their own intuition. And this knack for creation is merely
one facet of how they express their culture. When Pikmin gather in groups
they joyfully s
ing the songs of their people: [♫ Pikmin singing Ai no Uta ♫] They play together, they sometimes
communicate through gestures and they seem to have
some form of language. [Yellow Pikmin: "Yo!"] Perhaps they lack the coordination the player brings
to the table, but everything else is performed by them. After all, not even the greatest coach in
the world could teach a carrot to play fetch. The Pikmin are simply conducted to perform
the tasks they’ve always been able to do. So halfway through Pik
min 3, we stumble upon
a curious data log from Captain Olimar, commenting on mysterious murals
he’s been seeing during this latest expedition. We curiously look around to find this: A wall painting depicting the Pikmin’s relationship
to their interstellar visitor, the tall and mighty Olimar. Imposingly capable,
incomprehensibly knowledgeable, arriving from beyond the stars to give them
the tools to do the impossible. With tiny hands expressing their own sense of perception,
one Pikmin has observ
ed their role in the universe... And created... God. Their dreams and imagination stamped
onto the world, eagerly calling out: [Pikmin: "Yes, I am here!
Can you hear me?"] What right does anyone have
to use the Pikmin? To break the prime directive and
interfere with their budding civilization? The more we examine the Pikmin and learn about their ways,
the more questionable their treatment becomes. The way the player is continuously asked to exploit them
doesn’t rub right with their slowly emer
ging humanity. We descend upon their world,
as travellers from faraway lands, abuse their trust to get what we want from them,
something we have come all this way to claim, and then we leave the Pikmin behind,
giving nothing in return. Looking at it this way, it’s hard not to notice
the strong colonialist motifs that are running rampant throughout
the entire Pikmin franchise. [*record scratch noise*]
Now, hold on just one darn second. I know there are like four viewers out there
who stumbled in
to this video by accident and are wondering if we’re trying to
cancel Pikmin or something. So for them: No, we’re not. Colonialism is a real thing that’s had
a tremendous global scale effect on our world. Applying a post-colonial lens onto Pikmin isn’t an attempt
to highlight it as outstanding among its peers, it’s merely an observation that it does indeed
uphold certain colonial motifs. [*magic flash*]
[Taj: "Hello, friend!"] These are signs that permeate media and which have
been lended certai
n meanings through historical context. Questions that arise when we observe thematic ideas
such as the exploration and conquering of the unknown, the acquisition of seemingly
unclaimed resources or artefacts, and the overall representation
of foreign cultures. Video games are ripe
with these patterns, but Pikmin in particular displays additional
detail that strengthens the reading. In Pikmin, we play as a stranger from
a different land who arrives in the Pikmin’s world. This person quickly comes
to use
the Pikmin as their workforce to complete tasks that are extraneous
from the Pikmin themselves. In this way, be it Olimar’s survival,
the debt repayment or fruit gathering, we exploit the Pikmin’s labour, we exploit their resources
and we exploit their land. Everything is up for grabs whether it be food,
ancient artefacts or the indigenous population. Wiping out the local flora and fauna
isn’t even considered an issue. Overarchingly, we exploit
their very culture, creating an irrevoca
ble dent in their lives
by our mere presence and harsh demands. In this exertion of our might, an immediately
apparent power dynamic is formed. Despite being larger and
sturdier than the Pikmin, our player avatars don’t possess
the same strength as even a single Pikmin, rather their capabilities are presented
through commandeering and leadership, attributes provided directly by the player in stark contrast
with the more rigid computer controlled Pikmin. The convenient mechanical shorthands tha
t make
for a comprehensive and readable experience likewise help to fuel this contrast
between oppressor and the oppressed. The Pikmin are neatly categorised by their looks and
capabilities, we sort them by colour to do certain tasks and we grade their competence for
said task by their individual growth level. In this way we other the local inhabitants, reduce them
into little more than numbers and specimens. Like we touched upon before, in comparison,
