Unpopular opinions

Jokes one you, I already can't!
:psysly:










:psysad:

A Golduck that can't swim?

Heresy!

This would probably get my gamer card revoked but I never cleared a single GTA San Andreas story mission, all I did there was just roam around and have fun with the cheat codes before getting gunned by the authorities.

Now I wonder what will Pokemon do with this...

That is all I ever did.

Steal a car, wreck the gas station, run over jaywalkers, and then go out in a hail of gunfire like a Wild West outlaw.
 
Which brings to attention the two regions that were somewhat open, or at least non-linear.

Kanto and Johto.

Kanto allowing for sequence breaks was pointless at best. Why? Take for example Lt. Surge. Why exactly would you skip him? When you come back, he will be the exact same chump he was when you went around him. Nothing changes. The levels don't scale.

Johto actually had a split route which *did* have a major impact.

What was that impact? The level curve got fucked up beyond repair.
I agree. I find the non-linear aspect of Kanto and Johto to be very overrated. As you say, it is pointless in Kanto and harmful in Johto. I strongly disagree with those who praise the non-linearity of those two regions. Personally, I prefer linearity when it comes to Pokémon regions. Game Freak have shown that they are good at making linear regions, with Unova and Sinnoh being the two best ones IMO, but they have yet to succeed at making a more open or non-linear region.

Regarding the Wild area, I think it is ok, but it really needs to be improved. I think both DLC areas improved upon it a bit, but there are still things several that can be done better. The lack of trainers really needs to be adressed. They had no reason to repeat the mistake they did with Mount Lanakila in S/M (which was fixed in US/UM, thankfully). The wild area feels a bit "empty" to me, and I think the lack of trainers is one of the reasons for that. I also think the levels of the wild Pokémon could be handled better. Having the levels show up outside of battle (like in the Xenoblade series) would be a good and simple solution IMO, that would let you know the strength of the opponent before getting into battle with it (or if it is too strong/weak, you could just avoid it altogether). In addition to that, I don't really approve of how they made all wild Pokémon in the wild areas reach level 60+ once you have beaten the main story.
I feel this. I get overchoice pretty easily in games, so I'm not super into open-world games that flex the amount of things you can do whenever. I can usually enjoy open-world games well enough when there's a direction to follow if I don't know what to do, so whether I'll be into Legends or not remains to be seen.
Same here. As much as I liked BOTW, I often got to experience overchoice when I played it. The game usually presented me with 10 different things to do, and I wanted to do all of them at once! It was quite annoying. I got all things done eventually, but it was often hard to choose what to do first. As well as what to do next, and what to do after that...

Speaking of BOTW, I like it. I think it is a really fun and enjoyable game. But I think it succeeded mainly because it was a good game, not because it was open world. And as much as I like it, I think it could have been even better. In fact, I would have liked it to be a bit more linear, that would have made me enjoy it even more.

I have some thoughts on L:A as well. Putting this in a spoiler... if that is even necessary since it seems like everyone is discussing the game outside of its thread (and outside of spoiler tags as well).
Regarding L:A, I am a bit worried about how it will handle the open world concept. I forgot to mention this in my previous post in the L:A thread, but it is one of my biggest remaining questions/concerns/fears for the game. Seeing how Game Freak haven't handled the non-linear or open world concept very well in the past, I can't help but worry about it. I am still willing to give the game a chance, but I'm not sure how it will turn out.

Also, as Ironmage pointed out, I wonder how it will handle levels and the difficulty curve. I think it worked in BOTW, but Pokémon is an RPG which is different from an action-adventure game. I can see some issues here unless they have a way to handle it correctly. For instance, what if you want to "restart" from the ground and train a new team or just a new Pokémon, but the opponents in the game are set to be adjusted to your current overall progress, or your overall strongest Pokémon? Now we don't know much about the game yet so there's a chance they will handle this very well, but who knows? I should also mention that I haven't played any real open world RPGs, so I don't know how this has been handled in other games.

Right now, the whole open world concept is not a selling point for me regarding L:A. But there are other things I am interested in. New regional variants and evolutions? That the game is set in ancient Sinnoh? Now we're talking! I am still not completely sold on the game, but there are some things regarding it that look very interesting.. I also need to check out that gameplay video that I got recommended in the L:A thread... whenever I can find the time to do that.
One other thing I think would work very well for Pokémon in regards to more open or non-linear aspects would be if the games were "linear open world" as I call it. Don't know if there is a better term for it. Basically, like Xenoblade 1/2. You travel across the world in a linear path, but most/all areas have extra optional places to explore. I think some of the Pokémon regions have done this very well, notably Sinnoh and Unova, but also Hoenn and Kalos, as well as Alola to an extent. It can still be done even better though.

