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#EVEN IF THEY ALREADY HAVE THE POKEMON MODELS & THE BASE MECHANICS DOWN
azurityarts · 2 years
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What would you want to see in the next pmd game? 👀 (crossing my fingers that we’ll get one sometime soon...)
~(LONG RANT AHEAD)~
Oh jeez that's a toughie!
I'm not sure if this should be a given, but I hope a new PMD game can include all Pokemon while still presenting an engaging story and fun mechanics. I think it might be unlikely, given that we've gone a full two, running on three generations of new Pokemon, so that's a lot of asset work (I'm assuming the new game is 3D). Not to mention a lot of new regional variants and gameplay gimmicks introduced across Gen 7 and 8. (Z-Moves I might be able to tolerate in a PMD game; if I see Dynamax I WILL riot.)
Back on that topic of 3D though, I don't think we'll be seeing a 2D entry for a long time, if ever. 3D environments give developers a unique platform to work on, although I do think that the models don't allow for as much personality and freedom that sprites can. I don't think I would mind a new 2D entry, but the chances we would get one are exceptionally low.
I think Explorers of Time/Darkness/Sky remakes are probably the most likely thing PMD will see as of now! The likelihood of a completely new entry is unlikely, so Spike Chunsoft might stick to remakes for a while. I haven't had the pleasure of playing Rescue Team DX, but I hope that a potential Explorers remake can follow on DX's strongest points while maintaining a unique identity. DX's art style was a BRILLIANT decision, so I expect we'll see a continuation of that for Explorers, though a more standard render for 3D games is definitely possible. I hope that they'll do their best to make icon portraits and animations as emotive as possible, and they BETTER keep the Special Episodes. I'm sure they'll come up with technical and quality-of-life updates, but I hope they'll also give more fun and/or meaningful additions. Imagine the Adventure Log but it's also viewable as an actual notebook in your room in the guild or at Sharpedo Bluff (same for the Sky Jukebox!); imagine unique animated cutscenes of Grovyle stealing a Time Gear, the collapse of Temporal Tower, ; imagine Spinda's Cafe being a spot where you could interact with your friends' teams and buy them a drink!
If we were getting a completely new entry into the series though, even though Gen 7 is six years old, I think it'd be cool having a game set in tropical islands! You and your team could have one island that served as a base, and throughout the game, you could explore the map and upgrade your island and means of travel! PMD already had special regions and islands dedicated to certain thematics, so the game could also reuse Rescue Team's Friend Areas in a sense. The general plot could revolve around the Tapus and the Light trio, with a big final boss (or even post-game boss) of Ultra Necrozma! I'm just throwing out wild ideas, but once again, Sun and Moon are pretty old by now, so getting a modern PMD game based on them would be pretty weird ^^;
(thank you anon for asking! that was a really, REALLY long rant, sorry about that- thank you if you're made it down this far 🙏)
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polkscastle · 3 years
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New Pokemon News-Drop Today (My Thoughts
Pokemon is back at it again with more info on the upcoming Gen 5 remakes, as well as, Arceus: Legends. These were my thoughts on what we were shown: - Unite, Cafe ReMix, Masters, and GO: There's not much I have to say about these updates on Pokemon's running titles, mostly because (besides Pokemon GO) I don't play any of these. Unite holds no interest for me, with the option to dress up your pokemon as the only reason I'm slightly tempted to look at it. I played the original Cafe Mix for a week: thought it was cute but, disliked the puzzle gameplay. And, I just never looked into Masters. Maybe if I find some friends who really, really love these titles and want me to play with them, I'll consider playing these. But for now, let's get into why I woke up early just to see these announcements live... ----- - Brilliant Diamond and Shining Pearl: YES! YES!! YYEEESSSS!!!! I am SO HAPPY!! Maybe the choice of visual design threw people off at first but, these look so good. The style remains perfectly cute and charming. Plus, they are indeed changing things up and adding new elements to the remakes. My biggest concern when I saw the first announcement for these games was that (especially with another company in charge of development) they would stick too close to the design of the originals. It may only a few little touches that we know of so far, but I'm excited to see if there's more to come. My thoughts on each individual element: - Your Pokemon Follow You: You heard here, folks. The Pokemon Company is once again giving us partner Pokemon that follow you around in the overworld. You'd think such a detail wouldn't be that important but, it really does add to the experience of a Pokemon game. Done well, it helps you see your own Pokemmon as living partners rather than pawns in combat - Ball Capsules and Stickers are Back: WooHoo! It honestly isn't a surprise to see them here, but I'm still happy to see these back again. I don't remember fiddling with the ball capsules too much as a kid playing the Gen 5 games, yet I was still sad to see them go in later games. I thought it was such a cool idea to be able to personally edit the entrance effects of your Pokemon. - Updated Contests: Contests were not a big interest to me when I was playing the originals as a kid. However, I was hoping that they would update them in these remakes. So far, I like what I see. The dance and battle showcase portions of the original games seem to have been merged into a new rhythm mini-game, which is fine by me. I do hope to see the dress up accessories come back into play, especially if these can be worn by your Pokemon outside of the contests. I don't know, I think it'd be fun ^^ - Trainer Styles: Not the full avatar customization of the later generations, but still a nice addition. Good on you, Pokemon - Expanded Underground: Now, this is interesting. I was excited to be able to travel the Sinnoh Underground again, and now they've made it even better. The Pokemon Hide-aways look like a fun addition. And, (from what I've seen so far) these could be another solution to the whole Fire-type issue that Sinnoh was so infamous for. In summation, I was already set to get Brilliant Diamond and Shining Pearl, and these announcements only have me more stoked to see what they have in store. (Side note: My currant status on withholding myself from buying that new Switch Lite when I have a functioning Pokemon-themed Lite and am saving up for the full OLED model is... ...failing miserably. IT LOOKS SO COOL, YOU GUYS!!! T-T ) ----- - Legends Arceus: The perfect little cherry on top to this buffet of news. SWEET MERCY! This game is looking so GOOD! I want it so badly! Everything we saw in the initial announcement is so much more polished and breathtaking here. I can't wait for it to come out. And to put this out there, I love the addition of Action Order battle mechanics. I don't play many action rpg's but, I am excited to try this one out. The idea of using different styles really does seem to add a whole new layer of strategy to Pokemon's base battle mechanics, especially if I can set up combos without taking a hit in-between moves. Maybe if it does well, they'll try incorporating that into the main series games ^^. New Hisui Pokemon: - Wyrdeer: *Flashbacks to Princess Mononoke* Stantler may be a favorite of mine, but I do adore him getting more love and attention like. Wyrdeer just looks like a boss! - Basculegion: Again, not a favorite Pokemon of mine, actually something of a personal ire for me, now given a really boss looking evolution. But, that backstory ... O-O - Hisuian Braviary: Not much to say, he just looks cool - Hisuian Growlithe: *GAAASSSPPP!!* PUPPY!! LOOK AT THE PUPPER!! GIVE ME THE FIRE-ROCK PUPPER!! I'LL TAKE TWENTY!!! New Human Characters: - Prof Laventon: Don't know what to think of you just yet so, we'll just wait and see how things go down with you. - Captain Cyllene: (first reation: "Wait... that's a woman? Well, don't I have egg on my face right now ;P) That said, I am intrigued by this character. Her design reminds me heavily of Tilda Swinton (just saying). Though, with her being this game's parallel/possible ancestor for Cyrus, it seems a bit too obvious to make her the big bad of our adventure. Perhaps they'll do something more interesting with her story but, we'll have to wait and see - Commander Kamado: Oh, my... W-well, it seems we have our Prof. Rowan parrallel/possible ancestor. And he looks very tough, and s-strong, and commanding... ...and handsome, and... O///O ...w-w-will, you excuse me for a sec. ----- TL;DR - I may not care for the running events of the current present, but I am more than excited to see the treasures and legends of generations past
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radramblog · 3 years
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Ultimate^2
Super Smash Brothers Ultimate has finally unveiled its final DLC character, with reactions ranging fully across the spectrum. Hot takes abound.
I mean, statistically, just about every possible opinion is going to be represented. There were at least 500,000 people watching the reveal stream, and that’s not including those viewing through restreams. That’s insane for a trailer of any kind, let alone for a console-exclusive video game DLC.
Now that it’s been like… a day and a bit, I think most of the spciest takes have probably been made, which is the perfect time for me to chip in with my own milder opinion. More of a butter chicken, really.
(no images in this one i’m lazy tonight)
I figure I’m this late already, might as well drop some notes on the other ones first.
Piranha Plant was kind of the definition of an unexpected pick. Not only was it from an already well-represented franchise, being fucking Mario, it’s also just…not a character. As such it makes an odd choice for a DLC fighter…except for the part where it was free. If you owned the game in its first month. And frankly, I don’t think people would have been happy if it wasn’t. As it is, though, it’s a perfectly fine character- surprisingly cute, actually.
I’m unsurprised about Joker’s inclusion. With how huge Persona 5 became in both Japan and the west, capitalizing on it to make a shitload of money makes perfect sense. The character plays well enough, though the meter gimmick was kind of a daunting sign of things to come. All that in mind, though, the most surprising thing about Joker being in the game is that they still haven’t put P5 on the Switch. Atlus please.
Hero and Banjo/Kazooie were announced on the same night, and I distinctly recall someone saying that this was one for the Japanese audience and one for the Americans. I mean, I’ve never played Dragon Quest, so I guess I fell into the latter? Both series have a long, well-regarded pedigree (Banjo’s lack of recent offerings notwithstanding), so both arguably deserve their respective positions. Hero is the much more notable character gameplaywise, though, with the incredibly complex mana and spellcasting mechanics. Complaints about RNG in Smash aren’t completely unfounded- though it has existed in the past in the form of, say, Luigi’s misfiring side-B- but I know a lot of people think Hero took it too far. If I’m honest, though, the weirdest thing is just having Akira Toriyama-ass 3D models in the game. Banjo’s gameplay is…awkward. The kit is kind of a mess, but at least the gimmicks weren’t going too hard, you know?
Next was Terry, perhaps the most obscure character on the entire list in 2021. I actually really like Terry in this game- while he’s still trying to emulate a similar feel to Ryu/Ken, the difference feels more natural, if that makes sense. Maybe it’s because I’ve never really devoted significant time to them, but Terry’s kit feels easier to work within than the Shotos when going between characters.
