Unpopular opinions

This is probably a very unpopular opinion but out of all the Pokemon games I played which are BW, Y, OM, Moon, Platinum, Let's Go, and Sword. BW is my favorite not just because it introduced me to Pokemon in the first place but it's just a lot of fun to play. Sure it's flawed such as how it can be a bit grindy sometimes and the level design isn't the best but I like most of the Pokemon, the story was good especially for a Pokemon game, I love the sprites, and imo has the best music in the series. I guess nostalgia is probably why I like BW so much but even playing it now it's still a really fun and I still love listening to the soundtrack.

Also I like Duraludon more then Dragapult, sure Dragapult is a great pokemon for competitive play but I don't like its design compared to other dragon types and Duraludon while yes has weird design to me it's a very derpy design and I like derpy Pokemon. Also I really like its G-max form.

The Duraludon thing is pretty spicy, but honestly liking BW, hell really anything from Gen 5 isn't a hot take anymore, at least in the online Pokemon community, and probably hasn't been for years. In fact, nowadays preferring either BW game is an incredibly popular opinion, go on any Pokemon forum or community and you'll eventually begin seeing the "Gen 5 da best" posts. Now maybe things would change if one could somehow survey the more slightly more casual segment of the fanbase that still keeps up with new releases but doesn't really dive super deep into stuff like competitive play or National Pokedex completion or stuff like that.
 
I have some thoughts to share on the two new subjects that appeared in this thread.

Hand-holding and unskippable cutscenes in S/M

I agree with Yung Dramps here. it never bothered me when I played S/M (or US/UM). I did not find it more annyoing than in any previous game. If anything, I liked it because the story was really good (in S/M at least) and it felt worth it because of that. Compare this to a game with a worse story... I guess I can never give enough criticism to HG/SS, so here we go again. From what I remember when I last played through HG 8 years ago, it was really annoying because the game constantly interrupted me with useless NPCs all the time, as well as uninspired and boring events that never led to anything interesting in the end because the story was terrible. It could have been acceptable if the story had been good, but it wasn't so it was just a general annoyance. I don't have this problem with S/M because the story is better and I also think these games are better in general despite their other flaws. I also like Lillie, I thought she was a great character and I thought they handled her story well in the games.

As for the hand-holding, a possible unpopular opinion of mine is that I like being told where to go next in Pokémon (and video games in general). Getting lost in video games and not knowing where to go next is one of my least favorite things when playing. Fortunately, most of the recent Pokémon games have been good at this, the last time I got lost/stuck in a Pokémon game was in D/P. And I guess another unpopular opinion is that I think the openness of the Gen 1/2 games is overrated, I'd much rather take a linear game than that because then I'll at least always know where to go next. I remember being annoyed at several points when I first played Blue since there were a few times I got stuck because the game didn't tell me where to go next or how to proceed, which was very annoying. I'll admit that it was partly because of my limited English skills at the time, but I'm still not sure if I would ever have figured out how to get into Saffron City on my own.

My point is that I do not find this "hand-holding" and unskippable cutscenes to be an issue with the Gen 7 games. They do have other issues though. Tell me about the lack of training spots, the lack of a National Dex, the inconsistent and unbalanced level/difficulty curve, the massive focus on Gen 1 and the terrible Pokémon distrubition... those are the real issues with Gen 7 IMO. The unskippable cutscenes? I don't mind. The hand-holding? No. If anything, I find this to be a non-factor because it did not make the game easier in situations where it really matters. The game telling you which move is super effective in battle does nothing if the opponent is faster and can OHKO you before you can move. Or if the opponent's levels suddenly jump from one area to the next, making you underleveled. Guess I should repeat a previous unpopular opinion of mine in that I found the Gen 7 games to be hard rather than easy (at least the way I played them, which involved having the Exp. Share turned off and not only using S-ranked Pokémon).

Favorite games and nostalgia

This is an interesting subject, because it gives me a chance to say some things I have wanted to say for a while.

B/W are my favorite games along with B2/W2. But what is the reason for that? Not nostalgia, that's for sure. In the past, I always considered nostalgia to be a stupid reason to favor an older Pokémon game over a newer, more modern, better game. But now I'm not sure anymore. Back when Gen 5 was the newest, it was strongly hated by most Pokémon fans on Pokémon sites. People generally prefered Gen 1/2/3 and sometimes 4. One reason people liked Gen 1-3 at least was nostalgia, there were other reasons for liking Gen 4 since it wasn't old enough to feel nostalgic for. The same went for Gen 5. For those like me who liked Gen 5, nostalgia was not a reason. Because it was still too new to feel nostalgic for. I guess I should say that nowadays I don't consider nostalgia to be that much of a stupid reason anymore, people can like any game they want for any reason they want.

But it has been 9 years since B/W were released, and as SR765 has shown, these games are now old enough to the point that people can feel nostalgic for them. Personally I'm not sure if I can feel nostalgic for them. 9 years isn't that long for me, I can't really say that I feel nostalgic for B/W (yet). I do definitely have nostalgia for Gens 1-4, but not for Gen 5 and on since I still consider all of them to be too new to be nostalgic for. B/W and B2/W2 are still my favorite games though. I recently went back to play B/W since I have never completely completed the Battle Subway, and I want to do that now. After re-playing them, I felt that they were just as great as I remembered them, but some things are a little harder to get used to after certain luxuries in terms of gameplay that Gen 6-8 have gifted us with. And the Subway is just as hard as I remember that it was, beating it is probably going to take longer than I have thought...

This also brings up another point, which might be an unpopular opinion since I don't think I have seen it posted before. I think the Pokémon fandom needs to focus less on nostalgia and more on memories. As in, memories that we can clearly remember and aren't just hazy, rose-tinted, unclear nostalgic things. I'm not sure if this is what every Pokémon fan means when they say "nostalgia", but that is what I tend to think of when I hear the word nostalgia related to Pokémon. I prefer to think about memories - things that I can actually remember that I have experienced in the games that aren't affected by my feelings (at least not to the point that they become different from how they actually were).

I also want to bring up another unpopular opinion of mine that I have never posted here before. B/W and B2/W2 are my favorite Pokémon games and some of my all-time favorite video games... and it is not because of the story. Don't get me wrong, I like the story in both of them, but looking back, it was never the main reason I liked the games so much. There are so many other things from them that I like better. Such as the awesome new Pokémon that are also the largest number of new Pokémon introduced so far (and likely for all future), the fact that the games focus on the new Pokémon, the Unova Region, the general improvements in terms of gameplay from Gen 4 (especially over HG/SS which was an utter disaster in terms of gameplay), the best and most content in the series, training spots that range from great to epic, fun minigames, great battle facilities, and lots of other major and minor things. I could go into more detail but I don't want this to get too long so I'll end it with this. In comparison to all this, the story is just some extra icing on the cake. So yeah, I love B/W and B2/W2, but it mostly because of other reasons than the story. To put it simple, they are my favorites because I thought they were the most fun to play.
 
So I've been replaying Pokemon Sun, finished Melemele and am almost done with Akala. And with my memory fully refreshed and three other playthroughs prior (SWSH, Platinum and ORAS), I can safely ask...

