Unpopular opinions

The Battle Frontier should only come back in a future installment/remake if they change the mechanics on progression. I’ve been doing the gen 4 facilities at the moment and it’s too frustrating to be actually fun (beat the Castle and the Hall with Gold Prints), not to mention how tedious breeding is unless you RNG manipulate or something. In regard to Alola, the Battle Tree is admittedly less annoying because there are only three lines (I’ve gotten 50 wins in each category) and it is LOADS easier to breed good stuff, but it can still be irritating.

Instead of the “one loss and start all over” stipulation they have now, why not have both a checkpoint mode and a traditional mode? Having a checkpoint every 10 or so battles would make it a lot more accessible to newbies who don’t know the ins and outs of competitive battling yet. That way those people who just want to get whatever superficial reward or BP can get it without investing a massive amount of time while losing would only set you back maybe 10 rounds. The traditional mode could be the standard “one loss and you are done” to please longtime fans. The Stadium games had continues for winning a round without faints so there is no reason this artificial difficulty/longevity should exist in 2019 save for the players who willingly chose it.

“But it’s a postgame facility! You don’t have to do it if you don’t want to!”

That doesn’t mean they can’t make little “quality of life” benefits to make the experience smoother and more enjoyable. Look at the more recent Fire Emblem games with the mode letting units revive after a level (can’t think of the name right now) for an example.
USUM fixed that by making it to where you can save said consecutive wins, and coming back to play will allow you to start from that point.
 
USUM fixed that by making it to where you can save said consecutive wins, and coming back to play will allow you to start from that point.
I know you can save and resume later but that’s not what I mean. What I mean is when you lose, you have to start all over. The mode would be loads better if you could lose and still restart at a place other than the beginning.
 
Instead of the “one loss and start all over” stipulation they have now, why not have both a checkpoint mode and a traditional mode? Having a checkpoint every 10 or so battles would make it a lot more accessible
I'd disagree with a checkpoint mode really having any use. Considering once you're past 50 wins the trainers you face are always the same, there's legitimately no difference between battle 51 and battle 1001. The main deal of the "streak" is to show the team is consistent, but aside from that, there's no difference.

I *could* agree with a checkpoint at 50 (or whatever "post Legend" we'd get in gen8) though. Getting through the first part of the Tree with new teams (or retrying after a loss) is often a chore due to the fact most of the early sets are just cheesey full RNG sets (screw you Ferrothorn-1 and Aromatisse-1 really). I might be lazy as facility runner but that's something I'd rid of :P
 
I'd disagree with a checkpoint mode really having any use. Considering once you're past 50 wins the trainers you face are always the same, there's legitimately no difference between battle 51 and battle 1001. The main deal of the "streak" is to show the team is consistent, but aside from that, there's no difference.

I *could* agree with a checkpoint at 50 (or whatever "post Legend" we'd get in gen8) though. Getting through the first part of the Tree with new teams (or retrying after a loss) is often a chore due to the fact most of the early sets are just cheesey full RNG sets (screw you Ferrothorn-1 and Aromatisse-1 really). I might be lazy as facility runner but that's something I'd rid of :P
Yeah. I think possible checkpoints pre-Legend until 50 would be good. Post-50, it’s just about a bragging rights number. For the first 20 or so rounds it’s mainly just filler for a well-made team, and it’s boring.

You know what did postgame facilities right? Black and White 2. Sure, Black Tower/White Treehollow become sprawling labyrinths, but in the end, you can always level grind to get the advantage, and Benga’s team in the 80s isn’t still a pushover. It’s challenging, but anyone can overcome it and get a nice reward (it’s worth it for those who don’t know). This fair challenge is complemented by the PWT and Subway being the traditional challenges (and in the former you only have to win three rounds). In the PWT, I have beat the Champions Tournament (I think maybe 3 times even) with an in-game team because it’s much more balanced as you only have to win 3 battles. Still luck-based to an extent (especially World Leaders) but doable. Still need to beat the Subway though.
 

