Unpopular opinions

you didnt say anything that added to the convo tbh. sure, pokemon asks questions and has themes: and then what? does it answer them, does it dwelve on them? does it do anything at all?

there's environmental themes: and then what? whats the answer, how does it actually impact people, who suffers less or more? or is the answer beating up some evil bad guy and the issue gets solved? is the evil bad guy explored in any way? why is the evil bad guy like that?

there's themes of isolation: and then what? there's themes of energy extraction: and then what? does pokemon actually explore any of these on the pokemon world, reflections of our own world, or does it use it as a theme for a new boss battle and evil team? do you as a player see any consequences of energy extraction or isolation or environmentalism in your exploration? do you engage with it beyond beating up some crooks that are labeled evil guys so you know the thing they support is evil? do you get to make choices or see your character involved in these themes?

you compared pokemon with disco elysium, but de is infinitely more willing to ask questions and make you face the consequences of its world. it is so willing that half of what happens cant be posted here because its overly political and will gladly call you a straight up fascist for certain choices. does pokemon make you like... think? ever? it is better at interpersonal struggle, as the last 3 gens did have good character arcs, but did you have to ponder about the themes of pokemon? were you ever challenged by it if even for 2 minutes?

the existence of a theme does not a meaningful game make. no matter how much its relevant or reflects current worlds, a theme with no follow up is set dressing, its aesthetics. pokemon themes are aesthetics
Please learn what a theme is before you say "and then what?", proceeding to ask what the theme "does". A theme is a message in a piece of work, it doesn't "do" something by itself. You interact with the theme to create your own meaning and additional depth. Themes and questions brought up by a piece of media don't always have clear answers, and that's because we're meant to interpret from them. Pokemon absolutely dwells on its themes and delves deeper into them: the theme of environmentalism and the need for people and Pokemon to coexist is repeatedly explored in areas like the Safari zone, berries, and the plentiful examples I've described in my last few posts. Sinnoh's theme of isolation isn't just geographic, as it's the motive for the villainous team leader. Cyrus's disconnection from others and feelings of rejection lead him to reject the world back and aim to create a new world that has no emotion. The player's connection with beings like Mesprit, which are the embodiments of emotion and parts of humanity, enable them to intervene in and foil Cyrus's plot at the climax through their cooperation with the legendary Pokemon, neutralizing Dialga and Palkia or navigating the Distortion World. The player is capable of connecting with Dialga and Palkia without using the red chain, unlike how Cyrus had to use technology and exploitation of the lake spirits so he could control the ultimate Pokemon. It could not be more obvious that the core themes of Pokemon here are "connection and cooperation".

"Our relationship with the Earth is one that's reciprocal - if you give, you get back" is one of these environmentalist themes in Pokemon. The berry system in RSE is a great example of this: if you want to have more berries, you need to plant berries after you harvest them. Choosing not to engage in this system is an act of roleplaying that makes your experience of playing the game more difficult compared to that of a player who doesn't exhaust all of their berries. DPP even expand on this with the Poketch app that keeps track of berries, signifying that people in the world of Pokemon are driven to use technology towards environmental reciprocity and taking care of natural life. Your response leads me to think that you don't understand what themes are, so I've made sure to make it more explicit here. Pokemon is not just about the player's interactions with the evil team but also the setting and other characters.

Disco Elysium is an RPG I favorably compared to Pokemon because - in the example I was describing for why Pokemon and other media are compelling - the ambiguity and borders of the story drive people to socialize about it, just like Pokemon. That said, DE has different aims as a character-focused RPG for adults that surrounds a murder mystery case compared to a creature-collecting game with a turn-based battle system that's for all ages. DE even explores the same concerns about the environment through different elements of its world, such as the pale. Pokemon describes consequences for human expansion that doesn't respect the environment or belief that humans are in total control of the environment: Rattata infestations that were a result of the urbanization of Alola are answered by introduction of Yungoos, which drives Rattata to adapt into Alolan Rattata, so Yungoos proceeds to become an invasive species itself. Pokemon should be making you think about these real-world issues that don't have neat answers. Pokemon is obviously depicting biocontrol and the consequences of assuming that it's going to be a surefire solution to human-created ecological issues.

