RE: We chat about videogames and videogame accessories.
10-18-2013, 08:17 AM
I've had Pokethoughts traipsing round my head for a week now, and having played the whole game (and the little story they give you postgame) I'm gonna argue that there are some things they did really well.
The premise
On the new Pokemon:
Mega Evos
GameFreak's Intent
The premise
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SpoilerFirstly, yes - it's still Pokemon. You cannot honestly expect one of the world's most successful video game franchises to completely breaks their winning formula. They have not drastically changed up the formula of "catch party members, level up party members, mess around with type effectiveness and moves and occasionally gimmicky pokemon." The "plot" is still "Travel from town to town, defeat eight gyms which utilise a particular type each, beat the Elite Four and the Champion, fuck around with postgame content that's geared toward more competitive players". This with the usual side of "Evil organisation wants to fuck up the region, defeat them at some point."
The games, as usual, are still geared toward ten-year olds, but XY in particular show deliberate forethought by GF to make it an enjoyable experience for the people who were ten when they Red/Blue or even Ruby/Sapphire. Roadblocks are still arbitrary, but they've removed a lot of the infamous obnoxiousness like Whitney's Miltank in G/S/C (and the remakes) and all the Hidden Machine bullshit. The game itself is a dickton easier, but in a manner that doesn't hold your hand and lets you make your own challenges (Godbot, for example, is doing a Fairy-only run). You can clear Victory Road with three HMs (plus Fly)!
Speedrunners or people looking for a challenge may be disappointed, but training/breeding up Pokemon to create a competitive team is way easier now. Even having random battles has been optimised with integrated online function, pulling friends straight from your DS. They've even fixed saving so it's almost instantaneous, so trading with a "passerby" isn't a chore but a chance for a fun surprise.
On the note of the hand-holding, there's barely any. You get three menus on your touch screen that the game never walks you through (one for online connectivity, one Nintendogs-esque mini-game zone to increase your pokemon's affection, and a drastically simplified EV training thing for competitive battlers.) We were never walked through how to do a Pokemon Battle, you could even catch Pokemon before the quick demonstration you're given.
The games, as usual, are still geared toward ten-year olds, but XY in particular show deliberate forethought by GF to make it an enjoyable experience for the people who were ten when they Red/Blue or even Ruby/Sapphire. Roadblocks are still arbitrary, but they've removed a lot of the infamous obnoxiousness like Whitney's Miltank in G/S/C (and the remakes) and all the Hidden Machine bullshit. The game itself is a dickton easier, but in a manner that doesn't hold your hand and lets you make your own challenges (Godbot, for example, is doing a Fairy-only run). You can clear Victory Road with three HMs (plus Fly)!
Speedrunners or people looking for a challenge may be disappointed, but training/breeding up Pokemon to create a competitive team is way easier now. Even having random battles has been optimised with integrated online function, pulling friends straight from your DS. They've even fixed saving so it's almost instantaneous, so trading with a "passerby" isn't a chore but a chance for a fun surprise.
On the note of the hand-holding, there's barely any. You get three menus on your touch screen that the game never walks you through (one for online connectivity, one Nintendogs-esque mini-game zone to increase your pokemon's affection, and a drastically simplified EV training thing for competitive battlers.) We were never walked through how to do a Pokemon Battle, you could even catch Pokemon before the quick demonstration you're given.
On the new Pokemon:
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SpoilerNew type combinations they introduced this gen:
Hawlucha, Flying+Fighting
Dragalge, Poison+Dragon
Trevenant, Grass+Ghost
Phantump, also Grass+Ghost
Aegislash, Ghost+Steel
Malamar, Dark+Psychic
Of the 69 new pokemon, these evolutionary lines encompass 11 pokemon with new type combinations (Dragalge's pre-evo is Water+Poison). The Mega Evos introduce Electric+Dragon with Mega Ampharos too.
Excluding half-assed Normal-type combinations, I count 27 other combinations on this list, which excludes Fairy Types. Abilities can also create a unique Pokemon competitively, like the Fire/Flying Talonflame's Gale Wing (which makes Flying-Type moves strike first). Even the Terrible Starter Bug has been gifted a move pool that makes it really interesting to fight with in a way that isn't gimmicky or obnoxious.
Game Freak make an especial effort to incorporate new ideas each generation which will be interesting for people to fight with in-game, as well as being fun new tools for competitive players. Fairy's not just a new anti-dragon typing, it's also further utility for Poison and Steel types, and a check on the fighting types which got a huge usage boost in Gen V. I've seen new moves and abilities with serious competitive potential which directly address the current competitive circuit's focus on speed. And they did this without a noticeable power creep, statwise!