Finally for the first Pass, we had Byleth. I think it’s for the best that they announced the second Fighter’s Pass before this released, because if both 4 and Ultimate had ended their run on Fire Emblem DLCs then people would have been pissed. I mean, people were already pissed, but like…moreso. As someone who has played Three Houses, I do think the game is worth celebrating, but having yet another Fire Emblem Protagonist (read: basically a blank slate) in the game over all the substantially more interesting characters 3H has to offer is just really frustrating. Also the final smash looks like dogshit, like FE3H has overall worse animations than Smash for obvious reasons but I’m pretty sure this attack looked better the first time around.
FP2 opened with Min Min, which brings ARMS to the table. ARMS. The only first-party fighting game Nintendo has outside of Smash, so it looks a bit less weird next to everything else but…come on, man. I think this was the most confusing pick of all of them- the game came out in 2017, and having Min Min in Smash would serve as promotion for a sequel…which hasn’t been announced. There was a graphic novel in the works, but it was cancelled earlier this year. Oops? At least the stage was fun.
As much as playing them is awkward and complex, the Minecraft addition was fitting. Only the best-selling game around. I think people weren’t sure if Microsoft would go for it, but they let us have Banjo, so sure. I’m mostly just annoyed that they couldn’t get any of the songs from the actual game in there- like, you got one in from the fucking mobile game, but you couldn’t just get C418 on the phone?
Sephiroth is definitely one of the hype-ier releases from this pass. The character is iconic, as is his theme and his home game. I’ve never played any Final Fantasy game, but I can still respect the name. Once I remember how to spell it. The whole bossfight aspect to his release was also quite cool, while it lasted.
On the other hand, I have no love for Pyra nor Mythra. There’s so much wrong with these ones, frankly. They’re another swordy character, immediately following Sephiroth too, and they go back on Smash’s very deliberate decision to split characters like Zelda/Sheik and Samus/ZSS up (Yes I know Pokemon Trainer does the same thing but I have a lot more leniency for them). Add in their being from a JRPG much less well-known or remembered than the previous couple characters and the designs being…questionable, I have a big issue with the whole thing. This was also around when I kinda stopped playing the game in general, and they definitely didn’t help pull me back in.
Kazuya might have, though. With the exception of him and Sephiroth, all the characters from the Fighter’s Passes were pretty much protagonist-types, but this motherfucker pulses with the essence of bad guy. What I’m saying is that he’s fucking cool, and while he’s ludicrously complex, that makes perfect sense since…I mean just look at the combo lists from Tekken 7. His inclusion also kinda rounds out the list of biggest fighting game franchises out there being rep’d in the game, though I imagine now I’m going to have stans from Mortal Kombat or whatever on my back. They’re not going to put a fatality-capable character in Smash, guys!
Finally, this rounds us around to the original point of this article. Let’s talk about Sora. And by that I mean…I don’t really have a huge amount to say about him. Kingdom Hearts is a franchise that completely passed me by growing up, and I don’t think I have the time or energy to devote to it now. I’m sure it’s good, people seemed really excited for him to be in the game so they have to have gotten that love from somewhere, but I don’t share that feeling.
That’s not to say that I don’t think he deserves a slot. The idea of “deserving a slot” in Smash Bros is kind of an odd concept, even though it’s come up a lot so far this post. But a slot in this roster isn’t just a place in a popular fighting game, because at this point, Smash is kind of a museum of (mostly Nintendo) games- and so having representation is a forever acknowledgment that the franchise is, or has been, an icon to so many. Kingdom Hearts, to my knowledge, has 100% earned that position, and so Sora getting to be playable here makes perfect sense. He wasn’t my pick (Touhou representation never I guess), but I’m happy for those who wanted him.
As far as the actual gameplay looks, he reads like a character that kept in mind what people didn’t like about Hero when he released. It’s another sword-based character, which I think at this point speaks more about the demographic of video game characters than it does about Smash. But I appreciate that the Magic Bullshit is toned down, and that it’s also his only real gimmick (The 3-hit combo feature is A Thing, but other characters e.g. Bayonetta have already done that, so whatever). His recovery potential looks patently absurd- like he just gets Pikachu/Pichu’s Up-B as a Side-B that can also be chained with his actual Up-B? This guy better be light as hell or he’s going to be super hard to take out. I dunno, I think he looks solidly fun enough- more dynamic and aerial than the other swordfighters, at least- and that’s good enough for me.
And I guess that marks the end of Smash Ultimate. Not with a bang, but with a key…dude. It’s been a very solid run, the game managing to keep itself fresh across several years of development, even as other games have risen and fallen. Smash is kind of forever at this point, I think, though the finality of Ultimate’s ultimate character implies that this particular iteration may be coming to its end. And seeing as it is always one Smash per console, I wouldn’t be shocked if the Switch itself was nearing its endgame as well.
Okay but also it’s pretty funny how they heavily censored everything Disney out of Sora’s DLC except for that little Mickey charm on the trailer, like how much must that one shot have cost them, was it even remotely worth it, I don’t know but I kinda want to
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bluerosesburnblue · 3 years
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The BDSP reveal has me legitimately concerned about the future of the way the franchise handles remakes (especially since next on the list is my second-favorite region, Unova). There’s just so much about them that looks bad, and the only actual defenses I’ve seen are extremely shallow (it’s nostalgic, it’s cute, I liked Sinnoh as-is). I'm looking at what both sides have to say, both in favor of and against BDSP, and trying to think of a solution that would work for the most amount of people
The one I came up with, and the one I think would probably be the best going forward, is:
Outsource an HD remaster of DPPt (or just Platinum) that just cleans up the spritework and updates some of the scenery, along with some relatively minor tweaks like getting everything onto one screen and upping the battle speed (like TWEWY Final Remix). This would be geared towards people just looking for a bit of nostalgia, people who already thought Sinnoh was basically perfect, people looking to replace the old game that they can't access anymore or that can’t access Wi-Fi, and people who might've missed the originals when they came out and are looking for the old-school experience. I feel like the game preservationist position is seriously overlooked, and a lot of defenders act like a remake is the ONLY way and that a Switch port simply can’t be done because DPPt were DS games when the very fact that TWEWY:FR exists proves this wrong. Most of them also seem to be of the “I just want to play DPPt again” persuasion, and in that case wouldn’t a better solution be to clean up the game that already exists for a decreased price? The World Ends With You already proved that the “HD port” model is viable, and “clean up this already made game” is much easier to outsource than “rebuild this old game from the ground up”
Make these a tie-in to the two new projects. Split GameFreak up into two teams:
One team makes Sinnoh remakes the way that was expected. Either SwSh's art style or LGPE's, just make sure they have the standard catching system. These are the ones taking a closer approach to ORAS with updated character design, some region design, and a refined story. I don't think working in Dynamax would be good due to how Galar-centric that mechanic is, and I'm not even asking for Megas back because I don't really care about them that much, but you can still update the Sinnoh experience by adding in some Fairy-types and maybe some Sinnohan variants of Pokemon from Gens 5-8 (maybe ones that would have their original form in Legends that don’t exist in the original Sinnoh Pokedex) to address the type variation issues in the Sinnoh Pokedex and give people something new to play around with. I did like the fact that you could see Mt. Coronet in the background of BDSP’s battle scenes and I think that could be worked in with much greater impact with a SwSh-like style and a camera that occasionally sweeps upward to show off Mt. Coronet
Also, I would die if we could incorporate some of the Ultra Space lore into these. Come onnnnn, there was so much untapped potential in that concept and what better time to bring it back then the games starring the Pokemon of Time and Space?
The other team makes Legends Arceus. The key with developing both internally is to have the two teams in contact with each other during development to synchronize the setting, worldbuilding, available Pokemon, and story between the two in a way that feels natural. You're looking to really sell Legends as the "past version" of the remade Sinnoh, and that could mean taking the Remake Team's design for something like the Solaceon Ruins and recreating it down to the details but making it look less worn with age. Add in some earlier variants of Pokemon we’re familiar with (which they may be doing already tbh). Maybe keep some buildings the same between the two to add to the "ancient" vibe that Sinnoh loves
The only current issue with this model is the size of GameFreak's team, admittedly. I don't think they have enough manpower to make something at the scope of Legends and a full remake simultaneously as they are now (just look at how they tried to juggle LGPE and SwSh, both of which were less ambitious than my proposal). But this is a pretty fixable problem, all things considered. There could also be possible budgetary issues that I can't make calls on because they don't release many numbers, but if the two teams were sharing some assets, I think that would probably cut production time and cost as well as heighten the visual unity of the Past Sinnoh and Present Sinnoh
For the record, I don’t hate SwSh at all. I think they’re a decent base, they just need some refinement and could benefit from more development time and a larger team. That’s not anything against GameFreak except maybe with team size, mostly against TPC and how they run the franchise
This is just the best idea I came up with to make the most people happy, with what I feel is the best potential for success as a Year of Sinnoh celebration. It pays direct honor to the originals, while providing something new, but still familiar, and also something completely different and experimental. Personally, I find I’d be much more supportive of an HD port than what looks like an uninspired and frankly a bit amateurish remake
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rainpool989 · 3 years
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Just my thoughts on the Pokemon Diamond and Pearl Remakes. Short summary I’m conflicted ( ̄ー ̄)
You know, I’ve always tried to remain a positive person when it comes to new Pokemon games. Even though I grew up during generation 2/3, my first games where actually Diamond and Pearl (parents weren’t big on video games). Sword and Shield had me worried that any potential remake wouldn’t do these games justice. Especially sense Platinum played a huge role in Gen 4’s success and it would be a shame to ignore those elements like ORAS did. HGSS weren’t perfect, but they did a great job of balancing the originals, adding updates, and including elements from Crystal. Even so, I still enjoyed ORAS and had hope things could get better. While I wasn’t a big fan of the Let’s Go Catching mechanics, I loved the visuals of the game and how they managed to merge a 3D look with the old school style. I still had hope.
My first feelings while watching the announcement for the remakes I long wait for, was disappointment. While I don’t have a problem with a more chibi art style (I loved Links Awakenings and I actually didn’t have an issue with ORAS like I know some people did), something about this just looks like cheep plastic. I’m not an artist so I don’t know the technical terms, but the models and backgound looked wrong. Honestly I think the originals made 10+ years ago actually look better then what ever this is. Even the battles, while better then the overworld, still don’t look quite right. I feel bad judging a game solely based on visuals, but that’s all we really have at the moment. We don’t know what changes (if any) have been made so it’s impossible to truly judge. Deep down I’m still hopeful, but my standards for this game (which already weren’t that high) have already been lowered once again. I feel bad though. I wanted to be happy. I see plenty of people who don’t seem to have the same issues with the art style that I seem to have. I wish I was able to be as optimistic and exited, but instead I’m conflicted.