Sorry if I got too much into wishlisting here, I just wanted to write down some of the thoughts I have on this subject.
 
I agree. I find the non-linear aspect of Kanto and Johto to be very overrated. As you say, it is pointless in Kanto and harmful in Johto. I strongly disagree with those who praise the non-linearity of those two regions. Personally, I prefer linearity when it comes to Pokémon regions. Game Freak have shown that they are good at making linear regions, with Unova and Sinnoh being the two best ones IMO, but they have yet to succeed at making a more open or non-linear region.

Personally, while I like clear progression I think there is a distinction between that and linearity. The difference to me is with the former there is a clear order in terms of goals meant to be attained, but still embraces the idea of backtracking to solve certain puzzles you may not have been ready for earlier. This describes Hoenn and Sinnoh I believe, which are my two favorite regions geographically.

The original Unova on the other hand I would describe as linear. Which is a negative for me in what I otherwise consider a terrific game. I find the original Unova map to be a bit bland honestly with its circular design and limited puzzles, rather than Sinnoh's for example which is so intricately, vertically woven around Mt. Coronet. I do appreciate new Unova switching up the map a bit midway through but that still wasn't enough to compete with the likes of Hoenn and Sinnoh.

However, these regions at least have clear progression which is certainly lacking in Johto especially. After you get Surf, the map opens up completely to the point that trainers across the region all have beatable levels until the Goldenrod Radio Tower events. Which doesn't give you nearly enough experience in preparation for the Elite Four, especially Lance. Which turns that fight into a luck fest rather than a battle of planning and skill. Which unfortunately mirrors "real life" a bit too closely.
 
One other thing I think would work very well for Pokémon in regards to more open or non-linear aspects would be if the games were "linear open world" as I call it. Don't know if there is a better term for it. Basically, like Xenoblade 1/2. You travel across the world in a linear path, but most/all areas have extra optional places to explore. I think some of the Pokémon regions have done this very well, notably Sinnoh and Unova, but also Hoenn and Kalos, as well as Alola to an extent. It can still be done even better though.

I think that might be what they're going for? The demonstration of the map and dex showed that Hisui is divided into 5 Kalos-esque subregions with their own splits of the dex and such. Not much to go off of but I could see them having you explore around one area before heading to the next
 
Personally, while I like clear progression I think there is a distinction between that and linearity. The difference to me is with the former there is a clear order in terms of goals meant to be attained, but still embraces the idea of backtracking to solve certain puzzles you may not have been ready for earlier. This describes Hoenn and Sinnoh I believe, which are my two favorite regions geographically.

The original Unova on the other hand I would describe as linear. Which is a negative for me in what I otherwise consider a terrific game. I find the original Unova map to be a bit bland honestly with its circular design and limited puzzles, rather than Sinnoh's for example which is so intricately, vertically woven around Mt. Coronet. I do appreciate new Unova switching up the map a bit midway through but that still wasn't enough to compete with the likes of Hoenn and Sinnoh.

However, these regions at least have clear progression which is certainly lacking in Johto especially. After you get Surf, the map opens up completely to the point that trainers across the region all have beatable levels until the Goldenrod Radio Tower events. Which doesn't give you nearly enough experience in preparation for the Elite Four, especially Lance. Which turns that fight into a luck fest rather than a battle of planning and skill. Which unfortunately mirrors "real life" a bit too closely.
Good point. I have never really thought about it that way before, but I think this is a better way to view it. Unova (as well as Kalos, Alola, and Galar to various extents) are more completely linear while Hoenn and Sinnoh are also linear in a way, although they are more focused on clear progression and feature a bit of backtracking as well. However, Unova, Kalos and Alola also has some backtracking, but not to the same degree as Hoenn and Sinnoh (it has been a while since I played through the main game of most regions so I don't remember it all too clearly). As for me, I like both approaches, they are both fine when it comes to my tastes.