If you engage shallowly with a theme, of course you're going to think of it as an aesthetic. In your posts, you reduce things like Cyrus's rejection and disconnection to "depression" for an edgy joke. Themes don't have answers, you engage with them. I've listed several ways that Pokemon has reflected the real world in its setting, plot, and characters to serve its themes, none of which it has ever been subtle about. Every Pokemon game's opening has a pivotal character, usually a Pokemon professor, practically singing about the benefits of the partnership between people and Pokemon and how there's always so much more to explore. Pokemon could not be less obvious about these themes of connection, self-betterment, and the importance of coexisting with the natural world. Pokemon follows up on its themes by depicting the growth of the player and the people around them as they become the best versions of themselves through their relationships with Pokemon. Lillie is inspired by Cosmog and the player to become a more active force in her own life in SM, Wally overcomes his weakness and insecurity through his partnership with another weaker Pokemon and by going on a journey, Bianca discovers what she wants to do by going on a journey that defies the expectations of her father, and so on.

Saying things like "Congrats you mentioned the only pokemon game that actually tried to say something of worth" is so clearly bad faith media criticism. It's annoying, and it's actually what subtracts from conversations about Pokemon because it deliberately ignores and downplays readings of the games that make a real effort to dive deeper into the messages that they're trying to say.
 
i think this convo is a bust because i simply disagree with all that you said. a lot of examples are extremely simple and one off (or are alola, which i mentioned again is a pretty big exception for the franchise) or are pretty shallow and underdeveloped by themselves (wally and cyrus lol).

but also because the notion here is both that having a theme imbues a work with immediate depth and though AND that the only way one can interact with the world of pokemon is if the themes are in depth, both which i consider false premises. one can talk about the nuances of pokemon and how it reflects the politics of its creators without it being a work of depth, because thats just a inherit feature of art no matter its quality
 
As I see it, pop culture has two extremes for the existence of themes in their media. I specify pop-culture as in works made to entertain and be commercialized as at least one primary goal, compared to "Cinema" films or literature where they exist to depict artistic meaning or material regardless of broad appeal or a monetary return.

At one end you have something like Star Wars and Pokemon, where the themes and/or their depiction are very simplistic and on the face such that they're simply "seen" rather than interpreted; then at the other you have something like NGE (it's been my "hyperfixation" lately so pardon the double dip referencing it) where most of the audience agrees there are thematic elements deeper than the face value events... and that's as far as a consensus goes because to this day all manner of interpretation exist for metanarrative implications of the individual OR collective entries, or ambiguous/not-explicitly-defined scenes such as the infamous ending of the Anime's finale film.

I do think there is merit to the former, in that presenting the theme on its face can spark a conversation even if the work does not itself take a defined stance or delve into the issue, but this value should not be conflated with how strong or weak the narrative itself is.
I don't mean to pick on this post, but I disagree that Star Wars is simplistic with the themes it is trying to convey, and it's definitely not using them as window dressing or pure entertainment. George Lucas has described his inspiration for the conflict between the resistance and the Empire as being related to the global conflicts that the United States involved itself in during the mid-20th century. It's literally in the name "empire", something that is definitionally expanding, exerting control, and militarized. For all of the mess of the prequels, they're interested in the themes surrounding how easily institutions of power can be manipulated towards coalescing into antidemocratic empire. These movies are being sold back to the people who are inside the core of the empire itself, and I believe it's also why they're still compelling now! These themes are asking people to think more deeply about the world they live in by interacting with this piece of art.

Pokemon is the same way: even though it has broad appeal, there are subtler themes and more complex things it wants to communicate. Ultra Beasts threaten the balance of the already-sensitive island ecology of Alola, but they have home dimensions that the player can visit in USUM, and they demonstrate in their home environments that even invasive species still have dignity and places they come from. It's an entirely new way of characterizing them too compared to SM, where they're much more of crazy alien threats. In SV, Paradox Pokemon pose an ecological threat to the rest of Paldea to the point that they have to be contained in an environment that no one else is permitted to enter without proving themselves. However, they're still living beings that are worthy of respect and understanding. What does the future of Paldea look like with them permanently contained in Area Zero? Is that ethical or acceptable? There's also themes to them that are, funnily enough, paradoxical. The Swords of Justice are supposed to be Pokemon that challenged humans to protect other Pokemon, but their Paradox counterparts contradict that completely through the implications that they were created in the future to act as weapons. Not only is that dark, but it raises so many questions about what kind of world would have to exist for people to create these mechanical weapons and model them after guardians of the natural environment. Even if Paradox Pokemon like Iron Boulder don't come from a "real" future, that they can be imagined at all is troubling. It also reflects the possibility of artificial life being used towards destructive ends, something Pokemon is pretty obviously not for. Deoxys has some similarly deeper themes and motifs: it's kind of existentially fucked up that not only do alien Pokemon exist, but that more life is out there. It taps into the real-world existentialism of the possibility that life on Earth may have been seeded by something else, and that we still don't know about the origins of life or if more life is out there. The scope of the series has obviously evolved beyond "wow imagine if there was an alien Pokemon", but it's still something resonant. It's also a great twist on the theme of Hoenn as being this place that is thematically meant to be a balance between the land and the sea, overseen by the sky, because Deoxys is an outside distortion.

