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Unpopular opinions

also I'm sick of people who say "wow how am I supposed to know what level this area is shpposed to be"

IT'S A FUCKING DONUT. YOU START AT THE LOWEST LEVEL AND THE FURTHER YOU GO OUT IT GETS A HIGHER LEVEL.

Literally just use basic cognitive skills when looking at a fucking circle
paldea.jpg


It's designed so that you break through the world going back and forth at edges of your level zone. So you pick a side, start working on things there, then the other side is mostly optimal, then you get abilities and level cap for other side, then the other side has ability, etc. etc. etc.

They give you a detailed map for a reason use it, it's a fucking donut with marked objectives, it's not hard to navigate
 
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In a way both BOTW/TOTK and SV really feel like a call back to the very original old school, 8-bit 2D, iterations of their respective franchises, in terms of their non-linear structure and premise predicated on world exploration, except grander in scale in a 3D environment with much stronger hardware and a more realized world design.

SV does evoke a lot of Gen 1 RGB with its open world non-linearity and premise based on exploration of the vast world of Paldea and figuring your way out around the region. Kanto in Gen 1 was pretty non-linear, as stated, as while you had to do Brock and Misty first and Giovanni last, after Misty, the vast majority of Kanto opens up in such a way that you can feasibly explore Kanto however you want, and do Gyms in any order, while also having a bunch of dungeons that in some cases don't have to be visited, but you can explore them when you find a way to get through them and get nice rewards. Gen 1 didn't really railroad the player in any specific direction: you could do the Gyms, the Team Rocket infiltration, and dungeon exploration in a variety of different orders, and Kanto was a region that was really about exploring as you saw fit and figuring things out on your own. In the grand scheme of things it's a relatively small region and simple in scope, but it did its job really well for a Game Boy RPG.

SV really evokes a lot of that except in a grander scale on the Switch with Paldea, with more of a 3D world exploration element this time, and more challenges to pass that unlock different things, like the Titans unlocking Koraidon/Miraidon powers that open up further exploration possibilities. The non-linearity means you can explore at your own leisure in these cases, like in Gen 1, and there are clear intended points where you probably shouldn't be there yet but the game won't stop you from trying if you're feeling brave: you wanna try to tackle stronger areas with your weaker team? That's all on you.

It's like how BOTW/TOTK with respect to Zelda invoke much of Zelda 1 on NES as Zelda 1 was basically a world that you could explore however you want before games from ALTTP onwards and most of the OOT style games went comparatively linear. ALBW on the 3DS was also a non-linear game that allowed you to do dungeons in any order, which was clear lead-in to how BOTW and TOTK would be structured. With the case of SV, while SV itself invokes RBY with its open world non-linear gameplay and exploration, they were definitely setting up the groundwork with SwSh and its DLC as well as PLA, with the Wild Area being a relatively large explorable area with levels all over the place, and Isle of Armor and Crown Tundra being an extension of that (SwSh even allows you to explore the Tundra earlier if you want even if its levels clearly indicate post-game intended area). While SwSh's campaign was linear, the Wild Area, Isle of Armor, and Crown Tundra were clear blueprints for SV's open world. PLA expanded on this too, with large sub-areas that could be explored however you want and being more varied and larger in scope than SwSh's wild areas.

In a sense there's more of a "back to the roots" in tandem with modernization in both cases, modernizing the world and scope+scale as well as exploration and gameplay but also returning to the roots of the very first entry in terms of the style and what the original game of the franchise went for.
Where this runs into issues for me is that I don't always think the series legacy is based entirely or in some cases even primarily on the first game. It's a pattern I associate with a lot of classic nintendo franchises: a good but not amazing first game, a divergent second game, and a third that takes the first's concepts and hammers them into something with a 30+ year legacy. Could you imagine a new Metroid game that calls back to the NES game but not Super? I don't feel that BotW and TotK go back to the roots of the series because I believe some of those roots are in ALTTP or OOT. If anything, TotK feels like it's paying aesthetic lip service to the rest of the series while ignoring any substance from outside of BotW: the Star Wars sequel trilogy of Zelda games.