I agree about how the lack of clear progression in Johto is a big negative. I think your playstyle is very different from mine, and I can handle a bit of grinding in the games, but I'm not sure if I could manage to go through a Johto game with a full team nowadays. I could in the past, but I think my playthrough of HG in 2010/11 was the last time.
I think that might be what they're going for? The demonstration of the map and dex showed that Hisui is divided into 5 Kalos-esque subregions with their own splits of the dex and such. Not much to go off of but I could see them having you explore around one area before heading to the next
More L:A spoilers: Now I really regret not watching the latest Presents since it seems like I missed out on a lot of info by skipping it. I decided to watch the L:A part of it now (was planning to do it at some point anyway to see if it answered my questions about the gameplay). And after watching it, I didn't really get this impression. It never really felt clear to me how the exploration is going to work in terms of how you can explore the different areas. They didn't talk about it very much. Unless there is something I am missing. Either way, I can see it going either way, hopefully you are right.

On a different note, the video didn't really answer any of my remaining questions about the gameplay. Oh well. Guess I'll have to wait a bit longer before learning more about it.
 
Pokemon and Fate/Stay Night should have a crossover. Alternatively, a Pokemon game that plays like Fate - a more serious story mode-esque game where you bond with one specific Pokemon and fight other trainers in a tournament with their own Pokemon over an item of enormous power could be really cool. You should be able to play as one of many characters and each character has different attributes that give them passive and active benefits or disadvantages in battle, different signature mons (and can eventually obtain 2 more mons for their teams), and different stories and endings. For instance, one character should be a ''normal'' kid that just wants to be the best trainer as usual, another wants the item so they can rule the world, another wants the item so they can keep it out of the hands of bad guys, another wants the item to impress their mentor, etc etc...
 
The only story-related idea I could think of implementing into Pokémon is having multiple POVs of the same story.

Something like having three protagonists that don't encounter the same events (e.g. Character A fights the bad guy at one point, but Character B does not have that battle), and when you had to fight a protagonist you already played as, you battled the same team you had at that point.
 
I was actually thinking about a Pokemon game set in an academy more so like Fire Emblem: Three Houses and Persona 3 the past two days. Simple premise being a general academy that educates older students in a career with Pokemon i.e. research with professors, being a trainer for companies, working with Pokemon leagues. Add in some shady dealings happening within the academy's higher-ups, field trips to different regions, and of course, dating simulation, and you get an idea I'm surprise no one has attempted at all with fan games. The idea came when I came across some people discussing Pokemon Sors, a ROM hack, and its story based romance, which lead me wondering how would a Pokemon game with romance work, leading to me comparing it to the two previously mentioned games.
 
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The only story-related idea I could think of implementing into Pokémon is having multiple POVs of the same story.

Something like having three protagonists that don't encounter the same events (e.g. Character A fights the bad guy at one point, but Character B does not have that battle), and when you had to fight a protagonist you already played as, you battled the same team you had at that point.
All I really want is more customization options for protags, namely age.

There are 0 reasons why the protags gotta be literal children.

As for the Fate crossover idea... Yeah, I don't think this franchise should crossover with a former hentai game at all. And Gardevoir shouldn't be in it no matter what.
 
There are 0 reasons why the protags gotta be literal children.
There's one: the intended audience are children.

The main reason for protagonists being children is to help the intended audience to immedesimate themself in the player and get a good immersion for them. Which makes perfect sense.
(Also, the protagonist being a child makes the writing easier as you can fling all the dealing-with-kids stereotypes on the NPCs)
 
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There's one: the intended audience are children.

The main reason for protagonists being children is to help the intended audience to immedesimate themself in the player and get a good immersion for them. Which makes perfect sense.
(Also, the protagonist being a child makes the writing easier as you can fling all the dealing-with-kids stereotypes on the NPCs)
And yet, they've done nothing with that besides making it look ridiculous when a 10yo suddenly pulls up, dismantles a criminal organization, catches a legendary and becomes the champion until Leon showed up and did reasonable adult things and everyone hated it.

PBR did just fine with options, yes, including the literal kid.
 
And yet, they've done nothing with that besides making it look ridiculous when a 10yo suddenly pulls up, dismantles a criminal organization, catches a legendary and becomes the champion until Leon showed up and did reasonable adult things and everyone hated it.
Well, I've never said they've done it *well*, I've only said why they've done it :psysly:

I would disagree though (which would fit as unpopular opinion), I think in fact SwSh did it *best* of all the mainline Pokemon games, as it's the first game where they give a focus on "let adults deal with the dangerous shit, you guys go have fun", and you only come in when the adults actually *fail* to do what they were meant to.
Obviously there is the fact that the main theme of SwSh is "passing the torch to newer generations", and arguably why the finale more or less requires you to take over where the adults failed, but in general I think SwSh pulls the "kid protagonist" much better than all of the previous games where for arbitrary reasons people decide they rather let a 10-12 year old (depending on the game) fight the evil guys and catch+control almost literal gods than do their job.
 
