>>718974696
>Auto lock-on
>Worse hand holding than Pikmin 3
>Areas are too big and don't require much thought to open up
>Most treasures are just laying out in the open and require little thought to get to
>No day limit, meaning there's no incentive to play efficiently like in Pikmin 1
>Dandori Battles and Challenges are good, but are almost completely optional since Dingo can just beat them for you if you can't be assed/suck shit
>Night Missions are cool conceptually but very barebones in practice. Most of the tough enemies can be slaughtered with Glow Mob, and a fully powered Oatchi can deal with almost all smaller enemies
>Ice Pikmin trivialize combat by acting as a constantly renewable Ultra Bitter Spray. A group of 20-30 of them is enough to freeze most enemies before they can even react
>Purple Pikmin aren't as OP as in Pikmin 2, but are still broken as fuck due to their stomp dealing shit tons of damage. They also deal 1.5x damage like Reds
>Oatchi is an incredibly powerful asset that can decimate enemies when fully upgraded. His Rush attack, combined with Ice and Purple Pikmin completely trivializes most if not all combat
>Ultra Spicy Sprays are given out like candy from eggs and frozen enemies. I ended up with almost 200 of them by endgame
>Items can break tough enemies if used correctly
>A lot of the cool gear is only available after you rescue Olimar or get 100%, making them practically worthless
>Several upgrades that used to be available at base in previous games now have to be purchased
>Caves cost daytime, albeit slowed down by 1/6th, but it doesn't matter since there's no day limit, especially if you enter a cave before the sundown timer starts
>Music is barebones and mostly ambient noise, making it very unmemorable compared to other games despite having a lot of variance
>Enemies don't respawn when killed, making growing your Pikmin more time consuming during the endgame
Better than 3, worse than 1 and 2