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I agree with Worldie. I like it more when the Roadblock is like, a bunch of Crustle in the way like in B2W2, instead of, oh a boy trying to send you to Brock's gym who you could easily just not listen to him, and shove him down if he grabs you. If you tried shoving down a Crustle, let's just say you would get beaten down, and your Pokemon at that point of time (even though you can't fight the Crustles) would never outright beat them. And then the Crustles still there tear you down.
Also another point to BW's roadblocks: the roadblock usually is placed in the location after the next route from where you are. Like you can explore the next route (and are sometimes recommended too) to the city you just arrived in and have to go to the very end of it where either a cave or next city's gate is before you find the roadblock. You're given some wiggle room before being required to battle the Gym Leader. In XY and SM you would immediately run into the roadblock, especially noticeable in SM since it's roadblock is a literal roadblock with an island guide telling you where you should be going (and do we need to mention not being allowed to access the rest of Lumiose City our first visit in because of a blackout... even though at night you can see the lights are on in that part of the city (also why would a blackout prevent you from going to other parts of the city anyway?)). To be fair BW did have some obvious roadblocks when it came to blocking off the gates that lead to the post game locations, but since that's a split road it just means you go the other intended way so progress isn't being completely halted.

I know you can save and resume later but that’s not what I mean. What I mean is when you lose, you have to start all over. The mode would be loads better if you could lose and still restart at a place other than the beginning.
If what you mean is that you'll still keep the number of streaks you won after a loss then, yeah, I can agree with that. Or rather one streak loss just means they subtract a win from your total but you don't start over from 0 streaks.

For example: You complete 7 streaks but lose on the 8th, instead of going back to 0 streaks you're just knocked down to 6 streaks won. You're punished for losing but it's nothing you can't recover from by either reforming your team to better take on challenges ahead (or you just got unlucky and know your current team can keep going through).
 
Also another point to BW's roadblocks: the roadblock usually is placed in the location after the next route from where you are. Like you can explore the next route (and are sometimes recommended too) to the city you just arrived in and have to go to the very end of it where either a cave or next city's gate is before you find the roadblock. You're given some wiggle room before being required to battle the Gym Leader. In XY and SM you would immediately run into the roadblock, especially noticeable in SM since it's roadblock is a literal roadblock with an island guide telling you where you should be going (and do we need to mention not being allowed to access the rest of Lumiose City our first visit in because of a blackout... even though at night you can see the lights are on in that part of the city (also why would a blackout prevent you from going to other parts of the city anyway?)). To be fair BW did have some obvious roadblocks when it came to blocking off the gates that lead to the post game locations, but since that's a split road it just means you go the other intended way so progress isn't being completely halted.



If what you mean is that you'll still keep the number of streaks you won after a loss then, yeah, I can agree with that. Or rather one streak loss just means they subtract a win from your total but you don't start over from 0 streaks.

For example: You complete 7 streaks but lose on the 8th, instead of going back to 0 streaks you're just knocked down to 6 streaks won. You're punished for losing but it's nothing you can't recover from by either reforming your team to better take on challenges ahead (or you just got unlucky and know your current team can keep going through).
Yeah, the latter is a great idea. Especially when you have losses like this which I literally couldn’t control in the Factory:
Porygon-Z vs: Lickilicky.
I use Tri Attack to get it to half health. It Body Slams and I live, no para or anything. Thinking I’ve won, I go for Tri Attack and WHOOPS, looks like it had Lax Incense and I lose, not out of my own skill but because of a BS evasion item (any always-hit move besides maybe Aura Sphere is too weak to use, and there’s a reason for Evasion Clause).

Or how about how in Gen 4 where if they use recoil moves and kill both of you on last mon they win, but if YOU use a recoil move and kill them instead you lose. They fixed this in Gen 5 but it’s still infuriating.

