bianca is not annoying she just has personality
...I thought what might be happening was that we would finally get to see what Raikou and the others looked like before the untimely Burned Tower incident.
Yes, the non-linear exploration is great and is a much needed addition to the series,
I feel like the extent to which open-world exploration (I'm using this term because defining what makes a game "open world" is contentious) is good for a game, or a franchise, depends on how hard the developers want to define how players experience that game's story. I think it also depends on what kind of gameplay the game has and how it defines progression (stage-based, strength-based, upgrade- or skill-based, plot-trinket- [macguffin-] or collectible-based, to name a few).I think this is a funny thing to say right before writing a bunch of symptoms of non-linear exploration and open world games. issues that even """good""" open world games had like botw and totk. sorry for always going unga bunga open world bad but, well, open world bad!
Hmm. That got a bit sidetracked and became more of a general critique of SV instead of a review of its merits as an open-world exploration game. Basically, my summary is: it's pretty good, and I don't have a problem with it being open world. But I do have a problem of there not being much worth actually exploring.
It will forever get me that Age of Calamity retconned BotW cuz the story was so bare there, and expanded on Link and Zelda's relationship, alongside other chars. Only for ToK to not take anything from itbotw lost so much of what made the loz franchise in interesting story, characters, plots, enemies etc because the bare minimum for open world takes too much time to do anything other than that. totk suffered beyond open world pitfalls and more because they forgot it was a loz game and not nuts and bolts but even with already having so much of that bare minimum already done, the game couldnt even expand upon the lore or story in any interesting way lol. and you can bring random failed open world games but idk if thats fair, you can do that for every genre.
I'll agree with this idea (that it becomes increasingly hard to flesh out a game the bigger and more open you make it) at its basic level, but I have to disagree with various points you bring up here.I think the issue is that i find open world bad because they affect the development side... ...Even with good, competent dev teams given a longer time to work on their open worlds, it is so easy to create shallow gameplay, stories and art because you need to do so many things and fill so many quotas that you never really elaborate on anything ever.
You're not the only person I've seen complain about BotW/TotK for how they mess up the Zelda formula, but I think the main other person I've seen do it is more miffed by how it messes with item conventions (for puzzle solving, durability being annoying, dungeons, etc.)botw lost so much of what made the loz franchise in interesting story, characters, plots, enemies etc because the bare minimum for open world takes too much time to do anything other than that.
Yeah, TotK is, in a lot of ways, a massive tech-demo flex, and I don't entirely jive with the technology's abilities in it, either (I think BotW's runes were more interesting from a basic puzzle-solving perspective), but a lot of bigger challenges in the game are based on them.totk suffered beyond open world pitfalls and more because they forgot it was a loz game and not nuts and bolts but even with already having so much of that bare minimum already done, the game couldnt even expand upon the lore or story in any interesting way lol
I never understood the vitriol toward shrines/divine beasts/whatever as "weaker puzzles" because they encourage you to find your own solution with the tools you have been given. You're free to bring other things in that can help, but you don't need to and aren't forced to. Sometimes the puzzle is outside of the shrine, too, though I guess that isn't that different from older sidequests. Really, the only issue I see here is how the puzzles aren't built around a specific dungeon item and forcing you to learn how to use it, but those remaining interesting throughout a game depend on said items being versatile and not "this solves this problem and ONLY this problem." Also:and maybe you'll go "ok sure the lore was bad but the gameplay was good" but idk. i think botw and totk gameplay is kinda mid and even bad. shrines, ultrabeasts, depths all lack the effort and fun of loz dungeons and puzzles because its an open world so you have to make 100000 of them because the player needs to be able to find at least some of them wherever they go.
ultrabeasts
Mostly fair points here; I watch a lot of a very good OoT player and, aside from the glitches, there are a lot of sword options in that 25 year-old game, and BotW/TotK really haven't added that many more (and even removed a few, I think). The whole "huge overworld with a bunch of mini-challenges" is something that Super Mario Odyssey dabbles in too with its Moons, and I watched a video essay about that game, critiquing how the huge number of Moons (and quick timing of getting one to another) diminishes the satisfaction from getting one; I think that's what you're feeling, and I think it's a reasonable thing to critique.combat lacks any spiceness because theres only 3 sets of enemies other than the bosses and a bunch of weapons that dont actually enhance or change how you play (once you see a meele weapon and arrows youve seen 90% of the nuance unless youre a speedrunner lol), but because there needs to be content they added a bunch of types to find and collect. and then what? walk around an empty world that loses the "well its a desolate area" wonder after an hour of playtime? do korok seeds even though you learn theres only a limited type of puzzles that repeat and once youve seen them youve seen all that koroks can offer, making them just be a chore or something to ignore once you got your slots (dont do 900 please. please. please.)?