I don't think I'm capable of providing an objective answer to whether RGBY contain all of the roots of the series, but my subjective answer is a hard no. I started in the boundary between gens 3 and 4. At some level, the free exploration was never in the main game. Where I felt like I was making my own path was at the Battle Facilities with all possible transfer mons at my disposal.
 
Well considering it's a hot take thread: I think most Zelda games are mechanically shit and that's why I like BotW/TOTK way more. A Link Between Worlds and Wind Waker I also really like, but the rest are boring slow slogs outside of the 2D games, which just feel bleh. The 3D Traditional formula is dogshit with some of the least mechanical depth of any Nintendo games. A great guide on how NOT to do combat, slow execution times on easy puzzles, slowwwwww.

Formulaic puzzle design that made me as a kid think I hated puzzle games. No, Zelda puzzles just suck.

I almost didn't get BotW but I'm glad I did, and I'm glad they realized: Their shit did stink.
 
Z Moves require Alola's energy (aka Necrozma's energy) in the canon of the games.

Source? I tried looking it up, but all Bulbapedia says is that Professor Kukui says Z-Move's power are similar to that of Ultra Wormholes, and the Ultra Recon Squad reveal it's the light energy Necrozma shined over Alola "long ago".

also I'm sick of people who say "wow how am I supposed to know what level this area is shpposed to be"

GUYS. ARE YOU 6 YEARS OLD.

IT'S A FUCKING DONUT. YOU START AT THE LOWEST LEVEL AND THE FURTHER YOU GO OUT IT GETS A HIGHER LEVEL.

Literally just use basic cognitive skills when looking at a fucking circleView attachment 548081

It's designed so that you break through the world going back and forth at edges of your level zone. So you pick a side, start working on things there, then the other side is mostly optimal, then you get abilities and level cap for other side, then the other side has ability, etc. etc. etc.

They give you a detailed map for a reason use it, it's a fucking donut with marked objectives, it's not hard to navigate

Actually, no. Not really. Going by the Levels of the bosses (Gym Leaders, Team Star, & Titan) I mapped out the intended "path" of the game and it's quite all over the place:
PaldeaBadgePath.png

(Red lines indicate paths you must travel by foot
Dark red lines indicate flying backtracking)

Three notable things here:
  1. Alfornada is intended to be the 7th Gym even though it's all the way on the bottom left. You could easily find yourself in a location right next to the early game where the Wild Pokemon, Trainers, and finally Gym Leader can crush your team. "Well, obviously you're meant to turn back when you hit that wall". True... except by the time I got to that point in my first playthrough, while I certainly noticed the difficulty jump, I wasn't TOO low leveled I couldn't take on the area as long as I used my Type Advantage. I managed to beat Tulip early on, and I'll admit at the time I actually felt like I found a point in the game which actually challenged me which was exciting BUT then I got back onto "track" and now I was WAY more powerful than all the other challenges. Note that Tulip is also meant to challenged right after the Ground Titan (a boss a lot of players also tend to sequence break cause why wouldn't you challenge it after facing Kofu?) and then you're "expected" to go back to Mt. Glaseado to defeat Grusha... oh and then the last titan and TWO remaining Team Star bosses.

  2. The left & right zigzag of mid game. I'm going to assume that GF thought process here is that you're going to fully challenge one side first and then the other, so they did a "difficulty zigzag" in order for both sides to feel to have a somewhat consistent level progression. Except, all that means if by the time you're done with one side, you're going to easily steamroll the other. Also, we still have odd instances such as the Earth Titan and Eri who are late game levels (infact Eri is the last boss going by Level; and yes, I fought Eri earlier and she was a sudden difficulty spike, still defeated her but felt like it came out of nowhere) yet they're both located in these middle areas.

  3. Well, already gave my anecdotes, but for being the place where you'd think the most difficult challenges should be Mt. Glaseado is where the most egregious region jumping happens. Now, GF's likely thought is that you'd obviously have plenty of flying points so backtracking shouldn't be a deal, but the thing is we don't know the "proper" path. Rhyme is supposed to be the 6th Gym Leader but she's RIGHT NEXT TO Grusha, both who are surrounded by the final 3 bosses (by level). If you go up Paldea by its west path challenging every boss you come across, you're going to end up challenge the Dragon Titan, the second to last (by level) just before climbing the mountain (note you get the Swimming power-up from the Flying Titan which you'll do early on following the west path). And then we have the final two Star Bosses, you'd think Ortega would be the strongest as he's on the very top (he was the last Star Boss I fought) but he's only the 16th. Going by level you're then expect to face the Dragon Titan after followed by going to the most Northeast side to face finally face Eri.

