• Hey everyone, staff have documented a list of banned content and subject matter that we feel are not consistent with site values, and don't make sense to host discussion of on Famiboards. This list (and the relevant reasoning per item) is viewable here.
  • Do you have audio editing experience and want to help out with the Famiboards Discussion Club Podcast? If so, we're looking for help and would love to have you on the team! Just let us know in the Podcast Thread if you are interested!

Discussion Pikmin 4 Discussion and Speculation Thread

Pikmin 4 Announcement in 2022?

  • Yes

    Votes: 16 25.0%
  • No

    Votes: 48 75.0%

  • Total voters
    64
Pronouns
He/Him
The long awaited “Pikmin 4” was announced to be in development a little less than 7 years ago.



Or was it? Pikipedia states that the interview actually took place in July 2014 while being published in September of 2015. This article is mostly likely referring to Hey! Pikmin on 3Ds. The next Pikmin game. But another quote states: “We can confirm that Pikmin 4 is in development but that is all we can confirm at present.” So, this article did confirm the existence of Pikmin 4 at least.

Several “insiders” have noted that the game was delayed back in 2019 and that we could see an announcement this year. What do you think?
 
The long awaited “Pikmin 4” was announced to be in development a little less than 7 years ago.



Or was it? Pikipedia states that the interview actually took place in July 2014 while being published in September of 2015. This article is mostly likely referring to Hey! Pikmin on 3Ds. The next Pikmin game. But another quote states: “We can confirm that Pikmin 4 is in development but that is all we can confirm at present.” So, this article did confirm the existence of Pikmin 4 at least.

Several “insiders” have noted that the game was delayed back in 2019 and that we could see an announcement this year. What do you think?

It was July 2015, not 2014 and the article is not about Hey! Pikmin. I put together a timeline on what's happening with Pikmin 4 in another thread:

 
It was July 2015, not 2014 and the article is not about Hey! Pikmin. I put together a timeline on what's happening with Pikmin 4 in another thread:

Oops forgot about that thread. I made this one though to build hype around Pikmin 4 before E3. I like getting myself hyped up every year for nothing 🤪
 
As much as I want it, I am not super optimistic about it. Nintendo seems to have so much on his plate right now, and Pikmin never seems to be the priority. I would love to be wrong though
 
As much as I want it, I am not super optimistic about it. Nintendo seems to have so much on his plate right now, and Pikmin never seems to be the priority. I would love to be wrong though
Pikmin Bloom released last year, I dont think they would make a mobile game of a franchise they have no plans for
 
Maybe Pikmin Bloom is the game Miyamoto was talking about.
 
0
If we're lucky, Pikmin 4 was squeezed in after Super Mario Maker 2 support ended. However, Kyoto was hiring for a 2D platformer around that time.

Don't forget that the co-director of Pikmin 3 that didn't move on to Mario is still working at the company with minimal credits, so there's a good chance Pikmin 4 has been in pre-production or even prototyping for all these years.

Personally? All I'm hoping for is cactus Pikmin (Prickmin) and I'll be happy.
 
Pikmin 4 in 2023 would be a dream come true to me.
Combined with BotW 2 it would rival 2017 for the best Switch year for me.

And in the meanwhile I would gladly take Pikmin 1+2 with Pikmin 3 graphics. Thanks Nintendo!
 
0
slime or sticky Pikmin that allow you to build ladders on walls would be cool. They could also act as a way to place traps. Like place a sticky Pikmin on the ground, place a bomb on top of it or other things and lure mobs onto it for starting a fight or killing them instantly.
 
slime or sticky Pikmin that allow you to build ladders on walls would be cool. They could also act as a way to place traps. Like place a sticky Pikmin on the ground, place a bomb on top of it or other things and lure mobs onto it for starting a fight or killing them instantly.
In my mind a Pricklemin offers a lot of these. Sort of the inverse of how Rock Pikmin bounce off of everything, a Pricklemin would be stuck on enemies and softer surfaces, maximizing damage at risk of being killed more easily.

Though, I really like your environmental ideas for a sticky Pikmin (Stickymin?). If Pikmin 4 were to add two new types, I think a green Pricklemin and a (bluish-gray? orange? chartreuse?) Sticklemin would be a great pair.

edit:

This Reddit post suggests a sticky sap Pikmin, which I think would make orange or brown a perfect color:

 
If we're lucky, Pikmin 4 was squeezed in after Super Mario Maker 2 support ended. However, Kyoto was hiring for a 2D platformer around that time.

