Unpopular opinions

As much as I'm repeating myself, Temtem's problem is that it solely tried to identify itself as "a Pokémon competitor". It tried to survive on comparisons alone.

It didn't even try to stand out on its own (as difficult as it might be). The ideal (but again, difficult) route would be "a game that happens to be a Pokémon competitor".

It's like all those MMORPGs that tried to survive by being "a WoW killer", but by having no identity of their own, they failed.
 
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I just like abusing healing wherever I can find a PC by putting things in and taking them out of a box. I don't know, I just miss having that option available.

Though in recent games you aren't really short of healing spot options when you need them.

It didn't even try to stand out on its own (as difficult as it might be). The ideal (but again, difficult) route would be "a game that happens to be a Pokémon competitor".

I wonder if one thing someone could try is first making a Pokemon mod of their ideal Pokemon game and then re-skin everything. AKA make a Pokemon game but not call it Pokemon. Like one thing I'd do is simplify the Type Chart in both amount of Types and amount if "links" (maybe have it so each Type has two weaknesses and two resistances).
 
Here's a pretty unpopular, but very meta opinion about Pokemon I've been thinking about for the past month.

I'd like for Pokemon to have a serious competitior to it, that isn't a total flash in the pan.

I've seen people in the Pokemon community bash Yokai Watch, Temtem, Monster Hunter Stories, Robopon (acutally Robopon is terrible and deserves it lmao), etc, all out of a silly, fan boyish desire for Pokemon to be "the best".

I've always been interested in Pokemon competitors, I don't think this franchise is impossible to beat at its own game so to speak. However, at least with my experience with several of them, they have unfortunately fallen short in several ways, so I have yet to see a Pokemon-like game I'd seriously recommend over Pokemon in certain aspects.

* Yokai Watch acutally doesn't play too much like Pokemon outside of monster collections, having a more action focus, which is pretty cool! However, the way you collect monsters is even worse than Shin Megami Tensei (basically, give Yokai food and pray to god it joins you), and Yokai Watch's attempt at a competitive scene failed because getting good Yokai is somehow worse than Pokemon! And of course, Level-5 put out so many Yokai Watch games out in a short span of time that the franchise burned to the ground. Seriously, they released their "3rd versions" in the same year the base games came out!

* Temtem got SO close, it was clearly made by fans of the franchise. The campagin is much more difficult than Pokemon, there's a focus on doubles, and they even removed hax from the game! And yet, getting a good Temtem is an awful experience (though this may be migitated because the competitive ladders I think now just max out IVs), and despite it being very similar looking to Pokemon, its actualy a very difficult game to learn competitively with argubly worse balance than Pokemon.

Temtem really showed me that trying to beat "Pokemon" at its own game is very difficult, even for fans of the franchise!

Like, the closest I can get to saying "wow this Pokemon competitor is REALLY damn good" (though I admit I haven't played Monster Hunter Stories despite hearing good things about it), is the Shin Megami Tensei series. I dearly love Shin Megami Tensei because it scartches the monster collecting part of Pokemon a bit... but calling it a Pokemon competitor is a bit of a stretch, because not only does the series actually PREDATE Pokemon, but it totally ignores the trading and competitive aspects because that's not what Shin Mgemi Tensei cares about.

TL;DR: If Pokemon had a serious competitor franchise, I think that'd benefit both, and maybe force Nintendo, TPCI, and Gamefreak to invest more in the franchise. Alas, I don't think anyone has really cracked the code to doing it yet, and I think that's a shame!

While I see the games receiving a lot of praise, Yokai Watch was a game I could never get into, mostly due to its gameplay. Apparently the third one is better in that aspect, but I haven't tried it out. Another problem I see is the lack of identity in later titles: the fourth one went for a more mature route, with less kid friendly yokai designs and the protags being the kids of the previous protags who tied the knot. That's cool...but then the fifth game is has a Monster High-like setting. Huh?

As for the temmies, like I said before, it's a fine looking game but severely overhyped because of the Pokemon controversies. I think the dev knew exactly to who were targeting, but that also brings its own share of problems:

"GF should let fan designs into their games": BOOM. That popular fakely leaked water starter is on Temtem. The bad side of it is that platypus, since it was originally designed with Pokemon in mind, clashes hard with the Temtems design style. No wonder he is everyone's favorite Tem, it's literally a Pokemon! (that says a lot about the game lack of identity).