I love NGE so much too. I recently got another friend of mine to watch it just so I could vicariously experience it again and learn his perspectives. I think NGE is absolutely rich in its themes. That said, that one meme of "War is bad" flying over the head of "wow cool robot!" not only summarizes some of my readings of this thread but perfectly applies to NGE too. One of the themes I've been thinking about lately is about using other people towards selfish ends and the idea of "instrumentality"; adult characters in the show use Shinji as a way to get what they want, and they all experience comeuppances for doing so that exclude them from the core of the instrumentality that actually happens.
 
i think this convo is a bust because i simply disagree with all that you said. a lot of examples are extremely simple and one off (or are alola, which i mentioned again is a pretty big exception for the franchise) or are pretty shallow and underdeveloped by themselves (wally and cyrus lol).

but also because the notion here is both that having a theme imbues a work with immediate depth and though AND that the only way one can interact with the world of pokemon is if the themes are in depth, both which i consider false premises. one can talk about the nuances of pokemon and how it reflects the politics of its creators without it being a work of depth, because thats just a inherit feature of art no matter its quality
I do think it's a bust that you write off the textual examples I bring up, either because they're "simple" (as though elements and motifs that back up themes aren't relevant for being simple), they are or are not from your preferred game (arbitrary), or they aren't personally compelling to you. That's not media criticism though, that's just your personal feelings on those elements and your choice to ignore these parts of the series. You are mistaking your subjective experience with the games as being something objective, which is why you're using words like "quality" to describe art. Doing so doesn't change that Pokemon games have themes and depth to them, things that are often underdiscussed and written off in the reception of the games despite the massive size of the population that engages with Pokemon and discusses it.

I'm tired of these shallow takes on Magma/Aqua being simple ecoterrorists and Rocket just being gangsters and Cyrus just being depressed, so I'm going against the grain of popular fandom sentiment and actually digging deeper into what Pokemon is trying to say. I could go on with finding examples of how Pokemon's themes emerge through different frameworks, but it's not even worth doing that if you're going to disregard discussions of themes for whatever arbitrary and personal reasons you choose. You've made claims like how other Pokemon games don't actually try to say anything of worth or contain depth, which you're now backpedaling on after being shown examples that demonstrate these themes.
 
woah thats crazy. i dont care though play disco elysium

i think i already posted this but ive been replaying a pmd sky (edited) and ill be honest: kinda crazy how people will slam sumo for its cutscenes (which i do think there should be a skip option for) meanwhile pmd sky is like 60% cutscene and railroad content. you cannot go by 2 in game days without being forced to play sentry duty or being shoved to a plot dungeon with no choice in the matter. all that and the story is not even that good

and to add this isnt a "two different people being lumped into one with contrasting opinions for my epic takedown" ive seen enough people glazing sky that also hate alola (or modern pokemon in general tbh)
 
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Okay so this initial premise was clearly quite stupid, but I'm enjoying the memes it has spawned
 
i woke up and played some more sky on the bus so i have a more elaborate post:

I think id dislike the pmd sky story a lot less if I didnt felt shoved into it. My rule of thumb is that you are allowed to railroad me into your story as long as you have a good story, because i want to experience it and would seek it either way. but pmd skys story is just not that good for me to enjoy being dragged around like that.