NOW, they could have "solved" this issue by having the Pokemon Center nurse guide. You can actually ask the nurse which boss you should challenge next... EXCEPT instead of directing you to the boss which follows the level scale, they'll guide you to the next boss CLOSEST to you. So if you just Kofu and ask her what to challenge next, she's going to tell you the Ground Titan (though I hadn't tried it, I wonder if she would tell you to go to Alfonda next after you defeat Katy, now THAT would be an extreme challenge).

MyBadgePath.png
 
also I'm sick of people who say "wow how am I supposed to know what level this area is shpposed to be"

IT'S A FUCKING DONUT. YOU START AT THE LOWEST LEVEL AND THE FURTHER YOU GO OUT IT GETS A HIGHER LEVEL.

Literally just use basic cognitive skills when looking at a fucking circleView attachment 548081

It's designed so that you break through the world going back and forth at edges of your level zone. So you pick a side, start working on things there, then the other side is mostly optimal, then you get abilities and level cap for other side, then the other side has ability, etc. etc. etc.

They give you a detailed map for a reason use it, it's a fucking donut with marked objectives, it's not hard to navigate
Badges.png


Thing is, you're almost right. There's a trend up each side. Tulip, Mela, the Quaking Earth Titan, and the entire lategame area screw it up, though. How hard would it have been for them to label the map with the levels, or make the Center direct you to the actual next location? I like open worlds, but most of them allow more room for player skill to overcome a level discrepancy, or are better at signposting when something's too strong*. SV did neither.

*Pokemon has actually been good at this in the past. XY did it a lot, with a forced fight against a very tough route trainer with very few mons at the start of a route. If Kadabra is kicking your ass, "go away and grind" is the logical response, but since it's just one mon, you're not likely to wipe(poor Nuzlockers).
 
It also feels worth bringing up that constantly switching between two sides is not the intuitive way to traverse a circle. I would expect people to start off going in one direction and keep going in that direction for a while. Which because the adjacent zone on their current side would only be a moderate increase (skipping over only one area that is at similar levels to the current one), could fail to tell the player that they should be looking elsewhere. If the intention is that the progression is a straight line and you are relying on the map to inform players of this, then the map probably needs to be analagous to a straight line.
 
How hard would it have been for them to label the map with the levels, or make the Center direct you to the actual next location?

Or, something I forgot to suggest in my post: Level-scaling.

"What? You expect them to make 18 different teams/movepools for each boss?"
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If GF is going to make a truly open world game with the mechanics of the core Pokemon games, they should have to put in the work needed for such a system to work. They're a long-standing, fully staffed, reputable game developer connected to Nintendo who make one of the most popular games in the world, so popular they own part of a company dedicated to selling merch of that series which makes millions if not billions of dollars each year; YES, I am expecting them to put in the work that I could do in a couple of hours! Heck, they don't even need to make 18 different teams/movesets, they just need to make like 4 or 5 and then have the Levels & Stats adjust. I'm tempted to do it myself, maybe later when I have the time...
 
literally none of these things are a problem IMO

yes I want the world to sometimes kick my ass and sometimes I want to feel powerful and like I can stroll on by without care

it colors the world instead of everything feeling the same the entire way through, which is boring

I hate this Bethesda ass BotW ass design motto because level scaling is dogshit there too. BotW's mid and endgame feels like shit where nothing will ever be a challenge ever, and Bethesda worlds don't really matter when I might as well be noclipping through all of it.

there is a difference between having dancing people in the road stopping me from going through and me being able to take my chances anyways, it gives me the player agency and more options

if I want this item that's at the higher level areas in my Nuzlocke but if I get into encounters it's a risk, it makes it so much more interesting than if everything was within 3-5 levels of me anyways.

I will say that I am more partial to upscaling of level, but definitely not downscaling.
 
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How hard would it have been for them to label the map with the levels, or make the Center direct you to the actual next location?

