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Little things you like about Pokémon

Why the hell does Volkner use Fire Seal D when Ele-Seal A exists?

Guessing because the Ele-Seal looks kind of cheesy and not that anymore visually interesting. Meanwhile the blue fire effect looks vague enough you can say its static electricity and since its the big fire it looks more visually impressive.

Wish they kept Seals. Like even if they decreased the number and got rid of some of the sillier ones like the alphabet seals (and added more elemental ones and/or let you choose the seals color & size of the effect) I think it was a neat way to give your Pokemon some customization without actually changing anything about it. Maybe even let you change the sound effect when a Pokemon is sent out.
 
Guessing because the Ele-Seal looks kind of cheesy and not that anymore visually interesting. Meanwhile the blue fire effect looks vague enough you can say its static electricity and since its the big fire it looks more visually impressive.
Maybe, but
  1. Electivire isn't at all associated with blue.
  2. Unlike Magmortar whose cannon-firing animation fits perfectly with the fire seal, Electivire doesn't have any synergy, so the plasma ball is just... there.
  3. However, Electivire's animation is absolutely suited for sparks to go flying off of its body, which is exactly what Ele-Seal A is.
 
I kinda appreciate that they didn’t just go for the most obvious one for Volkner. It looks good, separate from the question of whether it’s the most ‘fitting’ choice.

I’d like it if seals came back, as long as they made the appropriate QoL changes (mainly being able to deposit Pokémon with ball capsules attached or to have them automatically removed and replaced as Pokémon are moved between the party and PC). A more sophisticated design mechanic would make it a really fun way to express yourself as a trainer

also there’s nothing funnier to me, even now, than spelling out F U C K in bubble letters over the head of a revered legendary Pokémon as I send it out in a shower of pink hearts
 
Maybe, but
  1. Electivire isn't at all associated with blue.
  2. Unlike Magmortar whose cannon-firing animation fits perfectly with the fire seal, Electivire doesn't have any synergy, so the plasma ball is just... there.
  3. However, Electivire's animation is absolutely suited for sparks to go flying off of its body, which is exactly what Ele-Seal A is.
I think they used fire to represent his friendship with Flint and used Blue because blue sparks are used from time to time in the anime (Pachirisu in particular, but it shows up here & there elsewhere).
So you get to reference Flint but haev enough identity to the fire to make it "seem" electric.

e: IMO i would have had Flint use sparks anyway
 
I hope we can use a button to jump instead of being blocked by invisible boundaries, so I commented that on the post.

Probably not. Heck, since going to 3D I think "ledges" have either been downplayed or made tall enough where you'd think even in real life the path curving around the corner would probably be quicker than trying to climb up that. Nowadays roadblocks are either actual roadblock signs, locked doors, or characters preventing you from advancing forward until you do the thing the story wants you to do first.

If anything, adding a jump button would want GF to make puzzles involving jumping.
 
I guess it would've worked somewhat *better* in a top-down setting if at all. Maybe I'm asking too much of it to take influence from BotW.
 
I imagine when they're talking about "user interface" they're talking about controls and menus etc; ie how you input your instructions, rather than anything to do with functions and mechanics.

If that's the case, I kind of don't see an issue with the layout, just that they have options I'd like to see included (but that starts to fall into functions & mechanics territory).
 
The fact that Technical Records (TRs) have the advantage of: if you erase the TR move in any normal fashion, it can be relearned by that same Pokémon through the Move Relearner.

This is very obscure and I doubt many people would assume this without already knowing about it.

Thank you, TV Tropes (from The Artifact page here, also on the Anti-Frustration Features page for Pokemon). SWSH apparently streamlined a lot of stuff from older gens, like mons that evolve via evolutionary stones merging their learnsets with the pre-evolution.
 
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I imagine when they're talking about "user interface" they're talking about controls and menus etc; ie how you input your instructions, rather than anything to do with functions and mechanics.
In that case, it might suffice to tell them that they probably shouldn't repeat the trick of locking the sound settings behind talking to a random NPC one third of the way through the game. I don't think that's considered very good UX practice.
 