objectively, it's probably about the same as rescues plot: rescuers is simpler and smaller, with a few kinks and not much happening, sky is more grandiose but with more flaws, averaging the same enjoyement. but in rescuers, you get to pick when to engage with the story dungeons, which gives agency to the player and lets them space out the story content between main gameplay as they please. the only time they break this is on the fugitive arc, but it makes the whole arc a lot more engaging: you get the agency ripped away from you, and have no choice but to flee and keep going until you prove yourself innocent.

meanwhile, sky feels like im on a time limit at all times: how long do i have before a forced dungeon happens? do i have time to complete missions before they become worthless with a new dungeon unlock? should i grind at the dojo in case? and all of this would maybe be interesting if it was tied to a mechanic that i liked engaging with, but since its all surrounding skys story, i feel shoved back into the script as soon as i start enjoying the base dungeon exploring loop. it makes me feel resentful of the plot

sentry duty does not help. its a fun minigame, but when i feel like im on a time limit, its incredibly annoying to lose a day to forced sentry duty.

Another point is that it makes dungeons less memorable in this game: the story goes by so fast and shoves new dungeons at you that older ones become obsolete and you dont go there as the better jobs appear. I have all early rescuers dungeons memorized because of how i get to take my time there before moving on the story, but i think i spent like one job day at drenched bluff and mt bristle respectively before getting thrown to waterfall cave, who then itself got thrown after 2 job expeditions
 
My unpopular opinion for this thread is that 90% of Pokemon story defenses here (outside of SM and BW) are basically just fanfic. In fact there is a lot of good Pokemon fanfiction that takes a lot of these ideas and actually runs with it.

Too bad most stories in this franchise at their base actually suck and people here put more thought into those games' characters than the original devs

Not only that but most Pokemon game stories before Gen 5 have so few ideas and are vapid content, there as a vehicle to deliver a power fantasy rather than to actually say anything of note. No, Cyrus is not actually interesting or some high IQ theme from the devs, he's some ideas from an era of emo material that sounds cool. And that's all the devs needed/wanted to do. Make it sound cool.
 
See my take here is that it's fine that the Pokemon games have relatively simple stories. They serve the point that they need to in the games. Not every story needs to be some deep piece delving into the human condition. Sometimes simple and fun are all that you need, especially for a game series that is oriented towards children. Would it be nice for the games to go into more detailed and in depth stories? Yes, but treating it as some big failure if it doesn't is missing the point.

Also we've had someone say George Lucas is good with thoughtful and compelling theming, which is usually the point where we can firmly admit we've done something wrong.
 
Pokémon gameplay loop of catching mons, building a team and exploring a region is so good that a pokémon game don't need a story. One could go even more barebones than gen 1 with only the pokémon league as the plot and the game would be fine.
 
Playing the Mega Man Zero quadrilogy was an illuminating experience for how I view Pokemon stories because it made me realize that Actually It's All About Vibes And Aura

Obviously whenever the actual words in the textboxes are well-written that's cool and appreciated, but Pokemon is a series of 15-20 hour monster-catching RPGs, not a book series. There are a plethora of other tools you can use in this medium to immerse people and attain the aforementioned Vibes And Aura. People don't like N because of a particularly quotable monologue of his, people like N because he's a handsome mystical puzzle man with a big fuck-off dragon who you fight in a giant castle risen from the earth. People like SV's story because it's based around your cool motorcycle dragon friend and 3 other funny lovable blorbos and at the end you go with them into a big crater with wicked time creatures to fight a robot with Undertale text glitches. Vibes And Aura! On the flip-side, Team Galactic and Flare suck not because of any egregiously bad lines but because they look stupid and their plans are anticlimactically thwarted before the game even ends and you just continue with your journey like nothing happened.

I bring up Mega Man Zero because those games are often considered the best Mega Man stories and some of the best games in the series in general. Why is that? Is it because they have these brilliant beautiful dialogue exchanges and extremely detailed character arcs? No, lol, these are 2-3 hour Game Boy Advance sidescrollers. The key is - say it with me now - Vibes And Aura! Without spoiling too much the setting is cool, the villains are cool and the threats they pose feel real thanks in large part to having some of the sickest setpieces on the hardware.

