modern super young playerbase doesn't want and rarely has interest in hard games, and borderline demands that you have 2 hours tutorials.
The first part I'd agree with but the second part is a surprise. What I usually see being demanded is something like "an easy game that you can pick up and put down anytime". A long tutorial wouldn't fit that, but something like Pokemon Go might. (Sadly, anything resembling an immersive story wouldn't fit that either.)
Pokémon refuses to challenge players at all.
It's more like "the game's challenging parts are by accident rather than by the developers' intended design".
On the topic of unskippable cutscenes and tutorials, I’ve wondered.... For a game who forces you to go through a cutscenes and tutorials to ensure you don’t miss any info, there’s never like a theater mode or a options you can replay the guides. I mean sure they did it in FRLG, but not in the new games. In case of a player wants to skip, they can watch in a Theater mode. Maybe it has to do with only one save file per game?
I tend to be pessimistic regarding the developers' design decisions, so I'm guessing the trains of thought were something like "a theater mode or a skippable cutscene would be less immersive" + "an underestimated dumb player won't be able to figure out the instructions and so won't enjoy the game". Flawed as heck thinking, but 'reasonable' (massive scare quotes).
For example, implying gen 8 games are released on schedule in 2019, end 2020/start 2021 with DP remakes would make sense and even probably be well received by the playerbase.
Going by previous generation release patterns, this isn't guaranteed even if we say that a D/P remake is coming out 'for sure' sometime in Gen 8. Every complete generation so far has lasted almost exactly ~1 year longer than the number of releases (e.g. Gens 3&4 each lasted four years and had three releases). Frequently this takes the form of a 'gap year'. Game Freak has decided to make third/fourth versions prior to remakes in a generation. So it's fully probable or expectable that late 2019 has Gen 8's initial release, late 2020/late 2021 has some kind of Gen 8 third/fourth version(s), and then late 2022 has remakes.
I wonder if the 2019 game will implement this as well. It looks promising.
Every time Masuda & Ishihara & co. say that the 2019 game will be a "traditional" core series game, I interpret it as "what would we have expected if we had never seen LGPE?" So stuff like Go mechanics, an incomplete Pokedex, and overworld-visible wilds would be out, while HD graphics and HM replacements would be in.
....plus my 2 cents is that they called it "main series" simply as commercial maneuver to get people buy it after the terrible first impression it had on buyers.
It's main series because it's developed by Game Freak, while Colo and XD aren't.
On a side note, I’m surprised that only Gen 1 is transferable. It’s not like players from go aren’t aware of Gen 2 and Gen 3. If I was a 8 year old playing go, I’d be upset that I couldn’t transfer my Blaziken I raised to GO.
A reasonable guess would be that GF didn't want to program in 656 more ~unique following animations. (As a corollary, I wouldn't be surprised if following Pokemon were cut for Gen 8 for specifically this reason.)
Sorta. Masuda recently said that you can't catch them normally like wild Pokemon, BUT you don't need Pokemon Go to catch them. He hinted that there's another way that involves a "familiar feature" fans know about already.
Who knows what the hell that means lol. Maybe it has bank support or there's Pokeradar???
In-game trades.
Having to choose X or Y mega Charizard implies that there are no hand held items on the Pokemon itself.
Before we got the various confirmations (that held items were in fact gone), I was hoping this meant all the different Mega Stones got condensed down to one item. Oh well, looks like that's not the case.
Knowing that the game is intentionally dumbed down, I'd not be surprised if moves like Taunt are just not present.
Huh, that's a consequence I didn't think of (various Pokemon being missing == various moves being missing). At the least, various legendary signature moves will be missing for sure. And unlike somewhat similar situations (e.g. Colo/XD), there'll be no future way to transfer the moves in even if the games are eventually Pokemon Bank-compatible.
Now I really want to know what all the inaccessible data will look like once the game is eventually datamined. Since there's likely to be no mass-release demo, there's no real need to waste time and effort scrubbing anything. We already know that the 3D Pokemon models from Gen 6 onward are pretty much 1:1 portable to an HD game. So maybe we'd just have placeholders like T-poses for all 656 Pokemon who don't have follow animations, and/or we'd have move animations that are strange unedited copy-pastes from USUM for moves that aren't normally possible to obtain in LGPE.
Were you living on an Island? :p in the trailer that introduced Misty, her Starmie is shown using Scald.