Don't forget that the co-director of Pikmin 3 that didn't move on to Mario is still working at the company with minimal credits, so there's a good chance Pikmin 4 has been in pre-production or even prototyping for all these years.

Personally? All I'm hoping for is cactus Pikmin (Prickmin) and I'll be happy.
A 2D platformer? Hey! Pikmin 2 confirmed!
 
I am almost 100% confident there was some wild upending of tea tables by Miyamoto in this project. I mean, what else could explain the fact it went from "almost complete" to "never heard of again in seven years"?
 
In my mind a Pricklemin offers a lot of these. Sort of the inverse of how Rock Pikmin bounce off of everything, a Pricklemin would be stuck on enemies and softer surfaces, maximizing damage at risk of being killed more easily.

Though, I really like your environmental ideas for a sticky Pikmin (Stickymin?). If Pikmin 4 were to add two new types, I think a green Pricklemin and a (bluish-gray? orange? chartreuse?) Sticklemin would be a great pair.

edit:

This Reddit post suggests a sticky sap Pikmin, which I think would make orange or brown a perfect color:


True that. The 'Pricklemin' could offer a lot of variety when you think about it.

So much potential in general when it comes to new Pikmin types. I think the difficulty comes in balancing every type and not overloading the game just for the sake of it.

Can't wait for what they have in store for us.
 
0
I think Pikmin 4 is absolutely happening but I don’t think it’s happening (announce or release) in 2022. Once they have a console capable of 4K Video output, they’ll make another Pikmin. Having 100 little guys running around would be the perfect showcase for a 4K-capable unit.
 
I think Pikmin 4 is absolutely happening but I don’t think it’s happening (announce or release) in 2022. Once they have a console capable of 4K Video output, they’ll make another Pikmin. Having 100 little guys running around would be the perfect showcase for a 4K-capable unit.
what if, and hear me out here, it's for a 4K demo in 2022
 
slime or sticky Pikmin that allow you to build ladders on walls would be cool. They could also act as a way to place traps. Like place a sticky Pikmin on the ground, place a bomb on top of it or other things and lure mobs onto it for starting a fight or killing them instantly.
Vine Pikmin that you plant in the ground to create little flying foxes/grapple hooks for the other Pikmin and use to trap enemies would be cool. Lot of potential there.
What I think the series needs is an interface revolution to manage more different types. Wii U was the right platform to experiment with that, but they didn't take advantage of it really - even if they did do some good stuff with the controls. Maybe because it started life as a Wii game. With the Switch I can't see them doing anything in that area, as the touch screen seems to be seen as 'out of bounds' for anything other than minor QoL stuff.
At any rate, I'd like to see more interesting Pikmin types than rock Pikmin, which were mostly just a reskinned Purple. At the same time, I'd also like to see each type to have more versatility rather than the 'lock/key' and 'rock/paper/scissors' approach they've taken so far. Like, have yellow Pikmin be able to take out electric enemies ... but then also form a conga lines to they can conduct that electricity to other enemies, chaining them together. Just spitballing, but that's the sort of stuff I mean.
 
Vine Pikmin that you plant in the ground to create little flying foxes/grapple hooks for the other Pikmin and use to trap enemies would be cool. Lot of potential there.
What I think the series needs is an interface revolution to manage more different types. Wii U was the right platform to experiment with that, but they didn't take advantage of it really - even if they did do some good stuff with the controls. Maybe because it started life as a Wii game. With the Switch I can't see them doing anything in that area, as the touch screen seems to be seen as 'out of bounds' for anything other than minor QoL stuff.
At any rate, I'd like to see more interesting Pikmin types than rock Pikmin, which were mostly just a reskinned Purple. At the same time, I'd also like to see each type to have more versatility rather than the 'lock/key' and 'rock/paper/scissors' approach they've taken so far. Like, have yellow Pikmin be able to take out electric enemies ... but then also form a conga lines to they can conduct that electricity to other enemies, chaining them together. Just spitballing, but that's the sort of stuff I mean.
I think Rock Pikmin were an improved version of purple Pikmin without being too OP like in Pikmin 2 and coming with their own set of usefulness. The games balance was better for it imo.