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askkrenko · 4 years
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Krenko’s Guide to Pokemon: Shellder Line
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I’m sorry, but every goofy, throwaway comment I can think of for this Pokemon is absolutely filthy, so I’m just going to say nothing and let you all wonder what I was thinking about for this clam-based pokemon. DESIGN:  Shellder is modeled after a clam, but given big adorable eyes to remind you that clams are actually living creatures. Though real clams don’t have tongues, what they do have are a single large, fleshy, pink foot they use to move around with, which often resembles a tongue. The sheller design takes this visual trick and makes it real.  Shellder looks enough like a clam to be obviously a clam, but also different enough that one would never mistake it for a clam that wasn’t a Shellder, and that’s a successful design in my book. It’s also cute. Shellder’s evolved form, Cloyster, is clearly going a bit more Oyster style, with the old darkness of Shellder’s head very clearly being a pearl now. Cloyster looks powerful, dangerous, thoroughly spikey, and yet still unique. It’s clearly some sort of bivalve, but also clearly an original creation. I have absolutely zero complaints about this design.
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EVOLUTIONS:  Shellder + Water Stone = Cloyster. It’s that simple. And like many stone evolutions, Cloyster stops learning moves.  There’s a pretty big power gap between Shellder and Cloyster, and in fact it’d be mechanically fine if there were another stage between them, but Pokemon doesn’t add middle evolutions, and we don’t need a third one on the bottom or the top... But how about a third one to the side? See, Shellder has a second evolution that we all know about and that we all have but none of us have it in our Pokedex. Cut from Gold and Silver, meet Turban, courtesy once again of Dr. Lava.
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For those not in the know, it’s said repeatedly throughout the games that when a Shellder bites a Slowpoke, they both evolve, either into Slowbro or Slowking, but the game’s never had a mechanic for that. Instead, it’s just a factoid around Slowpoke as you evolve it normally. In the anime and side games, though, we see Shellder evolve into Turban multiple times, but it’s always still referred to as the Shellder, or part of the new Slowbro/Slowking. 
We don’t know much about what Turban can do on its own, and we may never, but Generation 2 almost gave it to us as an alternate form of Shellder. Turban, as its name suggests, is based on the Turban Snail.  How it would’ve evolved is unknown, as the game data at the time of the leak didn’t actually include any way to get Turban.  This isn’t unusual for the demo- Chikorita wasn’t programmed to evolve, even though Bayleef and Meganium were in the game-but it does leave the question eternal. It’s possible it required feeding a Shellder one of those tasty Slowpoke Tails that Team Rocket’s after. Personally, I’d still love to find a way to get Turban in the future, but it seems like the moment’s passed... and besides, it’d be weird if it was stronger than any of Slowpoke’s evolved forms that require its assistance.
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Art by PeregrineJazmin TYPING: While Shellder is a Water type, Cloyster is Water/Ice and we were just here like two Pokemon ago weren’t we?  Water/Ice is decent offensively, super effective against six types,  but Ice is such an awful defensive type that Cloyster winds up with four weaknesses and only two resistances. It’s double resistant to Ice, which is helpful, but rarely necessary. STATS: Cloyster has 180 defense, and 45 special defense. It can tank some pokemon all day, and others are just going to one-shot it. It’s weird to see a Pokemon with 180 defense and say it’s not here to be a wall, but with poor HP and Special Defense and not many resistances, Cloyster’s 180 defense is a perk that makes it hard to stop, not a tool to win a drag-out brawl.   For offenses, Cloyster has a decent 95 attack and a below-average-but-inoffensive 70 speed. Cloyster needs to be built for speed to keep up, but it can be, so that’s fine.
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Art by raizy
ABILITIES: Shell Armor grants immunity to critical hits. Overcoat grants immunity to Hail (which Cloyster already has), Sandstorms, and Powder/Spore moves. But we don’t care. Because Cloyster has Skill Link and Skill Link is what makes Cloyster great. Skill Link says that if a move can hit multiple times, it hits the maximum number of times every time. I’ll get into why this is so good in the Moves section, but I want to be very, very clear right here: Skill Link is what makes Cloyster a strong Pokemon.
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Art by Zebes MOVES: Cloyster is better as a Physical Attacker than as a Special Attacker, so its Water move is generally going to be Liquidation. Except... Cloyster doesn’t necessarily need a water move.  Ice already hits ground, so it only needs Water to hit Steel, Fire, and Rock. Keep that in mind and we’ll come back to that later. Cloyster’s Ice attack is Icicle Spear.  Formerly Cloyster’s signature move, Icicle Spear is a mediocre move that hits 2-5 time for 25 power and 100 accuracy, averaging at just under 80 power... But Cloyster has Skill Link. With Skill Link, Icicle Spear is 125 Power, 100 Accuracy, STAB, Physical, and doesn’t even make contact. With Cloyster’s decent 95 power, this is amazing. And you know what else triggers off Skill Link that Cloyster can learn?  Pin Missile, Rock Blast, and Spike Cannon. Spike Cannon’s garbage, so don’t worry about that, but Pin Missile’s solid and Rock Blast is super-effective against Bug, Fire, and Ice types, and does neutral damage against Rock and Steel Pokemon. Though technically weaker than STAB Liquidation, it’s better coverage for what Cloyster needs.
It’s also important to note that if Cloyster uses a King’s Rock, every hit of  Icicle Spear, Rock Blast, and other similar moves give a chance to make the target flinch, giving Cloyster better odds against foes that can survive a turn against it.
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Art by JRCoffronIII
Now, the real way to take advantage of Cloyster’s huge defense in battle is to reliably have a turn to set up, and Cloyster has one of the best set up moves in the game: Shell Smash. Shell Smash lowers Cloyster’s Defense to something still respectable, tanks its Special Defense even further, and raises Attack, Special Attack, and Speed each by two stages.  As long as you’re confident whatever’s in front of you isn’t going to drop you in one hit (and a Focus Sash can ensure that), a single Shell Smash puts you in a position to start sweeping with Icicle Spear and Rock Blast. 
For a fourth attack, Cloyster has options. While Liquidation isn’t necessary for coverage, Cloyster’s special attack isn’t that much lower than its physical attack, and with Shell Smash it might be worthwhile to pick up one special attack for enemies that are physically defensive.  If you do this, Surf or Hydro Pump for the added coverage is good. Other options include Icicle Shard, the Ice-type equivalent of Quick Attack, the aforementioned PIn Missile to be super-effective against Dark and Psychic types, and Explosion for when you absolutely positively have to make sure something’s dead. For non-attacks, Cloyster can learn Spikes and Toxic Spikes,  as well as their opposite, Rapid Spin, all of which can be very useful. 
OVERALL:  Shellder and Cloyster have great designs, and thanks to Shell Smash and Skill Link Cloyster has a very unique combat style that’s really solid and has its place in a lot of teams.  It’s funny to me that it really looks like it should be a slow, tanky Pokemon but it’s actually best at just mowing down everything in its way with Icicle Spears. I don’t have much to say about Cloyster because Cloyster is great as is. I don’t see a need for improvement, or a change, or a new evolution or anything. The only thing I’m really interested in seeing from this line down the road isn’t even more power, it’s that I’d like to finally see Turban playable on its own.
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Art by SplatterParrot
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sirspud · 3 years
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A Vulgar First Impression of Coromon
Playing Pokémon games recently has been something akin to hiring a fairy princess to perform for your daughter’s birthday parties. The first few times she came around were fun, she made all the kids laugh and play their games, but now the princess has grown lazy, idly watching YouTube while disinterestedly mumbling the same four or five lines she’s been spouting for the past twenty-three years. But you keep hiring her regardless, even though your daughter’s trying to point out that she’s not into princesses anymore because she’s pushing 30, and you’re starting to think she might not be worth three hundred bucks a visit. And she’s starting to smell.
So as the Pokémon community sits and waits for the Diamond and Pearl remakes, because what is Pokémon if not a prolonged exercise in nostalgia bait, some indie developers have been trying their hand at doing Pokémon, but properly this time. First came along TemTem, which was, “Like Pokémon but online”, and now there’s Coromon, which is “Like Pokémon” and that’s it.
I’ll admit, I was attracted to Coromon not because of any underlying nostalgia or a want to replay Pokemon, but because the devs put out a free demo for the game, which is a rarity in this modern age of Early Access and delayed release dates. Intrigued, I decided to take a closer look, to see which warts they cut off and which ones they allowed to fester.
The game starts with our protagonist waking up in a small town with his mother about to go get his OR HER first Pokémon. So far, so standard. But where Coromon differs is that you aren’t some apple-cheeked youngster with a criminally neglectful parent, but a college kid who’s been selected for a prestigious university that studies Pokémon – sorry – “Coromon”. And incidentally, Pokémon scores the first point for having a name that actually means something. They’re monstrous creatures that can be caught in a ball and put in your pocket – “Pocket”-“Monsters”. What the fuck does Coromon mean? Because Coro only has a meaning if it’s in Italian, and I’m pretty sure these things aren’t meant to be called “Choir Monsters!”
Anyway, a dude in a wheelchair who was apparently the guy in charge gives you a magic glove and tells you about these glowing elemental orbs, which are important for some reason I wasn’t clear on, and he sends you out on a journey to collect more by finding six elemental titans and – as far as I understood the process – murdering them and stealing their essence in the name of science.
We choose our first Pokémon from a choice between the fire-type, the water-type or the… ice type? And then, we set out on our journey to fight trainers, make new friends, and shuffle about in the grass for an hour because your gobblefrog isn’t level sixty-two yet.
The first thing that struck me about Choirmon is that it really isn’t being coy with its desire to ape Pokémon. Everything, right down to the statistics of each monster, is identical to the way Pokémon does things. The types have the same names, evolving is still called evolving, it even gives you berries and other items for your monsters to hold. You can battle monsters in the wild, blundering into tall grass to scare them out of hiding and capturing them after beating them into a bloody pulp, or you can battle monsters owned by other trainers in unregulated dog fights. So it isn’t trying to be like Pokémon, it is Pokémon. It stabbed Pokémon in an alleyway, cut off its skin and is now swanning about performing a perverted Face/Off act.
Now, I love Pokémon just as much as the next guy, but I’m no deluded fanboy. Pokémon is not perfect. In fact, it’s a game with a lot of flaws. And in its desire to imitate, Collectamon inherits a lot of the same problems that Pokémon does. Using items, for example, takes up an entire turn, and while this can be forgiven in a party-based RPG, where you have other actors to make up for the guy losing a turn, you can only put out one monster at a time, and using anything other than a healing item in the thick of battle just makes you an open target.