...When do the supposedly obnoxious, unbearable cutscenes and tutorials begin? Seriously, did I miss something? Did I buy a bootleg copy with the ultra bad stuff cut out due to shitty programming? Literally the entire time I was going through Melemele I was thinking "The cutscenes and handholding should start to get agonizing anytime now, right? How about now? Now maybe?" and yet that threshold just never came. For sure it would be nice if you could skip the catching tutorial or something, but that's how every game prior to SWSH operated. And as for constantly being stopped to talk I didn't see a hugely above average amount of that, certainly not like my Platinum playthrough where I literally only was able to walk one step from the starting position of my character in my room before Barry swooped in to say something.

I wanna argue more vehemently, but I'm genuinely just baffled. Someone mind explaining what exactly about SM's intro and first stretch through Melemele was so heinous that it turned people off from even replaying it?
From my experience in cutscenes from video games, its not a question of how much information relevant to the plot to how entertaining the scenes, its that players want to hurry up and advance to gameplay. The tutorial of catching is a perfect example: Why can't they ask do we need help: Yes or No? And if we have to watch the tutorial why can't there be a skip button to save us time? Fortunately, most information in SM is plot-related, so playing through it the first time it's not that bad since you are understanding the plot. But it can really be a hassle when you play it again and just want to continue your adventure. It's not just story cutscenes either. Things like evolution cut scenes and certain battle can get boring over time and time, and a skip cut scene option would be great to speed up battles.

A better way to put how long cutscenes can be quite tedious would be comparing to some other RPGs. I'm replaying the Azure Moon Route on Fire Emblem: 3 Houses, and my goodness are the cutscenes long. Don't get me wrong, the game is literally fully voiced and is a pleasure to listen and watch. But listening to every scene to would require an extreme amount of patience, especially on a repeat play through. So a skip button is great for most of us who just want to get us to the gameplay because we don't have the patience/or know the plot already. I just recently finished Chapter 19 of this route and because I'm playing on the highest tier of difficulty, I had to reset roughly 3 times, and this chapter had a ton of dialogue.
" I will not let Claude die. " -Dimitri
" Hey! You're late! Hurry up and Help! "-Claude
" I got to go rescue the boy. Thanks. That was a big help. I'll go help our leader."- Judith
" Claude's nuts! Asking me to defend the bridge. That's so much responsibility. But the guy's so helpless, I feel sorry for him. " -Hilda
" The imperial army's supply troops. Attacking here wouldn't be a bad idea. " -Gilbert

That doesn't seem like much, but when you have to reset and do this multiple times, it starts to become quite tedious. Now back to Pokémon, imagine if you lost multiple times to Wallace in ORAS. You would have to watch him pose multiple times, which would get really annoying repeatedly if you had to watch it again without a skip. Some other cutscenes that get repetitive include evolution and egg hatching, though fortunately, SwSh fixed the former problem.

Now, don’t get me wrong, I don’t think Gen 7 sucks because of hand holding or cutscenes, and the long tutorials did not bother me in the long run. They are my 3rd favorite games, beaten by 4 and 5; I enjoyed the difficulty of totem battles as well as the story and characters, however I do agree that SOS Battles, bad encounter rates, too much Gen 1 references, Rotom Dex, and how small the islands turn out to be do hold them back.

Despite me not saying that cutscenes did not bother me on SM, I will say that there was another aspect that I really wanted a skip option on: Z-Moves. The animations of Z-Moves as well as the poses are entertaining to watch at first, they start to get to the point that Some are significantly longer than others to the point I just wanna skip and hurry up with the battles. Light that Burns the Sky, Clangorous Soulblaze, Let’s Snuggle Forever, Devastating Drake, and Continental Crush are some of the moves that I got tired of watching quickly cause they are too slow, and the ‘ new toy ‘ syndrome had worn off. Would it have really hurt them to add a skip option for at least for Z-Moves? If they really are scared of children not being able to play due to lack of info, why not add a log options, like most other RPGS do?

Speaking of logs, I find it odd that for a game with no options to skip cutscenes as well as forces you to watch tutorials, there’s no theatre mode or music library for you to watch cutscenes and listen to music over and over again. I feel it would be useful for players who maybe forgot something, but could go back to theatre mode and watch some cutscenes to gain the info and return back.
 
As for the hand-holding, a possible unpopular opinion of mine is that I like being told where to go next in Pokémon (and video games in general). Getting lost in video games and not knowing where to go next is one of my least favorite things when playing. Fortunately, most of the recent Pokémon games have been good at this, the last time I got lost/stuck in a Pokémon game was in D/P. And I guess another unpopular opinion is that I think the openness of the Gen 1/2 games is overrated, I'd much rather take a linear game than that because then I'll at least always know where to go next. I remember being annoyed at several points when I first played Blue since there were a few times I got stuck because the game didn't tell me where to go next or how to proceed, which was very annoying. I'll admit that it was partly because of my limited English skills at the time, but I'm still not sure if I would ever have figured out how to get into Saffron City on my own.
This is a topic I find very interesting. One of my favorite games ever is Hollow Knight, an incredibly non-linear and non-directional game. I had a blast exploring its labyrinthine world, and it engrossed me so much that I was deeply invested in the community for a good two years, long after I had stopped playing. Meanwhile, I couldn't get into Ori and the Blind Forest, a supposedly more linear and directional Metroidvania. Even though my next objective was clearly marked on my map, I couldn't figure out how to get there, and I gave up only two hours in (the game also had other glaring problems that Hollow Knight lacked, but that's not relevant to this discussion).

I think the reason Hollow Knight succeeded where Ori failed (in the world design anyway) was because even though there was a much weaker sense of where to go, there was a much higher number of valid places to go at any one time. You could look at your map and see tons of places you haven't gone yet, and only like 20% of them at most would be total dead ends (specifically, obstacles you need to return to with a future ability, and nothing else interesting nearby). It didn't really matter where you went, because you would almost always end up finding an item, an ability, or a whole new area. "Where do I need to go next?" crosses your mind far less often than "where do I want to go next?"