Design-wise, they had seriously "what" ones, and some forgettable ones, as well as some neat shit. They always do. Noibat looks like a sonic OC. We get it, it's two swords (which evolve into a haunted sword and shield with two different stances). There's a fucking stupid-looking cotton candy that basically gorges itself on whipped cream when it evolves. Yes, there's an Obligatory Pikachu Clone.
On the other hand, the wing pattern mechanic for Terrible Starter Bug is neat as heck. The starters are fire+psychic, water+dark, and grass+fighting instead of the retrodden Fire+Fighting Plus Two Monotypes. They can still find cool real animals to base Pokemon off, like the pistol shrimp Clauncher and the weedy see dragon Dragalge.
Hawlucha, Flying+Fighting
Dragalge, Poison+Dragon
Trevenant, Grass+Ghost
Phantump, also Grass+Ghost
Aegislash, Ghost+Steel
Malamar, Dark+Psychic
Of the 69 new pokemon, these evolutionary lines encompass 11 pokemon with new type combinations (Dragalge's pre-evo is Water+Poison). The Mega Evos introduce Electric+Dragon with Mega Ampharos too.
Excluding half-assed Normal-type combinations, I count 27 other combinations on this list, which excludes Fairy Types. Abilities can also create a unique Pokemon competitively, like the Fire/Flying Talonflame's Gale Wing (which makes Flying-Type moves strike first). Even the Terrible Starter Bug has been gifted a move pool that makes it really interesting to fight with in a way that isn't gimmicky or obnoxious.
Game Freak make an especial effort to incorporate new ideas each generation which will be interesting for people to fight with in-game, as well as being fun new tools for competitive players. Fairy's not just a new anti-dragon typing, it's also further utility for Poison and Steel types, and a check on the fighting types which got a huge usage boost in Gen V. I've seen new moves and abilities with serious competitive potential which directly address the current competitive circuit's focus on speed. And they did this without a noticeable power creep, statwise!
Design-wise, they had seriously "what" ones, and some forgettable ones, as well as some neat shit. They always do. Noibat looks like a sonic OC. We get it, it's two swords (which evolve into a haunted sword and shield with two different stances). There's a fucking stupid-looking cotton candy that basically gorges itself on whipped cream when it evolves. Yes, there's an Obligatory Pikachu Clone.
On the other hand, the wing pattern mechanic for Terrible Starter Bug is neat as heck. The starters are fire+psychic, water+dark, and grass+fighting instead of the retrodden Fire+Fighting Plus Two Monotypes. They can still find cool real animals to base Pokemon off, like the pistol shrimp Clauncher and the weedy see dragon Dragalge.
Mega Evos
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SpoilerMega Evos are ridiculous. It's kind of the point that they become big hammy versions of the original Pokemon. You can dislike their choice of choosing popular Pokemon to receive Mega Evos, but then you're really just resenting something because it's popular. They designed the Pokemon and the mechanic to make sense, competitively speaking, and they leave solid potential to have more Mega-capable Pokemon down the track as events.
For the record, I've got the game just fine without using them beyond the one obligatory bit. Not my bag. May consider Mega Venusaur when I start dabbling with competitive. They might piss you off if you play competitively, maybe, but Stealth Rock pisses me and my Bug and Flying Pokemon off and I just learn to deal with it.
For the record, I've got the game just fine without using them beyond the one obligatory bit. Not my bag. May consider Mega Venusaur when I start dabbling with competitive. They might piss you off if you play competitively, maybe, but Stealth Rock pisses me and my Bug and Flying Pokemon off and I just learn to deal with it.
GameFreak's Intent
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SpoilerOk, so we could both argue until we're blue in the face about whether the mechanical changes are good or bad or whatever, but as game designers Game Freak definitely had an intent and a message they wanted to convey with this game, not just to upgrade their cash cow to 3D.
What struck me about XY was the stark contrast in tone from B2/W2, where you were trundling through a series of global happenings (although some people liked the Gym Leaders being portrayed as active leadership figures in their various cities, so shrug). Even the city is full of scenery masquerading as people, and you catch snatches of conversation and people avoid you as they traipse back and forth.
XY's hub city (Lumiose) contrasts starkly with Nimbasa in that sense. Trainer battles come and go, and you can listen in on some non-interactable people talking about cafes you haven't visited yet. It feels a lot more organic and alive than Nimbasa City did, even if it is a bitch to navigate. The game itself really makes the most of the lore they've built up over the years, and the region's cities are dotted with hotels in which Hoenn, Sinnoh, and Kanto natives make passing mention to their hometowns. Plaid and I were puzzling out for ages the city soundtrack a "composer" you could talk to was playing for us.