Trying to think strategically is also a lost cause, because again, it’s fucking Pokémon. The only strategy is “use whatever the opponent is weak to” or “mash attack until one of you dies”. And while you could argue that Pokémon’s strong point is its simplicity, it does mean that winning a fight is more a matter of patience than a matter of skill.
At time of writing, I’ve been playing the demo for 7 hours. An impressive run-time for a demo, to be sure, and that’s only up to the first boss. Incidentally, it’s in that area that we meet the evil team of this game, because Pokémon had evil teams, and so must we! I don’t even understand their motivation, or who these people even are! They’re presented to us as if we already know what their deal is and why we should hate them. All I know about them is their name and the fact that they like to hang around in caves. Pitch-black ones that you navigate by wandering around aimlessly getting lost in the samey-looking environments.
Really, guys? You thought it’d be a good idea to preserve one of the shittiest areas in Pokémon? Actually, they follow it up with an even shittier level that plays like the gym leaders from the annoying puzzle gyms got together and tried to devise the most efficient backtracking machine, culminating in a game of Mastermind out of fucking nowhere.
Well, so far I’ve just been going on about how the game is the same as Pokémon. What’s different? Well, for a start, each monster has a well of stamina points that they spend to use their special abilities, limiting how many times you can use those moves before your monster has to have a little rest. So you have to weigh up whether or not you want to waste stamina using that really powerful move or whether you want to keep a steady pace with the weaker moves. Except, Pokémon already did that with each move having limited uses. So we haven’t gone anywhere. All we’ve done is paint the walls a different colour.
Erm… what else? Well, your character speaks for one thing, despite you being able to name them and customise them to your liking. I think we tried the talking player avatar thing back in Fallout 4, and it was just as unimmersive back then too. It means that you don’t really get to impose your own character on the avatar, because the avatar makes his OR HER own decisions without your input, accepting every single quest that gets handed to you without even flirting with a dialogue box because it means oh so much to them to help this random faceless NPC, whose unique name and appearance does nothing to make him feel any less forgettable.
…Ah, that’s something different. There’s a quest system. I’m not sure why. In an open world game, quest systems give the game a structure and a reason to explore the world. But, as we’ve established, Crackmon is Pokémon, and so progression is strictly linear. It’s hard to tell just how much it’ll impact the game, since it’s just a four-hour demo, but a quest system like this can easily turn into a to-do list of tedious tasks for rewards that you don’t need. One of the sidequests early on had me capture a pissweasel for some guy, only for the bloke’s mentor to smack him across the head and have him hand the pissweasel right back! This is the very definition of wasting my fucking time! The only reason I caught that pissweasel was for your quest, and I don’t want to deal with its incontinence issues!
Another way that Cloacamon tries to differentiate itself is though its Potential mechanic. Get this – whenever your pet cockcrab reaches a certain XP interval, you get to directly increase its stats by a total of 3 points, on top of the cockcrab’s normal stat increases, so you don’t have to muck around with effort values and breeding to optimise your stats. Each monster also has a “Potent” and “Perfect” form, with each form reaching these intervals sooner than the normal version of the cockcrab. So the game encourages you to abandon your monsters frequently, exchanging them for their shiny, better versions, which I would argue goes against the whole point of Pokémon. At its core, Pokémon is a game about going on a journey and creating a bond with your tag team of beasts, a bond which is impossible to form if you’re encouraged to chuck your friends in the bin the second you find their better, newer models.
I could go down my list of subtle differences, most of which are quality of life changes, like the ability to evolve mid-battle, or the ability to swap out different moves instead of permanently forgetting them, or the fact that you use HM moves yourself instead of teaching them to your Pokémon. But I’d rather finish this first impression by once again re-iterating that Cocaniumon is just Pokémon. It’s not writing any new rules, it’s not even reworking old ones, and it seems content to merely lie on its back and spin its wheels. And while you could argue that Pokémon’s formula doesn’t need to be changed, I would argue right back that not having the ambition to change has long been part of the fucking problem!
If all you want is more Pokémon but with less bullshit, then go ahead and give Coromon a try. Personally, I wasn’t motivated to continue playing past the first boss fight. Part of the problem was that I had no idea what I was ultimately working towards. Collect all the titan essences, so that we can research them! Research them for what? So we can finally uncover the mystery behind shitty Netflix sci-fi originals?
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Can you rant about pkmn sword? Rants are enjoyable to read
Alright, so it took me a bit to get my thoughts in line. Lets start with how I feel about the pricing: I am all for having 30 euro DLC over a third version for the full price, however, I do think that if they do that, as well as with the dex cut, they should quit with having there be two versions. Nowadays, with internet communication, it doesn't really do much for social interaction, it's just another hurdle for those of us who wish to complete the pokedex(and especially when they remove the GTS and make you pay for it later). It's still a scummy tactic, and no one will complain if there's just one version+DLC. It makes a big difference in the pricetag, since being forced to buy nintendo online, or two switches and two games to trade, are both mandatory payments to make in order to achieve one of the encouraged goals within the game. Furthermore, people within one family will likely be using the same cartridge, so if there is only one version, all in all, it'll make a huge difference for people who use a whole switch as a family as well. Also, I do not think that sword and shield are worth 60 euros. I think they're worth 30 at most, since the base game is worse than x and y/sun and moon. They also locked following pokemon behind a paywall, which is bullshit and yeah, fuck that. I think swsh are enjoyable, but not when they sell at the same price as games with way more content, games that look much better, and usually both combined. For what the switch can do, swsh look really bad, actually. There are a few pretty spots, but that's the exception, not the rule. To add on to things that I think are horrible; the raid battles, especially the more difficult ones, in single player. I don't have switch online, and as such, I need to do all raids alone. But, the raids are near-impossible in a lot of cases unless you get really lucky with the npcs and ai. I got two gmax Toxtricity by using wide guard with Zamazenta for over four hours until I finally got lucky for each. This is both to blame on the ai, and the horrible selection of pokemon. Pokemon that should have evolved at level 60, well, they are still in their first form, so you have magikarp and mudbray at a 5 star raid. At least have them evolved. They have good moves, yes, but their base stats are so low that it doesn't matter. Also, the shield mechanic. It is predetermined how much damage you can do, and if you land a supereffective hit, it's not unlikely for it to only do a sliver of damage and then the shield goes up. It's annoying, makes battles extremely difficult because a lot of npcs just won't attack while the shields are up, and it just becomes a waiting game if your pokemon is just there to act as support(such as my Zamazenta with wide guard to prevent Toxtricity from 2-hit ko-ing all my teammates). Also, the fact that even if you beat a gmax pokemon, there is still a chance not to catch them. It often takes ages to even defeat them, and then, 'Congratulations! You just wasted over half an hour of your life! Get fucked!'. I had this happen with Applin t w i c e. Also, the wild area is... It's okay, really. Nothing exceptional, my immersion is ruined by the sheer amount of pop-in, something that happens even when there aren't a lot of models on-screen, the Onyx in Motostoke being a rather infamous example. The trees look like shit, the berry trees look like they don't belong, to put it bluntly, it looks like something a student would make in unity. You'd expect something better from the highest grossing franchise in the world. The ai of the pokemon is often pretty bad, with them just moving in circles, I have seen so many synchronized pokemon at this point that it's just... Egh. Also, the customization options are still so limited? Can't choose eyeshape, can't choose clothes that actually make your character stand out, and you can't even choose your challenger uniform after you become the champion. Why does Leon get a special uniform? I have never seen a pokemon game so set on making you feel like a celebrity after you win, yet you don't get to have much of an identity in the game even after you win. It didn't have to be difficult, just a customization screen inside the dressing room of the Wyndon stadium, perhaps some extra clothing options? As for things I like: I like the atmosphere. The music, though sometimes repetitive, does help my immersion. The gym leader theme is dynamic, shifting with what happens in the battle, making me feel like I'm actually standing there, and the ambient themes work well as well, though those were rarely encountered at all. I love the characters, the trainer cards giving you some backstory on them, they are, together with the Unova leaders, the most present gym leaders today, with a history of their own. It felt amazing to just read the trainer cards(and I enjoyed making my own as well). The towns have their own themes, and while I can't remember the names, I do remember each location well. But. There was so much wasted potential. The castle in Hammerlocke? The large building in the east? Hammerlocke's castle: the vault, 1 room and a roof. The large building? Nothing. You don't even get to see the attraction inspired by the London Eye. Wyndon is so small??? It has a small shopping street, the stadium and the inn and that's about it. Castelia City was bigger than that. Overall, the game feels rushed. The gym challenges at the start were cool, but by the end it's more of "battle these trainers in a row haha". Also, the animations. Gamefreak claimed to need to remake all models(they did not, the 3ds models were used with better textures), and to make better animations(only for newer pokemon, most pokemon used their pokemon amie animations and further animations from the 3ds titles). The animations are still bad, especially for something as powerful as the switch. I enjoyed the lore behind the region, but I really, really dislike Dynamax. I like gigantamax because the pokemon usually changes in a way that is distinguishable, but regular dynamax... Nah. Give me mega evolution back, perhaps update its mechanics so it changes the gameplay more and requires more strategy, but Dynamax just feels like something that is so low-effort. Pokemon but beeg. The curry making, on the other hand, I love. Pokemon should not be a cooking game, but it made me feel like I was actually bonding with my pokemon, that they were present in the mc's daily life. I would love to see more additions like that, the possibility to become the kind of trainer you want. Enjoy swimming? Perhaps go for a swim with your pokemon? It doesn't need to be complex, but I'd just love to see my pokemon interact with each other and with my actual character more. The routes are too linear. The last route is literally a straight line with some trainers, with next to no effort in it. I also think that the handholding needs to be talked about. When you get to Motostoke and have signed up for the gym challenge, a staff member will lead you to the in, which is literally one screen to the left. Such examples are found all over the game, and I hate it. They do let you skip some tutorials, which is a welcome change, but characters are so willing to force you to stop with whatever you're doing and make you listen to their speeches that it still often feels like a slog, especially because you don't get to do shit besides gyms until the very, very end, in which the fucking champion tries to catch a legendary in a regular pokeball, not even a great or ultra ball. The lore is great, but the actual story is so nonsensical that I just didn't bother to pay attention. Hop literally recycles Hau's animations. I would love for him to have his own, so he'd feel more separate, because they ARE different characters, with different goals. But Hop is even more annoying than Hau because he just won't shut up. You walk 5 steps and he shows up somewhere, for no reason at all. Meanwhile, there's this big event going down, a crowd has gathered, you get there and... Leon has already resolved it. You just get a picture, that was what you wanted, right? That sums up most of the game 'the adults will deal with this!' . The picture doesn't even look good. Swsh is fond of just showing you pictures, for example, right before the climax when Rose and Leon are talking. There's no background music or anything, just pictures and the sound of the textbox. It feels so low-effort. Also, if you have a character that is a singer, and he uh, he sings, it MAY be a good idea to include VOICE ACTING. They had someone sing in Black and White 2! Surely they can do it on the fucking switch, several years later? The mouths flapping about just feels incredibly awkward. I would recommend the game if you can find it somewhere for cheap, not for the full price. There is enjoyment to be had, but it's subpar in comparison to other games for the same price. I may rant further depending on how much time I have.
