Anyway the anime's purpose is not to tell a good story, but to sell the Pokemon Franchise- which is why it has become quite stale.
I love Fearow and I find it cute and it is better than Pigeot. :3
I also like Unown because it's useless.
I also like the idea of objects being Pokemon because why not? It's not them running out of ideas, it's them exploring outside the box from animals to other real-life objects. Also, we need a car Pokemon, like the roids from YuGiOh (think Rescueroid or Expressroid).
Klingklang looks awesome and I like the concept of taking existing Pokemon and adding to them as evolutions.
Vanilluxe is also awesome. I just love the idea of ice cream becoming scoop and then a sundae.
I don't know what people think about Palossand and Sandygast, but I like them for the same idea of being "objects". That rotting seaweed anchor Dhelmise mon is great too. Same with Aegislash and Chandelure. Funny, seems like we got quite a bit of ghost Pokemon being objects. Heck we got Rotom formes, and I think that lawn mower Rotom is the closest thing to a proper car Pokemon.
On the topic of Pokemon based on inanimate objects, as much as I hate the Rotomdex, I do like its features.
I know it makes more sense that Pigeot gets one rather than Fearow as Pigeot is simply more immediately recognizable by appearing as one of the first Pokemon you can get. I'm just wishing Fearow got something, and I do hope Dodrio gets something because Dodrio got hit by the power creep pretty hard. And also... same with Tauros.
I'm not saying there should be no story, but I think story should just be a vehicle to move gameplay along, so something very easily understood and you don't have to think much about the plot details and all.
Just you wait until Sword and Shield. We'll probably come running back to S/M apologizing for ever calling it "tedious" or "hand-holdy" as the new games take these to the proverbial "11"... Game Freak seems to believe anyone picking up their games A) has never even touched a video game in their life much less Pokemon, and B) has next to no attention span and thus needs to be constantly guided what to do next...
But as Kanto demonstrated, you can compromise between the two, giving points of linearity and non-linearity. I like to call this objective based gameplay, where you're given a list of tasks but not an order to complete them in and when you finish them all the game progress further a bit.
Alrighty, time to do some explaining. You see, the title of this thread is called "unpopular opinions" as such, a ton of people are bound to disagree with me.
It also doesn't help much that SM and USUM start with about an hour of the player mashing the A button before being allowed to go somewhere on their own. But they're not allowed to go far before they're either forced to turn around, or led into more A button mashing. The game only gets a semblance of opening up once you're done with Hau'oli City, but you're not going to get far before it's more A button mashing time. Gen V does have its long conversations too, but nowhere near the endless cutscenes of the start of the Gen VII games.
The second problem I have with Gen VII's linearity over Gen V's is that while Gen V has its roadblocks, they're usually resolved a little further back than the roadblock itself. It is usually possible to have the roadblock solved before you encounter it. But Gen VII's linearity is always of the type "GO TO THE FLAG!" and if you try something else: "OH NO YOU DIDN'T GO TO THE FLAG, WE FADE TO BLACK, YOU ARE NOW TELEPORTED TO FACE THE FLAG AGAIN!" The game is extremely blatant about where it wants you to go at all times, leaving very little freedom to explore.
These two things combined are some of the main reasons why I think Gen VII is the worst generation in Pokémon by a long shot. They make the games extremely tedious to play. There is never anywhere to go but straight forward, and the (only) way forward is full of unskippable cutscenes explaining the basic ideas of Pokémon in minute detail. Pokémon games have sky-high replay value in principle, since there are so many different 'mons and different ways to use them. But Gen VII goes out of its way to guide you, as if you've never touched a Pokémon game before and constantly keep forgetting what is going on. Combined with the bit about telling you which of your moves is super effective, I can see why some people say the Pokémon games literally play themselves these days.
I just bought Ultra Moon since I wanted to try the story again with different Pokémon, but getting started is a massive pain in the rear. It takes ages to get to the point where it feels like you're on the road with your team. And you still don't get away from that endless "go to the flag" feeling. The game feels restrictive and sluggish in its linearity, to a degree the other games don't.
Drawbacks to this format are that while it's easy to balance the challenge for three options, without any difficulty scaling effects (like, gym leaders "level up" if you have more badges) the last gym you face on the island probably won't be as challenging as the first (since they have to prepare you to face any of them regardless of in-game progress). Not that this is always a problem (I personally like fighting Lt. Surge second to last with overleveled pokemon as a cathartic cakewalk), and even if it is a problem the challenge will increase again when you move on to island 2.
Watching Chuggaconroy's Let's Play of Phantom Hourglass, I think its a missed opportunity that you can't ride the boat across the islands. There's plenty of opportunities to play minigames, such as searching for sunken treasure as well as meeting new people and locations on islands. It would have made the region feel so much bigger. On a related note, I'm a little surprised that there's no diving spots in Alola. Snorkeling and Scuba Diving are very Popular in Hawaii, so I see no reason to include them.What makes it more annoying to me is the sting of wasted potential. The island concept is the perfect opportunity to let the player explore on their own terms, because the sea is a very natural roadblock. Because of the island structure, each part of the game is already sectioned off. This is the perfect setup to allow the player to explore the islands while still gating further progress.