I know some of this could go in the little things that annoy you thread, but it just exemplifies how much fake difficulty exists in the facilities in older games. Yeah, you can clone or RNG manipulate but what if the average player doesn’t know about that stuff? And besides, I doubt those methods are what the developers intended.
 
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I know some of this could go in the little things that annoy you thread, but it just exemplifies how much fake difficulty exists in the facilities in older games. Yeah, you can clone or RNG manipulate but what if the average player doesn’t know about that stuff? And besides, I doubt those methods are what the developers intended.
Disagree.

Part of the challenger of the facilities is building your team to reduce RNG influence.

The biggest tree streaks went over for hundreds and thousands. Proof exists.
 
Disagree.

Part of the challenger of the facilities is building your team to reduce RNG influence.

The biggest tree streaks went over for hundreds and thousands. Proof exists.
Indeed. There are many talented people who can get streaks of over 1000. And I applaud those who have the patience to do so. But I don’t ever think I’ll actually attempt the gen 3 frontier save for the factory. Plus I lost my Emerald copy long ago.

I respect your opinion nonetheless. Just kinda frustrated with the facilities.
 
Disagree.

Part of the challenger of the facilities is building your team to reduce RNG influence.

The biggest tree streaks went over for hundreds and thousands. Proof exists.
That doesn't mean it's a good thing. One bad roll and all progress is lost.

Apart from the lack of appropriate entry-level difficulty facilities, one problem I find with Battle Facilities is that it feels like playing an RPG with permadeath mode - you lose and you have to start again. There is much less to win than there is to lose in each battle. Apart from getting 7 BP in each win, there is nothing rewarding from getting a streak of over 50.

Oh, and there's the matter in that it takes time to recover the lost streak. Remember, it takes 30 battles in SM/USUM to start finding regular trainers with Megas and better legendaries, with each battle taking a minute at best with animations off.

I'd frankly make something like a checkpoint system so that you could begin at a certain milestone number and reach a point close to your best streak faster. It would also ease farming BP and reward items, which is pretty slow.
 
You see guys, with the right Pokemon, EV spreads, competive movesets, and excellent items for said Pokemon, you can easily bash through the battle tree. But gosh darn though, it doesn't feel like unpopular opinions anymore. Now it feels like a complaint list!
 
You see guys, with the right Pokemon, EV spreads, competive movesets, and excellent items for said Pokemon, you can easily bash through the battle tree. But gosh darn though, it doesn't feel like unpopular opinions anymore. Now it feels like a complaint list!
Yeah, basically that's what this thread is. Occasionally you get a "hidden gem" post raising attention to something you like that doesn't get enough love. But otherwise we can get eerily identical to the "little things you don't like about pokemon." Popularity and unpopularity being super subjective, there's some overlap.

But we didn't start the fire, it's been always burning since the world's been turning!
 
Yeah, basically that's what this thread is. Occasionally you get a "hidden gem" post raising attention to something you like that doesn't get enough love. But otherwise we can get eerily identical to the "little things you don't like about pokemon." Popularity and unpopularity being super subjective, there's some overlap.

But we didn't start the fire, it's been always burning since the world's been turning!
Nice Billy Joel reference.
I apologize for starting the brouhaha everyone; don’t want to derail the thread, so please carry on.
 
Black and White's Gym Leaders are easily the worst and/or most forgettable of any gen ever. The waiters only point was to force a monkey down your throat, the Normal one is.... something I guess, Burgh fails at his own job as a Gym Leader and is barely interesting, Elesa only has an above-average difficulty spike to her name, Clay has dat Excadrill but nothing else, Skyla wasted my time with the bell and the battle and Brycen makes me want to run around with my arms hanging out for some reason...

Only Drayden/Iris left an impression on me thanks to the fact they have dragons (Drayden literally wrestled a 5'11", 232.6 lb axe dragon and Iris is way too young to have a Druddigon). Everyone else(even most of the major character like the Rivals and the Proffesor) just didn't get me gripped on their character and the Gym. Honestly, they feel more like checkpoints than locations, which I guess fits Unova's linear style, but even then there was potential for so much more.
 