Transferring this design philosophy to Pokemon would be tricky, but there are a few things I think could help make an enjoyably non-linear Pokemon game.
  • More opportunities to do gyms out of order, with each gym adjusting its difficulty based on how many badges you've collected, like what was shown in Pokemon Origins. This reduces the sense that there is a critical path you're meant to follow.
  • Have lots of offshoots from the "intended" path, and make sure the player is rewarded for going down these paths. Maybe give them a new held item or TM, or maybe fill the area with a Pokemon you can't easily find anywhere else.
  • Minimize roadblocks, and make sure the roadblocks you do include are memorable. The player should feel like they're charting their own path, and sticking roadblocks everywhere undercuts the appeal of having lots of offshoots. It's fun to see a trail, decide to follow it, and get rewarded with a neat item or Pokemon. It's fun to get Cut and have an "ah-ha!" moment when you remember those three weird trees you noticed earlier. It's not fun to get Cut, comb your brain for the dozen trees you've seen up until this point, backtrack to every tree you remember, get disappointed by an item or Pokemon that wasn't worth the backtrack, and possibly end up doing laps around the entire map because you forgot the location of that one tree that happens to block off major progression.
  • Make sure the progression keys (HMs, Ride Pokemon, etc.) are more than just keys. Surf is a good example, because moving across water recontextualizes the world far more than cutting a tree or breaking a rock, and it's a powerful attack that you'd likely teach your Water Pokemon even if it wasn't necessary. Good keys are difficult to design in a game like Pokemon. The overworld movement is very simple and limited, so not much has an impact beyond "move fast (bike)" and "move more (Surf)". Battles involve high opportunity costs with what Pokemon and moves you use, so being forced to lug around an unwanted Pokemon or move is frustrating. At the same time, catching and bonding with Pokemon is one of the core conceits of the franchise, so it wouldn't be ideal to completely divorce progression keys from your caught Pokemon. I don't have a good solution to the "interesting movement" problem, but I do have some ideas for the second problem. Have a middle ground between HMs and Ride Pokemon, where you unlock a technique (swim, dash, fly, etc.) and assign that technique to one of your Pokemon. Doing so doesn't change that Pokemon's moveset (or maybe it can work as an extra move or ability or something, though obviously this would be singleplayer-only), and it can be called upon even if it's in the box. To avoid the possibility of players getting halted because none of their Pokemon can use the technique they just got, either fill the immediate area with eligible wild Pokemon, or do the same for a memorable area with an obvious association with the technique. Or do both of those at the same time. For example, if you get Swim and none of your Pokemon can swim, return to the lakeside area, because its shores are filled with Pokemon who can swim. Also, it would be nice if several battle moves had optional functions outside in the overworld. Dig and Teleport can do their old things, and maybe something like Lock On or Odor Sleuth could function like an item finder. While being forced to carry around a move is frustrating, choosing to carry around an overworld utility move is interesting.
  • EDIT: Oh yeah, and a map that shows where you have and have not been is essential.
 
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Let's Go used "secret techniques" as replacements for Kanto's traditional HMs, and they basically functioned like you're suggesting DrPumpkinz. They were taught to your partner Pokémon, but they didn't take up move slots and, as your partner Pokémon didn't have to be in your party, they could be used regardless of party composition (they had the box accessible anywhere, though, so this wouldn't have been a major problem).

I actually liked the feel of Let's Go a lot. The games were accessible, maybe a little too cutesy at times, but they still had a lot of interesting additions.

Just as a note with Hollow Knight, when i first played it I found almost every area before getting the Crystal Heart. The first time I went to the Crystal Peak, I almost died to the crystal-shooting bugs but found the path to the Resting Grounds. So I went there, got the Dream Nail, and didn't return for a long time. Found Deepnest, Kingdom's Edge, and the Moss Prophet all before getting the super dash.

It was relieving to finally get it and be able to progress, though.
 
Let's Go used "secret techniques" as replacements for Kanto's traditional HMs, and they basically functioned like you're suggesting DrPumpkinz. They were taught to your partner Pokémon, but they didn't take up move slots and, as your partner Pokémon didn't have to be in your party, they could be used regardless of party composition (they had the box accessible anywhere, though, so this wouldn't have been a major problem).

I actually liked the feel of Let's Go a lot. The games were accessible, maybe a little too cutesy at times, but they still had a lot of interesting additions.

Just as a note with Hollow Knight, when i first played it I found almost every area before getting the Crystal Heart. The first time I went to the Crystal Peak, I almost died to the crystal-shooting bugs but found the path to the Resting Grounds. So I went there, got the Dream Nail, and didn't return for a long time. Found Deepnest, Kingdom's Edge, and the Moss Prophet all before getting the super dash.

It was relieving to finally get it and be able to progress, though.
Let's Go was a great step in the right direction, but I think it was brought down by your starter always being the one to use the technique (with the optional exceptions of surfing on Gyarados or Lapras). Having some of the rideable Pokemon move faster than you and/or float is also close to what I had in mind. The speedrun catches a Rapidash, and I think some other ride mons, in order to go faster. If only going faster was ever required like with the Mach Bike.

Also fuck Crystal Hunters. Those things are worse than Primal Aspids.
 
Let's Go was a great step in the right direction, but I think it was brought down by your starter always being the one to use the technique (with the optional exceptions of surfing on Gyarados or Lapras). Having some of the rideable Pokemon move faster than you and/or float is also close to what I had in mind. The speedrun catches a Rapidash, and I think some other ride mons, in order to go faster. If only going faster was ever required like with the Mach Bike.

Also fuck Crystal Hunters. Those things are worse than Primal Aspids.
Yeah for sure, it would be cool to have more variation in how certain Pokémon move for actions like surfing.

And I totally feel that with the Crystal Hunters. At least the Aspids have a tell for when they're about to fire.
 
I don't think pokemon is a great fit for a Metroidvania style map. Don't get me wrong, a large world with puzzles is a lot better than a large world with nothing, but I think it would suffer by having the combat and exploration separate. One of the biggest things I like about Metroidvanias is that you don't grind in one spot: when I get stuck, I can look for solutions elsewhere. It leads to a long chain of "get this to get that to get through here" that my complexity-loving brain loves doing instead of actually putting effort into getting good at whatever is giving me trouble. Because pokemon's battle system is not tied to its exploration (and because of how centrally battle power is tied to EXP, this is very unlikely to be changed), you can only get the choice of "grind here, or grind somewhere else," rather than "grind here, or scavenge the map for ways to not need to grind." The only way I can think of around this involves seriously restricting mon availability so that powerful mons are in backtrack areas, but that has its own set of issues.



I didn't have serious problems with the Crystal Hunters. The Mantis Pteras in Queen's Gardens are another story.
 
My unpopular opinion is that ORAS was a bad experience

Not sure how unpopular this might be, and not sure how much this opinion is influenced by me being literally a Gen 3 baby. But I just finished Omega Ruby, and I frankly found it a downgrade from the originals. Way too much babying. Too many interruptions in the storyline. And frankly, this might be a nitpick, but I feel that Game Freak made the game extremely linear (and I know Ruby and Sapphire weren't exactly open world, but rarely did they teleport you to the next story trigger). I honestly felt the story only started to pick up as the weather crisis was nearing its climax. And I did find some parts enjoyable such as the backstory of Sea Mauville (although I was left wanting more lore on the big players of Hoenn) and the Delta Episode (somewhat)

For one reason or another I had to wait all this time until now to play this game all the while trying not to spoil myself (as much as I could be spoiled considering I could probably write the script of RSE off the top of my mind from how much I've replayed them). And maybe I hyped it up too much on my mind. But when it comes to the main storyline, I was just let down. And at the end of it all it feels the same way XY felt to me: incomplete

EDIT: Is this how Genwunners feel about FRLG? Because if so I get them now
 
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So I've been replaying Pokemon Sun, finished Melemele and am almost done with Akala. And with my memory fully refreshed and three other playthroughs prior (SWSH, Platinum and ORAS), I can safely ask...

