A singular protagonist, with an innate ability to kick everything in his path, will have to help the strange inhabitants of this island before it is too late. In this analysis of Pikuniku we explain his mix of platforms and puzzle, and to what extent he manages to captivate the player.
I guess the ability to enjoy Pikuniku has a lot to do with how much you are able to enter your strange world. The truth is that I have not managed to connect everything I would like. And it has not so much to do with his visual style, which reminds me even of the great moments that I spent with LocoRoco, that Sony madness for PSP; no, simply, I see in Pikuniku an attempt to captivate that would have called me more attention if he had focused on creating more levels, that were growing in challenge and complexity, than that soft, almost painless style of treating the player.
So much fear seems to have, that the most “complicated” challenges, and I put it in inverted commas because they are not anything special either, they hide as secondary challenges and with great care not to frustrate the player too much. The pace is somewhat neglected, trying to captivate you by the “cute” of your proposal, with a simple story, which some will say simple, and from time to time throwing a puzzle that is where you really get your attention by using physics that They entertain for a few hours.
The story, as he said, is almost a pretext, although the game devotes more than he would have liked. A strange being called Mr. Sunshine seems to be giving away money in exchange for collecting natural resources, and little by little, the inhabitants of the island begin to suspect him and his robot army. What is worthy of a chapter of children’s series at no time tries to transcend anything else, not even taking advantage of its characters, beyond taking advantage of some meme or resource of the current era to make the player smile. Come on, he trusts that being “cute” does the rest of the work.
Roll and kick
The result can be enjoyable if you lower expectations because I admit that there is something that works in your physical system, even when that something can sometimes frustrate. This is easy to see with one of the only actions you can do (the other is jumping): the kick. Kicking all kinds of objects to fit them or press buttons is comforting, although sometimes it is difficult to position to achieve the desired result. As we move forward, there will be objects to collect, and some of them will have special functions that will allow us to unlock new roads.
In these roads, we will access secondary challenges, which as I mentioned earlier, serve to print some difficulty to the game. And it is that if we did not do these optional challenges, honestly, Pikunikuwould already is a terribly easy game. Almost initiatory for the most inexperienced with a command in their hands, which may well be their intention. In them we will have to adjust more the jumps, and get to have fun at times, but it would have been better to have them all ready in the main adventure to win in rhythm, since the exploration in the main mission sometimes turns into a clear lack of incentives
The result can be enjoyable if you expectations
lower In short, Pikuniku trusts that his main story will be followed by a variety of varied mini-games and challenges, which although I think it does not end up trying to incite the player to discover them, if you do, it complements a lot better the whole adventure, since many of them are better than what happens in the main story. Do not worry if you leave some on the way since you can review everything after the credits. There is also a cooperative mode for two players, which perhaps uses the best that Pikuniku has: their puzzles. Created specifically for this mode, we can play with a friend in local mode in which to make use of the physics of the game and cooperation to solve them. One of the mini-games of the campaign, the bass kick, is also available in this mode.
I guess it counts as bad luck that the game has been blocked three times. Not exactly blocked, because I could access the pause menu, but without the action taking its course. I do not want to take this into account, because I suspect it has to do with the option of ultra-panoramic format. Without counting these bugs, the experience of playing Pikuniku has left me practically the same as I started when I pressed the Start button for the first time. I think as I said at the beginning, a lot of it has to do with not having connected with his style, but also with a lack of rhythm and not to squeeze all the ingenuity potential that some of his puzzles distill and that only scratch the surface. One of those so personal games, that some will enjoy enormously and others will leave indifferent.
Pikuniku is a game that will captivate the attention of some players, while others may leave them indifferent. Beginning with its visual proposal, with a simple story, and ending with a platform game and puzzles that only scratch the surface. There is some ingenuity behind, but we would like to have seen it developed to its full potential because as it is presented, it is too basic.
- Some puzzles and situations are ingenious
- Secondary missions and cooperative mode, the best of the game
- Really simple in your main campaign
- It does not bring out all the potential of its puzzles and scenarios
- Some bugs have caused us to restart more than once