Then people would complain its not open world and you’re being forced along a specific path.

I feel for game developers man, its always lose/lose. (honestly for musicians, actors, directors, authors too)
 
I feel for game developers man, its always lose/lose. (honestly for musicians, actors, directors, authors too)
Welcome to capitalism.

It's never about selling. It's about selling more than the previous one.

Which sadly means that any kind of creator (be it an artist or videogame devs or whatever) get forced to always try to impress more, and producing just a "good game" isn't good enough anymore.

You can see what happened with say, Final Fantasy 16 or Starfield. They're fine games on their own, I think both easily earn a 8/10, but everyone, fan or critic, expected lord knows what kind of masterpiece, and honestly it didn't help that the advertising pretended they would be the next best thing.
 
The whole thing with the lack of level-scaling doesn't even make sense in-universe. Gym Leaders are consistently implied to use teams dependent on the strength of trainers - that's why they're able to show up with endgame-level teams in rematches.
Yesn't. SV points that while they have multiple teams, sometimes they're also asked to aim at certain levels, es the Bug type gym leader complains that since she's the closest to the city she has to always offer a easy challenge so trainers don't get discouraged.
 
Welcome to capitalism.

It's never about selling. It's about selling more than the previous one.

Which sadly means that any kind of creator (be it an artist or videogame devs or whatever) get forced to always try to impress more, and producing just a "good game" isn't good enough anymore.

You can see what happened with say, Final Fantasy 16 or Starfield. They're fine games on their own, I think both easily earn a 8/10, but everyone, fan or critic, expected lord knows what kind of masterpiece, and honestly it didn't help that the advertising pretended they would be the next best thing.
ff16 was fucking amazing
 
ff16 was fucking amazing
Oh I loved the game, don't get me wrong, but it's far from the masterpiece they have promised as it does have some glaring faults (like the super common one in modern final fantasy of destroying pacing every other main quest).
As I said, it has the fault of being a "good game" and not "the next miracle of technology".

And just "being a good game" doesn't fly on modern internet.
 
yes I want the world to sometimes kick my ass and sometimes I want to feel powerful and like I can stroll on by without care

it colors the world instead of everything feeling the same the entire way through, which is boring

I do too, but I'd rather it be something purposely planned. Like, how I stumbled onto Alfornada didn't feel like a natural "oh, this place has higher levels, better come back to it later" but rather was a "oh, Levels suddenly spiked, this is meant to be a late game area". At the point I was in the game, Alfornada Gym should have been nearly impossible for me to beat, I should have stood no chance against Tulip or at the very least have to use every single Pokemon in my team. But, no, despite clearly being late game area, I was high Level enough where I was able to defeat Tulip by maintaining Type advantage. Which, yes, while fun, as I said lead to another problem: For pretty much the rest of the game I was unchallenged. The only other time I felt challenged was against Eri but that's because she was the last boss and I fought her early. And, like with Tulip, a battle I should have no business beating as easily as I did, I did so. Other Gym Leaders, Star Captains, and Titans from then on? No problem. Elite Four & two Champion battles? No problem.

There's a difference between planned difficulty highs & lows and ones which are caused by unintentional sequence breaking. Most if not all the bosses I should feel are a difficulty spike, they're meant to test to see if we're properly progressing. Between then, when battling the Route trainers and Wild Pokemon should we feel powerful, a cut above the rest who are capable of defeating the bosses. But the unintentional sequence breaking I did? It destroys that sense of balance. Now instead of a wavelength of ups and downs I have a giant spike early midpoint, a steep slope for the remainder of the midpoint and near end game, and a final small blip during the end game followed by a steady slope. Not really the kind of game experience I think they were planning.

It makes the feel erratic in an unnatural way.

Then people would complain its not open world and you’re being forced along a specific path.

Except you're not; a suggestion isn't the "next goal" you're forced to go to, it's just something which says this is the next planned location. But an open world game lets you completely ignore that and go wherever you want.

That said, since the Bosses are set Leveled, even with the suggestion thing not working as it's supposed to you're subtly being hinted where the next location is. Katy and Brassius are supposed to be the first Gym Leaders you battle, that's what their Levels say, but you can skip them and save them for your last two battles and completely wipe the floor with them.