...When do the supposedly obnoxious, unbearable cutscenes and tutorials begin? Seriously, did I miss something? Did I buy a bootleg copy with the ultra bad stuff cut out due to shitty programming? Literally the entire time I was going through Melemele I was thinking "The cutscenes and handholding should start to get agonizing anytime now, right? How about now? Now maybe?" and yet that threshold just never came. For sure it would be nice if you could skip the catching tutorial or something, but that's how every game prior to SWSH operated. And as for constantly being stopped to talk I didn't see a hugely above average amount of that, certainly not like my Platinum playthrough where I literally only was able to walk one step from the starting position of my character in my room before Barry swooped in to say something.

I wanna argue more vehemently, but I'm genuinely just baffled. Someone mind explaining what exactly about SM's intro and first stretch through Melemele was so heinous that it turned people off from even replaying it?

I'm of the opinion that Melemele is torture. It's an example of flabbergastingly bad game design considering the time period it came out. I rank Sun and Moon among the worst Pokémon games overall (Above D/P, with SwSh way further down), so my opinion might be a little skewed, but here goes:

I think the Pokémon games have a very fun gameplay loop. Get a Pokémon, explore the world, assemble a small team, battle against other Pokémon, watch your team grow and improve until you can take on the toughest trainers in the land, and dive into various little secrets and sidequests along the way. Sun and Moon take a very, very long time before you get into this loop. For a start, there are a couple of exposition-heavy and somewhat lengthy scenes before you even leave your house. After you take a few more steps, there's some more talking. Then you're allowed to explore the- oh, wait, no, you can barely step out of the garden before the screen fades to black and you're told to follow Hau up the path to Iki Town. Make sure not to deviate from the set path at any point, because if you do, the screen will fade to black again and set you the right way.

So, Iki Town. The first place you're allowed to roam and explore, if memory serves correctly. There's literally nothing to do there, nothing to find. Exploration isn't rewarded in the slightest, and so, it feels pointless. Like a waste of time, which you'll only have confirmed once you've been to every nook and cranny and talked to everybody. So you trudge up Mahalo Trail (again, a straight line with nothing to do) to have the cutscene with Nebby on the bridge. Which works fine as a piece of storytelling, I guess, but that gameplay loop I talked about is nowhere to be found. You haven't explored, you haven't found Pokémon, and it feels like everything has gone on rails until now (via several minutes of cutscenes and dialogue). The only thing you've actively taken action to do is moving from points A to B to C and so on. You get an item here, but you can't do anything with it whatsoever, it literally only exists so you can hand it over to somebody in the next cutscene. After this, it's time to pick a starter and have your first Pokémon battle, which serves as a tutorial. You only have two moves to play with. Have fun. Then there's more cutscenes, and a skip to the next day. Okay, so now the tutorial is over? Oh no, it has only just begun.

So now you're allowed to move freely again, provided you want to move up Route 1, because that's where you are going. There are other paths, of course, but you aren't allowed to take them. Route 1 has a tiny bit of exploration, a few items, you can catch a few trashmons and battle a couple of trainers, but it's still very much an on-rails experience. Your only choices are which trashmons you want to catch, or not, you'll do just as fine without them. Cue another battle with Hau and yet more cutscenes. Everybody cheers at the festival as another day ends. So now the tutorial is over? Aw heck no.

The next day, you're railroaded to the Professor's house. In-game, two days have already passed without the player being able to do much, and I think this exacerbates the feeling of "just let me do my own thing soon!" There are two more trashmons to find in that one patch of grass outside Kukui's hut, but nothing you'd ever want to add to your team, and there are another few meters of text to plough through before you can go anywhere. Said anywhere turns out to be the Trainer's School, which again you aren't allowed to leave or skip, and exploration is still at a minimum while potential interesting team-mates are still nowhere to be found. But at least there's a somewhat challenging battle with the Teacher at the end. And then a cutscene. And now you're done with school, so hopefully we can consider the tutorial to be over. Time to finally get into that gameplay loop!
... hahaha. No.

Enter Hau'oli City. With more cutscenes. Lillie has to show you the clothes shop. Hau has to eat his Malasadas. You have to deal with the Team Skull grunts, a rampaging Tauros, talk to Ilima, and the patches of grass are freaking closed off behind gates. It's no big loss, though, the only Pokemon there you haven't encountered before is Abra. It'll take a sweet long time of wading through trashmons to figure that out, however.

So, let's review the gameplay loop again. You have got a Pokémon to start with. You might have begun to assemble a team, but unless you like the novelty of new Pokémon or don't mind the Jokémon factor of the old ones available so far (or have ground like mad for something like Happiny or Munchlax), you haven't found any mainstays of your team yet. Exploration up to this point has been pitiful. You have mostly been railroaded up and down routes shaped like corridors. One way forward, one way back, no branches. If you've put some effort into exploring, the stuff you have found will overwhelmingly consist of cheap consumable medicine or Poké Balls. Up to this point, there has only been a couple of things to find that might affect gameplay: A TM at the Trainer's School (Work Up, hooray - a stat boosting move in a game where no battles last long enough for them to be useful) and a Silk Scarf outside the apparel shop - moderately useful since you're swimming in Normal-type moves in the earlygame, but it can't be said to be very impactful. What little exploration you've done hasn't been rewarding, to put it like that, or given you tools to sprite up your playstyle. You haven't got through enough battles yet for your team to have changed much beyond what you were given at the start.

At this point, we're hours into the game with very little to show for it. You've barely been able to deviate from the path laid out by the developers, and the few occasions where this has been possible, you're not getting anything out of it. The Pokémon selection has been lousy with trashmons (plus Magnemite and Abra, if you are so inclined - presumably not on a repeat playthrough, however). There has been vast amounts of text to mash the button through, but as far as player engagement goes, you've barely been able to move from one cutscene to the next, with a few short battles (2x Hau, 5 trainers on Route 1, 5 at the Trainer's School, 1 Team Skull Grunt and Ilima) where you can put your skills to the test (that is, repeatedly use Tackle and that one coverage move). Again, more than an hour is likely to have passed at this point, much more if you've tried to explore, and there almost hasn't been any gameplay. In earlier games, I'd be beyond the first Gym by now with at least three Pokémon by my side out of dozens made available up to that point. Here, it still feels like the tutorial is in full swing.

Playing this part of the game, I feel restrained on hands and feet. I want to go out and explore Alola, but I'm barely allowed to walk twenty meters down a corridor at a time before there's a new cutscene. The world is out there, but you're not allowed to experience it except by the carefully metered out spoonful. There has been nothing interesting to do, nothing interesting to find, just tons of exposition. Just let me play already!

Granted, things get better once Route 2 is eventually opened up. There are more Pokémon, more stuff to find, more freedom, and less hassle, although there is another boring tutorial before the Grand Trial (which itself feels pretty scripted). Only from Route 3 onwards does it feel like you're left to your own devices and free to explore. But this feels way, way late in the game, especially if you're already familiar with how the basics of the game work.

The gameplay of the rest of the game, however, is also badly marred by the "GO DOWN THE CORRIDOR TO THE FLAG, WHERE THERE WILL BE A CUTSCENE!" type of gameplay. It's not quite as restrictive as Melemele Island is, but it's bad throughout the entire game. You're constantly told where to go even though there usually is only one direction it's possible to move in. There are unskippable cutscenes way too often, and exploration is minimal because every route is so small and linear. But it doesn't quite reach the unbearable levels of Melemele Island. Sun and Moon are bad games in that regard. But hey, at least not as bad as Sword and Shield, which has the same problems (better in some regards, worse in others) but with a vastly higher potential gone to waste.
 
