This video is one of my favourite essays I've ever watched!! I love the editing and how instantly eye catching each visual/clip felt as it progressed. I have autism and a really big special intrest of mine is Music and music theory, so seeing a splatoon music video is SO COOL i love how you spent time researching into each band/gener they play, I would love to hear what you think about the new side order DLC; Alot of it is based off music theory/writing songs since it is heavily related to Marinas character :D
I feel like the main deciding factor in getting the platinum medal first try was just the fact that Olimar took like half the battle before he finally got the max amount of Pikmin, as well as him spending a lot of his time walking around and trying to steal things from your side instead of just getting things on his side. He also made a lot of weird plays like leaving a few Pikmin on a thing that they couldn't carry, or where he would kill a bonus find enemy, but then just leave the body there and come back way later to go turn it in. This is why he just walked by at 1:46:50 when you were stealing his dandorium: He was going back to his side to get one of the bonus finds that he had left laying around.
This video has seriously changed how I think about BOTW's and TOTK's sound design. Sometimes, when I'm playing, I'll find myself listening to the little sounds of my weapons and shields hitting together or the splashes of my feet in puddles. Really gives it that nice feeling of existing in the moment :)
For a while I’ve been confused about why the Pikmin 4 developers chose to tailor the music towards the enemies rather than the Pikmin, but I just came up with a loose theory that might explain the direction they chose. In the second of the three Pikmin 4 developer interviews, Yuji Kando mentions that before they came up with Oatchi, they had ideas of having “the player control a Bulborb”, and even “letting the player ride and control various creatures in the story”. It isn’t specified how players were to tame the local fauna, but given some unused color values applying to a scrapped green “Bean Pikmin” (which sounds similar to Pikmin 3’s concept art for a parasitic Pikmin), as well as unused values for something called “genseicontrol”, it’s highly likely that controlling enemies through “Hermikmin” (an elusive Pikmin type that inhabits the rock in Rock Pikmin, the ice in Ice Pikmin, and likely the Bulborb in Bulbmin) was going to be a central mechanic in Pikmin 4 and have the game designed around it. While considering the effects that this era of Pikmin 4’s development had on the final game, it dawned on me that Pikmin 4’s sparse and enemy-focused music may have been a holdover from it. My threadbare theory is that earlier in development, players were intended to flesh out the music of an area/cave themselves by using Hermikmin on a wide variety of enemies, ranging from some light notes in the beginning to a symphony of beasts by the end. When it was decided to split off the Hermikmin’s mechanic into multiple more intuitive mechanics (i.e. Oatchi, Glow Pikmin, etc), they must have kept the enemy focused music because they thought it was interesting/different, even though the final Pikmin 4 that we got doesn’t have a strong focus on enemies (with the lack of respawning and whatnot).
@13:41 Don't worry, Scruffy, I also said it the exact way you did when I played the game and didn't even know it was wrong until you pointed it out in the video.
"Inedible. Like it's watery cousin, known to cause internal thunderings. Despite that, I still want to try some of it, even if it's a bad idea." - Louie