our protagonists are clearly defined, vi
brant personalities with
their own thoughts and voices, always distinguished as more important
and valuable than the Pikmin. And this is a perspective
that is always maintained, we never take direct control of any one Pikmin
and we never get to consider their outlook. So by that metric all of the games
are coloured by a certain gaze, we see the world from
the eyes of the explorer, we can only understand and sympathise
as much as they’re willing to. Take for example the various
mission logs th
at dot the games, which admittedly do express some
interest in researching the Pikmin, but they nevertheless mostly focus on
documenting the mechanics of the game, as in all the ways the Pikmin
can be used as tools. Granted, this is just
a glorified tutorial, but it’s nevertheless interesting how Nintendo presented it
within the confines of the fictional world itself. They didn’t need to make
this diegetic, but they did, and now that contributes to our view of how Olimar
and the other space go
obers perceive the Pikmin. As pure utility that can only
bring them closer to their goals. [Log book: "Red Pikmin are good fighters."] ["Yellow Pikmin are good at digging."] ["Blue Pikmin can attack while swimming."] Even if the Pikmin are presented as willing
to help out with whatever you throw them at, no matter if you were personally invested in
taking care of them to the best of your abilities, making sure that no one is left behind at night,
there is still a clear power imbalance here. Th
e explorers we play as will approach
the Pikmin with wild disregard, which in turn allows us to haphazardly toy
with their lives without much repercussion. You may feel bad about losing your
troops in a treacherous battle, or because of your own clumsy
mistakes (let’s be honest), but once it’s all over you just
produce more and forget about it. Even if you are trying your best
to not mistreat them there is simply no way of playing these games
without exploiting the Pikmin. They are after al
l the main way
that you interact with the world around you. Through this lens Pikmin admittedly
becomes a bit of a bummer, a little #problematic perhaps
and even somewhat irresponsible. After all, it is the one reading of the games that most
firmly places you in the shoes of the oppressor, and there isn’t much in the text
to circumvent that notion. Despite hanging out with them for most of the playtime,
we never see the Pikmin’s perspective, and that means the only viewpoint
we are given is th
at of the coloniser. For lack of alternative, they are practically validated in
their actions because there is no meaningful contrast. Are Nintendo intentionally glorifying this form of oppression,
or are they merely unfortunately insensitive? I’d lean on the latter, but still, it’s hard to shake
how the mechanics of the games softly reinforce an essentialist difference
between the space travellers and the Pikmin. These motifs are still present
and flow together a little too neatly for it not t
o be a real and sensible angle
to approach the games from. To be charitable, I will say that we can still take these
elements and suggest that Pikmin is a form of critique that displays the ills of colonialism
by making the player complicit. And if that made you uncomfortable because it felt wrong,
well, I guess you engaged with the text. [♫ Pikmin 4 Title Theme playing ♫] This leads us to the recently
released Pikmin 4, which for the moment will have
to serve as our grand conclusion. Pikmin 4 w
as preceded by some
cute short films, a funky mobile application and the surprisingly excellent Hey Pikmin.
(Yes, shut the fuck up.) All of which further amplified
the Pikmin brand in their own unique ways, but I feel this latest game in particular was
the first in a while to further the thematic throughline. I guess that’s why
they gave it a number, signifying that it’s indeed the proper
continuation of the first three games. Although, I know some of you may get
hung up on the whole canonicity
debacle and focus on what order these games are set in,
or what even constitutes for canon or not. I don’t care about that. What’s important is that these games share an identity
in all manners of design and aesthetics, always expressing and evolving
the core ideas in new ways. For the sake of argument, all of these stories take place
somewhere at some point, and that’s good enough. At the end of the day, the themes are more important,
because themes transcend canonicity. That’s a trademark Tran
sparency line right there!