I had no clue Alolan Grimer, Magnemite, Grubbin, and Pikipek counted as in-game “trashmons”

Honestly, the concept of “trashmons” for an ingame run is pretty irrelevant, all of these games are so easy you can win with virtually whatever you want. Even stuff like early bugs have their early game usage and still work well enough after falling off
 
The Pokemon world regions are exactly the same size and in the exact same positions relative to each other as their real-world counterparts.

Not that far-out of an idea, really, but apparently this is some sort of niche view.

To me it's always been clear that the Pokemon world is a mirror of our own. Shots of the planet from space show that it looks more or less the same (true, the anime has shown a couple of maps with wildly different layouts, but this tends to be incredibly inconsistent). Junichi Masuda, when questioned, confirmed that the developers don't think of the Pokemon world as Earth, but rather as a different planet that's "really similar to Earth".

Even in Gen 1 it's implicit that this is the same earth (or more accurately a parallel earth) with numerous references to places like China, South America, and Russia. But as the series has skewed more international these have started to seem more like placeholders - in fact, specific place names have been increasingly phased out in favour of vague descriptors (Pacific Ocean becomes "the ocean" in Poliwrath's dex entries, and Mt. Everest becomes "the world's highest mountain" in Delibird's). Lt Surge is "from America" in Gens 1-4, but the Gen 5 games infer that he's from Unova, more or less confirming that Unova is America. If we ever get a region based on Russia, I'm betting that the next hypothetical remake of RBY would update the text referring to the Tiksi Branch to refer to it instead.

Similarly, references to real animals have been gradually phased out as more and more Pokemon are introduced which fill the ecological roles they occupied. It seems to me that references to animals in the Pokedex (such as Pikachu being a mouse Pokemon) were always more for our benefit rather than any in-universe purpose (calling Squirtle a tiny turtle Pokemon, for instance, helps us as players visualise it - it doesn't mean that there are literal real turtles).

But loads of people make up their own world maps and insist that the regions are laid out in ways completely contrary to what we're told by official sources. Orre is a great example of this. People used to insist (and still do) that Orre was located in the Hiroshima region of Japan (which would place it between Johto and Hoenn) or the Fukushima region (north of Kanto) or even connected to the Almia region (because there's a desert in the bottom right corner of Almia's map), despite the fact that it's stated in-game in Colosseum and XD that the Kanto and Hoenn regions are extremely far away, and the fact that Orre is deliberately culturally extremely out of step with the mainline games (people in the region have completely different naming conventions, there are hardly any Pokemon centres, there are no gyms, and so on). Why would a place referred to as "a distant land" be right next door to the regions we've already been to?

If the Orre region is where Arizona is located in real life, then it makes sense for it to be a distant land (though ironically not as distant from Japan as Unova, Kalos, or Galar are - and going by the real-life positioning of Arizona and Hawaii, the Orre region would be the closest known region to Alola yet it's still referred to as a "distant land" - it's an artifact by this point though).

Similarly, creators of fan-made maps often place Sinnoh slap-bang in the middle of the ocean south or east of Kanto, despite the fact that the games explicitly state Sinnoh to be north of Johto and Kanto. Or they connect Unova and Kalos. Or they include Ransei and the Mystery Dungeon world despite the fact that these are explicitly in a different universe. Or they mash every single region we've seen so far onto one big blobby continent. (Disclaimer: people can be as creative as they want, and they're free to think whatever they like - I'm just saying why I think they're wrong.)

But to me it's always seemed pretty clear that Unova is where NYC is in real life, Kalos is France, Galar is the UK, the first four regions are located where they're located in real-world Japan, and so on. The unseen parts of Japan between Johto and Hoenn and between Kanto and Sinnoh are just that - unseen. We might get regions set in those places one day (I sure hope so) or we might not, but they're not where any of the subsequent four regions are located.

As to spin-off regions: Almia is pretty clearly located on the "tail" of Hokkaido southwest of Sinnoh, while Oblivia is located northwest of Johto where the Oki Islands are. Fiore I'm less certain on; Bulbapedia seems to think it's based on Shodo Island which would place it north of where Cianwood City is, but I'm given to think it's closer to Sinnoh given that dialogue in-game suggests this to be the case. I've seen suggestions that it's either located on the very southern tip of Hokkaido, or possibly South Korea. Both seem perfectly plausible. Poketopia I'm assuming is a very small island somewhere in the vicinity of Sinnoh; I've never played Pokemon Snap but if it's in the same canon as the mainline games then presumably Pokemon Island is fairly nearby to Kanto.

As to the Orange Islands and the Sevii Islands - there's no reason they can't both co-exist, we just never visit the former in the games. A map released for one of the movies presents the Sevii Islands as being north of the OI with New Island between them. Makes sense to me: Japan has hundreds of tiny islands around it. Leaves ample room for all sorts of locations to be included, like Alto Mare from the fourth film or Cerise Island from the manga.


TL;DR - the Pokemon world is a parallel earth, with the same geographical layout as our own. It's often exaggerated or tweaked for gameplay purposes - the Sea Spirit's Den (Jersey) should be an inhabited island, not a barren cave, and the Isle of Armour (Isle of Man) should be much closer to the Galar mainland - but nothing I've seen indicates that it's fundamentally different.
 
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This is a topic I find very interesting. One of my favorite games ever is Hollow Knight, an incredibly non-linear and non-directional game. I had a blast exploring its labyrinthine world, and it engrossed me so much that I was deeply invested in the community for a good two years, long after I had stopped playing. Meanwhile, I couldn't get into Ori and the Blind Forest, a supposedly more linear and directional Metroidvania. Even though my next objective was clearly marked on my map, I couldn't figure out how to get there, and I gave up only two hours in (the game also had other glaring problems that Hollow Knight lacked, but that's not relevant to this discussion).
This is something I dislike in video games as well. The game telling you where to go next, but not how to get there. I experienced this a few times when I played through the story of XC2, the most notable situation being when I had to get to the old factory in Mor Ardain. The game told me where it is by marking it on the map, but not how to get there. There seemed to be two options, the first one was to head out through the gate on the lower level of the titan, but it was locked. And even if I were to find the key, it would be hard to get to the factory that way since the area beyond it has several high-leveled monsters (at level 80+, while you are likely around level 30 at that point in the game). The other option is to go through the old industrial district on the upper level, though that's a lot less obvious even if it seems like it is what they intended the player to do. It isn't without risk either since it features groups of enemies at some points which I lost against during some of my attempts, and there's still the risk of attracting the attention of high-level enemies once you are on the lower level, just like with the first option. I really like XC2 on the whole, but it has some flaws, this is one of them.