Black and White's Gym Leaders are easily the worst and/or most forgettable of any gen ever. The waiters only point was to force a monkey down your throat, the Normal one is.... something I guess, Burgh fails at his own job as a Gym Leader and is barely interesting, Elesa only has an above-average difficulty spike to her name, Clay has dat Excadrill but nothing else, Skyla wasted my time with the bell and the battle and Brycen makes me want to run around with my arms hanging out for some reason...

Only Drayden/Iris left an impression on me thanks to the fact they have dragons (Drayden literally wrestled a 5'11", 232.6 lb axe dragon and Iris is way too young to have a Druddigon). Everyone else(even most of the major character like the Rivals and the Proffesor) just didn't get me gripped on their character and the Gym. Honestly, they feel more like checkpoints than locations, which I guess fits Unova's linear style, but even then there was potential for so much more.
... X/Y's gym leaders are arguably worse. Korrina's about the only one who truly stands out, and even then it's mostly the whole Lucario and Mega Evolution thing. because Arceus forbid players learn about Mega Evolution through the Kanto starter and corresponding Mega Stone given to them in Lumiose...
 
... X/Y's gym leaders are arguably worse. Korrina's about the only one who truly stands out, and even then it's mostly the whole Lucario and Mega Evolution thing. because Arceus forbid players learn about Mega Evolution through the Kanto starter and corresponding Mega Stone given to them in Lumiose...
Yeah you read my mind.

Ramos. Name any characteristic about him other than “old guy who exists to give you his badge.” The others?

Viola has a sister...that’s it. Grant? One conversation outside his gym, then badge. Clemont, oh he apparently helps power Lumiose-why wasn’t he at the Power Plant then? Valerie’s from Johto. Olympia’s cool but speaks in haiku for some reason.

Wulfric’s the only one besides Korrina with an actual personality. He cares for abandoned Pokémon, realizes his type specialty’s notoriously bad defensive reputation, and has a cool name to boot. Bonus points for encouraging you toward the League too.

They are almost certainly worse, though in my opinion the leader character designs were okay, they just did nothing with them.

It’s related to how X and Y being easy isn’t necessarily bad, but combine that with really underdeveloped characters and it’s kinda hard to care about what goes on. Say what you will about the cutscenes of Gen V and VII, but they had a story worth telling rather than mostly one-note characters.

Heck, even AZ just feels kinda shoehorned. You see him like...once before Lysandre Labs, where he’s there...for some reason (presumably Lysandre captured him for the ultimate weapon?), then backstory, then back to the plot until the very end. It feels rushed. It’s like if they tried to cram all of Lillie or N’s development into five seconds. Look at how N’s quest for the dragon technically spanned six badges-he mentions it in Narcene. And Lillie develops over the whole story.

You don’t have to like the increased plot of those games-and I respect those who don’t. I respect those who like Kalos. But they didn’t even really try with the characters. Even Gen 4 had the Leaders outside their gyms more.

And for those asking why I don’t put this stuff in the “little things that annoy me” thread-I don’t know. I find these games endlessly replayable, flaws and all, though I can hardly remember the last time I actually finished a Kalos playthrough (think it was with six jokemons). I can’t think of things besides HGSS’s design (no offense to those who find it fun) that really annoy me besides what others likely think (ex: SM’s cutscenes on repeat runs).
 
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It’s related to how X and Y being easy isn’t necessarily bad, but combine that with really underdeveloped characters and it’s kinda hard to care about what goes on. Say what you will about the cutscenes of Gen V and VII, but they had a story worth telling rather than mostly one-note characters.
That's the strange thing about XY. Its characters might be forgettable, its locations underdeveloped and its story pretty bland, but it's still very fun to play through multiple times. Gen VII has way more developed characters, locations with a lot more detail and actual thought put into the story, and it's an absolute slog fest to play repeatedly. I know which of the two generations I'd play over again in a heartbeat if presented with a free choice of new game cartridge, and I'm afraid it's the one with "bad" characters and plot, since it's a lot more fun to play.
 