[*crashing noise*] [*laughs*] In Pikmin 4, Captain Olimar has once again for the first time
crashlanded the S.S Dolphin on a mysterious planet and is forced to recover the missing pieces
with help from the Pikmin. However, this time around things don’t go
quite as well for our Hocotatian homie, as he fails his survival mission
and never makes it off the planet. Instead, he sends out a last ditch
distress signal for the universe to answer. The message is picked up by
the emergency organisation the Rescue Corps, who promptly depart for
the Pikmin world to Olimar’s aid. Only for them to also crashland
and become stranded. What a pickle! As the final hope, it is thus your job
to make an avatar that sorta looks like yourself and head off to the Pikmin world
and sort out the whole ordeal. Pikmin 4 lends yet another perspective on the typical formula,
this time with further distance than ever before. Our silent undefined protagonist enters
the fray with pure s
elfless intentions. They only express what we express
and only act the way we would, because they are a stand-in
for us to project upon. Their mission is arguably the most agreeable
one so far; to rescue the rescuers. What could be more noble
than a double rescue? Much like in Pikmin 3, we learn about the series’ designated
"true" protagonist Captain Olimar from the outside. We follow in his footsteps
by reading the logs and solidify his portrait through
the many ways people speak about him. T
here is a veritable mythologization going
on around Olimar through sheer reputation; who people believe he is,
or perhaps merely who they hope he is. For a considerable amount of the playtime
Olimar is straight up missing, having vanished in the traces of
this mysterious fuzzball astronaut. Although quite unsurprisingly, it soon dawns on
the rescuers that this strange individual is indeed Olimar, but warped and transformed
by unknown circumstances into a Pikminesque creature who can
withstand
the planet’s deadly atmosphere. Preaching the time managerial principles of Dandori
and converting unassuming subjects to his ways, Olimar has become something akin to
a Pikmin god, the post-modern Colonel Kurtz, [Jim Morrison: "This is the end."] who we must frantically tail deeper and deeper
into his new world in the faint hopes of stopping him. Taking a grab bag approach to the series’ themes
and motifs, Pikmin 4 zooms out the proverbial camera and gives us a comprehensive view of everything
the previous games have talked about. Olimar’s survival antics are simply
a springboard for the rest of the story; ideas of commodification, worker struggles,
resource mismanagement and the treatment of the Pikmin
are still present. Observing a myriad of wildly different
thoughts and convictions, it's striking that no one in particular
takes true precedence. Because the protagonist is a silent blank slate,
the point of view is more or less our own. We are given no consequent voice to guide a ce
ntral theme,
so the grand point of the entire game may appear obscured. However, for that reason alone, I think
the holistic perspective is a good candidate. During your mission of locating the
various members of the Rescue Corps, you’ll soon stumble upon more people
than you had accounted for. Ranging from unaffiliated researchers
to clueless tourists, there is suddenly no end to
this stream of far flung astronauts. It turns out that Olimar’s distress call
had not been received by just the Res
cue Corps. In fact, by now everyone and their grandma
has had the message land in their inbox. Curiously though, no one actually
came to answer Olimar's call. Rather, they took it as an open invitation
to his grand discovery: The Pikmin world. Like a goldrush of opportunity, all of these people
thus went to the planet for their own personal reasons, all seeking something different. Komo has come here to find a solution to
the ecological collapse of her home planet in the wake of heavy industri
alization. Chewy is a travel agent who has dipped
the Pikmin world’s toes into the tourist industry through the Uncharted Planet Tour. Lapi, Boris and Frisé are all artists who have come to
the planet in search of either inspiration or peace of mind. Mika and her students have taken the news of a hostile
deadly planet as the perfect spot for a school field trip. Corgwin is a general contractor who somehow
wants to build houses on the soil and I can only assume that Chowder,
the president of Tul
bo Real Estate, is looking to bite his filthy teeth right down
into that budding housing market. In a surprising reflection of our contemporary times
we also have the online streamer Molly, who's here in her desperate search
of content and followers. (Like and subscribe, by the way.) And then of course
there’s Fawks, who’s solitary notable achievement in life has been
to provide the circumstances for Pikmin 4 to be the first and hopefully last Nintendo game
to ever include the term "venture cap
italist". *shudders*
*strange noises* I suppose it always comes
to this sooner or later. It starts with one person finding
an undiscovered, uncharted planet, who then goes home and
tells some friends about it. And those guys in turn
tell other people about it. All of a sudden you have a situation where everyone