I haven't played any of the Dark Souls games (I've started Bloodborne but haven't gotten very far), so I'm not speaking from personal experience, but it's my understanding that none of these games are particularly... direct with their stories. I can't say how different Elden Ring's game progression is from Dark Souls or other FromSoft games, but I didn't think it did anything super different with how its narrative was presented.and idk. i always single out botw and totk because theyre considered good open world games and they kickstarted the trend for many devs. i also find elden ring the worst of the franchise because its open world and thus has similar lessened impact in world, lore, and gameplay.
I think Game Freak should, and could, have the resources available to them if they wanted to use them, given how lucrative the franchise is. Time, though? Yeah, that's a problem, and one that I've seen brought up a lot since SV released. A lot of fans are desperate for Game Freak to get more time to develop a generation, myself included. I choose to believe that the complete lack of interiors would have been one of the first things fixed if they had more development time, but that might be copium.pokémon has an advantage in that they had a 900 enemy creature backlog with finished models and data they can just pick from, give slight updates and slap on the game + a few new ones, so they can fill up their world with encounters easier than loz or whatever fromsoftware does. but the games ive talked about were made by competent developers under a decent timeframe and had very clear goals. why do we think pokemon will be able to do better than Bad when they dont have that level of competence or the time and resources. of course the towns and routes and most characters will be bland, they have to waste time doing stuff for the open world. and all that time sacrificed just leads to a very mediocre gameplay feel.
That's... all Pokémon has ever really had when it comes to its routes, as far as return value is concerned. If you ask me, though, part of the problem is that it's much easier to hide secrets worth searching for in a smaller, 2D game world than it is in a full 3D world with a wide camera angle (SV's poor draw distance aside). They could have added more places worth climbing or surfing to that you could see early on, but they chose not to, and that's a loss.what the hell is there to do in sv routes other than catch pokemon, battle a few trainers, look for a gimmighoul coin and leave? have we really improved over the formula because now you can pick the route to go next? did pokemons exploration really benefit from this bare minimum half baked open world enough that it was worth to sacrifice the already dwindling effort and time taken on the region itself?
I haven't played the DLC yet, but I can respect a good, streamlined story. I think you are downplaying the effort Game Freak does put in to the areas they choose to apply themselves to (mostly Gym Leaders/teachers in SV). It's bad that the rest of the world is essentially a ghost town, but they do try to make their named and "important" NPCs have definite personalities and goals. This was true in SwSh as well, where each pairing of possible trainers had a specific interaction in a postgame tournament.the kitakami and indigo disc plotlines and exploration were more involved and had much more interesting characters because it was a non-open world narrative disguised as open world, with smaller focused areas that got more thought put into them!! imagine if the actual main series plot had the same benefit of being focused? its not like youre losing anything anyway since nothing scales LOOOL. you could literally make each new town or whatever be a gym/titan/star member and it would be the Same Shit. itd probably be better because knowing where your player is and not wasting time in the barebones open world game would make the areas and encounters actually yknow. stand out and be fun
And... you know what, I agree with basically all of this. I like this conclusion. It's far better for a game/series to refine what it wants to do and make it actually fun and functional instead of following the most recent trend and biting off more than they can chew. I'm not a big graphics guy but agree that, even ignoring performance, SV look really bad (well, the overworld does; the Pokémon themselves look really good IMO).yeah to me open world is a concept where on paper its kinda like peak gaming right? just go wherever, the ideal of exploration without the limitations of real life. But it needs SOOOOO much content to support it, and unless youre willing to do that for a decade or more, your game will have to sacrifice many things to reach the bare minimum, let alone a good or great game! Not all devs and certainly not all franchises or game ideas should be open world, its a very niche type of game thats not being treated like that.