The whole schtick of Fate is not really about the sex scenes anyway, it's about a big Battle Royale where people summon awesome historical figures and go all out in what is known as the Holy Grail War (or the Heaven's Feel ritual), and that's really what draws you into it, not the graphical hentai bullshit.

Other Fate related media that isn't the OG Stay Night VN doesn't have that kind of shit, fortunately.

I was actually thinking about a Pokemon game set in an academy more so like Fire Emblem: Three Houses and Persona 3 the past two days. Simple premise being a general academy that educates older students in a career with Pokemon i.e. research with professors, being a trainer for companies, working with Pokemon leagues. Add in some shady dealings happening within the academy's higher-ups, field trips to different regions, and of course, dating simulation, and you get an idea I'm surprise no one has attempted at all with fan games. The idea came when I came across some people discussing Pokemon Sors, a ROM hack, and its story based romance, which lead me wondering how would a Pokemon game with romance work, leading to me comparing it to the two previously mentioned games.

While that doesn't sound like a bad idea, Pokemon will have to really establish its own identity in this regard to separate itself from P3/4/5 and Three Houses in that regard. It sounds like a fun idea but Persona does that so well and if Pokemon fucks up in the hypothetical execution of such a game that would leave the game to be condemned as a poor man's Persona game. Also you neglect to mention Trails/Kiseki games which are also a very similar premise and Pokemon will have to really nail the execution considering what it's up against (Persona, Kiseki, etc.)

With that in mind considering ATLUS is rather shitty when it comes to romance in their games, I really don't trust Game Freak to be any better if they put that in a Pokemon game. Especially considering they're still a Japanese company in the end with many Japanese devs still holding onto old and shitty values, and as such I don't count on them to really do much better when it comes to romance than Atlus has thus far. I'm not saying romance is inherently bad to have in a game, but I'm not counting on GF to really execute romance routes particularly well.
 
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While that doesn't sound like a bad idea, Pokemon will have to really establish its own identity in this regard to separate itself from P3/4/5 and Three Houses in that regard. It sounds like a fun idea but Persona does that so well and if Pokemon fucks up in the hypothetical execution of such a game that would leave the game to be condemned as a poor man's Persona game. Also you neglect to mention Trails/Kiseki games which are also a very similar premise and Pokemon will have to really nail the execution considering what it's up against (Persona, Kiseki, etc.)
I mean, their can only be so many ways to invite party members to hangout that the line blurs between game series. I'm picturing 3 Houses's style training Pokemon together, eating meals, and doing work around the academy. As for romance already in the main series, besides some ship-teasing with Shauna, Lillie, and Marnie, the closest the player has gotten to dating would be the Yancy/Curtis after completing a very tedious chain of events, to the point of being more or less an easter egg and May/Brendan at the end of the Delta Episode. I don't think the devs would push romance beyond these two instances, though that's dependent on what direction the devs want their character interactions to go.
 
Also side note, but personally I'm not a fan of the dating sim aspect in the Persona games. Maybe it's just me, but I find most of them are very blatantly pandering to cishet males as most of them come off as a blatantly shallow crush rather than a compelling romance (they're all just "AHHH YOU'RE SO PERFECT I LOVE YOUUUUUU!!!!")
So you're saying they are cathered to the main intended audience of the series, aka degenerate weebs? :psysly:

I think this is something we go over a lot and somehow I can't get (most) people to understand, is that large majority of JRPGs (Pokemon isn't a exception) has a intended playerbase to which 99% of the game is tailored, everything else is "collateral sales".

"Persona" is mainly tailored at young male adults (albeith apparently it's also very popular amongst young females adults, probably because the MC himself is usually designed around what's considered "hot" in japan at the release time and usually features typical romance stereotypes as you said), shouldn't surprise you that the romance in these games mostly cathers young cisgender male adults (P3P included btw). They even went as far as including what's essentially a typical degeneracy aka the student-teacher as well as what's basically a stepbrother-sister relationship in P5 so. And let's be honest this is also the intended audience of most (not all, but most) japanese RPGs nowadays.