Here's a tier list if that makes it any easier to understand what I'm saying (probably should've bumped down swsh a slot but the galar gym challenge is pretty high aura while rose's plot is low aura eternatus not-withstanding so it's kind of a borderline case)
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I've never been a big fan of shonen in general so it just doesn't appeal to me that much tbh, to me if it doesn't have an emotional backbeat, it falls off me completely
 
Playing the Mega Man Zero quadrilogy was an illuminating experience for how I view Pokemon stories because it made me realize that Actually It's All About Vibes And Aura

Obviously whenever the actual words in the textboxes are well-written that's cool and appreciated, but Pokemon is a series of 15-20 hour monster-catching RPGs, not a book series. There are a plethora of other tools you can use in this medium to immerse people and attain the aforementioned Vibes And Aura. People don't like N because of a particularly quotable monologue of his, people like N because he's a handsome mystical puzzle man with a big fuck-off dragon who you fight in a giant castle risen from the earth. People like SV's story because it's based around your cool motorcycle dragon friend and 3 other funny lovable blorbos and at the end you go with them into a big crater with wicked time creatures to fight a robot with Undertale text glitches. Vibes And Aura! On the flip-side, Team Galactic and Flare suck not because of any egregiously bad lines but because they look stupid and their plans are anticlimactically thwarted before the game even ends and you just continue with your journey like nothing happened.

I bring up Mega Man Zero because those games are often considered the best Mega Man stories and some of the best games in the series in general. Why is that? Is it because they have these brilliant beautiful dialogue exchanges and extremely detailed character arcs? No, lol, these are 2-3 hour Game Boy Advance sidescrollers. The key is - say it with me now - Vibes And Aura! Without spoiling too much the setting is cool, the villains are cool and the threats they pose feel real thanks in large part to having some of the sickest setpieces on the hardware.

Here's a tier list if that makes it any easier to understand what I'm saying (probably should've bumped down swsh a slot but the galar gym challenge is pretty high aura while rose's plot is low aura eternatus not-withstanding so it's kind of a borderline case)
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In all this discourse I think this is the take I resonate with most. I know Pokémon’s not Shakespeare, but it still engages the part of my brain that likes storytelling and I still generally come away with cool impressions from the stories and some thoughts and observations that I find meaningful. I haven’t felt much of a reason to even want to expect more than that on this front when I’m already getting more substantial stories from other, non-Pokémon media. Pokémon is fun, low-stakes storytelling that stays in its lane, but I think that also offers flexibility in terms of what you take away from it, and I like that.
 
In all this discourse I think this is the take I resonate with most. I know Pokémon’s not Shakespeare, but it still engages the part of my brain that likes storytelling and I still generally come away with cool impressions from the stories and some thoughts and observations that I find meaningful. I haven’t felt much of a reason to even want to expect more than that on this front when I’m already getting more substantial stories from other, non-Pokémon media. Pokémon is fun, low-stakes storytelling that stays in its lane, but I think that also offers flexibility in terms of what you take away from it, and I like that.
I might just have a cold dead heart because I think most Pokemon games would be objectively better if you removed the storytelling

I've always had one major rule when analyzing media: If you do something, do it right. I'd rather you not try something in your game that you don't give a shit to do well at all than to fail and dilute the game. If you remove all of the storybeats from Hoenn games I straight-up have a superior experience, same with Crystal, same with Kanto, same with Platinum.

You say you're gonna get rid of the evil team bases? Yes Please, I'll Eat That Up. Distortion World? Boring slide puzzles that I don't care about.

For me to find something cool I need to take the media seriously, which I just can't take most Pokemon games seriously. Because it doesn't feel like it's taking itself seriously. That's what I think I disagree with with the "aura" argument. I don't feel "aura" when I don't think the writing cares about itself either.

So I don't care about Cyrus. The writer for Cyrus doesn't care. What the fuck are we doing here. I get it you just want to look cool, but I'm not 8 anymore so I don't care. And you can say "well you're not the target demo" and sure, but also when I was that age I thought trains were the coolest shit ever, it's really not that impressive or something to celebrate to do basic shonen shit that satisfies the appetite of pre-teens.

And to make it perfectly clear: I am team "Kids deserve good stories too". And I don't count shit like Kanto/Johto/Hoenn/Sinnoh/Kalos/Galar to be that.
 
I feel like my equivalent to overall aura when it comes to connecting with a game's story is enjoyable gameplay. It doesn't matter how intense the cutscene is if I'm skipping it/not paying it any attention because I'm desperate for better action, while on the other hand I'll openly accept something contrived if I'm excited about the next level that event leads to. This also means I take a very dim view of boss fights that are heavily scripted with little player agency, just be honest about there being a cutscene there.
 