In that case, it might suffice to tell them that they probably shouldn't repeat the trick of locking the sound settings behind talking to a random NPC one third of the way through the game. I don't think that's considered very good UX practice.
You know, to this day I'm still wondering exactly "why"...
I really have a hard time coming out with a reason that makes sense. And even with one that doesn't.
 
You know, to this day I'm still wondering exactly "why"...
I really have a hard time coming out with a reason that makes sense. And even with one that doesn't.
let me channel my inner gamefreak

"We've never had sound options before, so we thought to ease players into having this ability, as well as denoting it as important, we would tie it to an item. By having it at the first big town, we also let players experience the default settings for a short time so they can figure out what they would like to change.
And isnt finding an item like this just by talking with others kind of fun? *laughs*"
 
let me channel my inner gamefreak

"We've never had sound options before, so we thought to ease players into having this ability, as well as denoting it as important, we would tie it to an item. By having it at the first big town, we also let players experience the default settings for a short time so they can figure out what they would like to change.
And isnt finding an item like this just by talking with others kind of fun? *laughs*"
I'm unsure if laugh or cry because this does sound like the kind of weird thinking they come up with sometimes...
 
In any case, I'm pretty sure we can't blame TPCi for this one.
To be fair, rather than any blame, I really would love to know their thought process on it lol. It really eludes me...
Most of the other weird shit they came up with in the last years (even the decision to not reveal the dlcs when dexit was announced) can be answered with logic reasoning (albeith often flawed or indicative of bad misunderstandings), but this one... I really cant.
 
While tucking it away in a random unmarked NPC is baffling I do think I'm right on the money in terms of making you wait.
They force you to experience the sound at the default settings for a time (you find it in your first visit to motostoke so about...2 hours tops?) so that when you get the settings you either ""appreciate"" what you have are know exactly what to change.

it's similar logic to the generations where they make you wait for things like the Running Shoes or how Wind Waker makes you wait until after the first dungeon and then see the Swift Sail in the auction house. Or how you get access to the portable PC only once you reach the wild area, I suppose.
 
I like the non-anime animation miniseries. Specifically, Pokémon Generations and Twilight Wings (I know that Origins exist as well, but I haven't seen it). I think they are great. Generations was a fun miniseries which showcased interesting events of various forms from the games, it was also a great way to celebrate the 20th anniversary as it focused on all generations that existed at the time. Twilight Wings focused only on Galar, but that was fine as that was what it was supposed to do, and making a miniseries based on the current generation is a good thing if you ask me. I like how it gave a bit more background to several characters from the games, and how it sort of acts as a prequel to the main story in Sword and Shield. The sad thing about these animations is that Gen 7 was sort of left out from having any special animations, I was hoping they would make an animated trailer for US/UM similar to the ones they did for B2/W2 and OR/AS, but that did sadly not happen. Hopefully we can get some special animation focusing on Gen 7 in the future. Another thing I like about these animation series is how the Pokémon in them make realistic sounds instead of just saying their names like in the regular anime. Along with the animated trailers for B2/W2 and OR/AS, I really like how the main series games have had some good non-anime animations in the later years. While it is sad to see that Twilight Wings is over, it was hopefully not be the last of these animations either.

Anothing I thought of recently is this: I like how there are many different art styles for Pokémon. The games, anime, manga, TCG and the official art all have their own styles. The official art even has two versions, one older version which was used for Gen 1-2 and then the newer one which has been used since Gen 3. Plus the Dream World/PGL artwork which uses a very different style from the regular official art. The TCG is a special case since the cards have many different illustrators, all with their own style. And then there's the manga too. I really like the art style for Pokémon Adventures. It is unique and quirky in its own way as well as different from the other art styles, but it is still clearly Pokémon. I'm mainly thinking of Yamamoto's style here, but I think Mato's art style was good too, it was very simple but it still had a lot of charm.

I like how each region and generation of Pokémon manages to feel unique and different compared the previous ones. Despite the games and the gameplay being similar at the core, I think they have succeeded in making every region and generation feel unique. I think every generation, every region, and almost every game has something own and unique about it. In the past, I have said that I think X/Y and S/M felt too similar despite their differences, and I still think so to an extent. But despite that, I also think Gen 6 and 7 as well as Kalos and Alola managed to feel very different and unique compared to each other. I guess my opinion has changed a bit as time has gone and I have looked back on my memories from Gen 6 and 7.

