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After much toil and trouble, Captain Olimar launches the Dolphin back into
space and heads home. To financial distress. Olimar's employer, a
rough-looking transportation company with a raggedy sign, is deep in the red to the tune of 100,000 pokos.
Nearing ruin and with little prospects for a turnaround
without emergency intervention, Olimar is asked to return to the world of Pikmin to raise a little
wealth for the company. Ever the loyal and obedient employee, Olimar heads into space
once again in a junky jalopy of a ship and marshals the Pikmin population
for a greater cause: capitalism.
Olimar is not alone in his new quest - a helper named Louie
provides support and Pikmin directing duties during the course of the
adventure where artifacts are excavated for resale back home. Olimar's mustached and balding boss also communicates with the
duo through a video screen to keep them apprised of the company's financial
health. Along with the original blue, red, and yellow Pikmin, newtype Pikmin
creatures include purple and white variants which add sumo strength and
speed, respectively, to the Pikmin corps. All in all, Olimar is blessed with
a formidable new army to tackle the new monsters that seek to impede and eat
him. When marching around, the Pikmin sing little songs and make antsy
utterances to add to the atmosphere.
A convenient new Pikmin selection scheme allows the little ones to
be chosen quickly instead of having to split them into gangs. Another new
element in the game are berries which are knocked from flowers
that grow in the landscape. When the Pikmin bring 10 berries back to the
ship, the innocuous-looking fruit is promptly weaponized into sprays which are used to power-up Pikmin
or attack rancorous beasts.
Every copy of Pikmin 2 includes a cellophane-wrapped pack of cards which is
slipped inside the case with the game manual. A Club Nintendo game card is
also included in the game for prize redemption....in Japan. |