That's the strange thing about XY. Its characters might be forgettable, its locations underdeveloped and its story pretty bland, but it's still very fun to play through multiple times. Gen VII has way more developed characters, locations with a lot more detail and actual thought put into the story, and it's an absolute slog fest to play repeatedly. I know which of the two generations I'd play over again in a heartbeat if presented with a free choice of new game cartridge, and I'm afraid it's the one with "bad" characters and plot, since it's a lot more fun to play.
It could have something to do with having three distinct "regional Pokedex" each with about as many Pokemon as Kanto's Pokedex. That's over 450 Pokemon in the combined regional Pokedex alone, and being split across three "sub-regions" means it's rarely the same handful of Pokemon encounters across Kalos with anything new being extremely rare. (unlike Alola where practically half of a new island's Pokedex is already filled out because Yungoos, Rattata, Wingull, and Pikipek are practically everywhere, while fishing usually hooks Magikarp)

Maybe not the most "realistic" layout for encounters, but at least one can look forward to walking through the grass. (unless you were after that one Seviper in a horde of Zangoose...)
 

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Forgettable Gym Leaders... hmm... well for me personally I remember all the Gym Leaders (and Elite Four) cause I do try to get as much as I could from a character. But I can see how someone could forget these characters as at their core they're just meant to be bosses. Think it would be easy to go region by region:

Kanto: Not Kanto gets exempted from this as its Gen 1, by now everything about Kanto has been hammered into any fans consciousness. But if we were to take that away these might actually be the most forgettable, at least from the Gen I based games. Because, aside from Giovanni, all they do is stand in their Gym waiting for the player to challenge and beat them. And you don't remember Giovanni for being a Gym Leader you remember him being the leader of Team Rocket, the big bad. Now Gen II does try giving some of them more character like Misty being on a date, Brock likes to dig for fossils, and Koga being made an Elite Four member... but otherwise they're still just in their Gym waiting for a challenger (Blaine getting the worse of it as his Gym is gone and now is just standing around in a cave, at least HGSS made it look more interesting and Gym Trainers to keep him company).

Johto: Another possibly exempt group being how popular Gen II is, but once again let's remove the nostalgia. Actually the Johto Gym Leaders do stand a bit better as a lot of them have "that one boss" status. Yeah, Kanto had Misty and Sabrina, but Johto has Bugsy with his Cyther, Whitney and her Miltank, Morty has that Gengar, Jasmine has the surprise with using the new Type and a Steelix to go with it, and Clair is a Dragon-type trainer and Kingdra was only weak to Dragon. Also they did try giving a few more personality either due to out of battle experience of the PokeGear call feature. Falkner has a rivalry with Janine, Whitney you had to talk to again to get the Badge as she starts crying after losing, Morty is first found in the Burned Tower and is friends with Eusine, you talk with Chuck's wife, Jasmine is initially focused on healing the Glitter Lighthouse Ampharos to battle, and Clair is Lance's cousin and forces you to go through Dragon's Den to get the Badge. Only one who got the short end of the stick was Pryce... which was probably why in the Special Manga he was a prime choice to make into a big bad. But overall there's plenty of reasons to remember most of the Johto Gym Leaders either because they were a tough battle or had a bit more personality to them.