Luckily in Brazil it's required by law that a medicine's name is also written in braille in the box/ package so that's the reason I quickly realized what it was and what I used to decode the messages.
is learning braille (or at least a bit of it) from medicine packs a canonical brazilian experience... i did play these games as an adult only but when i saw the dots i was like oh its braille because i learned to read braille to read medicine boxes
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How many fukkin meds y'all taking to learn a whole-ass writing system out of medicine boxes!? :trode:
 
I might just have a cold dead heart because I think most Pokemon games would be objectively better if you removed the storytelling

I've always had one major rule when analyzing media: If you do something, do it right. I'd rather you not try something in your game that you don't give a shit to do well at all than to fail and dilute the game. If you remove all of the storybeats from Hoenn games I straight-up have a superior experience, same with Crystal, same with Kanto, same with Platinum.
Each their own, but that would just be boring to me. Like, I could go play Solitaire or Tetris if I just wanted a ruthlessly efficient, plotless game, and sometimes I do. But I don’t ever connect with those games in the same way that I do with Pokémon, because Pokémon has lovable creatures and characters and an adventure with obstacles to overcome. Doesn’t need to be high art (and it never is), but these are adventure RPGs, and I like being immersed in a story that can create situations beyond “catch monster, grind through cave, beat nondescript League-sanctioned boss, repeat.” And I think narrative is important for differentiating those things.

Since we’re here, I also just don’t really have rules for analyzing media. The media is what it is, I take it on those terms, and draw what I can from it. There’s so much media out there in the world; more than any individual could conceivably experience even with a thousand lifetimes. Every single increment of the spectrum of quality has been covered. If a game tries at something and fails, well, it’s got company. But even in those failures, I can usually find something interesting.
 
the galar gym challenge is pretty high aura
Since we're on this topic, we really might as well call it for what it is.

GOOD.

I know I'm not in the minority here when I say that a lot of the formulaic fluff getting cut or at least adjusted was good. By that, I'm explicitly talking about Gyms and Evil Teams.

I'm not a fan of how "Evil" teams are just poor social misfits three times in a row. Yeah, I get it, it worked for Alola, but...

As for the gyms... let's talk about the worst kayfabe storytelling this side of AEW.
XY's "mystery" of Mega Evolution. Sycamore does a good job of sending the kids on a wild goose chase so they can discover the mystery of Mega Evolution and bring back a can of blinker fluid while they're on the way.

You know what doesn't come up in the story until you find out Korrina is somehow the leader of Shalour's gym? Yep, the gyms.

In most games, gyms are just roadblocks you gotta do for one reason or another. It's telling that you can outright skip so many of them until there's a badge check, especially in Gen 1.

So, MAJOR props to Galar for putting respect on Gyms' names. They're this franchise's meat and potatoes gameplay-wise and should have a BIG impact on the journey.
 
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How many fukkin meds y'all taking to learn a whole-ass writing system out of medicine boxes!? :trode:
To be fair, there were a bunch of children who would get sick often and my parents had an attitude to stock on medicine "just in case", so we had a lot of medicine in the house. But 3 common medicines are half of the alphabet's letters: tylenol, advil, dorflex. You don't need much, you just need variety.

There's also the fact that Braille is algorithmic. Sign language or a foreign language, you have to learn everything on it's own. Braille is a pattern.
And besides that the words have to make sense. I doubt that I ever discovered the letter "w" in braille, it's not really used in portuguese so I had "_ailord", but I knew there is a pokémon named Wailord, it was easy to deduce that first unknown letter.
 
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So, MAJOR props to Galar for putting respect on Gyms' names. They're this franchise's meat and potatoes gameplay-wise and should have a BIG impact on the journey.

Gen 7 and 8 were PEAK for gyms after the weaksauce Kalos ones, and I don't think that's a coincidence. Someone recognized that people were disappointed in Korrina etc and decided to fix that.

"But Alola didn't have gyms," I hear you say. EXACTLY. Alola said "What if we replace the gyms with actual puzzles, that are designed around not leaving in the middle, and end them with a reasonably challenging fight?" And it worked.