both knows about the pie, and wants a piece of that pie. All with their own impressions of what they wanna do
with the land and what they wanna take from it. Through the growing town’s sq
uare
worth of interstellar visitors, we get just about every possible angle
on what this world is good for, most of them substantial enough to constitute
the main theme of its own Pikmin game. In this microcosm of opinions, it becomes clear
that the true subject is the planet itself. And what could it then represent
if not the untouched natural world? It is our planet, both literally and figuratively,
as the last resort, the final frontier. Now, the Pikmin games have always had
a peculiar r
elationship to our own reality. Judging by the environments,
cultural artefacts and blatant geography, it's no secret that the games are set
in blown out micro portions of Earth. The components are all familiar,
it is merely the perspective that is novel. Through the eyes of a clueless
and befuddled miniature alien, we explore ordinary gardens in ways
that make them appear exotic and mysterious. We rationally understand that this is familiar ground,
but the games never allow us to fully feel i
t. We visit unremarkable locations, the fauna is all wrong and
there is no sign of humanity apart from our ghastly traces. We never get a good glimpse of this world,
so the picture is forever incomplete. This has unsurprisingly led to
the common fan speculation observation that humanity is indeed absent,
undone by some untold catastrophe, and that we’re now walking through
the abandoned remains, silently reclaimed by nature. Through radioactive mutation
or aeons of evolution, the fauna has tra
nsformed into Pikmin, Bulborbs,
Snagrets, Breadbugs and all other kinds of freaks. I don’t mean to diminish this interpretation,
because I think a sensible message resides at its core: That our world is fragile,
our presence fleeting and life precious. Nature is beautiful and we must fight to protect it,
or else we will cause our own demise. However, I don’t find the post-apocalyptic angle
to be absolutely essential. Primarily, there isn’t much pointing towards
humanity necessarily being dead, r
ather we’re just perpetually out of view. Maybe we are present somewhere
behind the camera, maybe we aren’t? It doesn’t make much
of a difference, does it? When faced with the dramatised concerns of
our little space travellers and their Pikmin pals, it’s evident that humanity
as we corporeally know it has no greater significance than the places
we’ve created and the trinkets scattered about. Familiar spaces that become the scenes for the action
and subject for the quirky lenses to run rampant o
ver. I think it’s important to acknowledge
that humanity can be present in more ways than Chibi Robo-esque
lumbering giants, because it allows us to more thoroughly
and honestly engage with the text. The truth is that humans
are all over Pikmin. Humanity’s presence is meaningfully
found in the traces we leave behind, the everyday items we create
and use in our lives. We are equally present in our roles as players,
perceiving the events and sights in the game and in turn decoding them
from our
cultural context. But perhaps most important is in the form
of all of those goofy space travellers. Be it Olimar, the Koppaites
or the Rescue Corps, the people in the Pikmin games have always
been cheeky representations of humanity. Inheriting all of our character flaws,
complicated bureaucratic structures and performative cultural practices. If the Pikmin planet is the exaggerated
hostile stand-in for the natural world, these space aliens are equal approximations
of our societal presence. Th
e overplayed division between the two
only further seals the deal. The explorers can’t breathe oxygen, so they must wear
protective suits shutting them out from the rest of the world, they commandeer and conquer the local wildlife,
their lives are more precious and their goals more important. It comically reflects how we commonly
assume ourselves as external from nature, as heightened individuals independent and
unaffected by the ebbs and flows of the elements. We have constructed our own worl
d
around nature to shut it in and control it. We believe ourselves to have
fully tamed the universe, but when we suddenly find ourselves trapped in its jaws
we are quickly rendered helpless and confused. Much like a Robinson Crusoe-type, Captain Olimar
must use his predicament (and 100 Friday's) to reconstruct himself through introspection, come to terms
with his insignificance and embrace his place in nature. Only then can he come out at the other end
a more realised and humble person. In thes
e dramatic meetings between
astronaut and celestial body, I believe Pikmin takes the firm stance
that we aren’t independent. We’re not magically enlightened meta-physical beings,
no, like any other animal we too exist as a part of nature. We must work for survival, we must sustain ourselves,
we must breathe the very air. In this way, I think the environmental leaning
gains a more refined edge. We shouldn’t see the Pikmin world
and its visitors as separate, because they are two sides of the same
coin,
disembodied halves of ourselves. Together they reflect the reality we live in,