At the end of the day Pikmin is a strategy/planning game and the more complicated moves you give Pikmin the higher the chance that there is one combo thats obviously better then anything else in the game which is why I think that Nintendo wants to keep the Pikmins pros and cons simple. Because the challenge should be resourcefulness and efficiency not how you use their individual moves. IMO of course.

Most strategy games suffer from overpowered units that are clearly better then anything else but you at least have to gather enough resources most of the time. Pikmin comes around this with quite clever design like giving every unit their usefulness and creating maps, level design and enemy placement where every Pikmin has a chance to shine. Its quite masterful imo in its effectiveness and simpleness.

@Raccoon you're welcome lol
 
M-Rated Pikmin

Pikmin Warriors where you play as a bulborb protecting your land from Olimar and his Pikmin army. Other playable characters include Burrowing Snagret.

In all seriousness, I’m very excited at the thought of Pikmin 4. I remember someone from Nintendo talking about how Pikmin would be really good with 4K because they’d be more visible on screen, so if there is a Switch 4K, maybe Pikmin 4 debuts alongside it.
 
I just want a new Pikmin game for a good selling console. The Wii and Switch got ports and that's not enough to gauge the interest in Pikmin.
 
I don't expect an announcement this year, but if Nintendo is gonna claim Pikmin is one of their weight core franchises they darn better be doing something with it soon
 
Expecting zero announcements until we actually get one. Have no expectations just patiently waiting.
 
0
I think Rock Pikmin were an improved version of purple Pikmin without being too OP like in Pikmin 2 and coming with their own set of usefulness. The games balance was better for it imo.

At the end of the day Pikmin is a strategy/planning game and the more complicated moves you give Pikmin the higher the chance that there is one combo thats obviously better then anything else in the game which is why I think that Nintendo wants to keep the Pikmins pros and cons simple. Because the challenge should be resourcefulness and efficiency not how you use their individual moves. IMO of course.

Most strategy games suffer from overpowered units that are clearly better then anything else but you at least have to gather enough resources most of the time. Pikmin comes around this with quite clever design like giving every unit their usefulness and creating maps, level design and enemy placement where every Pikmin has a chance to shine. Its quite masterful imo in its effectiveness and simpleness.

@Raccoon you're welcome lol
idk, I agree with every word of this and I still think Pikmin is straightforward enough that you could add a ton more versatility to each individual unit without it being in any danger at all of breaking the game. Nintendo are arguably the best designers in the biz - it can be done, and they can do this. My example was for the yellow Pikmin, which is pretty much a straight-up utility Pikmin, but I put the blue Pikmin in the same box - originally yellows and blues were kind of only there to justify having different types at all, and so far it's only been a thin justification imo, especially as the number of types increased. Giving them a bit more contextual combat utility would make them feel less like an occasional burden and more like an opportunity for improvisation (if the opportunities arise, ofc). I'd also like to see the blues regain the ability to rescue drowning Pikmin - no idea why they removed that.

Another way of doing this might be introducing combo abilities - like flying Pikmin being able to pick up and drop rock Pikmin on enemies from above ... stuff like that. It's a good way of increasing utility while helping ensure no one unit is the 'correct' or best unit.
The concept of efficiency kinda-sorta went out the window with 3 and it's softer time limit, so I'd like to see it return (but please keep the soft time limit - X number of days is too stressful lol).
 
respectfully, that sounds awful lmao
I seriously think it's the right way to go with the series. Previous games gained very little from the world map. It needn't be an open open world - that would kill the 'garden' feel - but being able to create shortcuts between zones that you can travel through in-game rather than just select them from a menu sounds much more appealing to me. Making the game more about expanding your 'territory' with an emphasis on shortcuts, while still using the ship as fast travel, sounds cool.
 
I seriously think it's the right way to go with the series. Previous games gained very little from the world map. It needn't be an open open world - that would kill the 'garden' feel - but being able to create shortcuts between zones that you can travel through in-game rather than just select them from a menu sounds much more appealing to me. Making the game more about expanding your 'territory' with an emphasis on shortcuts, while still using the ship as fast travel, sounds cool.
that actually sounds great, but very different from "an open world non-linear structure like Breath of the Wild"
 
that actually sounds great, but very different from "an open world non-linear structure like Breath of the Wild"
True, true - I guess I just had a different idea of BotW-like. More doing stuff like damming rivers and creating a log flume, bringing back Pikmin 2's dungeons as a sort of shrine equivalent - stuff like that. They're both survival games fundamentally, and I survival works well with a more open structure ... but I wouldn't want it that open. yuck lol.
 