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atrainernamedradish · 4 years
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Top 10 Favorite Pokemon
You’d think a top 10 for my favorite Pokemon of all times would be easy, but it has taken me quite a while with some soul searching to actually comprise this list together. While I feel as though most of this list is slightly unique compared to most top 10s, you will still find a few Pokemon in here on typical favorite lists.
Since this is a top 10 some Pokemon had unfortunately to be cut. So here are my Honorable Mentions: Slurpuff, Rowlet, Furret, Leafeon, Bulbasaur, Maractus, Appletun, Vanillite, Girafarig, and Braixen.
Top 10 Favorite Pokemon:
10) Cradily
I’m not normally one for fossil Pokemon. Don’t get me wrong, I think reviving fossils is a cool concept with Gen VIII expanding on the idea of creating abominations against what nature intended, but other than that… the concept falls flat for me after that. Not to mention most of the fossil Pokemon designs don’t do much for me. However, the Cradily line has come a long to be that exception towards my general distaste for them.
I’d like to think it was the typing of grass that gave this old fossil the charm to win me over. My Sun Wonderlocke is also a big metagaming factor with Cradily having survived on the winning team that beat the challenge.
It’s got a unique typing and a weird design being the oddball on this top list, but it deserves its spot nonetheless.
9) Gogoat
Sometimes you just need a Pokemon that has a good design, a favorite typing, a decent move pool, and fun to use on a team to become someone’s favorite, and that’s exactly what this Pokemon did to earn its spot on this list. Plus, whenever I play XY I always wanna use one lol!
8) Roserade
Some might disagree with me, but giving Roselia a pre-evolution and evolution was one of the best things to ever happen to it. Roserade is just so cool yet so elegant all in one design. (Budew is hands down my favorite baby Pokemon, if anyone is curious~) I also have this weird fixation on roses so that’s another reason why I adore its design~
Every time I play in the Sinnoh games I almost always want to use one on my team. (Playing a Torterra playthrough and fighting that urge haha!)
And not only is it a solid grass type, but a poison one to boot!~
7) Ampharos
...speaking of Pokemon that I almost always wanna use when I’m in their native region…
Three Pokemon on this list are here from my fondness of them as a child/pre-teen with Ampharos being one of them. Ampharos is definitely an odd one for its typing: slower and bulkier despite being a pure electric type, which had a niche of being faster and fragile. Not to mention it’s a sheep that sheds and grows into a llama! So I guess you could say its oddness is what I find so charming about it~
6) Breloom
...and also speaking of childhood favorites that are charmingly odd…
Breloom’s design and typing makes no sense, unless you wanna count the fact that it looks like it has some kangaroo in there for the fighting part… *shrugs* and I couldn’t care less. I have no idea (besides the mushroom part) what this Pokemon is supposed to be and I love that! It’s just so useful and good and it’s almost always on my Hoenn team.
5) Eevee
There are people probably rolling their eyes and groaning in dismay, but I will forever stick by this Pokemon. When I was a kid I was obsessed with this Pokemon! I had to have anything Eevee I could get my grimey little mitts on! My mom even made me an Eevee costume for Halloween that I remember fondly to this day!~
I know Eevee has reached overrated status, but honestly, and not saying this because it’s on my top list or anything, but uh… Eevee actually has a good reason for being popular besides being those who are the mascot (Pikachu) or nostalgia (Charizard). It’s cute and versatile. Do you need a certain type on your team? An Eeveelution can almost always fill that missing spot. Plus one of Pokemon’s biggest gimmicks in evolution, which Eevee sells pretty well since that’s its claim to fame!
But I will admit that Eevee is on here for nostalgia purposes and not putting it on here wouldn’t have felt right.
(If the Let’s Go games hadn’t have been a thing then this list would have been starterless… go figure.)
4) Sawsbuck
This Pokemon was originally lower on the list till I really sat down to explain why it was on here. Normally I have a hard time pinpointing what I like in a Pokemon design, and I was thinking of what I liked so much about it had I finally have a Pokemon to sort of show that in.
What I like about Sawsbuck’s design is that it’s not just a normal deer. It’s a deer mixed with a tree and its seasonal cycles. I like that it has forms that tie into an in-game mechanic instead of just bloating up the dex that fit its typing. Its name sneakily hints at the form changes too, which is brillant! You can clearly tell what its typings are just by looking at it. Some might argue that the Normal typing not so much, but, and myself included before, I have met a few people who have mistakenly slapped that typing onto the likes of Gogoat because Normal is usually associated with animals. Not to mention deer are a huge problem in the country in which the region is based off of so that was a smart decision in kaing one for those games. Sawsbuck is also quite handy at tanking a lot of physical damage, especially when you’ve got moves like Leech Seed and Horn Leech on it. So I thoroughly enjoyed using one the first and only time I have (though I plan to use it again at some point).
I hope I’ve made sense with why this particular Pokemon qualifies as the example of my choices in choosing Pokemon.
(Oh and if anyone is curious… the Autumn one is my favorite aesthetically out of the four forms.)
3) Ludicolo
This goofy looking thing puts a smile on my face. Its idle animation is charming, and it makes me giggle when it shimmies in its attack animation. I don’t know what it is about this thing that I simply adore, but finally having since used one in my first playthrough of Alpha Sapphire I almost cannot be in Hoenn and not use one. Not to mention I love the dual typing of water/grass. It’s so handy and such a good combination~ Overall Ludicolo is *chuckles* an odd duck that makes me feel joy every time I see or use one.
2) Alcremie
This was THE Pokemon I was the most excited to use in Galar upon its reveal!~ It was already so cute being a part of a theme of Pokemon I simply love: food-based Pokemon, and then what does it do? It can turn into a giant fucking cake! Like holy shit…! And then down the line in another reveal trailer what was the first thing I immediately noticed; an alternative colored one! What’s what Game Freak? Different flavors of this thing? Sign me up!
From its design, to its Gigantamax form, to its flavor forms, its shiny, and even the way you evolve it I just love everything about this Pokemon!~
(My only gripe is that if I want to Gigantamax one I have to go out of my fucking way to find one, and that irritates the fuck out of me! Not to mention two of its candy options are event exclusive, which is horse shit! But that’s just a personal gripe more than anything so don’t mind me…)
1) Aromatisse
This Pokemon is fat, pink and sassy, and I fucking LOVE it!~ It looks like someone tried to fuse a fuzzy perfume bottle with a cancan dancer, a flamingo, and a plague doctor mask, and we go this beautiful mess!~ I also love the fact that this thing is 50/50 on the gender scale so you could essentially have a drag queen on your team, which makes sense for its over-the-top design. I also love how it literally screams and whoops at you in its model cry. If it shows up you’ll see and hear it.
People talk about how cute its pre-evolution is and how they prefer it to Aromatisse, and honestly I’ve always felt the opposite of that. Spritzee is cute but Aromatisse is wonderful!~
It saddens me that my fandom will almost always put my favorite on the hated lists, but that’s how different opinions and tastes can be… *shrugs* 
(I’m sure many of you are cringing seeing this as #1 and that’s okay lol!)
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sage-nebula · 5 years
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Scrawlers you’re not gonna leave the fandom are you? I know a lot of people who are dropping Pokemon altogether because of this National Dex fiasco, which is really upsetting. Personally even though Pokemon’s main games have been in a slump lately I always stick with this franchise in the hopes that things will turn around but I know not everyone is that optimistic. I’d hate to see you leave because your passion for these games something I’ve always loved but it’s your choice in the end.
Your timing for this ask is spot-on because I was just about to make a post about it, haha.
Short Answer: No, I’m not going to leave the fandom.
Longer Answer:
Pokémon is not just a fandom for me. I usually express this through two separate jokes (“Pokémon is a way of life” and “Pokémon is my past, present, and future, Harry Potter”), but I honestly mean it in all seriousness. I have loved Pokémon for 21 years. Pokémon helped me overcome bullying (though my fists also did that) and make my first friends (my fists weren’t involved here) in elementary school. Pokémon was my go-to escapist fantasy during the hellish life I had in my childhood and adolescence due to parental abuse at home. I bred my arcanine so that my platonic soulmate would have a way to still be with me even after her death. Of course the arcanine is not the same as having the real, breathing dog, but it’s the best I can do with what I have. The original Pokémon overture brings tears to my eyes every time I hear it. It’s the one fictional world I would want to live in, without hesitation.
That isn’t something I can let go of, or leave behind. Pokémon is way too special to me for that. It’s not something that I could replace with another monster series (hence why things like Yo-Kai Watch hold no appeal to me), or another game series. The idea of dropping the Pokémon games forever from here on out is painful to me. I pass on lesser Zelda titles all the time if they don’t look like they’ll be fun or interesting. I do the same thing with lesser Sonic titles. But Pokémon? The fact that the Let’s Go games were main series games that were such trash and that threatened in ruining the main series forever (which it seems they’ve succeeded in doing since no one listened and everyone bought them new anyway) upset me deeply. For the first time since 1998 I didn’t buy a main series Pokémon game. Sure, I saved $60, but it really, really hurt and upset me that I couldn’t be excited at the launch of a new main series Pokémon title. To be fair, I wasn’t excited for Ultra Sun / Ultra Moon either, but I still bought and completed Ultra Sun because at least it didn’t carry the threat that if it sold well the rest of the franchise would be negatively impacted. Let’s Go Pikachu / Let’s Go Eevee did carry that threat, and have now made good on that threat, and so I skipped them to do my part to try to save the franchise that I have loved with all my heart since I was eight years old.
But I alone wasn’t enough.
Masuda Junichi has given several different reasons why the National Dex won’t be in Sword / Shield, but every single one of them is nonsense. 
“We don’t have time,” he says, but not only would no one mind if the games were delayed if it meant making them better, but they could always patch in non-Galar pokémon later, and everyone would be fine with that since Home won’t be released until some time in 2020 anyway. 