and like, i agree with the idea that pokemon would be good for open world. but in practice? ignoring all the above issues, we havent even reach good plot and gamefreak has been struggling with linear exploration, which is MUCH more approachable. this franchise should not be jumping to something as demanding as open world when it cannot even get a single benefit from it! its not like paldea is particularly replayable over other pokemon games, and id argue its probably less as youre encouraged to work on your save file with new raids and events etc. the exploration isnt memorable, any atmosphere you have gets destroyed by the graphics (listen idc about graphics but we need to be real here. open worlds are as much about doing things as it is seeing things and if your world is ugly, youre not getting people to explore it lol), its all just the same formula of catching every mon in the area, battling the trainers and fighting the boss/gym/whatever.
my frustration is less about sv in specific and more that it feels like so many AAA AND indies have locked themselves into open world and made their stories, worlds and gameplay worse as a result. open would should be niche and rare because most will never be able to make good ones
duuuude how tf you beat stakataka i only have bomb arrows and it doesnt work help me(I know you meant divine beasts lol)
not about your take here but I love most of the mons on your signature alot, cryogonal, klinklang, noibat, shedinja are all very high up my favourites list (assuming that is your favourites list)Including Koraidon because it's definitely the same, Sandy Shocks is the only well designed past paradox and the others should have been more like it rather than sticking to animal bases.
:P
My favourite kind of Pokémon games is where the world feels big but still has a fairly linear path (I think that's another reason why I love the Gen 7 games so much)open world good, actually
it make me happy and gives me dopamine to explore a big world
unga bunga open world good, linear good, games good. i like videogames
Soft scaling is absolutely better, hard scaling is stupid in most games, and it would be especially stupid in Pokémon. Also soft scaling to major battles could be implemented without issue without changing how the code that defines trainers works, soft scaling could not.i feel like when ppl talk about level scaling, they talk about granular increases matching your level exactly, but i think pokemon could beneft from soft scaling: there are checks in the game, and each set a specific level for your next goal.
for example: you just started your journey, so you have no checks. this means whatever gym you fight will be level 14 with 2 pokemon. once you beat that, youll pass one check so the next challenge will be level 21 with 3 pokemon, etc etc.
I think encounters stand for being more granular though, as pokemon of equal skill/slighly lower are more likely to challenge you. would be fun to add level "repels" that can attract weaker or stronger pokemon too
I am actually vehemently opposed to wild Pokémon scaling because, while it is certainly convenient that the player always starts where the region's weakest Pokémon reside, I'd rather take that concession than have the whole ecosystem gradually get stronger and more deadly the stronger the player gets. It's a matter of immersion/cohesiveness with worldbuilding for me. I feel like having dynamic wild Pokémon tables for an entire region would be a coding/planning/implementation nightmare several orders of magnitude greater than just coding in multiple teams for gym leaders.pokémon wise i think the bare minimum gen 10 is gonna need to improve the open world concept is level scaling. if the wild mons and gym battles don't get stronger as you do, the game is still kinda defining an order for you.
honestly, level scaling is easier to rationalise than fixed levels even in linear pokémon games - why do i, the player character, happen to live where the weakest pokémon live? how does, say, a sinnoh trainer who lives in sunyshore begin their journey?? meanwhile, level scaling can be explained as "mons too weak for my team hide in fear, mons too strong are not threatened and don't show up". if badges make stronger mons obey, they can make them appear in the wild. etc.
Also it just makes less sense, like in a Watsonian perspective the world of pokemon some places near towns and city would reasonably be farther from dangerous stronger pokemon. Take a look at Legends, Jubilife village is right next to much calmer groves and flatlands likely because its one of the safest locations for people who aren't originally native to a dangerous land to build because level 60 pokemon wont come in one day and destroy everything easily. Meanwhile from a doylist perspective its always made more sense to have the earlygame be much weaker, while much later locations have much stronger enemies to keep up with the player.I am actually vehemently opposed to wild Pokémon scaling because, while it is certainly convenient that the player always starts where the region's weakest Pokémon reside, I'd rather take that concession than have the whole ecosystem gradually get stronger and more deadly the stronger the player gets. It's a matter of immersion/cohesiveness with worldbuilding for me. I feel like having dynamic wild Pokémon tables for an entire region would be a coding/planning/implementation nightmare several orders of magnitude greater than just coding in multiple teams for gym leaders.