"Bring the jerk rivals back": We have Max....and he sucks, possibly even harder than some of Pokemon worst rivals. I have no idea if they want me to hate or like this guy: on one hand everyone of his town apparently dislikes or dismisses the guy so he joined not-Team Rocket to feel accepted, on the other hand, he's so full of himself (like a worse Barry) and so dumb to realize he's SIDING WITH TERRORISTS I can't honestly like the guy. I think Max could have worked better if he began as your friend so the players could emphatize with him and like the guy, and then backstab you for the villain team after seeing he can't catch up to the player, so him turning to the dark side is more tragic. That's unique, Pokémon never did that angle before. But I guess they really wanted that good first impression from Blue fans so we began with a jerk rival, what a wasted opportunity...

"Pokemon MMO when": Ok but must that necessarily include an "online only" restriction? I can't play the game if I'm not connected to the internet. I can play the 1P campaign of other MMOs without an Internet connection, so what's the issue here?

Then again, Temtem shows a lot of promise. That animated trailer presents it very well, the MMO aspect had plenty of people hooked at first, I like some of the temtem designs, so many QoL improvements, difficulty seems solid; but like they said above me...

That is really one of the biggest problems, if I wanted to play a better Pokemon game, I would replay one of my favorite Pokémon games rather than take a chance at something different. A direct competitor at this point can't just make improvements to Pokemon's gameplay loop, it needs to offer something distinct to really draw me into the game. If I wanted to play pokemon but with double battles, why would I not just pop in Colosseum / XD? If a competitors gameplay loop boils down to the same thing that Pokemon gives me, there is no reason for me to switch.

The ideal alternative to qualm the fans would be focusing on the Shadow side games, those Pokemon games offered us a different experience that was well received and would like to see another title in the future. As for other competitors, I heard Digimon is doing well on videogames, and that's because they're doing their own thing (although, it looks very Persona-ish?). Sorry if I went too hard on Max, rivals are a topic that mean a lot to me.
 
... and it's that I don't like when ROM Hacks want to "balance" the official Pokémon. I mean things like changing typing, abilities, base stats, or learnset, or modifying the moves or abilities themselves.

I know they want to make the joke Pokémon viable (a pre-Sirfetch'd classic was vastly buffing Farfetch'd's stats and make it Fighting/Flying), but it feels really wrong to me... for some reason. And yet I don't find creating Fakemon, new moves or abilities as wrong as that.

Which is why I appreciate when "vanilla" options exist (say, the Drayano ROM Hacks).

Maybe it is because I disagree with the buffs themselves?

It's more likely because when you see, say, Farfetch'd, you should already know what you're up against.

It's a shitmon, normal/flying-type, not really much of a threat in the hands of dumb AI.

When you see that same Farfetch'd actually be a Fighting/Flying-type with good stats and actual stabs that doesn't require SD+Crit to do real damage, odds are you'll feel that you got tricked or that you're just dealing with some unknown jank.

It's really hard to make hacks that change base stats and the like enjoyable because no one wants to actually stop mid-battle and break out a doc file listing all the changes to know wtf Caterpie got now.

When I actually attempted to rebalance GSC+Stadium 2, I had a clear idea of the in-game GSC portion being an extended tutorial to help people adjust for when they played St2. One of the things I wanted to implement (But didn't have time to) was adding the Pokédex as a Key Item that actually listed the typing of the mon you were battling, and if caught, the Base Stats and Evolution Method.

It'd pretty much work like the anime when Ash pulls up the Dex to learn about an unknown mon, and being optional, it wouldn't be too intrusive.

But that's just a huge chunk of work that a lot of hackers just don't wanna do/can't do/don't know how to do. Actual polish takes a tremendous amount of effort, and I think a lot of people's issues with the later games are that GF has been slipping on that front. Read: Animations, draw distance, route design, etc.

It's less "what could've been" and more "why does this feel like a step-down?"

So, on the topic of difficulty...

For all the talk about how Pokémon is incredibly easy, and that Game Freak does not want to make it challenging, I kind of think not many appreciate how heavily customizable Pokémon's difficulty is, and that's something that should be noticed.

Masuda did point it out in an interview... right before answering a question saying the Exp. Share wouldn't be toggleable in SwSh.
Oh yeah, there's also that 50% Exp Boost item in the IoA that also can't be turned off and can be gotten as soon as you arrive in the Wild Area.