Pokemon on other hand, is mainly made to cather kids and teenagers. The pokemon design, the story and the writing notably are all written around what a child would find enjoyable and fun, with only real notable exception of gen 5 (which has a very mature theme, albeith still ultimately being written in more child-friendly fashion). Then GF throws a bone to adults with the complexity of the competitive and occasional postgame activities.
Which makes sense, because a big chunk of adult buyers are VGC players who'll probably ignore the entire plot and rush to the postgame, with majority of the "story player" who don't even touch the game again after the finale are indeed kids.

I wouldn't be surprised by either of these situations, and if you are, next time you want to analyze a detail of a game ask yourself "who was this game designed for?".

(I'll also add my 2 cents saying that it's *extremely* hard to make realistic non story-linked romance in a game, let alone one that's aimed at kids.)
 
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It’s not really an unpopular opinion that single-staged Pokëmon tend to be unpopular unless they have standout design or is very great in-game or competitive. Alongside Seaking, many of them tend to be bottom last in terms of usage, and even those with some sort of novelty ends up getting their reception soured badly if they turned out to be a dud (i.e. Castform, Eiscue).

What might be an unpopular opinion, however, is the fact that a vast majority of single-staged Generation 3 Pokémon age the worst in comparison of others. Not all of them, but the ones that aged like poor quality cheese have their own problem, particularly a few paired one that despite being advertised for Doubles, are built poorly for them. I’ll also include Nosepass, Roselia and Chimecho as those were single-staged at the time of Generation 3 before getting an evolutionary line in Generation 4.

The excuse of some of them as “built for contest” is weak considering that powerful Pokémon like Gyarados and Milotic can participate as well, if not performing better with the right moves. With that out of the way, let me tell why certain single-staged Generation 3 Pokémon below aged poorly. I’ll also skip the ones that are at least mildly memorable and useful overall.

:nosepass: - Nosepass was built as an Onix expy of sort without the double-weaknesses and better Special bulk in comparison, making it not as easy to cheese through with Water or Grass moves. Still, not something to be worth using over Geodude, who can evolve twice, and a 30% chance to show up from a Rock Smash compared to Geodude’s 70% isn’t worth it either.

Probopass didn’t really improved Nosepass all that much as, despite behemoth defenses, is twice as weak against Ground and Fighting, two strong offensive types. It might still be helpful in-game as long as it isn’t obtained too late thanks to such behemoth defenses and the Steel-typing, but ultimately didn’t saved Nosepass from disgrace.

:sableye: + :mawile: - The first paired single-staged in National Dex order, they are intended as early game that compensate a lack of evolution with moderately better stats than Beautifly and Dustox. The problem is that their earliest appearance, B1F of Granite Cave, is only accessable through Mach Bike which is obtained in the early mid-game Mauville City, at which point your starter should have evolved for the first time. They are not obtained later on until Cave of Origin, Sky Pillar and Victory Road, all of which are late-game location.

:roselia: - It is just another Grass / Posion Pokémon that is rather weak compared to even Victreebel, without anything new to the table. No surprising why it ended up having a three-staged evolutionary line with Budew allowing early obtention and Roserade being strong and memorable, which is really generous to give for a single-staged Pokémon.

ORAS was kinder to them with useful Mega Evolution, with Mawilite (in Verdanturf Town, also introduced earlier in XY) being obtained earlier than Sablenite (Sootopolis City). Problem is that their base are still weak single-staged Pokémon, and the moment games without Mega Evolution sprout up, giving Megas to weak single-stage Pokémon ain’t so much of a hot idea in hindsight. They still have neat designs, though.

:volbeat: + :illumise: Another paired single-staged Pokémon that are Bug-type that are not any better than Beautifly and Dustox despite being obtainable in mid-game (which is no wonder they are obtained much earlier in XY). Volbeat have Tail Glow which boosts is pitiful base Special Attack, though granted Signal Beam was physical back in Gen 3 anyways, while Illumise does not have anything of a signature Move or Ability to compensate. Really screams “filler” alongside a Water-type Pokémon I’ll speak about soon.