SwSh introducing Flying Taxis also kind of fixes the issue that trainers starting out in different cities would face, since they can take you anywhere in the region. Heck, Arven even mentions (as a bit of comedic interjection) that they'll go down into Area Zero to get people out of there if they really needed it.
Regarding dexes, I do think the issue comes more from not focusing on the new Pokémon enough, which is an issue that is severe in XY (partially due to no Kalos Pokémon able to Mega Evolve) and even moreso in Sun and Moon despite the Totem Pokémon. This stems from both the accessibility issue and the rarity on too many of the new Pokémon, to the point the player would just stick with the route 1 mons and their starter because the new Pokémon tend to be far too rare for their various power level.
Now, I know damn well y'all ain't dissing GOAT of the Wild!
I actually agree with some of the complaints tho.
Back on topic, ya boi is back to spit some of the hottest takes this thread will ever see. Let's get to it.
Regarding the whole discussion about the type chart, the Fairy-type is actually essential to the game. I had the experience of going back to Stadium 2 and messing with some things, mainly updating some moves and giving every type some kind of reliable STAB.
Dragon-types immediately became a problem.
Buffing Steel and Ice to try and mitigate the issue does not work, at all. Dragon/Fire was an extremely good offensive combo after Outrage got buffed in Gen 4 for a reason, it's just that strong without a type immune to it. This led me to eventually looking at the type interactions and reaching the same conclusion that GF did. A new type was needed, and at that point, you really might as well make Fairy.
I completely disagree with how they handled Fairy though, for various reasons. Bug did not need another type resisting it, and a lot of legendaries should've been retconned to being Fairy-typed. Mew is a very, very obvious example. There's kind of a flavor issue with Fairy as a type tbh. But yeah, Fairy is very blatantly a balance patch type and it shows.
As for other changes... There can't be a lot of them. Things go south FAST. I think right now, the only two that I'd be 100% sure I would do is having Water be weak to Poison and removing the Bug resistance from Fairy.
Psychic isn't bad because it's a bad-type, it's bad because it has two balance patch types holding it back. Yes, Dark and Steel 100% neutralized that threat. I'd argue the biggest problem with it is that it kind of lost its identity by now. When you think of Psychic-types, you think of fast, strong special attackers that are kind of frail, especially on the physical side.
Except now they're not that strong because of power creep and low offensive value, and a lot of other types also have fast, strong special attackers, so why bother with dealing with a type that's weak to common meta-types?
On that note, whoever mentioned bad physical Psychic moves was 100% correct.
Every type should have AT LEAST some reliable STAB. What I mean by that is 90BP, 100% accuracy, and no drawbacks. If you can't see the value in this, go play pre-Gen 4 games, especially Stadium 2.
Does that mean I want types to be bland? Hell no, it's the opposite. I want every type to be able to create an identity, but you can't do that relying on moves like 60BP, 5pp Giga Drain as your main damage-dealing option. I also believe that types should have "signature" moves that aren't as available as regular coverage moves. For example, Discharge is mostly learned by Electric-types unlike Thunderbolt, and boasts a side-effect that is more commonly assigned to that type, in this case, paralysis. However, I do believe said moves should be stronger, otherwise people will still use the generic option.
Speaking of which, TMs.
Whoever decided that Close Combat should not only be a TM but also a well-distributed one was completely out of pocket. A lot of these moves should NOT be easily attainable coverage and one could argue there are too many of them by now.
There's a real issue when it comes to identity in these games on several levels as of late, which brings me to my next point.
Dexit's greatest problem is that there's too much bloat on dexes.
This was already an issue as early as XY, but it's rampant after SwSh. You can't have so many options to build a team so early. Especially taking into account strong, older Pokémon. One or two throwbacks like Ralts in SV? Great, that's probably the best early-throwback mon they had in a minute. Otherwise, you just dilute things too much and the region loses its identity.