These small details + the lack of proper difficulty settings (BW2 had such a good system going, it just needed to be more accessible) just forces the player to go extremely out of their way to have any semblance of difficulty.

My main problem with difficulty in rom hacks and just most fans suggestions is that most of them are just really fucking boring and grindy. They feel more like kaizos than someone trying to design a difficult game. When the only way to progress is just "bruteforce it with higher levels" then theres nothing interessing going on.

That is true, and it's bad design taken to the other side of the spectrum. Grinding is not difficult.

I'll try and use an example to explain what I'd like in terms of difficulty.

I presume most of us have at least heard of the Totem battles. I dislike the asymmetrical design, but they had something interesting. A strategic theme for most of them. So how would they translate into SwSh?

Take Milo for example. Both of his mons got a nifty, signature ability (Cotton Down) that isn't used in favor of one he cannot use (Regenerator).

Instead of making that battle a boring Dynamax rout, why not use those abilities in his favor and base his team on speed control? (And give him more than 2 mons for crying out loud, at least 3 or 4.) No need for crazy or busted stuff, just some flavor to bring out actual strategy.

Totem Araquanid had that theme and people weren't chucking 3DSes out of windows for it.

The current games are not just easy. They're boring. XY started off on a very strong note with Viola actually using Water Sport to cover for her weakness, but well... You get past Reflection Cave and is greeted by the likes of Korrina, so that one didn't quite stick the landing, I'd say.

The main issue is that "adding difficulty" in a Pokemon games can realistically always be bruteforced by grinding.

Issue? That's not a problem. It allows kids to just barrel through games like a CB Gorilla Tactics Darm with an overleveled starter if they want to. There's nothing really wrong with that.
 
Honestly I think the way to design for a decent hard mode is to not try and make it hard, but make it more strategic and challenging. Though i'd prefer if the main campaign mode was still the exact same, as one thing that some people forget is that sometimes, difficult options go agaisnt one of the main appeals of pokemon, which is creating a bond with your team and riding with them until the end. I'd rather the normal mode be the same as the current games are, and since its already pretty easy, you can add a "hard" and an "extreme" mode that hype up the difficulty more.
 
I have been thinking about it a few day. For me Pokemon's post game is the only thing that keeps me honestly hooked for the game. What happens before it just feels a waste of time for me for some reason which is why I get disappointed when the post game doesn't offer anything.

The gyms are all: Just run over with your strongest Pokemon or use the right Pokemon Type.
Rarely there is something that impresses me like Whitney's overpowered Miltank, Viola's Surskit using Water Spout to make my Fynx useless or whatnot.
I really can't get invested into the "story" either, even tho Gen 5 is my favorite and known for it's story.
No matter how you slice it, it's still pizza, and they are still using the same ingredient.
I end up using the early game to test out all the new Pokemon and post game reclaiming my old Pokemon, and even then new Pokemon feel old most the time (early bird, useless rodent, etc).
I get more enjoyment from competitive play or battle facilities (at least back when they were actually fun like the Battle Frontier).

Maybe this is why I like Stadium 2 so much. The Gyms have a large variaty of challenges to offer and you can even pick from a pool of rental Pokemon (even if they are bad for the most part) if you desire. And each fight feels like it's own thing (well, there will be some that will be similar to others).
Similary I enjoy Colosseum Orre in XD, and the battles in Colosseum or XD in General. There are more often than not actual tactics involved that don't boil down to "I guess I use this powerful TM move you will be getting after you own me".
Speaking of TMs, I hardly recall Gyms using the TM based moves since Gen 4.
Elesa using Volt Switch I remember because it fits with her Emolga strategy that annoys people.

Ironically I enjoy watching speedruns and make my own (poorly done) attempts. Rare accassions the games are kinda fun outside of "I guess I have to pick a starter that will be obsolete after I beat the game, beat 8 gyms and elite 4, stop a team or something, learn new mechanic that defines the generation that makes the game way too easy and get a legendary shoehorned."
 
My opinion on the post game vs main game thing is the complete opposite, but I still think is an unpopular one, I don't think I really care too much for post-game content in Pokémon games. I recently finished Pokémon Emerald again, and before beating it I was thinking about catching the post-game legendaries, beating Steven or maybe even trying some of the Battle Frontier stuff, but then I finished the Pokémon League and... sorta stopped playing right there, and my interest in the post-game activities diminished very quickly.