Hoenn: Now this is probably where we get into forgettable territory. Looking through them only three had any role outside of standing in their Gym: Norman was your father and you had to go back to challenge him later, Wattson had the whole New Mauville sidequest, and Wallace is friends with Steven and involved in calming down the Super Ancient Legendary that was awakened. Now ORAS did try to give a few of them some more personality, but a problem with that is you had to go look for these little additional interactions and not all of them got them. Also another thing to remember is that this is the first gen where a Gym Leader's Type would be repeated, GF made sure Johto's Gym Leader didn't share any Type with Kanto since both regions were connected. I'll be honest, I sometimes get Brawley confused with Chuck at times (not only are both muscular Fighting-type specialists, but both their Gyms is located on an island separate from the region). Honestly you'll probably remember them more for gimmicks they have, like Winona doesn't have a personality but I sure you remember her city being built on treetops, her Gym had that pole pushing puzzles, or she was that one boss with her Pelipper and Altaria. Tate & Liza were double battles, Norman showed how Abilities could really affect battles, and this was also the first Gen (or second if you count them replacing Koga with Janine in Gen II) to replace a Gym Leader in its third version with the otherwise forgettable Juan. Of course, even with all that I wouldn't blame anyone for not immediately remembering all the Hoenn Gym Leaders.

Sinnoh: The first Gen to actually give each Gym Leader something additional, though not all are equal. Roark you needed to go out of you way to find, though he has the problem of now being the third Rock-type Gym Leader that was faced first. You'd probably only really remember Roark more for his relationship issues with his father, Byron, who himself doesn't really have much outside of that. Gardenia only had a small extra scene being freaked out by the Old Chateau. Maylene had her friendship with Candice, you encountering Maylene walking up to Snowpoint City to visit her. Crasher Wake is friends with your rivals father, similar to how Fantina is friends with your mother. Finally Volkner had a small story arc where he's neglecting his duties and thinking of challenging the Pokemon League, Flint trying to convince him otherwise (for some reason. Like I get him neglecting his duties isn't a good thing but why shouldn't he challenge the Pokemon League?). But is that enough to make them memorable? I'm not sure, especially since I think only the early ones would be looked at being "that one boss". Roark has Cranidos, Gardenia a Roserade, and Maylene a Lucario, but after that the Gym Leader's aces don't feel as threatening.

Unova: Now while Sinnoh only gave the Gym Leaders smaller roles, Unova actually involved the Gym Leaders in the story. I completely disagree they're forgettable as they have a lot of interesting things about them. Their role in the story, their involvement in the city they're Gym Leader of (something missing in other Gens, most of the Unova Gym Leaders and their Gyms actually serve a purpose or service), and sometimes even their battles with how they pull surprising strategies if unprepared. I could make this post double the size if I go through each one but I'll spare you the read. Though I will note this is the second/third generation to not only replace a Gym Leader but the first to do multiple replacements and from different towns/cities.

Kalos: Sadly Kalos does feel a step back. Not only do the Gym Leaders not have a role in the story but many of them just go back to just being a boss standing in their Gym for all eternity. I'd imagine the only ones someone would generally remember is Korrina as she teaches you about Mega Evolutions and gives you a Lucario and its Mega Stone, Clemont because of the anime, Olympia as she gives you the warning that the Team Flare plot was coming to its climax (and her Gym is pretty out there), and Wulfric as he's the last and you need to find him first to battle him. The others I wouldn't blame someone forgetting cause they're just there to be a boss.

Alola: No Gym Leaders but we have the Captains and the Kahuna. This is an interesting case as most of them are made into fuller characters... but a lot of them you don't get to battle. This mainly applies to the Captains as it's the Totem Pokemon you battle instead of them. It could be because of that they made the Captains have a bit more personality while they're also guiding the player through the Trials. With the Kahuna being in charge of their respective islands them having a notable role outside of their boss battle is both expected but welcome to see, harkening back to the Unova Gym Leaders having a role in their city/town.
 
That's the strange thing about XY. Its characters might be forgettable, its locations underdeveloped and its story pretty bland, but it's still very fun to play through multiple times. Gen VII has way more developed characters, locations with a lot more detail and actual thought put into the story, and it's an absolute slog fest to play repeatedly. I know which of the two generations I'd play over again in a heartbeat if presented with a free choice of new game cartridge, and I'm afraid it's the one with "bad" characters and plot, since it's a lot more fun to play.
To be fair, I didn't really mind the pressing of the A button in early Sun and Moon. You don't seem to be only one to complain though, a lot of others on You Tube have also complained about SM and being too wordy and being discouraging to play. But I wonder if that's because Pokemon's story always takes a backseat at the end.