“We’re making all the models unique and over 800 is too many,” he says, but:
Scorbunny’s kicking animation is the exact same as Buneary’s (pretty sure it was Buneary; maybe it was Bunnelby, but still)
The models they created for X / Y were future-proofed, meaning that they were already fully rendered 3D models that just weren’t being shown in the highest possible resolution on 3DS. They don’t have to remake models for all the old ‘mon, just the new ones.
They have walking / running animations for every single pokémon through Alola that they just haven’t used, meaning that so much of the work is already completed.
They could just upscale pokémon for Gigamaxing, and could have done the same for the Totem Pokémon in Sun / Moon, but apparently they don’t know how to do what is honestly a rather simple thing to code because they chose instead to make brand new models for the Totem Pokémon and likely the Gigamax one, and also created brand new models for NPCs for completely unnecessary reasons (e.g. they made a brand new Lillie model for every area she appeared in, which bloated the amount of models in the game for no goddamn reason), something which was found in the Sun / Moon datamine. If there is a lot of work to be done, it’s because Game Freak is purposefully choosing to work harder, rather than smarter. All this, despite the fact that they hired a programmer specifically for consoles about two years ago.
“We care about game balancing,” he says, but not only has Masuda in particular been adamant about killing off the competitive scene (removing things like the Battle Frontier because he thinks players will find it to be “too hard,” removing EV training from Let’s Go, and so on), but the only reason why having certain old pokémon in the game would throw off game balancing worse than in previous gens is because the Galar pokémon have stats that are just that bad, which spells bad things for competitive play in these games anyway. These games which, mind you, were supposed to be for us, the core players.
“We want to stick to a regional theme and will pick pokémon that apply to the widest base of players,” he says, meaning that only popular ‘mon and Pikachu are likely to make the cut.
“Having 800+ ‘mon is very intimidating to players,” he says, which is what ties the blame back to Let’s Go and its sales. Let’s Go only had the Kanto ‘dex (+Meltan) because they didn’t want Go players to be intimidated by the large amount of pokémon typically available in a new game. Of course, we all knew this logic was flawed back when that was announced: If Go players would be intimidated by the national ‘dex in Let’s Go, how was limiting it there supposed to help them get used to it in Sword / Shield? Well, now we have our answer: Masuda never intended to give it back to us. He always wanted to limit it, because he doesn’t want the core players to play the games anymore. He only wants the Go fans to play.
Here’s the thing: The majority of my One True Team™ is already confirmed to be in the Galar ‘dex. Charizard, Arcanine, Espeon, Umbreon, Mimikyu, Kanto Raichu, and most likely Lapras are all going to be in. (I say most likely, because a Lapras regional evolution was in the leak that has been spot-on about things such as Nessa and Gigamaxing so far, so I would be very surprised if Lapras wasn’t in.) The only ones who are still up in the air for me are Furret and Midday Lycanroc. So the issue here is not what I personally am able to bring over. The issue is the principle of the matter.
See, here’s the thing: I’m lucky because most of my One True Team™ are pokémon that most everyone likes. Everyone loves Charizard. Everyone loves the eeveelutions. Mimikyu was a surprise hit. Arcanine, while less loved than Ninetales, is tied to some cool east Asian mythology and so is unlikely to be cut, and so on. But not everyone is in the same position I’m in. My best friend’s favorite pokémon is Scolipede. Her second favorite pokémon is Kabutops. How likely do you think it is those two will make it in? And if they don’t make it in Gen VIII, how likely it is do you think they’ll return for Gen IX? 
Every pokémon is someone’s favorite. For everyone that hates Trubbish or Vannilluxe, someone out there loves them. And to say that those people shouldn’t be able to bring the ‘mon they’ve raised for generations over to this new region, even eventually—and to double down and say that every single new generation will be like this from now on—is unacceptable. During the press conference that aired the week before the Pokémon Direct, they said when announcing Home that the purpose was to allow us to stay connected to the ‘mon that we’ve bonded with over generations. They know that there are those of us out there who have brought pokémon up ever since the Game Boy generations, and they want us to continue journeying with them. They made it sound as if we could use Home to transfer our pokémon to Sword / Shield, and now they’ve yanked that away from us. They’ve gone back on their word. They lied not only to their fans, but to their stakeholders, during that press conference, and if you were watching Nintendo’s stock around the time the Treehouse video was airing live, their stocks took a dive as a direct result.
And while this is the thing I’m most angry about, it isn’t even the only thing. They also announced during the Treehouse that they’re not only removing the National Dex, but that they’re also removing Mega Evolution in favor of Gigamaxing. This one actually does impact me directly, because I bred and raised my Charizard around the fact that I would Mega Evolve her into Mega Charizard X. I painstakingly hatched hundreds of Adamant Charmander. I EV trained her so that her stats would be perfect. I gave her a moveset built around ‘Zard X. And now, even if I can bring her over to Galar, I won’t be able to Mega Evolve her because the Key Stone and Charizardite simply won’t be available in the game. This, despite the fact that they have the assets for it thanks to Let’s Go. There is absolutely no reason to remove Mega Evolution when Mega Evolution’s assets are already available in a game on this system. There is no excuse. They’re just doing it anyway, because they want everyone to focus on their shiny new mechanic, and demonizing Mega Evolution apparently didn’t do a good enough job of that in Gen VII. (That said, they’re also removing Z-Moves, so apparently they weren’t too attached to those either.)
I just … I can’t support this. I cannot support any of this. It kills me. I feel incredibly conflicted, because there is a lot in Sword / Shield that I still am excited for. I love a lot of the new pokémon, such as Corviknight, Zacian, and Yamper. I like several of the new trainers we’ve seen. I think the region looks gorgeous. But I don’t want to give Game Freak and Nintendo money for any of this, because that will make them think that what they’re doing is a good idea. Just like with Let’s Go, where Masuda said that if those games sold well they would shape the next twenty years of the franchise (which they did, and they are), I don’t want to reward them for poor decision making.
So I’ve decided to buy Sword used. 
When you buy a game used through Game Stop or a similar store, the store gets every single cent. Nintendo and Game Freak see none of it. I still want to play these games for the features I like. But I do not, and will not, support Game Freak and their asinine decision making. So while I might not be able to get Sword on launch day (though we’ll see; I’ve seen used games in Game Stop on launch day before), I’ll be able to get it soon enough and play it in a way that just doesn’t support Game Freak or what they’re doing. I’m only one person, and as we saw with Let’s Go, my lack of sale isn’t going to be enough to stop the train wreck. But if the severe backlash they’re facing now isn’t enough to do it (last I checked, the Treehouse video had 13k Likes in contrast to 24k dislikes, and angry hashtags about this are trending in both the west and Japan on Twitter), then I want to contribute in any way that I can. I love this series too much to just passively support every bad decision Game Freak makes that lessens not only my enjoyment, but also the enjoyment of so many others.
So no, I’m not leaving. I will always love Pokémon. And if Game Freak and / or Nintendo decide to listen to the backlash and backtrack this decision—say, make a statement saying they’ll patch in all the rest of the pokémon later, and hopefully even give us Mega Evolution back—then I’ll happily go back to buying a new copy of the game on Day 1. But until then, I’m buying used from now on. They don’t deserve my money if they’re going to act like this. And again, I alone won’t make a difference, but if there’s one thing that Pokémon has taught me over the years, it’s that that doesn’t mean I shouldn’t try.
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tunnaa-unnaa · 5 years
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Thoughts on Pokemon SS reveal trailer
I’ve been busy but I think it’s time to take a closer look at the gen8 reveal trailer and share my thoughts before more information comes out. Here we go.
+ Galar region looks great. Farmland, misty forests and classical european cities are cool additions to the environmental gallery of pokemon and I feel that they fit into it nicely. The map, being basically Britain upside down, has some nice variety of environments that Alola lacked in my opinion. A bit bummed if it follows the same pattern where the icy mountain area is placed near the very end of the game again, but that’s just my taste. PokeLondon looks like the main focus on the map so I hope it delivers in activities. The region’s name has a nice ring to it as well.
- I’m not too fond of the starters to be honest. None of them stands out to me particularly well and it’s kind of odd that two of them share the same eye style - something they haven’t done since gen1. Sobble and Grookey sharing almost the same body shape too is turning me off cause it makes their silhouettes almost identical. But as usual, it’s the evolutions that matter to me the most so I’m in no way deciding my favorite based on what we have now. Just saying that our starting options are far less varied than they have been for a long time.
- Trainer characters are a big disappointment. The male is as generic as he has been since XY and the female is uncomfortably close to the Sun&Moon girl protag. I really miss the variety the characters got back in gen2-5. And not just that, but their models and animations are the same as in Sun&Moon. This is extremely disappointing to someone like me who already disliked gen7 visual style when it was new. Bums me out to see the same wonky walk cycle again on a newer console. So overall, these two don’t get any points from me. The “female protag is an angry scott with a thick accent” meme is gold tho 10/10.
+ - Graphical look is unimpressive, but has a lot of charm. Let’s Go gave us a taste of what the Switch can do with lineless, smoothly textured pokemon and vastly improved lighting and textures, so I’m a bit disappointed to see them revert back to the cel-shaded, untextured style from before. That said, in a vacuum it looks wonderful and it’s much better than the pixelated style form the 3ds games. I was expecting more, but don’t hate what we got is what I’m basically saying. Battle animations look  a w e s o m e! Nothing to complain there!
+ - Random encounters are back, no more Let’s Go style roaming wild mons. I really liked the Let’s Go style but I could see where it was lacking. Going back to classic random encounter style id fine with me, no complaints. Except it might mean they’re making another Let’s Go game. Oh well.
- Sports? Ugh... Why? Because brits love soccer? It’s not like Unova had school shootings and super bowl like come on, I’m extremely put off by this and I HOPE it’s just a visual thing disguised as something more pokemon-themed than just straight up sports. Pokeathlon comeback? I’ll pretend that’s what it is.
+ New pokemon game on the Switch. No matter what it turns out to be, I’m in.
Random list of wishes and predictions for these games:
Entirely new UI for battles since it’s back to a single screen format.
The good things from Let’s Go - size variations, nicknaming mons wherever you want, releasing multiple pokemon at once, accessing the box wherever (although maybe limited in E4 and some cool endgame dungeons) and Pokemon GO connectivity.
A more PSS-like online system instead of the nightmare that is Festival Plaza or Let’s Go’s online functions.
More varied trainer customization that isn’t just an abundant selection of colors to a very limited set of clothing. Bonus points if we get more unique hair and eye colors than before. It’s the least they could do since they’re recycling the models already.