Guess that was a bit off-topic but the main point is that I think the game telling you where to go next is not always alone to make it enjoyable as it can still be frustrating if you don't know how to get here.
I think the reason Hollow Knight succeeded where Ori failed (in the world design anyway) was because even though there was a much weaker sense of where to go, there was a much higher number of valid places to go at any one time. You could look at your map and see tons of places you haven't gone yet, and only like 20% of them at most would be total dead ends (specifically, obstacles you need to return to with a future ability, and nothing else interesting nearby). It didn't really matter where you went, because you would almost always end up finding an item, an ability, or a whole new area. "Where do I need to go next?" crosses your mind far less often than "where do I want to go next?"
I have personally only played a handful of Metroidvania games, but I guess I should correct myself a bit after thinking about it for a little: getting stuck in a game might not always be something I dislike. It depends a bit on the game. I consider Pokémon to be a gameplay-driven RPG, the main focus is the Pokémon themselves - catching, training and battling with them. While exploration is a part of the game, it isn't the main focus (but at the same time, it isn't completely unimportant). Compare this to most/all Metroidvania games where exploration is more or less the main focus, you have to explore a lot if you want to get to the end of the game. Getting stuck in such a game might not always be a bad thing since it forces the player to think about other possible alternatives rather than just stay in one area, going to a different area or backtracking might sometimes be what you need to do in order to proceed.
Transferring this design philosophy to Pokemon would be tricky, but there are a few things I think could help make an enjoyably non-linear Pokemon game.

More opportunities to do gyms out of order, with each gym adjusting its difficulty based on how many badges you've collected, like what was shown in Pokemon Origins. This reduces the sense that there is a critical path you're meant to follow.
I'm not sure if I agree with this. While it could work for the Gyms, how would it work for the wild Pokémon and regular traners? Would they also progress depending on how many Gyms you have beaten? If so, would there be some way to "reset" them and to allow you to face weaker, low-leveled wild Pokémon and trainers again? That is something that at least I want to have access to, in case I want to make a completely new team and train it all the way from scratch (something I often did in Pokémon games in the past). Because of that, I see a lot of problems with having a game that allows you to do things out of order, which is why I think Pokémon is better off as linear games unless there's some good solution to all of this that I'm missing.
Have lots of offshoots from the "intended" path, and make sure the player is rewarded for going down these paths. Maybe give them a new held item or TM, or maybe fill the area with a Pokemon you can't easily find anywhere else.
I agree completely. This is something I think would work very well for Pokémon. Having a linear "intended" path with lots of optional areas along the way, "linear open world" as I like to call it. I think some regions have done this pretty well, most notably Unova and Sinnoh, but also Kalos, Hoenn and even Alola to an extent. Kanto is a bit too open and would benefit from being more linear, the same goes for Johto which is even worse than Kanto. Galar has the opposite problem as it is linear but it doesn't have enough optional areas to explore (the wild area is pretty much the only one, and I think it needs a better execution on the whole).
Minimize roadblocks, and make sure the roadblocks you do include are memorable. The player should feel like they're charting their own path, and sticking roadblocks everywhere undercuts the appeal of having lots of offshoots. It's fun to see a trail, decide to follow it, and get rewarded with a neat item or Pokemon. It's fun to get Cut and have an "ah-ha!" moment when you remember those three weird trees you noticed earlier. It's not fun to get Cut, comb your brain for the dozen trees you've seen up until this point, backtrack to every tree you remember, get disappointed by an item or Pokemon that wasn't worth the backtrack, and possibly end up doing laps around the entire map because you forgot the location of that one tree that happens to block off major progression.
Mostly agree. Roadblocks can be good to stop the player from going to places they aren't supposed to go to yet, but it can be annoying if it is done too much. It is hard to find a good balance though, and different players prefer different amounts of roadblocks. Personally I don't mind re-exploring the region after getting a new HM and using it at old places to see what can be found there (though I usually wait until I have beaten the game in order to get everything done at once).
I don't have a good solution to the "interesting movement" problem, but I do have some ideas for the second problem. Have a middle ground between HMs and Ride Pokemon, where you unlock a technique (swim, dash, fly, etc.) and assign that technique to one of your Pokemon. Doing so doesn't change that Pokemon's moveset (or maybe it can work as an extra move or ability or something, though obviously this would be singleplayer-only), and it can be called upon even if it's in the box. To avoid the possibility of players getting halted because none of their Pokemon can use the technique they just got, either fill the immediate area with eligible wild Pokemon, or do the same for a memorable area with an obvious association with the technique. Or do both of those at the same time. For example, if you get Swim and none of your Pokemon can swim, return to the lakeside area, because its shores are filled with Pokemon who can swim. Also, it would be nice if several battle moves had optional functions outside in the overworld. Dig and Teleport can do their old things, and maybe something like Lock On or Odor Sleuth could function like an item finder. While being forced to carry around a move is frustrating, choosing to carry around an overworld utility move is interesting.
I really like this idea! I think it would be the best possible solution to make as many players as possible happy. Other than that I really liked the Poké Ride in Gen 7 and I'll take it over HMs any day.
EDIT: Oh yeah, and a map that shows where you have and have not been is essential.
This would be great too. Not sure how you could handle it the best though. Maybe something like in HG/SS where you can mark locations on the map so that you can mark places you haven't fully explored yet or want to return to in the future for whatever reason (wait, did I just say something positive about HG/SS?). And I recall D/P/P having a somewhat similar function as they allowed you to mark up to six different locations on the map app in the Pokétch. Or just have a super detailed map like in the Gen 7 games but make it more obvious which exact areas you have explored and which ones you have yet to explore.

Guess I should also add one thing I forgot in my previous post regarding the unskippable cutscenes in the Gen 7 games. While I didn't mind them myself, I do agree that they should have been optional so that those who didn't want to watch them wouldn't be forced to do so. As said at many previous points, making things in games optional is generally a good thing and an example of good game design since it lets each player enjoy the game in question in their own preferrable way, without the game or other players telling them something is right or wrong. And it seems like Game Freak has listened to the criticism they got for the unskippable cutscenes in Gen 7 since they added an option to skip cutscenes in LGP/E and S/S, so that's really good.
There is no point in giving Keldeo a resolute form because what it does is only to tell your opponent that you have Secret Sword. You can just make do with normal Keldeo and run SS.
Despite being a huge fan of Keldeo, I agree with this. It has one of the most pointless form changes ever along with Xerneas. There is nothing different apart from the design, and while Resolute Keldeo is indeed cool, so is Ordinary Keldeo, so giving it a new form was mostly pointless.
 
I agree with 99% of what you said and think you made a ton of good points in that post, but super minor correction:
And it seems like Game Freak has listened to the criticism they got for the unskippable cutscenes in Gen 7 since they added an option to skip cutscenes in LGP/E and S/S, so that's really good.
That option is actually sort of a misunderstanding of how different people use the word "cutscenes," haha.
"Cutscene" as Game Freak uses it and as most people use it, to be fair refers to the animated "movie" sequences, like the Marowak scene and the pre-battle animations of the Legendary Birds in Let's Go or the scenes with Zacian/Zamazenta and Eternatus in Sword and Shield - ones with no player input at all, not just dialogue boxes that prompt the A button. It doesn't include the stretches of dialogue that interrupt the regular gameplay loop, which are the part that actually matters to the people who complained about Sun and Moon.
To clarify, that means that the majority of scenes that those people wished could be skipped... still can't be skipped; the actual cutscenes that can be skipped are so rare that the feature is generally inconsequential for the people who actually took issue with it in the first place.
In any other circumstances, I will say that I 100% agree with Game Freak's definition of cutscene and think that that's a perfectly valid and conventional interpretation of the word... but if Game Freak was doing this in response to that specific feedback at all and not just adding the option according to their own whims, I can't help but read this as "misunderstanding" as deliberate and vaguely spiteful and I kinda think that's hilarious if so... sorry guys, if only because it was so obvious that it's not what the people who were complaining had in mind, haha.
 