When you think of older regions, you think of some mons that are iconic to that region, even if they show up in other regions. For example, Nidoran-M. When you remember Nidoran-M, you probably immediately remember that route west of Viridian City.
There's a case to be made when it comes to replayability, but that's mostly a thing on games like BW1 and FRLG that don't have enough viable options early, which leads to roadblocks.
Sinnoh is notorious for the classic lineup of Starter, Shinx, Starly, Budew, Gible... but there are a LOT of interesting options there like Machop and Buizel, even if they aren't your immediate first or iconic options.
This issue stems from a conscious design in later regions due to other dogwater mechanics like the Exp. All and the increased focus on the exploration of barren plains, but in my opinion, it sucks.
Speaking of the exploration of barren plains... Open-world in Pokémon. It. Cannot. Work.
Technically, it can, but it would require an entirely different approach to what they did in SV. Paldea ironically isn't any more of an open world than Kanto was. Matter of fact, it falls into the exact same pitfalls. These are too abundant and uninteresting to bother listing in such a long post. Instead, I'd rather talk about why it fails at a core level.
Levels.
To make an open world Pokemon game work, you need to take into account the levels of the mons and trainers you'll encounter. There's little to no point in going straight to Glaseado to get bodied by a Lv. 40 1st Stage pseudo, that isn't what an open world entails.
Ideally, Paldea should have had a Metroidvania-like approach to how one encounters mons, in which players could reasonably access all major areas and cities by sticking to the main paths but still having to unlock abilities to reach other sub-areas where stronger mons, trainers, and items lie. This was actually done to gate off the stakes that unlock the Ruinous Legends.
The result of GF's poor decisions regarding Paldea's open world is that it's a mechanic that doesn't add any depth to the game, as any sequence-breaking only serves to make the game easier.
I used to think the same, but looking at the early routes for both Galar and Paldea, they're packed with brand-new shitmons.Regarding dexes, I do think the issue comes more from not focusing on the new Pokémon enough, which is an issue that is severe in XY (partially due to no Kalos Pokémon able to Mega Evolve) and even moreso in Sun and Moon despite the Totem Pokémon. This stems from both the accessibility issue and the rarity on too many of the new Pokémon, to the point the player would just stick with the route 1 mons and their starter because the new Pokémon tend to be far too rare for their various power level.
It’s never as severe as GSC and HGSS’ case for the Johto mons, even with the “sequel” reasoning in mind, but this is something to not forget. If the new Pokémon (and newly introduced regional forms and cross-gen evos) were focused first and foremost for availability and accessibility, then more new Pokémon would have chances to be remembered instead of a few at a time.
None of these regions are tbh. It's ridiculously easy to get incredibly overleveled in any game where the forced Exp. Share is mandatory, to the point one is forced to skip content in order to not break the game.Core series Pokémon games are going to have issues with level scaling no matter what happens. This really does feel like a "Pick your poison" situation" with no perfect outcome. If you're the developers of these games, here are your choices regarding the Exp. Share:
The Exp. Share changes affect older regions much more than newer regions in my opinion, since those regions' level curves were not designed with the idea that your whole team is gaining all this extra experience in mind. Case in point, it's no Pokémon Emerald, sure, but the difference in difficulty in the Hoenn remakes depending on when and how you use the Exp. Share in those games is still night and day. The Sinnoh "remakes" and Let's Go both take this one step further and don't even give you a choice in the matter. The bigger issue is how the amount of Exp. Points gained is still too much relative to the levels of the Pokémon you're facing off against in games where the Exp. Share is forced on.
- Bring back the Exp. All item and open Pandora's box about the problems that might cause
- Take the old approach and force players to grind levels when they might not want to
- Take the Gens 6-7 approach that gives players a toggleable choice, but said choice is between two non-preferred outcomes anyway
- Same as the previous option, but without the toggle- you're stuck with your choice once you make it
- Keep the Exp. Share as it is now and try and obligate players to not be able to enjoyable raise a team for the whole game
And then you have games like X & Y which are going to be stupid easy no matter what happens with the Exp. Share, but we don't talk about that