the uncountable clashes between society and nature. All of the ways the world around us
is recontextualized through utility and application, when the one home we have
becomes the ultimate resource to be exploited. The horror can only be rationalised by
extracting ourselves from the equation, as independent and unphased entities, no different
from impartial aliens ready to move on elsewhere. Pikmin is not fri
ghtening as a post-apocalypse tale of
our ultimate demise, but rather as a proto-apocalypse, chronicling the circumstances that spur
and perpetuate this situation. In contrast to previous games, Pikmin 4 is the first time
where the cast is drastically larger than a few key characters. For all intents and purposes, these colourful
castaways act as a portrait of humanity. One that is a bit bumbling and clueless,
sometimes concerningly indifferent, at times alarmingly selfish,
but also noble and
agreeable. The main hub shows us a growing range of people,
both benevolent, malevolent and everything in-between. When we come here we are
always allowed to talk to them, emphasising how they have their own thoughts and ideas,
dealing with their own problems in their own ways. They all understand this place, the natural world
of the Pikmin planet, a little bit differently. Through their perspectives we see that nature
can not be defined by a singular line of thought, and likewise that humani
ty
is not defined by one person. This depiction of mankind is broad,
encompassing a little bit of everything, it even features a customizable avatar, effectively placing
the player themselves smack dab in the middle of it all. However, despite their relatively
strong influence on the game, it feels fair to say that this player character isn’t
exactly the sole acting ruler who decides everything. They’re not even the captain, only a rookie
trying their best on the first day of the job. In cont
rast to the disproportionate might
characters like Olimar had in the past, this funky friend is expressly emphasised as one
small part of a larger collective, a society if you will. If mistreatment of nature is contextualised
through our employment of Pikmin to gather resources, exterminate fauna
and build infrastructure, the player character is certainly complicit,
but they’re not solely responsible. The operation is spearheaded by a crew of specialists
who all support the player’s deeds in d
ifferent ways, providing them with the tools and intel they
need to accomplish various missions and tasks. And saving castaways results in even more
busywork to commit at their behest. Being pushed and pulled
in all directions, the player avatar will act as little more than the Pikmin
whispering chore kid for everyone else in their community. Meaning that at best, the player avatar
isn’t exactly a mighty independent space captain, but rather just a pawn in
someone else’s game of Chess. From an
environmentalist angle,
I think the message is pretty clear. While we may all be deeply concerned
about issues of climate change, it is not feasibly your task to personally solve it,
because we cannot pin all of it on one individual. (There’s more than one billionaire, after all.) Even if we find ourselves doing
questionable things for a living, even if we acknowledge our role
and change our ways, even if we campaign and
encourage others to follow suit, it is still ultimately a systemic issue,
spurred by
the neglect of governments and corporations. It is societal structures (like capitalism) that exploit nature
through pollution, deforestation and mass extinction. As individuals we can do our best to achieve small victories,
and we should for the sake of all of us (like guillotines), but we cannot reasonably expect to carry the entire burden
and provide all of the answers ourselves. I think the same applies to Pikmin 4, and the powerless
role the player avatar finds themselves in. We
are participants, yes, but we carry
no real influence and have no true solutions. At the end, everyone has been rescued and
happily returns home, but the damage is done, while the natural world is once again left behind
as something "extraneous" from your little commune. So it goes in Pikmin: We are recurringly faced
with slightly relatable goals which we overcome
through fantastical means. But the victories are always temporary,
the outcomes relatively small-scale. The shoddy ships keep crashi
ng,
the company keeps getting into debt, Koppai has no reason to confront
their excessive consumption and who knows how many more helpless castaways
will accumulate from Olimar’s report. We never face the problems at their core,
nothing is ever truly changed or improved, we just have to hope that things
go better from here on out. I’m left unsure if anything is ever
actually learned in these games, but I suppose that merely reflects how conclusions
and solutions are even harder to find in r
eal life. In the two decades since the first game we haven’t solved
any of the problems depicted in this series. They are large troubling burdens on modern life,
the hanging questions of our times. It would be dishonest to pretend that there is
a simple outcome to be found in these games, that they somehow could present us
with all of the answers. Because they can’t, let’s be real here, it’s…