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In my opinion, anything that takes control of your character away consititues a cutscene. So that includes the walky talky bits that the later games are notorious for. For example, I think that the part in Hau´oli City where Lilly talks about how she doesn´t shop her clothes herself is a cutscene, and the player should be able to skip this. The cutscene is a setup for Lilly´s ´transformation´ towards the end of the game, which is fine. It´s decent character building, though the setup is repeated in Heahea City, in case the player forgot already I suppose. Either way, this setup works the first time playing through the game. However, I don´t want to see the same cutscene, that was already repeated twice, AGAIN, when I´m replaying the game. I already know Lilly´s character, so there´s no point.

So, you know, let me skip these kinds of sections. They might not be prerendered cutscenes in the traditional sense, but they are still perfect candidates to be skippable since the only thing you do is press A. Besides, just giving the player the option to skip doesn´t hurt anyone. You don´t have to use it if you don´t want to after all. For someone who replays the games a lot, like me, it would vastly improve the game flow.

Another benifit of a skip button is that it encourages GF to string cutscnenes together more. To use Pokemon SM as an example again, there is a section of the early game that has way too many cutscenes back. to. back. Here's a quick summary I did from memory:
The way to Hau'oli City is absolutely littered with cutscenes. Here's how the part from the trainer school to the Port where Illima is goes. I did this list from memory, so sorry if I make a mistake or miss something.

- cutscene where you basically escort Lilly to the trainer school
- little cutscene where the whole school consisting of like two toddlers and an evil teacher wave at you
- you set three steps to get out of the school area
- cutscene with Hala and Tauros
- you set three more steps
- establishing shot of Hau'oli City
- little cutscene where someone teaches you how to greet people in Alola
- three steps to get into Hau'oli proper
- cutscene with Hau and Lilly about how you should probably go to the tourist bureau
- you talk with the receptionist at the tourist bureau so Rotom can... take pictures (why can't Rotom do that from the start?)
- some dude approaches you and makes damn sure you make a cute pic of a Pikachu
- cutscene where Rotom makes a picture of you, Hau and Lilly
- three steps
- cutscene with Lilly about how she doesn't buy her own clothes
- Hau's fatass talking about Malasada
- and now, the only actually important cutscene. The one at the port where team skull is introduced.

Notice how small many of these interruptions are? My problem with the cutscenes isn't so much the length of the cutscenes themselves, but the lengt of time inbetween the cutscnenes. That's not to say that I want longer cutscenes, but I do think that some of the smaller scenes in this list could have been glued together or cut entirely. That way, you don't get the sting of control being taken away from you right after you just got out of another cutscene.

tl;dr
skipping only prerendered cutscenes is not enough. Let me skip 'dialouge cutscnenes' too.
 
It takes like an hour to even get your starter, the amount of exposition in the beginning was agonizing to play through if my memory serves well.

Actually it wasn't just that (at least in original Sun & Moon), it was there was a cutscene before picking your Starter, one after picking your Starter, a battle with Hau, and then another cutscene. BTW, there was no breaks inbetween these moments meaning you couldn't save and check your Starter's Nature for like 10 minutes. At least the first time, could probably shorten it to like 5-7 minutes mashing through the dialogue if you didn't get a Starter you like to reset but, boy, my list of acceptable Natures sure expanded pretty quickly. I think USUM put a break in there somewhere to let you save and make it less time consuming. And I don't think that was an issue with SwSh which had a break to save before and after getting the Starter and battling Hop. Though now that we have the Nature Mints I think they should include a secret way to get one at the beginning of the game if only to get the story going after picking a Starter (I also wouldn't be against having a way to turn off Nature stat modification at least until post game).

The issue is that this doesn't come with any payoff. I don't have any issue with Lillie's role in the story and she's certainly central to the plot, but she also undergoes minimal to no character growth or development over the course of the game, and that's a requirement for characters who keep intruding upon the player experience. She does undergo character growth but it all happens at once, after she confronts Lusamine, as opposed to happening gradually during the multiple interactions with the player.

I don't feel that is out of left field. We do see how she gets friendlier with the player, mimicking using a Z-move when she thought no one was looking, and before the Aether Foundation raid she willingly surrendered herself and Nebby to protect Hau and the kids in the Aether House. While yes a lot of scenes was there to establish she was then a "weak" character, it was also meant to show Lille coming out of the shell she had created to originally protect herself from her mother. Lillie isn't just afraid of Lusamine, she's terrified of her and what she would do to Nebby and possibly even her if caught. Lusamine had mentally abused Lillie for years, someone who before Lillie completed trusted, so she had a major mental hurdle really keeping her from going through any major change. So, when she finally was able to get over that hurdle via going to heal Nebby and find her mother to tell her how she really feels all that previous character development Lillie would have gradually gone through came out all at once. New clothes, new hair, and a more determined attitude.

The more storyline, the better

And I know It's unpopular !

GF could do with letting you pause a cutscene a have a "skip cutscene" option.

As for the hand-holding, a possible unpopular opinion of mine is that I like being told where to go next in Pokémon (and video games in general). Getting lost in video games and not knowing where to go next is one of my least favorite things when playing.

I have no problem them pointing the way to go if I had multiple places I could go. But the problem is since Gen 5 the games paths have been pretty linear with only one true path to go down. Gen 5 & 6 didn't tell me where I needed to head next because there was only one pathway open. But Gen 7 every once in a while had a character tell me where I should be heading next despite there being no alternative so of course I was heading their next (heck, in-lore this isn't an issue either as we're on the set track of the Island Challenge with one of the few instances of a justification for roadblocks).

Now if they want to tell me a bit more about the next location I'm going to that's fine, but just telling me that I should head up north to the next city when the north path is the only path open to me feels like unneeded hand holding.

Also the few times in ORAS and SwSh where a character teleports you back to a previous location is also fine. While ORAS I felt was too quick to do so before I got to explore the location I was in, never hurts to have an option to skip backtracking as well as a subtle way to inform the player they now need to go back in progress. That's good story directing.

I don't think pokemon is a great fit for a Metroidvania style map.

Maybe not Metroidvania but wouldn't mind them try giving a limited free roaming option a try. Yes they would need to put certain mechanics in place to assure Levels would keep balanced and the story has a way to progress (I thought of a few ways that I could post if you'd like to hear how I would at least do it), but I don't think its impossible to let us choose which Gym order we want to do or areas we want to explore first and catch certain Pokemon earlier or later. Best way to do this would be having the starting towns be in the middle of the region and have the Gyms all be on the outer reaching towns/cities with plenty of routes (both above ground, below ground, and transportation like trains & boats) connecting them altogether so getting to one town/city to another isn't more then just two routes. And it would be between routes would they have additional locations like forests, caves, mountains, beaches, snowfields, etc..