:plusle: + :minun: - Starting the trend of Pika-Clones, Plusle and Minun tried to have something that allows for Doubles demonstration, with Plus and Minus boosting the Special Attack stat by 50% if both Abilities are on the same side. Problem is not only Plusle and Minun aren’t fast or strong enough to fully utilize their Ability, they both share the weakness of Ground on their fragile phsyical bulk. One Earthquake or Magnitude will send the two to the sky. Their level-up learnset is also Doubles-heavy, making them more useless in Singles than they are in Doibles.

:castform: - It is supposed to show the increased prominence of weathers - including the newly introduced Hail back then - with Castform having a form for Sun, Rain and Hail, but not Sandstorm for some reason. Unfortunately, it’s 70 base stat across the board prevent it from fully utilizing it’s niche, making it severely one-note. If it were faster and have a more acceptable Special Attack, it would likely stay in in-game teams for a bit longer than immediately dumped out of the trainer’s disappointment.

:kecleon: - Color Change is not even a good Ability, as even the AI can figure out what move to choose next vs a type changed Kecleon anyways, especially in Doubles. It is not physically bulky enough to try exploit the Ability, either, and it is especially deadweight against Dragon-type. Protean did give it a niche in some metagames, but beyond that, it’s severely one-note. Of course, the ones in Mystery Dungeon are a whole different story, but I’m talking about in a general term.

:spinda: - It’s an “all-style no-substance” kind of a Pokémon that, while an ingenious programming at the time, the random spots on the head is all it have going for, as 60 stats all-around is pathetic for a mid-game option. Of course, there is no denying that it’s adorably derpy!

:chimecho: - By far the most obscure of the bunch in RSE, and still not strong enough to worth keeping for all it’s rarity in a very specific spot mid-game. You are likely have a stronger Psychic-type option anyways, so why bother with Chimecho? It does not help that according to development standpoints, it is a last minute addition.

It did gain a pre-evolution in Chingling to allow earlier obtention without being too strong early game, so Chimecho can serve as a weaker but more readily available and easier supprort-oriented option of Psychic-type, at least in theory.

:luvdsic: - The Delibird of Hoenn. Obtained way too late for such pitiful stats except average Speed, and it’s gimmick is about Heart Scales, with capturing Luvdisc being the only to obtain one as far as I recall. That’s all I gonna said, but it is no wonder it got such a harsh reception.

And no, Luvdisc evolving into Alomomola is contradictory of Gen 5 being a completely standalone Generation in terms of Pokémon. I rather give Luvdisc an evolution that emphasize it’s lovely appearance than something that only have resemblance in term of design.
While Generation 2 also did poorly with single-staged Pokémon, they did introduced a few strong ones like Miltank and Heracross. Generation 3 did not even bothered giving any single-staged Pokémon that are within the 490-535 BST (the latter reached by Lapras), and as a result, way too many of them are within the 380-470 range, many of which aren’t even that good the moment tou obtained them in Generation 3.
 
:sableye: + :mawile: - The first paired single-staged in National Dex order, they are intended as early game that compensate a lack of evolution with moderately better stats than Beautifly and Dustox. The problem is that their earliest appearance, B1F of Granite Cave, is only accessable through Mach Bike which is obtained in the early mid-game Mauville City, at which point your starter should have evolved for the first time. They are not obtained later on until Cave of Origin, Sky Pillar and Victory Road, all of which are late-game location.

Slight correction: In the original Ruby and Sapphire, you actually can get Sableye and Mawile before Brawly as BF1 of Granite Cave is very immediately accessible, albeit dark without Flash in the original RS. ORAS changed the layout of the cave so that the lower levels are inaccessible without the Mach Bike, but originally it was accessible immediately upon entering the cave, but super dark. This means Sableye can actually be used against Brawly in the original RSE and trivialize him to an extent. Mawile is obviously a no-go against him but it can be used early in-game in the original RS.

It's ORAS where they're available later and need more grinding, but fortunately they are compensated for by having great Megas that are usable in the games so them being available later in the remakes is less of a big deal. Mega Mawile is an absolute powerhouse and Mega Sableye is no slouch either.

You also can't deny that Mawile and Sableye are peak designs anyway, in spite of their meh battle capabilities, but even so they have some pretty interesting traits in battle, like Sableye having no weaknesses and Mawile has a nice ability in Intimidate and a ton of resistances which is really nice for early game. In the original RS they're not that great but their typings and abilities do give them some valuable traits for the early-mid game portion even if they don't keep up long term.
 
This discussion is really reigniting my demand for a Conquest sequel.

