This is old, but nobody posts anything about this game.
There are some interesting things to note. This in particular caught my eye
"Miyamoto: I guess to address that question, I'd like to go back to discussing how Pikmin and Pikmin 2 were different. In Pikmin, you had a very strategic game, bound by a somewhat severe rule set. Whereas in Pikmin 2, you had a game where it was really just fun to explore areas and use your Pikmin in lots of different places. So we had this kind of conversation, do we go for deep strategy where people have to avoid killing Pikmin or try to lose as few as possible? I think that was a concept that always really appealed to me. [The other option was] do we go for lots of different types of maps and different sorts of collectible items, where it's fun to just wander around and do different sorts of things? Introducing lots of new Pikmin types and lots of different Pikmin abilities for people to play around with.
We decided on the concept that I was most partial to, the strategic type of game. But we've made it a little bit more accessible this time around, in that the player can see the entire map at once and they can also see a replay of their actions at the end of the day, so they can adjust their strategy based on that. I think the map ended up playing a really important role in the game design."
I'm very excited to here the game's become stricter again. That sense of urgency was the one thing I liked more about the first game over the second. To have that strategical time constraint in tandem with the robust content of the second game would make for the perfect Pikmin game IMO
Log in to comment