I had no clue Alolan Grimer, Magnemite, Grubbin, and Pikipek counted as in-game “trashmons”

I can see why people would think that for Grubbin and Pikipek but Alolan Grimer and especially Magnemite? I used both of the latter two on my team (forget whether for SM or USUM) and while I eventually replaced Alolan Grimer (it wasn't bad but how slow it was starting to bother me) I kept Magnemite on my team for the whole way and evolved it to Magnezone. While it was afraid of Ground-type moves everything else it was a tank against which it hit back just as hard against.

There is no point in giving Keldeo a resolute form because what it does is only to tell your opponent that you have Secret Sword. You can just make do with normal Keldeo and run SS.

Secret Sword does go off Keldeo's stronger offense stat. But you're right that otherwise the form causes no changes. Personally I would have changed its Ability from Justified to Adaptability at the very least.
 
Speaking of cutscenes, what scenes did the "skip cutscenes" option (or whatever it's called) in SS allow you to actually skip? As far as I can tell, the only scene I was able to skip was seeing my certificate for completing the Pokedex, which was hardly a skip anyway because the screen just went to black and required you to press a button to return to game screen.
 
Speaking of cutscenes, what scenes did the "skip cutscenes" option (or whatever it's called) in SS allow you to actually skip? As far as I can tell, the only scene I was able to skip was seeing my certificate for completing the Pokedex, which was hardly a skip anyway because the screen just went to black and required you to press a button to return to game screen.
From what I could tell from my run, it skipped most animated cutscenes (like when you get to choose starters)
 
That option is actually sort of a misunderstanding of how different people use the word "cutscenes," haha.
"Cutscene" as Game Freak uses it and as most people use it, to be fair refers to the animated "movie" sequences, like the Marowak scene and the pre-battle animations of the Legendary Birds in Let's Go or the scenes with Zacian/Zamazenta and Eternatus in Sword and Shield - ones with no player input at all, not just dialogue boxes that prompt the A button. It doesn't include the stretches of dialogue that interrupt the regular gameplay loop, which are the part that actually matters to the people who complained about Sun and Moon.
To clarify, that means that the majority of scenes that those people wished could be skipped... still can't be skipped; the actual cutscenes that can be skipped are so rare that the feature is generally inconsequential for the people who actually took issue with it in the first place.
In any other circumstances, I will say that I 100% agree with Game Freak's definition of cutscene and think that that's a perfectly valid and conventional interpretation of the word... but if Game Freak was doing this in response to that specific feedback at all and not just adding the option according to their own whims, I can't help but read this as "misunderstanding" as deliberate and vaguely spiteful and I kinda think that's hilarious if so... sorry guys, if only because it was so obvious that it's not what the people who were complaining had in mind, haha.
I see. I haven't used this feature myself (guess that's obvious at this point), I just assumed that it allowed the player to skip all cutscenes, both major ones (actual cutscenes) as well as minor ones that are only dialogue between characters. So thanks for the correction. I guess that while Game Freak has taken a step in the right direction regarding the ability to skip cutscenes, they still have a long way to go before everyone is satisfied with it.
 
So uh, I'm working on something kind of big right now, something handmade for this forum that won't come for a while due to its extensive, almost concerningly intricate nature. But until then have the following take as an appetizer...

Legendary encounters are utterly dreadful either way you go about them. If one approaches them as just boss fights they are often pretty underwhelming and go down easily. And as for catching them... Absolute garbage. There's literally no strategy, no challenge, no nothing: Just wear them down with False Swipe and swing those Ultra Balls until one eventually works. Yes, this is how it is for normal wild Pokemon, but those are over mostly pretty quickly. Either way you shake it, it simply isn't fun in any capacity, to the point where when evaluating certain Pokemon games' postgame content I essentially pretend as if the Legendary hunts don't exist because to me it's not substantial or entertaining. Now thankfully it seems like as of Let's Go GF is slowly realizing that this system is actual balls and is trying to make Legendaries more like proper boss fights where the catching isn't the goal so much as beating the monster down to where you can catch them, Eternatus being a flawed but promising example of this. The true test will come with Crown Tundra's Legendary raids, if they dont make the catching part stupid and painful those could be extremely fun.
 
Now thankfully it seems like as of Let's Go GF is slowly realizing that this system is actual balls and is trying to make Legendary fights more like proper boss fights where the catching isn't the goal so much as beating the monster down to where you can catch them, Eternatus being a flawed but promising example of this. The true test will come with Crown Tundra's Legendary raids, if they dont make the catching part stupid and painful those could be extremely fun.
As much as I'd want to believe it, I don't really expect the Tundra legendary raids to be any different than current ones, outside of maybe difficulty.

I did love the Mewtwo raid event, and it would be have to something similar, but those would be "bad" for the longevity of the game as it'd mean that you'd be forced on relying on other people to catch them so I'm not even sure if that'd be the correct direction...
 
As much as I'd want to believe it, I don't really expect the Tundra legendary raids to be any different than current ones, outside of maybe difficulty.

I did love the Mewtwo raid event, and it would be have to something similar, but those would be "bad" for the longevity of the game as it'd mean that you'd be forced on relying on other people to catch them so I'm not even sure if that'd be the correct direction...
If GF actually cared about longevity like that transferring, the National Pokedex and many other features would've never been things. Also they could just add new NPC raid partners that aren't awful
 
If GF actually cared about longevity like that transferring, the National Pokedex and many other features would've never been things. Also they could just add new NPC raid partners that aren't awful
I actually think they care a lot about longevity / transferability.

The issue they always had is lack of foresight (aka, how to actually get stuff to keep going forward, see the problem of increasingly bloated pokedex & item list)

I don't think it was until SwSh that they hit the "actually, this is a lot to carry over" wall.
 
So uh, I'm working on something kind of big right now, something handmade for this forum that won't come for a while due to its extensive, almost concerningly intricate nature. But until then have the following take as an appetizer...

Legendary encounters are utterly dreadful either way you go about them. If one approaches them as just boss fights they are often pretty underwhelming and go down easily. And as for catching them... Absolute garbage. There's literally no strategy, no challenge, no nothing: Just wear them down with False Swipe and swing those Ultra Balls until one eventually works. Yes, this is how it is for normal wild Pokemon, but those are over mostly pretty quickly. Either way you shake it, it simply isn't fun in any capacity, to the point where when evaluating certain Pokemon games' postgame content I essentially pretend as if the Legendary hunts don't exist because to me it's not substantial or entertaining. Now thankfully it seems like as of Let's Go GF is slowly realizing that this system is actual balls and is trying to make Legendaries more like proper boss fights where the catching isn't the goal so much as beating the monster down to where you can catch them, Eternatus being a flawed but promising example of this. The true test will come with Crown Tundra's Legendary raids, if they dont make the catching part stupid and painful those could be extremely fun.
I honestly wouldn’t get your hopes up. The only reason the legendaries are returning in the Crowned Tundra is so that VGC could do a GS Cup in upcoming years. Now whether you find Dynamax encounters ‘different’ enough to make it feel special is up to you.
 
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