That is, unless they significantly changed the animation of watergun to look like scald's but so far that didn't look to be the case.
learn2japanese, the text right before Starmie using the move unambiguously says 「あいての スターミーの ねっとう!」 which is "The opposing Starmie used Scald!". :P
I call it "artificial difficulty" because it doesn't make it "harder" but it makes it harder to deal with the game mechanics without putting effort in it.
...
I do not, sadly, see a different way to perform this in Pokemon games. Even in BW with the "hard mode", it boiled down to the enemies having much higher/stronger mons than in normal mode.
I don't get it; what kind of "natural difficulty"/"non-artificial difficulty" are you looking for, if you could design a core series game? Even the most respected of difficulty hacks accomplish their goal solely through levels and movesets.
It looks like you can activate what's called Partner Power when there's a partner symbol (official translation TBD) when battling. Partner Power unleashes a stronger move when your partner is in battle.
Haven't seen this mentioned yet, but I wonder if these Partner Powers are coded as actual moves or not. E.g. confusion damage runs the whole damage calculation formula with 40 base power, but it isn't a move and can't be hacked onto anyone's moveset. Same with the status Z-Moves, which can't be hacked on as their own moves either unlike the damaging Z-Moves.
7:52: I can't read what it says, but it looks like sometimes when catching a Pokemon you'll also get an item.
12:15: Huh, they still have Officer Jenny giving you a Squirtle? But you can find them in the wild (and expected to catch them en masse), why keep those events? Thinking about it that's a problem copying the Pokemon GO formula, the gift Pokemon don't feel that important.
Don't recent Pokemon games keep a few old saves back-up just in case something happens to the most recent save?
The item displayed on the catch result screen looks more like a log of what item(s) you used.
I suppose Officer Jenny's Squirtle could be like, say, the Magikarp salesman's Magikarp or that gift Wynaut Egg in Lavaridge. Both Pokemon can be obtained elsewhere, but the gift Pokemon comes earlier in the game and/or is less annoying to find.
If I recall correctly, there is exactly one backup save, but I currently can't seem to find any documentation on how it works.
Gym Requirement: You don't need to keep the Pokemon with the Type advantage to battle everyone in the Gym, so this is just a more upfront way to tell you what is good to use against the Gym Leader. So it's now really pointless to have...
Huh, that almost seems to contradict what the official Japanese site says (you must meet the requirement in order to "battle the Gym Leader" versus "enter the Gym").
This is a lot of effort to mix up the stat system for a game that's supposedly not going to take over the franchise later. There haven't been any changes to the current stat system since Gen 3, except for Gen 5 letting you gain EVs after Level 100 and Gen 6 making the EV Cap 252 instead of 255; why change it for a game that's also supposedly not for the people who take perfect care of their party's EVs? It's like Game Freak is marketing this game for the casuals, and yet a number of changes to the mechanics are things that would "only affect the competitive players".
Regardless, the +1 on the level up screen to me looks like a boost to the raw stat itself, and nothing to do with EVs. Why would that Bulbasaur have not went up to 32 HP if that really was an extra point on the Level Up? My best guess is that Candy is a simple +Whatever to the raw stat (since there are apparently different sizes of Candy, could be +1, +3 and +5, for example) and that the level up scene (for whatever reason) shows you how much your Candy is boosting your stats by.
Good points, and this has me rather confused as well. My pessimism is showing here but I'm currently under the impression that the starter Pikachu and Eevee don't actually have altered base stats - we've just been seeing higher stats because starters would naturally receive more of these artificial boosts than wild Pokemon.
But regardless of that, we still don't have much info on how Candies behave. I've seen two main camps: one camp that says they're just a rehash of vitamins that add some flat number to EVs, and another camp that says they behave like the drinks from PMD that add some number to the raw stat. Then there's a bunch of contradictory evidence on either side (if they're vitamins then what's with the extra +1 on the level up screen? If they aren't vitamins then why would GF overhaul the internal stat system so much?). That last part then raises even more questions (since PMD isn't multiplayer, you can grind unlimited drinks to max out everyone's stats for no reason; is this going to happen in LGPE? Maybe GF doesn't care about that outcome because there's no online random battles?).
Also something interesting: the levels of the party being shown are kind of on target for a real playthrough of RGBY, and even FRLG. Blue's team in both Yellow and FRLG had an average of Level 60, whereas this player's team's average is Level 59. Could the amount of EXP gained really have been jacked up (I have heard about catching Pokemon yielding more EXP than actual battles)?