"Then what's you're issue with battling Tulip early"? While I knew I'd entered into a late game area, due to Alfornada being on the south of Paldea, I thought at most it would be the 5th or 6th Gym. Mt. Glaseado and the two green areas above it very much felt like the end game locations for the main game bosses. I thought even if I defeat Tulip now the Levels will likely even out again upon getting to the base of the mountain. But not only do they not, on the mountain the Levels are equal to near Alfornada. Oh, and by the time I got to Mt. Glaseado, I had gone through the area where Eri's Squad is which I believe is the highest Level in the game. Here I thought the toughest Star Captain would be the one after Mt. Glaseado as it takes the most effort to get to, but no, it's the one that's relatively close to Atticus's Squad. Not to mention I find it odd that, not only is a Gym Leader not the strongest boss in the main game, but there's two Team Star Captains above them. It feels very anti-climatic no matter what way you do it.

You can see what happened with say, Final Fantasy 16 or Starfield. They're fine games on their own, I think both easily earn a 8/10, but everyone, fan or critic, expected lord knows what kind of masterpiece, and honestly it didn't help that the advertising pretended they would be the next best thing.

Advertising definitely didn't help. FF16's commercials made you think it was a kaiju slugfest with Kingdom's vying for power while causing massive destruction upon a defenseless populous. The actual game was a social commentary on caste systems, valuable resource management, and of course a sprinkle of climate change with the kaiju's battles mitigated to fancy boss battles with a lot of reaction commands that don't really use any of the skills and equipment you've gotten. Starfield was a Bethesda game, 'nuff said.

And just "being a good game" doesn't fly on modern internet.

Honestly most fans and critics like FF16, that wasn't the issue. The issue was Square Enix expecting it to suddenly sell a billion copies even though no other FF game or any of their JRPGs selling that good. It's a thing you see over and over again with companies like Square Enix, Capcom, Activision Blizzard, EA, etc.; they expect even the most niche of games to sell to every single person on the planet twice over to "break even". And all so a few dozen shareholders can grab more and more money, expecting infinite growth no matter the cost (and then when it all goes kablooey said shareholders jump off with their golden parachutes with their ill gains leaving everyone else to deal with the mess of what happens next).
 
Honestly most fans and critics like FF16, that wasn't the issue. The issue was Square Enix expecting it to suddenly sell a billion copies even though no other FF game or any of their JRPGs selling that good. It's a thing you see over and over again with companies like Square Enix, Capcom, Activision Blizzard, EA, etc.; they expect even the most niche of games to sell to every single person on the planet twice over to "break even". And all so a few dozen shareholders can grab more and more money, expecting infinite growth no matter the cost (and then when it all goes kablooey said shareholders jump off with their golden parachutes with their ill gains leaving everyone else to deal with the mess of what happens next).

A lot of this comes down to the red-text with how money is funneled around with productions. I'm not sure as to how 1:1 this is with video games, but in the film community it's fairly common knowledge that a movie has to make about 2.5x its production budget to be considered profitable, because a sizeable amount of the earnings goes to the theaters (about 50% domestically, 60% internationally, and 75% for China). That's a big part of why this year for film has largely been a parade of high-profile flops and under-performances, because even if these movies make money, it's often not close to enough to justify the amount invested into them. (Indiana Jones 5 for example had a budget of $300 million)
 
Not to mention I find it odd that, not only is a Gym Leader not the strongest boss in the main game, but there's two Team Star Captains above them. It feels very anti-climatic no matter what way you do it.

Nah I don’t find it odd at all, in fact, I welcome it. Obviously all the Gym Leaders are canonically always as strong as they are in the rematches - based on Katy’s dialogue they use weaker teams for the Gym Challenge. Nemona is basically an avatar of the player on multiple playthroughs - building up a new and going through the region again despite already being champion - constantly looking for a new challenge. It makes a lot of sense to me that some of the other students, e.g the Team Star bosses, would have surpassed the Gym Leaders “weakened” Gym teams.
 