What do I mean? Remember that our main goal is to be the Pokemon Champion, not to save Lillie or to stop Team Flare or whatever. Those plots are treated more like sidequests than actual events. Look at ORAS for example. If you go back to speak with the gym leaders, they congratulate for being the champion but not for saving the world from Kyogre/Groudon/Rayquaza. When you become champion, all those events are forgotten. XY and BW are the only two that celebrate defeating the evil team, yet Trevor ironically states this: "So, we won't have to deal with Team Flare anymore. Now I can go back to filling up my Pokédex!" Unlike most games, beating the final boss is never the main goal, hence why I feel wordiness in the Pokemon series isn't well appreciated: Its not relevant to the main goal: Becoming the champion. That's why wordiness is not appreciated they have nothing to do with the main goal. Heck, one might argue that the villian team is nothing more than the sidequest.

A good comparison would be Phoenix Wright Ace Attorney: These games are notoroius for being wordy and slow, as well as unskippable cutscenes, but they make sense because you are solving a case: Every detail counts when trying to solve a murder case. Not in Pokemon.
 
Unlike most games, beating the final boss is never the main goal
I think one of the reasons BW's plot was well received is that it's the one game which avoids this. The villains are relevant all the way up to the point where you face the champion and end up taking his place.

Getting the champion title is a worthy goal, but the villain team plots are just by and large more interesting to explore, and I find the game's momentum just screeches to a halt at the point where you beat them.
 
To be fair, I didn't really mind the pressing of the A button in early Sun and Moon. You don't seem to be only one to complain though, a lot of others on You Tube have also complained about SM and being too wordy and being discouraging to play. But I wonder if that's because Pokemon's story always takes a backseat at the end.
I honestly think it should be that way, taking a backseat. But I don't think it's a case of just story taking a backseat, it's that they probably tried to give it more than a story but fell flatter than the top of an Avalugg. Given its target audience and general appeal, I don't think trying for a far more serious story would be appropriate nor would it even be necessary. You have to be really good to pull off a coherent story or else it ends up falling flat, detracting from the gameplay, obfuscating motivations, or being ironically ridiculous that detracts from the experience (Super Mystery Dungeon's story for instance), so if developers don't find it worth the effort to write a story, they shouldn't bother.
 

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With BW playing around with making the villain team the climax of the main story, wouldn't mind them now trying to keep the end of the villain's story for post game. Like you obviously foil their main goal during the main game, but it's not till post game where you either start doing clean-up by taking down the villain team higher ups or its revealed they had a back-up plan/they're now going to do their REAL plan and the player needs to stop them asap (maybe make it a whole second adventure around the region).
 
What if the Elite Four was replaced by four higher ups of the villain groups? Just a random thought and mayybe theorymoning, I don't know, but I think that would be a nice way to streamline the story. Idk.
 
Malva was a really interesting way to do a twist villain without it coming completely out of left field. Since up until this point in the series we'd expect gym leaders and elite four members to be pillars of morality (Giovanni's the exception, but they gave us 5 generations to forget that fact). So a character we had tangential recognition of through the holocaster revealing a vindictive and caustic backside to her newscaster facade was shocking, but also made complete sense because it had been established that the entire holocaster network was in Team Flare's control the whole time. So of course their newscaster would be on the payroll.

Honestly XY has these glimpses of interesting character moments but then nothing ever comes of them and some choices on the characters they emphasize and the ones they don't are really confounding. Like, Dexio and Sina pretty heavily play into the story but don't get battle models until Gen 7 and utilize a generic NPC model on the overworld.

But meanwhile we've got 4 team flare scientists each with a unique design and yet I bet most of you can't remember their names. It's like if you took the already underutilized Anthea and Concordia from Gen 5 and then doubled them.
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from left to right: Aliana, Bryony, Celosia, Mable.
 

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