Though hopefully this time they remember Pokemon only need a days rest to be ready to battle again and can learn more than ONE move.

All I really want is more customization options for protags, namely age.

There are 0 reasons why the protags gotta be literal children.

Aside that at its core Pokemon is meant to be a game targeting young children?

I'm alright the protags being young, and ever since Gen V they now look more like older teens than kids/preteens.

What Pokemon more needs is a way to customize you appearance more/better. Instead of 3/4 defaults for each gender at the start of the game it should have a character creator like other games with tabs that let you adjust the following:
  • Gender (which could just be a simple switch on all the pages)
  • Skin Color (and have it based on something like the Von Luschan's Chromatic Scale)
  • Height & Weight
  • Face Appearance (head shape; shape, size & position of eyes, eyebrows, nose, cheeks, mouth, chin, & ears)
  • Hair Color & Eye Color (this can just use a color hex/RGB code system; obviously can change this detail in-game)
  • Pronouns (He/His, She/Hers, They/It; Dialogue only detail, but I feel an important thing to add)
That said, for Wifi battles they could expand the character creator so we can alter the various trainer classes to be our avatar there. Heck, could even use this to make more unique looking NPCs even if they're the same Trainer Class.

I got a few Pokemon Crossover ideas but some of them seem "out there" mostly because the concept in my head is more taking the aesthetic of the Pokemon World rather than the gameplay at times. Like, Nobunaga's Ambition at first seems like a strange crossover consider the tone shift but I can see the similarities between the gameplay. For this moment just will post the ones I think everyone can easily wrap their heads around:
  • Pokemon X Animal Crossing (not the more unique idea, but it's still something I'd like to see)
  • Pokemon x Zoo Tycoon
  • Pokemon x Final Fantasy (I imagine the difference here being, instead of just the Pokemon fighting, the "trainer" is also fighting alongside their Pokemon. And yes, any RPG series could fulfill this role, but I chose Final Fantasy not only due to it being a familiar series but also because I could imagine a story being written around involving the Summons of Final Fantasy)
  • Pokemon x Monster Hunter (before you say "no way", my idea is that Pokemon will be "tamed monsters" that fight alongside the hunter (there of course will be Wild Pokemon too but they can be tamed if need be); the "beast monsters" are the normal Monster Hunter monsters which cannot be tamed but slayed and made equipment from (Pokemon remains are said to make for poor heavy duty equipment building a hunter needs; they're much better used as fighting partners). While the "beast monsters" could share resemblance to Pokemon at no point are they considered Pokemon, thus I think the loophole which could make this crossover possible)
I also have general ideas for side Pokemon games:
  • Aura Guardians (Similar to the Ranger games, you play as an Aura Guardian using a combination of your aura abilities and Pokemon partners to protect their homeland & everyone in it as well as solve a mystery/plot that threatens everything)
  • Pokemon Daycare (You run a Pokemon Daycare, caring for other trainers Pokemon. It's pretty much Pokemon-Amie/Refresh/Camp but on its own and additional management elements like making money, buying supplies, and making sure customers are happy)
  • Poke Mart Manager (Like the above except your managing a PokeMart)
  • Pokemon Center Doctor (Another sim, this one you're in charge of a Pokemon Center, specifically a doctor who handles the more serious Pokemon injury cases that can't be handled with the restoration machine. Thinking the gameplay would be similar to Trauma Center)
  • Pokemon Syndicates (I mentioned my ideas in another thread, but you play a character who joined one of the Pokemon criminal organizations, each having their own game (except for Gen III, VII, and VIII). The character is an established one rather then player avatar, and they have their own story going on following alongside the team's which takes place slightly before, during, & after the core series title)
  • Pokemon Prologue (A game where you play as the Champions when they were just starting out and going through their lives up till the core series. Also maybe have side story features which puts the player in control of other important NPCs like Gym Leaders, Elite Four, Frontier Brains, Villain Team Bosses/Admins, etc. during important moments in their lives)
I've got more (including sequel ideas), but I feel we're already pushing limits.

And yet, they've done nothing with that besides making it look ridiculous when a 10yo suddenly pulls up, dismantles a criminal organization, catches a legendary and becomes the champion until Leon showed up and did reasonable adult things and everyone hated it.

Gladion: "You know why being a Trainer is so great? Because when you're battling, it doesn't matter if you're a kid or an adult. Everyone's equal in Pokémon battle!"