Most of the fun I have with the games is going through the main campaign with different teams, trying Pokémon I never used before, while the post-game stuff is just random side content that I might or might not do, and most often than not I don't really do it. At most I'll spend time breeding in the recent games (which I actually really enjoy doing) and trying different Pokémon in the battle facilities, but that's about it, and I only ever do that in whatever the most recent game in the series is.

Not to say that I don't want the games to have more post-game content, I just rarely care for most of it aside from what I mentioned. I guess that's why my fondness for GSC/HGSS decreases more and more over time, as I really think Johto is heavily held back by the fact that it has to share its games with a region that isn't even as good in them compared to the games properly centered around it. I honestly would be (personally) really interested in a GSC remake that throws Kanto in the trash and completely focuses on making Johto as best as it can be.
 
My main problem with difficulty in rom hacks and just most fans suggestions is that most of them are just really fucking boring and grindy. They feel more like kaizos than someone trying to design a difficult game. When the only way to progress is just "bruteforce it with higher levels" then theres nothing interessing going on.

At least kaizo roms are transparent that their whole process is making the game frustrating and stupid, bordeline unfun for most, so the audience knows exactly what theyre getting into. Hell, some kaizo roms have better diversity and choice in the pokémon you can get and build for every gym than actual "hard roms"

Edit: something to add is that just increasing the fights levels isnt the only way that a difficulty setting ends up like a grind fest. Doing things like "the second gym leader alreadyy has extremely powerful coverage moves" or anything that is super hard/impossible to counter with the pokémon you can catch means that the only valid option you're giving the player is "get to a higher level and bruteforce it lol"
I don't think this is the case with the 3ds era rom hacks since they all are balanced around perma-on exp shares (not to mention trainers having an appropriate amount of mons that give good exp). I have probably played 8-10 different gen 6 and 7 rom hacks (with ending levels around 70-100) and never recall grinding once.
Anyone who hasn't played one is missing out on some pretty good fun I think:
You get pokemon and move rebalancing around both flavor and bst:

some rom balance changes.png
Most important is a generally superior battling experience. Playing on set lets you use pivot moves to their full potential for example. I went from never using volt-turn in game to slotting 2-6 users. Even if you play on switch you might get a few surprises due to a handful of type changes or bst increases ranging from 20-40 for the vast majority and up to 60 for the truly bad pokemon.
 
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I don't think this is the case with the 3ds era rom hacks since they all are balanced around perma-on exp shares (not to mention trainers having an appropriate amount of mons that give good exp). I have probably played 8-10 different gen 6 and 7 rom hacks (with ending levels around 70-100) and never recall grinding once.
Anyone who hasn't played one is missing out on some pretty good fun I think:
You get pokemon and move rebalancing around both flavor and bst:

Most important is a generally superior battling experience. Playing on set lets you use pivot moves to their full potential for example. I went from never using volt-turn in game to slotting 2-6 users. Even if you play on switch you might get a few surprises due to a handful of type changes or bst increases ranging from 20-40 for the vast majority and up to 60 for the truly bad pokemon.
That attachment is broken and doesn't go anywhere
 
The Rotom bike feels like a step back from PokeRide. The bike as it is currently is perfect for exploring the wild area, I’ll give it that. However, I think PokeRide might’ve been one of Pokemons biggest steps into a more immersive world - and it finally allows the games to do one of the cooler things in the show, riding pokemon in the overworld! I also miss the puzzle solving, off the beaten path aspect to rock climb, strength and such. In SwSh it feels like there’s little reason to revisit the routes at all once you pass through them and hunting down TMs has been reduced to farming Max Raid dens and shuffling between watt traders.

edit: i guess you could ride Pokemon in XY too, but it was way more limited.
 
I think the reason they didnt include the pokeride is the same that they change the online method every game, that they change the amie method every game and so on: gamefreak wants to make these parts fit the culture and aesthetixs of the region theyre making. Pokeride was an alolan exclusive because alola is known as a knit community, pokémon collaborating with humans beyond a trainer relationship. Meanwhile, galar seems more individual, technologic, with a more cozy look at your own pokemon and you than other people. They're trying to reflect what they see in their travels for these regions into pokemon, the issue is sometimes those changes end up making a system worse.