A partner pokemon following you like in Let’s Go. You can’t give us something like that and then just take it away.
No HMs as it’s meant to be.
Longer and more puzzle-focused exploration (Twist Mountain & Victory Road in gen5 as examples) than what the simplified XY and SM gave us.
Z crystals get the boot. Out. Entirely. Maybe keep species-locked ones?
Mega stones are simplified into one stone that works for all of them.
No more regional variants. Instead more evolutions to old mons.
New pair of eeveelutions with evolution methods or items we already have. Trade Eevee holding a Reaper cloth to get the ghost evo? Or level up holding a Toxic orb to get the poison evo? Something like that.
Legendaries that are not shiny locked.
Wolf-based legendaries to match the logos.
Legendaries AND regular pokemon that are NOT based on british folklore and culture. Hawaii isn’t particularly known for its wrestlers, archers and draft horses now is it. Toucans are american, koalas are australian and Togedemaru is based on a mix of american and japanese rodents. All regions have and should have pokemon that are not “culturally appropriate for the region” and I want more of them.
New breeding mechanics or reworked breeding mechanics.
Difficulty. Even a resemblance of it like we had in USUM. Give out EXP share much later in the game, or only post-game even.
Now to wait for the next news.
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cosmosbunnies · 5 years
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How Fire Emblem Fates tried, and failed, to live up to Awakening.
Fire Emblem Awakening was a tonal and mechanical masterpiece. It set a new bar for Fire Emblem games and the like, so Fates had a lot to live up to. And boy, did it try. And fail. I've got about a million complaints about this game, but I'll list my top three here:
Setup
Fire emblem awakening's avatar, Robin, was relatable. Not in deep ways, but we could sympathize with their situation. They knew exactly what we knew about the world – nothing. They awoke with amnesia and were found by the royal family. Amnesia is a wrote plot point, but its popularity is not baseless. In games especially, dropping the player into the second act allows for swift action, and playing catchup in the story comes for naturally to a player who knows everything their character does, meaning dialogue and exposition can come across as being natural and not ham-fisted.
On the other hand, we have Fates. Mind you, I have only played Fire Emblem Fates: Conquest, but I believe these problems extend to Birthright as well; the setup is bad. Instead of giving our player character no knowledge of the world around them via amnesia, they use a different method; seclusion. Corrin as a character is locked away inside of the Nohrian castle throughout their entire childhood and is only allowed in the outside world during the rising action of the story. This, akin to Robin, gives them no knowledge of the world around them. There's one key distinction, however; the family. In Conquest, Corrin knows their family well, and there is an existing dynamic that was built up long before we, the player, entered the scene. So, while Corrin knows nothing of the war and the land, they know much of these characters – and we do not. This flows very poorly. The characters end up awkwardly barking out their relationship to our main character in expositional dialogue before we ever end up even fighting alongside them, instead of having those relationships grow in real-time as we play and allowing us, the player, to form a relationship with the cast based in mechanics while Corrin gets to know them in the narrative. Corrin already loves the cast, regardless of what we think, and we have no choice in the matter. Fates makes the erroneous assumption that the player's interest in the world around them exists in a vacuum, but in reality an average player is interested in how the world exists in relation to the established characters and mechanics, not in the Deep Lore. In fact, Deep Lore is called just that because players who desire knowledge of the world are willing to go to greater lengths to uncover it than players who do not care. This is what in-game history books are for.
Marriage
Fire Emblem Awakening introduced a new mechanic: marriage. Your characters' relationships would grow organically as they fought, and this would eventually lead to (straight) marriage, which would eventually lead to children. The plot of the game involved time travel, and thus a new system was born; the child soldiers. Children are born of your units, your units die in the future, and those children grow up alone and scared, learning to fight for themselves. Eventually, they all get together and use the fire emblem to go back in time. They meet their parents. They introduce themselves. They fight, as they always have, but this time with hope renewed. This created a fantastic dynamic; a younger solider in their prime, with a child they know they'll eventually have but are meeting for the first time. Throw in some well written, natural dialogue, a few fun time travel jokes, and you've got yourself a compelling personal story. It also tied into the main plot in a significant way, having Lucina be a product of this same time travel fiasco. Fire Emblem Fates takes a… different approach. Halfway through act II of the story, you enter an alternate universe. The place is strange, scary and full of mindless evil entities. You meet a character who had been presumed dead, and you fight your way out with him in tow. Upon leaving, you're informed that if any of your characters mention this alternate reality to anyone, they will cease to exist. The point is then dropped, and the unrelated story continues. This puzzled me… A lot. Why did this exists? Was is setting up a structure for a future plot point? Was it world building? I had no idea, I was completely confused.
And then Corrin married.
This was my first marriage in the game, as honestly, none of the characters (save for Niles/Odin, and Effie/Mozu) had what I saw as a real connection, so I waited some time. Corrin and Keaton got married. A popup appeared onscreen afterwords. “A baby was born. The baby is placed in an alternate reality to grow up safe from harm, but a side effect of this reality is that time flows differently, making the children grow up very quickly.” Ah. I see. It makes sense now – the alternate universe is a plot contrivance, created in service to the brand of “You can have children and fight alongside them.” So then you pluck these kiddos from their isolated homes one by one, skipping over the major plot hole of 'Corrin spent nine months fighting while pregnant and then had a baby in the middle of a war? How long did this war take?' and jumping right to “Let's recruit child soldiers.” And so you do. You recruit every child to fight, much to the apparent behest of the mother and father. There is no reasoning to explain why these sensible adults are asking young teenagers to fight in a deadly war. It's simply a fun mechanic, and the game does not expect us to think about it. Except it strips the system of its most important aspects: A) The children do not HAVE to fight to save a doomed world, and B) The parents and the children know one another well. This has removed both the believability of the plot point and the charm in the interactions, leaving us with strange relationships bland dialogue that has an overabundant use of the word “daddy,” which should be purged from every writer's page as it is written.
Incest
You can just. You can just marry your siblings in this game. And have children with them.
At first I though Camilla's apparent attraction to the player character was simply because she was explicitly designed for horny fans to drool over. While this is still true, it's not the only reason she shows an interest in her sibling, as she's more than willing to marry and have children with them. “Oh, it's fine!” You might say. “They're not siblings by blood, you see, so it's morally fine!” Which is the stance the game seems to take. I am not going to explain why incest bad. I will also not drone on about how in the game's counterpart, Birthright, your player is related by blood for plot purposes, but as not to miss out on banging your siblings, each sibling will explain just before marrying you that you're actually not related to them by blood either. Nope, definitely not going to touch that subject.
Small gripes:
I lied about only listing three things. Here are a few notable issues
-You can dress your characters up in stupid looking accessories that add nothing to the game and 95% of the time clip heavily inside the character's model. The characters ASK you to dress them up, and some of them even comment on how silly this is during a war.
-“A+” rank is a cop-out created in an attempt to appease the Queer community without alienating any fans, and the fact that they couldn't be bothered to write any dialogue for the A+ rank relationships shows their lack of interest in queer representation while they sit back and get praise of major publications for “progressivism”
-In the Japanese version you pet your friends on the face Pokemon-Amie style to get them to like you more. I am glad they removed this for the western release
-In the final cinematic, they paid a team of animators to animate your character's first-person experience as they run face-first into their sisters boobs, which joyfully go “Boioioing” and shake like maracas as you reel.
-Sometimes you walk in on your allies naked in the hot springs. You walk all the way in, sit down, relax and stare at the naked peer for seconds before they say “Hey I'm uh… Naked here.” As which point Corrin goes “Sorry!” and sprints out of the room with the speed of a cheetah. I do not know why this happens.
-Keaton is unreasonably erotic when you marry him. Fully voice-acted, he whispers sweet nothings into your ear as the screen fades to black. He is a furry's wet dream. This is not a complaint.
-The story toys with this “abusive father with a family of children who are closer for having a common enemy with whom they have a love/hate relationship” thing, but fails to say ANYTHING meaningful on the subject. It's just empty story dressing
-At one point, you have to choose to either kill or spare a person who just tried to kill you. If you spare him, he joins your party. This goes nowhere, and puzzles me as a narrative choice. He doesn't even bother to betray you or anything, he simply stops mattering.
-Nohr should be dark, gloomy, fun and interesting, and instead it fails to spark the imagination even slightly, instead being “Bland fantasy setting but some of the trees are dead.” Give me some purple and black in that color palette! C'mon!
-There are two wolfskin characters. They are different genders, different heights and weights, but use the same exact model in wolf form. Compare these to the bunny people in awakening who have my heart forever, and this is a major insult.
Thanks for reading
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sheeping-around · 5 years
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Sheeping Around Retrospective: By The Numbers
tl;dr: Scroll all the way down for the numbers.
Sheeping Around has been live on the App Store for a little over ten days now. I think it is about time I look back at the development cycle, the good parts, the bad parts and also share some sales figures while I’m at it. I’m following the trend of transparency to help other indie game developers know and understand the market of premium games, for which I gained inspiration from Eric @ Slothwerks and Arnold @ Tiny Touch Tales. I’m also inspired by the way they work: solo devs working with talented people across the world on a contract basis, and I follow the same pattern.
While I’ve worked on games in the past, this is my first official release on the App Store, and I’m really glad to have been able to reach that goal. My previous games got stuck in infinite iteration loops and never got to see the light of the day. 
Inception
I have written in one of my previous posts how the idea of Sheeping Around was born. The idea began as a turn based (asymmetric) strategy game, and eventually turned into a card game that it is today. You can read more about it in the below two posts:
Sheeping Around Inception
Inspired by Card Thief and More
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Inspirations of Sheeping Around and its inception as a physical card game
Development
I have around 8 years of experience as a Javascript developer. While I am familiar with other languages like Java and Objective-C/C++, my core expertise and speed of development is still in Javascript. Also, I had begun using TypeScript at work since mid 2017 and had loved it. Reminded me of the good ol’ Flash and Actionscript days.
When the physical version of Sheeping Around card game was proven to be fun enough, I began working on a web-based prototype version of it using Angular.js on the front-end and Node.js on the backend in the first week of November 2017. I deployed the system on Heroku on its free plan, and used Heroku Postgres as database of choice. (It was free upto 9000 rows, more than sufficient for a prototype.)
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Initial prototype version of Sheeping Around
For the native mobile version of the game, I used cocos2d-x JS with TypeScript.
I pushed the code to GitHub as private repositories. I maintained separate repos for client and the server.