I think Pikmin open-worldish makes sense and is kinda already like what Pikmin games were (with limitations ofc), I would love to see it realized now as a full fledged Open World game but not trying to be BOTW or any other Open World game, just a world adapted for Pikmin gameplay
 
I think an Open World or, to use Sonic Team lingo, "Open Zone" Pikmin could be a very interesting experience. Just take the typical Pikmin formula and place it in a world where you can gradually explore and unlock areas at your own pace (while still keeping the same Pikmin design)

I don't think you'd even have to change much, just maybe make whatever timing or collectible method flexible enough that any route of exploration helps make progress. A combination of Pikmin 1s ship pieces and 3's Fruit mechanics would probably do it
 
I don't know exactly about the implementation, but I thought it would be cool to have some digging Pikmin (Digmin?) that could access underground tunnels that other creatures would use normally. I think main issue with the idea is that the tunnels would have to be large enough to be able to toss your Pikmin since presumably there would be enemies there, and there would also need to be some way to get out of them. You could find buried treasures down there as well, of course. I had the idea of a boss battle against a different variant of burrowing Snagret, where you'd have to have the digging Pikmin dig behind it to attack an underground weak spot while you distract it from the front. I doubt they will add those, but I think they could make it interesting.
 
Pikmin, or at least Pikmin 3, is a very linear game. It has very dense, well-designed levels, and I'd hate to see that watered down into a big empty open world.
 
Ahem

Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4



September Direct reveal, Spring or Summer 2023 release 😎
 
Ahem

Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4
Pikmin 4



September Direct reveal, Spring or Summer 2023 release 😎
this actually doesn't work for the forum query, incidentally. it counts posts that contain "Pikmin 4"
 
This year marks the 10th anniversary of the formal announcement of 3, and, at the same time, it's pretty much a given now that 4 will take longer to release than 3 did.

Facts that make me sad.
 
I thought this thread would sort of just be a joke, but I can totally see myself having a thought about the future of Pikmin and sharing it here every couple of days for the next decade
 
Pikmin, or at least Pikmin 3, is a very linear game. It has very dense, well-designed levels, and I'd hate to see that watered down into a big empty open world.
There's no reason to make it big and empty, you're right that that's not Pikmin

But I don't see why you couldn't take that level design, expand it, remove zone separations, and make progression nonlinear. I think you could do that rather easily without affecting the design or density of the levels themselves, but you'd open up interesting routes of progression and perhaps enhance the whole RTS/optimization portion of the game by letting you make the critical choices of what areas to progress.
 
There's no reason to make it big and empty, you're right that that's not Pikmin

But I don't see why you couldn't take that level design, expand it, remove zone separations, and make progression nonlinear. I think you could do that rather easily without affecting the design or density of the levels themselves, but you'd open up interesting routes of progression and perhaps enhance the whole RTS/optimization portion of the game by letting you make the critical choices of what areas to progress.
The linearity of the areas in Pikmin 3 is the foundation of the game's design strength. Bigger areas could be good, and connecting them even better (as many sub-areas already are in 3). But chasing non-linearity is not a silver bullet for improving every game.
 
I wanna see caves make a comeback in 4. 2 is one of my favorite GC games, would love to not have a day limit again fr
I think this could satisfy a lot of people. Tight level design but then have some sort of procedural side mode for those that want more of an open ended experience. I personally wouldn’t mind full interconnectivity of the different terrains, but don’t want just one giant sandbox. A lot for he fun is how you have to be funneled from one part of the stage to the next and utilize certain Pikmin over time. I feel a more wide open structure would need to make changes with how Pikmin management is handled, and it might affect the strategy of these games. This is actuslly one of those games where I don’t want the inventory at my fingertips but need to get back to the onions.

I don’t really care if a day limit is gone as I always finished well before. In 3, I was swimming in fruit juice so it was like the limit was never there. If they have it I actually want the constraints one had even if that can be done with 10 days remaining with little problem. This could be something that maybe has a toggle, but I few days in 3 we’re largely like loves in Mario.
 
0


Back
Top Bottom