Also maybe the galar ones are bad because britain is boring lol
 
I think the reason they didnt include the pokeride is the same that they change the online method every game, that they change the amie method every game and so on: gamefreak wants to make these parts fit the culture and aesthetixs of the region theyre making. Pokeride was an alolan exclusive because alola is known as a knit community, pokémon collaborating with humans beyond a trainer relationship. Meanwhile, galar seems more individual, technologic, with a more cozy look at your own pokemon and you than other people. They're trying to reflect what they see in their travels for these regions into pokemon, the issue is sometimes those changes end up making a system worse.
I rather suspect it was for technical reasons during development. First, it's easier to animate the player character on a bike than on a running Pokémon. Second, it's easier on the game. The reason the Wild Area has the issue of "popping" Pokémon is because the engine can't handle a large number of Pokémon models in motion at the same time. Having another Pokémon model run around with the trainer would mean fewer spawns, at least for base SwSh (somehow they fixed it in the DLC).

Besides, I don't buy the cultural argument. Collaborating with Pokémon is a core concept of the whole franchise, it's universal between regions. The Ride Pokémon concept was used both in Kalos and Alola and even introduced to Kanto in LGPE. It doesn't seem like a concept they would scrap if they didn't need to. If anything, Galar would have received a new set of ride Pokémon to distinguish it from Kalos and Alola (except Lapras because ... you know). I think it was just cut because they didn't have time to implement it properly for the base game.
 
Collaborating with Pokémon is a core concept of the whole franchise, it's universal between regions.
It is universal to the franchise but often in an individual way. You collaborate with YOUR pokemon that you caught. Even in a utopian world, where people give out things for kids because they want to, no one actually lends their pokemon, outside of alola. What you get is just the tools to get rid of stuff, but youre the one who needs to go and fix it.

In alola, ride pokemon are a result of a community-based region. Theyre not your pokemon, they seem to be admnistrated by kahunas, yet they still help you around. These pokemon dont need to be caught, dont have obedience issues, they want to help, because alola is a region where helping others is important, as its been even used in some plot points. The bond are simply different there.

Galar, japan and america are individualistic, the concept of ride pokemon could fit, but will never fit as well as it did in alola. In fact, it'd probably be butchered.

Of course the technical point is more important, but downplaying the importance of culture in pokemon games is a mistake imo. Although gamefreak is not good at seeing other countries without trying to shoehorn japan in every way, they still show a lot more care for those concepts vs most other japanese companies
 
In alola, ride pokemon are a result of a community-based region. Theyre not your pokemon, they seem to be admnistrated by kahunas, yet they still help you around. These pokemon dont need to be caught, dont have obedience issues, they want to help, because alola is a region where helping others is important, as its been even used in some plot points. The bond are simply different there.
This is also the case in Kalos, though. None of the Pokémon you ride there are your own.

Again I suspect it's for technical reasons: it'd take too long to animate the player riding every available Pokémon, so they had to restrict it to a few, and they couldn't rely on the player always having access to the specific 'mons they needed to solve puzzles. A commonly-shared pool of Pokémon (which the player in Gen VII rides wearing a standardized outfit, for even easier animation!) was probably deemed to be the best compromise. In Kalos, each ride Pokémon is available only in the locations where it's needed, while in Alola you can summon any of the mounts anywhere like some sort of taxi. However, this did reduce the overworld puzzles to "remember which Pokémon to use in which situation", and then only in Gen VII where you had several Pokémon to choose between. However, to ensure nobody could possibly get it wrong anyway, the game offers to summon the right Pokémon for the job when you interact with the obstacle. It rendered the whole point of many obstacles quite moot. The worst offender in my eyes is Mudsdale Gallop, which only serves to get you across a barrier you can't even see before you access Mudsdale, and it's only used right there and in one other situation (Vast Poini Canyon). It's an obstacle that only exists to give a purpose to its Ride Pokémon.

In LGPE, they decoupled the Ride Pokémon from obstacles altogether, so riding was just a visual thing. With a much smaller pool of Pokémon to choose from (and no trainer customization if I recall correctly), it was feasible to make an animation for every ridable Pokémon too.
 
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My take on PokeRide is that while the concept was cool, it was awkward in execution. The ugly suit, the lackluster (in my opinion) theme, Stoutland being a poor replacement for dowsing, and Charizard showing up outside of the dex are my negatives. I'm not a fan of Gen 7 or Alola in general, so I prefer any other Bike/overworld exploration method.
 