What S/M should have done is just plop you on an island, and let you complete the trials on that island in any order you like. Levels of all enemies would scale with how many trials you have completed on that island. This really shouldn't be hard to balance, because it only has to be balanced around every individual island and not the whole region at once, plus there's only like three trials per island anyway. After completing the trials, you would have to trigger some story bit somewhere to get to the next island. Easy. Any additional story bits, like encounters with Lillie, Hau or Gladion could just happen naturally at points of interest in the game. They don't really have to be in order anyway.
It all seems so obvious, really. If any game in the franchise should have been non-linear, it's Sun and Moon, yet it's arguably the most linear game in the series. I can really get frustrated by this tbh. The more I think about Sun and Moon, the more missed opportunities I notice. It's just like Fire Emblem Fates. Most, if not all of the necessary assets are there, but the end result is still dissapointing due to stupid design choices and oversights. A lot of it can be fixed very easily as well, which makes it even more frustrating, especially because US/UM is a thing that exist, and still didn't fix anything. I can only dream about what could have been now. Ugh. Frustrating
Well that happened to be the only review I can find of GF unfortunatelyHonestly the video game industry has a pretty terrible reputation for mistreating their employees, and that's a universal issue so I wouldn't be surprised to hear Gamefreak is culpable too.
Be aware that this is aimed more at the western video game developers and was originally aired in 2011, but the info is still largely relevant. Just look at Telltale Games.
I'd still take a single Glassdoor review with a grain of salt and fact checking, but it's not out of character.
Though Octopath Traveler, and quite possibly other games I'm not aware of, have shown it's quite possible to have difficulty scale with your progress. For Octopath Traveler, the chapter 1 bosses and starting areas scale up (to an extent) based on how many party members you've gathered so far. If it's your first, the area and boss are of a certain strength. From there, more enemies appear at once and the boss gets stronger until you've gotten enough for a full party.As Magnus0 suggested, a string of mini sandboxes would be an interesting compromise between linear and non-linear gameplay. Like, an island with three gyms that you can beat in any order but have to beat all three to progress to island 2. That's what I meant by objective based gameplay.
Drawbacks to this format are that while it's easy to balance the challenge for three options, without any difficulty scaling effects (like, gym leaders "level up" if you have more badges) the last gym you face on the island probably won't be as challenging as the first (since they have to prepare you to face any of them regardless of in-game progress). Not that this is always a problem (I personally like fighting Lt. Surge second to last with overleveled pokemon as a cathartic cakewalk), and even if it is a problem the challenge will increase again when you move on to island 2.
But I'm getting wish-listy, so it's stuff to think about but I don't know what else I can say on the matter.
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MuwaHAHAHAHAHAHAHAHA!
Technically, that's how Gym battles work in the anime as well.(gym leaders could be programmed to change their teams based the player's number of badges. "I see you have _ badges. Very well! Allow me to provide you with a suitable challenge, TRAINER!")
Not to mention that gym leaders in HGSS have much, much stronger Pokemon (except for the Kanto Gym leaders, they are only moderately stronger). Seriously. Falkner's strongest Pokemon was level 13 back in Jotho. But in the fighting Dojo, his whole team is in the level 60s! That was an example, but that was really to prove my point.Technically, that's how Gym battles work in the anime as well.
Gym leaders (I believe it's even shown in some episodes) have several teams of Pokemon available, and pick the ones appropriate to the challenger.
Brock and Misty themselves as well do show in ALOLA series that they have actually access to much stronger Pokemon than the random Psyduck or Geodude.
Watching Chuggaconroy's Let's Play of Phantom Hourglass, I think its a missed opportunity that you can't ride the boat across the islands. There's plenty of opportunities to play minigames, such as searching for sunken treasure as well as meeting new people and locations on islands. It would have made the region feel so much bigger. On a related note, I'm a little surprised that there's no diving spots in Alola. Snorkeling and Scuba Diving are very Popular in Hawaii, so I see no reason to include them.
Technically, that's how Gym battles work in the anime as well.
Gym leaders (I believe it's even shown in some episodes) have several teams of Pokemon available, and pick the ones appropriate to the challenger.
Personally I don't mind if Sword and Shield are linear, if it still has good level design, an interesting array of new Pokemon and some buffs for univable older ones (why didn't we get Alolan Lapras?). Linear =/= bad by any means - the Mario Galaxy games are linear, and they are some of the best 3D platformers ever. I've got Breath of the Wild and Mario Odyseey if I want non linear.
Not sure about the main series anime (it does seem like the Gym Leader is making an active decision on what Pokemon to send out against a challenger sometimes, but other times it seems like they have a set team, I don't recall any who asked the trainer how many Badges they have), however in Origins they do show that is the case when Red faced Brock. Brock asks Red if he has any Badges, Red said this is his first, and we see Brock choose from a tray of Pokemon which he uses for beginner trainers.
I believe all the "linearity" hate usually comes when a game forces the linearity via somewhat illogical blocks, like arbitrarily putting a guard telling you that you can't go somewhere just for it to disappear for no reason at all later on.As you said, linearity isn't bad. You don't even need to go to other games for that, Gen V was VERY linear yet they used the linearity to tell a story while also providing interesting areas to explore along the linear path so it still feels like you're on a journey.
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.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.
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.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'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.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
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.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 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.
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.