It’s fucking Pikmin, dude… I suppose Pikmin can do little else than act as
a striking reflection of th
e world that made it. Perhaps that’s why Nintendo let you
play as yourself in the latest one, so you could more easily
make the parallel to real life. Because I do think Pikmin
is largely about humanity, about our actions, mindsets and systems,
only filtered through a lens of distance. In this way, it seems humanity lives on for yet another day
in our persistent caricatured presence and the audience that can find
a sliver of themselves within. Will we free ourselves from these troubles,
or wil
l they spell our demise? Will there be a day when the post-apocalyptic
reading becomes definitive? Well, I suppose at whatever point there is
no one around to continue making Pikmin games. Look, the Game Boy Micro has an 8 hour battery life,
there is just no way we’re dead. Who do you think cut and slapped a sticker
on this perfectly grown banana? There isn’t even any corrosion
on this battery stuck in the snow! Have you seen this kitchen?! My current, non-apocalyptic kitchen
is in a worse state
than this shit. Ultimately, when looking through
all of the Pikmin games like this, we reveal how many different dimensions there are to
the basic core concept of commanding hordes of carrots. All of the ways societal power structures
are enacted and maintained. Throughout the years, the original Pikmin’s
simple framework has been reinterpreted and recontextualized to such richness that it now
undeniably carries all of this potent meaning. Its simplicity and singular focus speaks
louder and
more broadly with time, enabling us to suddenly and easily make
all kinds of interpretations ourselves in hindsight. It is a flower that continues growing
and blossoming the more we feed it. It’s safe to say that Pikmin has a message that only keeps
getting more relevant the more it is allowed to speak, and as such I can simply hope Pikmin will
continue delivering on that core promise. There are so many Pikmin and so many Olimars out there,
surely we could always learn about a few more. Kiki:
Thanks for watching this video all the way to the end.
Hope you liked it, and if not... Well, I'm sorry? Anyway, this channel just turned four years old!
Wow, can you believe it? I can't. Alicia: And if you want us to keep going
for another four years, you should consider supporting us on Patreon:
patreon.com/transparens And if you do so, you’ll get access to our Discord,
you get audio companions and much much more! And you know what?
There’s a lot of people who have done this. Just look at all
of these goobers: And new this time are: ある, Limberbutt McCubbins,
NIACO and Paul Szadurski. There you have it! And if you've listened this far,
I'm gonna give you a little hint about the next video. It's about some variety of One Piece, but not at all
in the way you're probably thinking right now. Maybe we'll talk about pirates
some other time? I don't know. What's a good pirate game?
Monkey Island? Sid Meier's Pirates? Skies of Arcadia?
Uncharted Waters? Capt'n Havoc? Gosh, remember Claw?
Dan
g, I wish pirates were real… [Reggie: "I feel just like a purple Pikmin."]
Comments
Thank you for watching! If you liked this video please consider supporting us on http://www.patreon.com/transparens. By doing so you get access to our Discord, Audio Companions for every new video as well as your name in the credits. Have a good one! 💕
With the capitalist Angle, what Louie wanted most was to be free from the capitalist cogs. He says the Pikmin planet offers everything he could ever want (yummy bugs). He has found true happiness out side of the system yet we always fight him to not escape what brings him down.
Can't believe Alicia actually walked outside.
The true horror of Pikmin is how it reminds me of the mess that currently is my kitchen.
i always poke fun at the thematic difference in pikmin bloom with its complete lack of danger or breadbugs and focus on collecting pikmin with funny hats, no crash landing necessary, but perhaps with me and checking on my pikmin mushroom battles while wasting away at a minimum wage job makes it the most thematic of all.
Man as someone who knows pikmin primarily as "the game from that one stage in brawl where a weird bug can eat you" its fun to learn that the games have like, an entire worldview and approach to labor. I feel like with Nintendo, given how they consistently tried to present a clean, sanitized image for a decade, its easy to forget that their games can have tons of personality and specific points of view
I kinda always find the concept of Candypop buds kinda scary to think about like you enter a flower and suddenly your a new person, does your old identity get erased, just how many times were you converted, that is just a cosmic horror story.
Touching grass...in the obscenity of the jungle.
Lovely video as always. Also I loved the characters in pikmin 4. From ms mika frizzle who is bringing kids on a magical field trip to olimar basically going through the bad ending of the first game by becoming a pikmin.
45:27 This is legitimately the first defense of Hey! Pikmin I've seen online. Respect.
The unsuspecting title hides a fascinating and lovingly put together video. Thanks for the companion for my long shift.