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However, to ensure nobody could possibly get it wrong anyway, the game offers to summon the right Pokémon for the job when you interact with the obstacle. It rendered the whole point of many obstacles quite moot. The worst offender in my eyes is Mudsdale Gallop, which only serves to get you across a barrier you can't even see before you access Mudsdale, and it's only used right there and in one other situation (Vast Poni Canyon). It's an obstacle that only exists to give a purpose to its Ride Pokémon.

And that's exactly my gripe with how Pokémon implements field moves since RBY.

Most of them are not puzzles, they're just a checkmark.

Take this for example:
Trick_House_puzzle_room_1_E.png


Bulbapedia doesn't show it, but each narrow passage is blocked by a Cut tree.

What's the problem here?

There is literally no possible way to mess up in this "puzzle".

It's literally "Press A to cut tree." Nothing more than a roadblock that simply requires a mon with Cut on the party.

Now compare it to all the ways Strength has been used in this franchise and you'll start to notice just how bad some field moves are.

Flash is mildly annoying at best.
Cut is a simple roadblock.
Whirlpool is literally Cut, but on water.
Waterfall is criminally underused.
Rock Smash is Cut, but on a rock.

The exploration-focused ones tend to work out fine.

Fly is just a nice fast travel system, until you realize you're burning a slot on it. Most Flying mons struggled STAB-wise back then, so it kinda gets a pass.

Surf just opens chunks of maps.

Defog is actually nice because if you don't use it, you actually have an accuracy penalty. Otherwise, lol. Also very underutilized.

Dive is great. It has functional puzzles and also doubles as an exploration tool.

Rock Climb adds a sense of verticality that is unmatched in a region. Seeing mountains and climbing them is amazing. It had some potential to be a bit better, but it's not bad.

The rides are pretty much HM replacements with Mudsdale being the only one that wasn't an HM before. (Sharpedo doesn't count.)

And again, it suffers from being just a simple roadblock.

TL;DR
Most of the field moves in Pokémon are very poorly handled if they're puzzle-based but they kinda turn out fine when they're exploration-based.

Honestly, the puzzle ones need to be reworked from the ground up. Cut was never a good HM. Ever.
 
And that's exactly my gripe with how Pokémon implements field moves since RBY.

Most of them are not puzzles, they're just a checkmark.

*snipped*

TL;DR
Most of the field moves in Pokémon are very poorly handled if they're puzzle-based but they kinda turn out fine when they're exploration-based.

Honestly, the puzzle ones need to be reworked from the ground up. Cut was never a good HM. Ever.
This is why my argument has always been that HM moves aren't the problem, how they're used is. You could come up with really interesting puzzles for certain field moves and combos of field moves. Make them not utterly suck in battle and interesting out-of-battle and people wouldn't mind them at all.
 
Despite people bitching about Gen 7 and 8 pulling this I still think it's XY that completely salted the earth in regards to the whole "Kanto Pandering" complaint. Even as someone who has always found that meme to be stupid and reactionary anyway, it's just ridiculous when you look back, I mean seriously, these games are guilty of:

-The regional dex having 111 Kanto Pokemon, or nearly 3/4 of the Kanto dex in it
-Just straight up giving you Kanto starters as a gift before the 2nd gym
-Said Kanto starters getting Megas while the non-Greninja Kalos starters got nothing, and even Gren had to wait till Gen 7 to have a playable super form
-Charizard and Mewtwo getting TWO Megas
-Mewtwo and the legendary birds... just... being there when no other old-gen legend is available
-Santalune Forest being an almost tile-for-tile remake of Viridian Forest right down to Pokemon selection minus a few additions
-The catching tutorial not even being against a Kalos mon, but a Pidgey
-God damn story setpieces being ripped from RBY (the evil team raiding an industrial complex where Pokeballs are created to obtain a Master Ball, as well as the first encounter with them being in a cave where at the end you choose between 1 of 2 regional fossils)

And I'm sure there are even more examples within the cracks that I've either forgotten or don't know about. It has never been this blatant before or since, I shit on Gen 2 a lot for kissing Kanto's ass to its detriment but that had the excuse of being a direct sequel of sorts with direct geopraphical ties to the region. For Kalos meanwhile it's just one of the major symptoms of Game Freak trying to over-course correct after the nuclear reception to BW1's dex
 
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