Nemona is basically an avatar of the player on multiple playthroughs - building up a new and going through the region again despite already being champion - constantly looking for a new challenge. It makes a lot of sense to me that some of the other students, e.g the Team Star bosses, would have surpassed the Gym Leaders.
Considering Nemona is a psychopath, she does indeed perfectly represent the average Nuzlocker player :wo:
 
Considering Nemona is a psychopath, she does indeed perfectly represent the average Nuzlocker player :wo:
She is? I always thought Penny was the controversial one due to hacking your phone and not getting punished for it ( She gets punished for stealing League Points, and you can also argue that she wasn’t actually punished at all ). And that's not going into the ethics of the Paradox Pokemon, and the fact that the school tried to hide the professor's death due to their project they sponsored had a tragedy of killing someone.
 
Idk how unpopular this is, but looking back at a lot of FRLG's sprites it's really dawned on me how much I prefer RSE's art style.

Many years back, I was with several friends and we started trading a bunch of stuff between games for what I think was the first time for a lot of us. While our focus was on "cool" Pokemon like Gengar and Tyranitar eventually we got the idea to start sending common species like Pidgey and Nidoran over to the Hoenn games where they don't normally appear and I remember us all being surprised and commenting upon how wildly different the sprites looked, and often for the better. It's really apparant how wooden and stiff FRLG's sprites are in comparison to those of RSE, which generally tend to make the Pokemon look more expressive, animalistic, and dynamic. It's slightly ironic because the same is true of DPP/HGSS, but that's another post.

Some examples that jump out at me:


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:rs/bulbasaur:
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:rs/caterpie:
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:rs/pidgey:
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:rs/rattata:
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:rs/nidoran-f:
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:rs/haunter:
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:rs/marowak:
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:rs/eevee:

It's not just something that affects Pokemon exclusive to FRLG - it's the same for a lot of the Pokemon that are in the Hoenn Dex like Sandshrew, Grimer, and Machop:

1694082435420.png
:rs/sandshrew:
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:rs/grimer:
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:rs/machop:
1694082327095.png
:rs/alakazam:
1694083546169.png
:rs/machamp:


Amusingly I lean more to liking FRLG's art style in general when it comes to the overworld and human characters: it's quite noticeable when trading between Kanto and Hoenn games because the art style for the opposing games looks so different.

RSE Brendan and May vs FRLG Brendan and May
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RSE Red and Leaf vs FRLG Red and Leaf
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Brendan and May definitely look better in Kanto.
 
She is? I always thought Penny was the controversial one due to hacking your phone and not getting punished for it ( She gets punished for stealing League Points, and you can also argue that she wasn’t actually punished at all ). And that's not going into the ethics of the Paradox Pokemon, and the fact that the school tried to hide the professor's death due to their project they sponsored had a tragedy of killing someone.
Wait I'm gonna need a refresher on where the school cover up thing comes from. Most I knew of the school is that they knew the Professor was studying stuff in the Crater and developing stuff around the Terastal Phenomena, but nothing in relation to their death or what the Paradoxes actually were. I wasn't aware the school sponsored it to an extent that they had responsibility for deaths it caused (and there's the argument to be made that it was the Professor's Hubris rather than negligence by other parties).

The post-game talk gave me the impression less of you finding out something they covered up (compared to the Team Star situation) and more "you're telling me THAT'S what was down there? Okay we need to keep this a secret for peoples' sake right now," which isn't an unreasonable approach since Area Zero was already highly restricted when it was just assumed to be a dangerous Pokemon habitat. Ethics around the Paradox Pokemon aren't really addressed because they're neither being exploited (in terms of bringing more in or doing something with the existing ones) nor eliminated while staying in the crater. They feel very much like a "let the sleeping bears lie" situation, and your Raidon already had waves captured Paradoxes as people just assuming you have a weird/rare Mon that resembles one they already know. In limited numbers they're not even strictly dangerous because no major issues are suggested to arise from the Quaking Earth Titan (whether full grown or down to normal) just kind of hanging around in Asado Desert with the other Donphan
 
I recently finished Gates to Infinity and it got me thinking...do ppl want next an Explorers of Sky remake or an original new game? In my case I prefer the latter, while EoS could benefit from the new elements added in Gates and Super (except Mysteriosity, keep it dead) I also wouldn't be unsatisfied with just a port of it.