The amount of quality on display and the way your points flow from one another, is simply a delight. Keep up the great work, and have a lovely day :)
I'm awed by the amount of love you put into the production quality of the video! It's always a treat when a new video of you both pops up :)
oh no video games
Okay, so I finally watched it, here's my thoughts: While the series is definitely about exploitation of life and labor (especially 2, where the return to the planet and subsequent exploitation of the Pikmin is completely unnecessary), the Pikmin benefit from this arrangement just as much. They were on the brink of extinction, and at the end of Pikmin 1, it's shown they're actually able to fend for themselves now, especially since you helped grow their numbers. In the credits of 3, it's shown they're able to live their life peacefully and without (many) worries, just frolicking around like children. So you definitely don't leave them "empty-handed". You also really didn't have a choice in Pikmin 1, 3, 4 and Hey!, being forced to use their labor to escape. And honestly, the Pikmin aren't completely stupid (as you point out halfway through the video), they just WANT to follow Olimar. This isn't even just an interpretation or a one-sided view on the Pikmin by Olimar and co., it's constantly made evident that the Pikmin benefit from him just as much as he does from them (perhaps even more). Heck, they even try to follow Olimar at the end of 2 with their onions and choose Moss as a new leader at the end of 4, so they do have a demand for someone to guide them. And they also seem to want to genuinely help Olimar and the gang out of their own free will. They turn him into a Pikmin at the end of 1 (and in 4) so he doesn't die, which they will also attempt to do in 2 if you use the "nap-sack" item to go limp. So they really do care for whoever controls them. You can also interpret it as them realizing that their "leader" has run its course and they're trying to turn them into yet more Pikmin, as they would with any other dead creature. That theory holds no water (because of how they treat you normally), but it'd mean that they don't consider this whole relationship as one-sided. So if they didn't like him, they'd attack him just as they would attack other animals. We also can't forget that player actions don't necessarily translate over into story implications. For instance, each time I lost too many Pikmin, I was DEVASTATED, to the point where I continuously reset the game. Not because it'd be harder for me, but because I didn't want to lose them. If they had been an HP bar, I wouldn't have cared, I can beat games on 1 HP, no problem. But not if they're creatures I care for. So in MY version of the game, I'd have at least been a caring leader that tries to minimize casualties (I was probably more careless towards Oatchi than them). And I'm not the only person to feel this way. Even the characters in the games will woefully comment on how many Pikmin have been lost. Olimar and Charlie even give a moment of silence at the end of the day if you lose too many. They do care about them greatly, beyond just how cute and useful they are. They're not trying to dehumanize them, they're constantly trying to understand them, ESPECIALLY Olimar. You mentioned the logs in Pikmin 3, but what about the Piklopedia? Or the entries at the end of the day? Sure, they explain game mechanics, but a lot of them are also about the biology and personalities of the creatures on the planet. I will not deny that the colonialst themes are there (especially in 2), but Nintendo absolutely tried to not portray the Pikmin as helpless slaves. It is a co-dependent relationship more than anything. I do agree with the rest you've said, though. I liked the part at the end. Honestly, I have a lot more to say, but I'd really like to keep that for my video on the topic. I'm happy that while yours does touch up on a couple topics I wanted to discuss, it doesn't talk about everything. So keep your ears peeled for mine, which will release... sometime :D Sorry if my comment was a bit all over the place, I wrote and re-wrote it while watching constantly. P.S: Hey!Pikmin is indeed great and I will kill anyone who says otherwise. It's a spin-off, of course it's not the exact same as the others, cry about it. P.S.S: Alicia, your outfits are STUNNING. You look gorgeous, really great fashion sense!
As I finish this video I wanna say one thing: Assassin's Creed 4 Black Flag is really cool from how it manages to use pirate thematic to better explore concepts of freedom from the first game, and to this day is the best one to actually do so. Tho, a general video on tropes of swashbackling advenures, including exploration adventures, like Atlantis: Lost Empire and Uncharted, would be dope.
Great video. Enjoyed some Hey Pikmin mentions! Only one I've played (so far). Will look forward to the scene of the Pikmin overlaid on the planet shouting out to the cosmos "Yes I am here" when I play them.
Thanks for the wild and thorough analysis! Love your videos.
Maintaining a perfect streak, [number of videos] = [number of masterpieces].
Listening to these is like being under a cosy blanket. Love you guys