I wouldn't be surprised if the player team's levels were just dev'd in for this footage without regard to actual gameplay.
Or I guess the levels could have been kept the same, just that there's no walking into a Gym that's like 30 Levels above you because Kanto's no longer your oyster once you get the Cut HM (or whatever move with a stupid name replaces it), but still.
Have we had any evidence regarding adding additional roadblocks to Kanto to make it more linear? (And the Cut HM's replacement name is just Chop Down.)
BTW, OOT but I had actually been wondering if there's a reference to the glyph as seen in Pikachu's pedestal, either translating to latin alphabet or kana (most likely the latter).
I have been seeing these "Pokemon glyphs/kana/rune" in anipoke and this game and wants to find the full set.
I wouldn't be surprised if it was just gibberish characters. The whole point of using them is to avoid having actual text in the game textures that would be a huge pain to translate.
There's something odd in those screens in regards to the starter, though:
"Came to the Kanto region through some mysterious force"
"Met each other again in Pallet Town"
Damn, didn't even notice that. This strongly implies that specifically the player character and their starter Pokemon have met at least once before, somewhere outside of Kanto. I have no idea what this could be referring to, but I sure hope it has some in-game or plot relevance instead of just being a throwaway line.
Poke Balls have been discounted to $100 from the usual $200, and Premier Balls are still obtainable from buying 10 of them.
There's a trainer on Route 1 now just before Viridian, he uses a Rattata and gives 3 pokeballs. The rival's right after him, he talks about your victory and shows you the Pokemon Centre.
This german guy shows the nickname screen, it pops up a Switch keyboard and all. Still a 12 character limit.
Gamexplain has a video that shows the new recent Viridian Forest catching demo, footage starting from the title screen and the party has a Meowth along with starters instead of Onix.
This is another recent demo kiosk tour video and it shows the full opening with an Eevee transition into the title.
Pretty big change here. Oak's Parcel dude is outside of the mart now, and you're given the option to warp back to Oak's lab like what ORAS did sometimes.
Also as a sidenote the modern EXP Share seems to just be built in, no item, it's just there from the get go.
Very detailed observations! Discounted Poke Balls (and loads of Trainers giving them away) makes sense since you literally need these to grind now. Good to know that we aren't limited to Gen I items (since even FRLG removed the ability to get Premier Balls after RS added them).
An additional Trainer being added to Route 1 of all places is an unexpected change; guess GF wanted to fix one of the more oddball non-beginner-friendly issues in the opening of previous Kanto games (after getting your level 5 starter, the first mandatory Trainer you must defeat no matter what is all the way at the end of Viridian Forest at level 9).
Boo, GF adding more tutorials to the game. On Route 1.
Huh, so the game now uses the Switch's keyboard interface instead of its own? Different input options across different languages was always something that intrigued me; wonder if this affects anything. It was always super weird that Chinese language SM/USUM was stuck with the same keyboard as the Japanese language, preventing them from typing in their own language, pushing a completely foreign language, and still limiting them to 6 English letters. Is this now changed?
Those two title screen videos look cool. Interesting to see that GF bothered to make a unique or semi-unique title screen just for the demos.
Don't care about the Oak's Parcel warp; anyone who doesn't like it can just say No.
Exp. Share is forced always on now?? I don't think I like this change.
I saw one youtuber actually try the candy transfer and so I decided to compile the little information we have on it to see if there was any deeper pattern to it.
It does tell you to use them wisely so they probably have a limit.
I thought it could have used/replaced EV yields, but some of these mons have higher/more stat yields yet only give 1 each in all the examples. There's also the vitamin icon in the bag that hints to them still existing, though they could have repurposed it. Still there's uncertainty in the L candies that you might get from the minigames or just better mons, and some Pokemon with more than 1 highest stat like Wartortle that just give one candy. Maybe it's the real stat value instead of the base stat, or it's chosen randomly in a tie situation.
Given the smattering of evidence we have that Candies aren't the same thing as EVs/vitamins, my semi-wild speculation is that Candies are just some additional value that supplements EVs. Maybe each stat can receive at most X Candies and the total number of Candies can't exceed 2*X, and maybe they add some flat value that doesn't invisibly truncate or scale by level so they're easier to explain. That would prevent a PMD drinks situation where every stat has no limit, and also allow them to be 'wasted' on bad stats like in RS/FRLG, explaining why you'd be told to use them wisely.