The game has loads of these little moments that give you a small sense of accomplishment for having discovered them. I guess some of that will fade as guides get released, but right now it harks back a lot to my RSE playthroughs. I suspect this is a game where people are going to go "oh did you talk to that one guy/see this one thing", and a lot of little easter eggs make you wonder "why is this here" and what kind of story is behind it. Not the plot-relevant stuff, just the things you find when you go talking to NPCs or exploring routes properly. The weird mix of Pokemon from across the gens really adds to that, and even though I'm familiar with most Pokemon and how they work on the competitive scene I still thought "woah hey, one of those" when I ran into it.
Game Freak wanted to make a game that made the most of the DS's connectivity, while not losing that whole "playground" aspect of having to talk to friends for help. You can trade Pokemon much more easily too, and even send each other "O-Powers" that boost the recipient's attack or prize money or capture rate for their next battle. They wanted to make a game that evoked that social aspect of Pokemon and seriously delivered on it. There are features at work too (provided you have an internet connection) that let you enjoy that social aspect even if you can't chat non-stop in an IRC room with people about it, with one-button trading and battles with "passersby" from all over the world. From that perspective, their simultaneous global launch was a great decision, which was also reflected in their ability to let you choose your language at the start of the game. They wanted to make a global game, and I think they really delivered on that.
I could write another fucking treatise on the themes and stuff that I thought GF did a solid job on, but that'd spoil a bunch of fun easter eggs for people and I doubt you'd be all that interested
What struck me about XY was the stark contrast in tone from B2/W2, where you were trundling through a series of global happenings (although some people liked the Gym Leaders being portrayed as active leadership figures in their various cities, so shrug). Even the city is full of scenery masquerading as people, and you catch snatches of conversation and people avoid you as they traipse back and forth.
XY's hub city (Lumiose) contrasts starkly with Nimbasa in that sense. Trainer battles come and go, and you can listen in on some non-interactable people talking about cafes you haven't visited yet. It feels a lot more organic and alive than Nimbasa City did, even if it is a bitch to navigate. The game itself really makes the most of the lore they've built up over the years, and the region's cities are dotted with hotels in which Hoenn, Sinnoh, and Kanto natives make passing mention to their hometowns. Plaid and I were puzzling out for ages the city soundtrack a "composer" you could talk to was playing for us.
The game has loads of these little moments that give you a small sense of accomplishment for having discovered them. I guess some of that will fade as guides get released, but right now it harks back a lot to my RSE playthroughs. I suspect this is a game where people are going to go "oh did you talk to that one guy/see this one thing", and a lot of little easter eggs make you wonder "why is this here" and what kind of story is behind it. Not the plot-relevant stuff, just the things you find when you go talking to NPCs or exploring routes properly. The weird mix of Pokemon from across the gens really adds to that, and even though I'm familiar with most Pokemon and how they work on the competitive scene I still thought "woah hey, one of those" when I ran into it.
Game Freak wanted to make a game that made the most of the DS's connectivity, while not losing that whole "playground" aspect of having to talk to friends for help. You can trade Pokemon much more easily too, and even send each other "O-Powers" that boost the recipient's attack or prize money or capture rate for their next battle. They wanted to make a game that evoked that social aspect of Pokemon and seriously delivered on it. There are features at work too (provided you have an internet connection) that let you enjoy that social aspect even if you can't chat non-stop in an IRC room with people about it, with one-button trading and battles with "passersby" from all over the world. From that perspective, their simultaneous global launch was a great decision, which was also reflected in their ability to let you choose your language at the start of the game. They wanted to make a global game, and I think they really delivered on that.
I could write another fucking treatise on the themes and stuff that I thought GF did a solid job on, but that'd spoil a bunch of fun easter eggs for people and I doubt you'd be all that interested
peace to the unsung peace to the martyrs | i'm johnny rotten appleseed
clouds is shaky love | broke as hell but i got a bunch of ringtones
eyes blood red bruise aubergine | Sue took something now Sue doesn't sleep | saint average, day in the life of
woke up in the noon smelling doom and death | out the house, great outdoors
staying warm in arctic blizzard | that's my battle 'til I get inanimate | still up in the same clothes living like a gameshow
clouds is shaky love | broke as hell but i got a bunch of ringtones
eyes blood red bruise aubergine | Sue took something now Sue doesn't sleep | saint average, day in the life of
woke up in the noon smelling doom and death | out the house, great outdoors
staying warm in arctic blizzard | that's my battle 'til I get inanimate | still up in the same clothes living like a gameshow