Galar then brought back the gyms(I wonder if people complained about the lack of formal enemies etc or if it was always the plan), but Galar said "Well, we're bringing back the big formal fights, people clearly care about those, let's give them something to care about." And everything from the soundtrack to the location to the super-form delivered on that. Yes, they're cheeseable with your own DMax, but they are impressive enough that I don't think most people noticed. And if you ban DMax, good luck. You're going to need it.
To be fair, there were a bunch of children who would get sick often and my parents had an attitude to stock on medicine "just in case", so we had a lot of medicine in the house. But 3 common medicines are half of the alphabet's letters: tylenol, advil, dorflex. You don't need much, you just need variety.
There's also the fact that Braille is algorithmic. Sign language or a foreign language, you have to learn everything on it's own. Braille is a pattern.
 
It's an amusing irony to me that even as post-classic era Pokemon other than Galar has gone out of its way to de-emphasize the Pokemon League relative to other gameplay/story bits they've simultaneously put more effort into contextualizing it on a region-by-region basis. Alola's Island Challenge is a traditional ceremony commemorating an old hero's journey with the League being a new thing, Galar is a big sports league and Paldea's League is an academic certification (note how 3/4 of the E4 and Geeta wear very simple, clean, "professional" outfits).

What does the Pokemon League mean to the people of [region]? How does [region]'s cultural identity permeate into it? These questions and more have only been getting answered consistently since Alola outside of the vague handwavey "it's part of your pokemon trainer coming-of-age ritual" thing. Makes me wonder what Gen 10 will do
 
Playing the Mega Man Zero quadrilogy was an illuminating experience for how I view Pokemon stories because it made me realize that Actually It's All About Vibes And Aura

PLA isn't really contradicting anything when the Pokedex has been describing their behaviour of some species since the start, like Clefairy and Chansey being very timid, or Mankey/Primeape being very aggressive. Heck, Gold and Silver (and I think some mons in BW) had Pokemon that run away from you, like Teddiursa, Tangela, Delibird, etc.; so the Canalave Library thesis is that, a theory proposed to explain the behaviour of Pokemon, but is not absolute.

PLA using the "humans versus Pokemon" theme so little is a problem, though. It seems at the start and how the game was promoted in trailers that everyone in the village are wary about Pokemon, but you're quickly given sidequests to catch Pokemon for the villagers. They even offer you to take care of your caught mons in a ranch, they didn't commit to this premise whatsoever. Only when not-Rowan kicks you off the village due to paranoia kicking in, but it wasn't well executed.

Since you mentioned the Zero series, one example I wanted to bring up last time about how wasted LA's "humans vs Pokemon" angle feels is from that series. I didn't mention it before bc I didn't know if you were familiar with them. So here I present, the Caravaners from Zero 4.

View attachment Caravan.webp

The Caravaners are people from Neo Arcadia, once a paradise for humans, escaping from Weil's tyrannical regime and settling in the life resurging Area Zero. After all the wars in which the humans got caught in the crossfire, they've grown to dislike all reploids, including Zero and the Resistance. Some of them (the younger ones) act timid were Zero meets them, others (the grown ups) are more hostile. Their leader Neige is less prejudiced because she was saved once by a reploid, Craft, and became lovers friends but she's still cautious around Zero.

At the halfway point of the game, the Caravan is invaded by Weil's forces and Zero goes to the rescue. Craft, now serving Weil, kidnaps Neige after she reveals they used to know each other; and the caravaners are willing to abandon her because of this, despite all the help Neige provided them and that their camp was just saved by the resistance. This was Zero's last straw, he calls them out for their cowardice and goes to rescue Neige himself. The caravaners realize their mistakes and act more open towards Zero from then on, they even start believing again in a world where humans and reploids can live together like they used to in the Classic and X series, which is doubly heartwarming considering that's what happens in the ZX games.

The caravaners are like the Jubilife villagers, both groups are afraid of what the other faction (Reploids and Pokemon) did to them in the past, and feel threatened around them, except it's more clear in Zero 4 that you are not welcome at the start. In Legends Arceus it's kinda hard to believe ppl are feeling threatened about Pokemon no matter how much they say it at the start, when Jubilife Village still behaves like the usual Pokemon world, with professors passionate for investigating Pokemon, clan leaders and wardens respected figures like gym leaders will be in the future, and just how quickly you're given quests to introduce Pokemon to the village.
 
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