If we get a new game however, I would also appreciate it if the story stays away from some of the formulaic plot beats. For example, not every MD game must be about a human with amnesia isekai adventure, this world is already pretty rich with the concept of Pokemon living like humans. The special episodes of Sky did a very good job at it.
 
Wait I'm gonna need a refresher on where the school cover up thing comes from. Most I knew of the school is that they knew the Professor was studying stuff in the Crater and developing stuff around the Terastal Phenomena, but nothing in relation to their death or what the Paradoxes actually were. I wasn't aware the school sponsored it to an extent that they had responsibility for deaths it caused (and there's the argument to be made that it was the Professor's Hubris rather than negligence by other parties).

The post-game talk gave me the impression less of you finding out something they covered up (compared to the Team Star situation) and more "you're telling me THAT'S what was down there? Okay we need to keep this a secret for peoples' sake right now," which isn't an unreasonable approach since Area Zero was already highly restricted when it was just assumed to be a dangerous Pokemon habitat. Ethics around the Paradox Pokemon aren't really addressed because they're neither being exploited (in terms of bringing more in or doing something with the existing ones) nor eliminated while staying in the crater. They feel very much like a "let the sleeping bears lie" situation, and your Raidon already had waves captured Paradoxes as people just assuming you have a weird/rare Mon that resembles one they already know. In limited numbers they're not even strictly dangerous because no major issues are suggested to arise from the Quaking Earth Titan (whether full grown or down to normal) just kind of hanging around in Asado Desert with the other Donphan

Yeah, none of the school’s current staff knew anything. They were all hired only a year and a half before the game started.

Sada/Turo presumably died shortly before the game begins (their cause of death was protecting the original Raidon from the more aggressive one, which caused the original Raidon to flee Area Zero, which we see in the opening cutscene). From what we’re told, the AI duplicate then chose to impersonate the original professor and contacted Clavell for help, but Clavell himself doesn’t learn about the original professor’s death until after everyone reports back to his office in the postgame. No one was “covering up” any death.

As for the school’s part in funding the research, it’s a little unclear. The expedition lead by Heath was explicitly funded by the Academy, but that was over 200 years ago. The Area Zero journals written by Sada/Turo mention “corporate backers,” but nothing about the Academy. However, the Academy does benefit from Sada/Turo’s research by virtue of having Tera Orbs to distribute. But I don’t recall if it’s stated that they receive these as a direct benefit in exchange for funding the professor’s research, or if the unnamed “corporate backers” (perhaps meant to be the Pokémon League?) were able to mass-produce Tera Orbs based on Sada/Turo’s prototype, and the Academy simply purchased or received a share of them due to their ties to the League. I would guess the latter, though, due to the mass exodus of school faculty after the Team Star incident, because that surely would have disrupted the funding pipeline and been mentioned by Sada/Turo somewhere?
 
I recently finished Gates to Infinity and it got me thinking...do ppl want next an Explorers of Sky remake or an original new game? In my case I prefer the latter, while EoS could benefit from the new elements added in Gates and Super (except Mysteriosity, keep it dead) I also wouldn't be unsatisfied with just a port of it.

If we get a new game however, I would also appreciate it if the story stays away from some of the formulaic plot beats. For example, not every MD game must be about a human with amnesia isekai adventure, this world is already pretty rich with the concept of Pokemon living like humans. The special episodes of Sky did a very good job at it.
I think the main thing they need to figure out if they write that trope out is how to integrate the tutorial and explanation of the World to the player. Isekai themes, as tired as they are, generally come with that learning built in for the protagonist and thus the audience (not even limited to Pokemon, FFX does this with Tidus being new to Spira, for example). When the problems for the world are on a Global scale, it'd be a hard sell for any Pokemon, even a young one, to not have some frame of reference already.
 
I think the main thing they need to figure out if they write that trope out is how to integrate the tutorial and explanation of the World to the player. Isekai themes, as tired as they are, generally come with that learning built in for the protagonist and thus the audience (not even limited to Pokemon, FFX does this with Tidus being new to Spira, for example). When the problems for the world are on a Global scale, it'd be a hard sell for any Pokemon, even a young one, to not have some frame of reference already.
So the player character in the next PMD should be a UB or Paradox, got it.
 
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