Let's say more nice things about my least favorite games! There's one more thing I like about HG/SS which I have mentioned in other threads but never here. The ability to mark things on the map. I found that to be very useful when I played HG/SS. I liked marking areas on the map which I would go back to later for various reasons, like when I would be able to explore new parts of an area when I had gained access to a new HM later on. That said, I don't really miss this feature in any of the games past HG/SS since the Gen 5/6/7 games gave other good reasons to re-explore the entire region once you had beaten the main game.

One more thing. I like the C-Gear in Gen 5. This occurred to me as I have gone back to playing the Gen 5 games this year. The C-Gear didn't do everything, but it had some really useful features. It sort of paved the way for the gadgets in future generations, and I think it was the first one to allow you to trade outside of Pokémon Centers or the GTS. One thing I particularly like is how it always displays the current time and battery level on the bottom screen - even in battle! This is something I miss in other generations. On the whole, the C-Gear feels like a predecessor to the PSS to me, while the PSS feels like a very natural improvement from the C-Gear.
 
Ninja'd by Suspicious Derivative but I also love how each new generation makes the Pokemon they introduce feel unique. Gen 2 and 3 have quite a bit of mons that feel like baggage now, but were more interesting back then. The mons they introduced were unique in terms of the games core systems, being a more common variant of an otherwise rare type, having a unique evolution method, possessing some unique combinations of moves or abilities, etc. Gen 4 expanded on this with more unique form changes, gender differences and new Pokemon to take advantage of the physical special split. Most of the Pokemon Gen 4 introduced were great, but some felt a bit half-baked. Stuff like Electivire and Dusknoir, for example, were tailor made to be physical attackers, but didn't have any high-power physical STAB attacks or coverage moves.

Gen 5 is the most interesting case, since it didn't make any drastic change to the battle system and you could only use Unova Pokemon during a playthrough. As such, a lot of new Pokemon had to fill in the void left behind older Pokemon (i.e. Timburr and Rogenrola for Machop and Geodude, respectively). Several Pokemon fell into the interesting limbo of outclassing or being outclassed by older Pokemon as a result. Still, a lot of the Pokemon introduced had some really interesting gimmicks that seemed to be the start of a lot of the trends we see in new Pokemon now. Meloetta and Darmanitan had in battle transformations that completely changed how they were used, Lilligant had Own Tempo Petal Dance, Unfezant had unique forms and a guaranteed critical hit with Scope Lens + Super Luck + Sky Attack, Klingklang had 2 signature moves, Archeops being the strongest non-legendary Pokemon but would become incredibly weak if below 50% HP, etc. Many of these gimmicks were interesting and made with a certain strategy in mind (even if said strategy wasn't exactly good). My guess is this was done to promote competitive play, which seemed to be more pronounced in gen 5 than past gens due to the Global Link. This is just speculation, but my guess is that Gamefreak took data they got from Global Link (later Battle Spot and Stadium) and has been using that to implement competitive changes and designing the new mons in gens 6 - 8. All of the latest gens have been designed with more practical competitive strategies in mind, with stuff like Protean Greninja being able to change its typing on the fly, Ash-Greninja, Zygarde-Complete, and Megas having form changes that was significantly more practical than Zen Mode Darmanitan ever was, Hatterene being a Trick Roomer sweeper that also has access to Magic Bounce, etc. Some may call this powercreep, which isn't an incorrect assessment, but it does create a lot of interesting strategies and makes many of the new Pokemon memorable for their battle poweress alone.

Surprised this post devolved into a analysis of how Pokemon are created, but TL;DR Gamefreak has shifted how they design new Pokemon, but they still make them feel unique. Also designs are cool.

Might have mentioned this before, but another tidbit I like is how new Pokemon have natural relationships with older monsters (i.e Golisopod and Grapploct, Oranguru and Slowking, etc.).Makes it feel like the new monsters were always there.
 
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