Also it wasn't players were made that Leon swooped in and handle the rampaging Dynamax Pokemon, it was that we didn't SEE it. Or, rather they could have used that moment to showed how strong Leon was by having a Max Raid battle with Leon, the player, Hop, and maybe either Marnie, Piers, or Raihan as the fourth and while everyone is doing alright it's Leon who is doing the most damage and gets to Gigantamax his Charizard (granted this is probably because he would be higher level, though they could hide this by just not showing the Levels). Instead, we're told what's going on, told to just continue your journey, and then get a newspaper image with Leon standing in front of a Dynamax Purrserker.

With that in mind considering ATLUS is rather shitty when it comes to romance in their games, I really don't trust Game Freak to be any better if they put that in a Pokemon game.

Actually one of the game ideas I have that I didn't mention was a dating sim, but I felt that was a bit too much out of left field. It's a bit lengthy what I thought up, but I feel it's a tasteful way of doing a Pokemon-based dating sim. Of course, that's my idea, as you said I'm not sure if I would trust GF with making their own...
 
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Slight correction: In the original Ruby and Sapphire, you actually can get Sableye and Mawile before Brawly as BF1 of Granite Cave is very immediately accessible, albeit dark without Flash in the original RS. ORAS changed the layout of the cave so that the lower levels are inaccessible without the Mach Bike, but originally it was accessible immediately upon entering the cave, but super dark. This means Sableye can actually be used against Brawly in the original RSE and trivialize him to an extent. Mawile is obviously a no-go against him but it can be used early in-game in the original RS.

It's ORAS where they're available later and need more grinding, but fortunately they are compensated for by having great Megas that are usable in the games so them being available later in the remakes is less of a big deal. Mega Mawile is an absolute powerhouse and Mega Sableye is no slouch either.

You also can't deny that Mawile and Sableye are peak designs anyway, in spite of their meh battle capabilities, but even so they have some pretty interesting traits in battle, like Sableye having no weaknesses and Mawile has a nice ability in Intimidate and a ton of resistances which is really nice for early game. In the original RS they're not that great but their typings and abilities do give them some valuable traits for the early-mid game portion even if they don't keep up long term.
It's sad cuz I checked, and Gen 1-3 all had around 21 for single staged mons on release
Yet unlike Gen 1 and 2, most of 3s didn't get a new evo that was beneficial. Chimecho especially is sad
 
While were on the topic of Pokemon Crossovers, its very rare for Pokemon to star alongside other franchises, in fact the only genuine crossovers that had characters from another video game series have had with Pokemon were Super Smash Bros. and Pokemon Conquest. Other games like Pokken Tourney and Mystery Dungeon featured Pokemon characters in that franchise's gameplay, without any other foreign characters. TPC is very strict on their IP, and its quite notable: In Yoshi's Wolly World, you can scan Amiibo from all Nintendo Franchises and gain costumes based on the Amiibo you scanned, with Mario, Zelda, Metroid, Fire Emblem, Kirby, etc. having costumes, with even third parties like Sonic and Ryu having costumes. But scanning a Pokémon Amiibo? Gets you a generic costume. The only other characters to do that are Bayonetta and Cloud, and they are third party. In fact Masahiro Sakurai mentioned that it takes a lot of negotiating and he almost failed to to get the original Pokemon characters in Smash, as the TPC are very concerned of the image of the Pokemon.


So yeah, Pokemon crossovers are too rare and unlikely due strict regulations thanks to TPC, probably due to the PR nightmares the franchise had before the forming TPC. If we had to do Pokemon crossovers, I'd lean towards a Pokemon x Fire Emblem due to similar gameplay and the fact that the idea was proposed once, or Detective Pikachu x Ace Attorney, since I think the idea of cross-examining Pokemon is exciting and fun.
 
Between this and Bea having her feet make slapping sounds on grass and making feet references on her 2nd battle, GF has been wilding.

And these aren't all of the examples from this gen. If we talk about all of them... :psysly:
Has Kiara's league card being a bit "edited" been mentioned yet?

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Slowbro looks a little distorted here
 
Has Kiara's league card being a bit "edited" been mentioned yet?

View attachment 373234
Slowbro looks a little distorted here

I dunno what's up with Slowbro, but Klara looks just as busty in that picture as she does when you actually see her in-person, so if they were trying to imply that the picture was edited to make her look more endowed than she really is, they missed the crucial detail of actually making her look more endowed than she really is.
 
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