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Multiplayer
Initially I had planned on Sheeping Around to be a solitaire card game, but it ended up being too similar to Card Thief. It wasn’t much fun anyway either. I decided to prototype a two player dueling game on paper, and it proved to be a lot of fun. I figured it would be much more challenging to handle a multiplayer game, but given my full-stack experience, I was confident I’d be able to do it anyway.
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Architecture of Sheeping Around
Sketch, GraphicRiver and GUI
Around March 2018, I began working on the GUI of the game. I had recently switched my role to Product Design at my company Sumo Logic and had begun learning Sketch and loved it. I bought some assets off GraphicRiver and heavily modified a lot of them and put them together in Sketch.
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All screen designs in Sketch
I wasn’t very happy with the initial designs, but towards the end of April things had started looking much better and professional.
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Initial designs
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Final designs
Google Indie Games Accelerator
The progress in the initial few months was somewhat slow. I spent time refining the balance of the game and tweaking the progression. Meanwhile I was also designing some UI for the native mobile version of the game.
By the end of June 2018, Google announced the first ever Indie Games Accelerator for games made in South East Asia. The submission deadline was July, so I started rapidly working on the mobile version for Android and iterating it really fast. By mid of July, I had the gameplay fully functional. By the end of it, I had the entire progression system and marketplace fully set up. 
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Some charts from the progression and reward system of the game inspired mainly by Pokemon
While I was not selected for the accelerator program, it did help me accelerate the game development process anyway and I am thankful to the accelerator program for that.
Art and Animation
I discuss a lot about art style with Rashi, and we had finalized that the characters would be anthro. Check out some concept art and final artwork for some of the characters below:
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I really loved the idea of in-card animations in Card Thief, and wanted to have something similar in my game as well. I was fortunate enough to run into Robinson Millaguin in the Indie Game Developers Facebook group. He began his work on animating some of the initial cards in Spine and my mind was blown already. Check out the video below:
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You can see more of the animation GIFs on the official website for Sheeping Around.
Tragicomic Theme and Music
I had contracted someone for music, but it did not sound so fitting. It was very difficult to decide what kind of music would fit this game because it was such a unique premise. I started scouting out for tracks on AudioJungle. Farms are usually associated with country music, but I had ruled it out completely. Western style music with gut guitars and ukuleles are a close second choice associated with farm themes. Somehow that style didn’t fit either, and sounded rather cowboy-ish. 
I explored all kinds of genres of music and tried to see if they fit in the game. Finally, I found that the music in Comedy genre seemed to be the most fitting. I stumbled upon the profile of AudioAgent, who had an amazing portfolio of comedy tracks. His tracks are tragicomic themed, and coincidentally, he kept adding more tracks in the genre as the game progressed.
The game now features a total of 9 comedy audio tracks by AudioAgent. (The tracks change every 10 levels.)
You can check out the tracks in the below Youtube playlists:
https://www.youtube.com/watch?v=v1Ajh9Cn23k&list=PLnTakDx63B8L0pBpjPD10VB3NJEcXj2l4
https://www.youtube.com/watch?v=BXeq713R444&list=PLnTakDx63B8IS3hr4Sd-tnZXgu5vCIoi6
Sound
I had already made a list of suitable sounds from AudioJungle, but it was from a variety of artists and didn’t seem to fit together. I was not sure if I should hire a sound designer for the project. I figured it would be a good idea to ask around anyway.
I am active on Twitter in the gamedev community, and I found Elise Kates’ profile there. She had done some amazing work in the past for games like Moss, and I thought she’d be a good candidate to help me out with the sound. And it was a great decision afterall. The sound effects added the finishing touches to the polish in the game and really brought the characters to life!
Putting It All Together
I’m glad I’ve been able to put all of this together in a single package. The pun in the name, gameplay mechanics, art, animation, sound and music all come together really well. It would be perhaps be one of my proudest achievement since it is an important skillset to have.
Translation, Screenshots, Trailer and Preview Videos
In December, I took help from the Indie Game Localization community to get the game translated in 12 languages. It was an overwhelming amount of work, about 5000 words. I maintained separate Google Sheets for each language.
But what was harder was designing screenshots and preview videos and localizing them into all languages. But it did pay off eventually because it got the game featured in most of the regions that I had localized for.
Check out the preview video below:
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Robinson helped in creating a landscape trailer for the game as well, since Android needs a landscape video regardless of whether the game is landscape or not. it was more of a theatrical trailer that served as an introduction to the premise of Sheeping Around and dab a little bit into its gameplay:
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Freemium, Premium or Paymium?
The hardest decision for me to take was whether to go premium or freemium (or paymium), and if premium, what would be the price point of the game. Early on I had decided that the game would be premium on iOS and free-to-play on Android, given how easy piracy is on Android (more on piracy in the Piracy section below). I had thought of keeping the game’s price to $4.99, as I had read that Card Crawl had recently upped its price to $4.99 from $2.99 and it increased their month-on-month sales by more than 2x. Turns out, it won’t work very well during release when both developer and the game are new to the market and there are no ratings and reviews. This is also why my day 2 sales were more than day 1 sales, when I dropped the price to $2.99.
My game also has in-app purchases, and most people object to the idea of IAPs in a premium game. But if you look at the top paid charts in the card game category (or even any other category for that matter), you will find that more than 70% of the games have IAPs. This model is called paymium on mobile platforms, and has only recently entered the debate alongside freemium and premium. In the PC world, most games are paid, and the concept of DLCs is fairly normal and accepted, so I don’t understand what the issue with IAPs in premium mobile games is about.
Besides, the IAPs in Sheeping Around aren’t your typical in-your-face popups that appear at the end of every game to give you a reward or to increase your life. They are subtle, just two coin packs that you can buy if need be. You probably won’t need to though.
Pre-orders and the Coming Soon Feature
I set the game to be available for preorder on 31st December 2018. That would make my first new years’ resolution to be to release this game. I set Thursday, 17th Jan as the release date. That is because App Store refreshes every Thursday and it would get greater number of days in visibility if it gets featured then. (Most features last at least a week.)
That is also when I also submitted my game and my story to Apple via App Store’s promote link, hoping to get featured.
On January 5, the game got featured in the Coming Soon section, and it started getting a little spike in pre-orders. From 1-2 per day to around 25-30 per day. On January 20, the game got featured in a lot more territories, including US, UK, South Africa, Middle East, Australia and New Zealand. I netted about 250 pre-orders from this feature. But it turns out that in some places, since Apple lets you preorder without having a linked credit card, they would fail to be billed on release of the game. Because of this, only about 200 pre-orders went through successfully. App store still shows -1/-2 net preorders days after the game’s release.
New Games We Love & Top Charts
Upon release, the game was featured in “New Games We Love” in US, China and the Greater China Area (HK, Macau, Taiwan), South-East Asia, India, UK, Europe, Singapore, Australia and New Zealand. It also went on to become #3 card game in US (iPhone) during launch and stayed between #3-#5 during the first week. In China, which is the second biggest market for me, the highest it went was #9 in card games. (Competition is quite high in that category there, with most paid games priced at ¥1 ($0.15).)
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I especially love the words UK editorial team used to describe the game in Games We Love.
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Reception
The reviews so far have been positive, with occasional negative reviews talking about some bugs, most of which I have fixed in the week after release. Here are the current reviews and ratings stats for the game so far:
US: 4.6 / 5 (56 ratings, 32 reviews) China: 4.3 / 5 (41 ratings, 23 reviews) Thailand: 4.7 / 5 (15 ratings, 11 reviews) Germany: 4.0 / 5 (11 ratings, 6 reviews) Russia: 4.6 / 5 (8 ratings, 7 reviews) UK: 3.7 / 5 (6 ratings, 4 reviews)
Some encouraging reviews:
“I’ve only played this game for 20 minutes, and I love it already. The creativity, the idea, everything about this game is just beyond my expectations, and I can only assume how addicting this game will be.”
“It a really good game. You should make a physical card game for this game. I really like it and it’s definitely worth buying it.”
“Don’t really review apps, let alone end up playing one a day or two after I started. But this one... this one got me hooked! It’s fairly simple gameplay but sometimes it gets pretty exciting.”
“Pre-ordered it, I've played Card Monsters since release & Hearthstone for 4 years & this game is very solid & entertaining.”
“I think this game is another new twist to a card game, I can definitely see potential for this game. I can’t wait for the next update, hopefully with some new cards to use.”
“This game is family oriented and so easy to play. It has the simplicity of UNO yet with enough strategy to keep you engage but not overwhelmed. This is highly addictive and fun to play. The element of luck is always a factor but how to use the cards given is the key. The games are short but competitive. Those who love card/card battle games should download this without hesitation! Kudos! Look forward to updates to see what you guys come up with next!”
DAUs, Screen Time and Retention Rate
I use Tableau for my data visualization needs, and have custom graphs and dashboards created for all kinds of metrics. 27% of the players have played the game for at least one hour, which is quite encouraging. 4.5% of the players have been addicted and have played for more than 5 hours. I’ve been seeing an average DAU of around 750 and average total session time of over 450 hours. Not that it matters much for a premium game, but I’m tracking it anyway. In terms of retention, my day 7 retention is about 10%, which isn’t so bad. I will give it more time to see what my day 30 retention is.
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Press Coverage and Critic Reviews
I had mailed a lot of media sites and YouTubers to review the game. A lot of them covered the game. Thanks to the localization effort, the game was featured in a lot of foreign language blogs. 
Specifically Pocket Gamer and Pocket Tactics wrote about the game. The review from Pocket Tactics was negative with a 2.0 / 5 rating, and from Pocket Gamer was somewhat above average at 3.5 / 5 rating. Pocket Tactics review, though negative, gave me a chuckle because of their words of choice.
You can check them out here:
Pocket Gamer: A surprisingly tense, exciting and fun card battler that doesn’t quite have the tactical depth for the long haul.
Pocket Tactics: Sheeping Around looks the part, but sadly the game turns out to be as dull as you would expect for a game based on an animal that stands around in a field all day chewing grass.
The criticism though has been pretty good in these reviews, and I will add more content and depth in the future updates to address the weaknesses they have mentioned.
Piracy
One thing I wanted to point out was that about 25% of the users of Sheeping Around are using a pirated version. I was under the impression that it would be very hard to pirate an iOS game, because it would need jailbreaking and it isn’t very easy to jailbreak your iOS device. Turns out I was very wrong. There are pirated App Stores like AppEven that you can install on your device, and you can install premium iOS games for free using those stores. You don’t need to jailbreak your phone and the whole process is dead simple. Turns out these folks are abusing Enterprise App certificates for ad-hoc app distribution, and Apple hasn’t been paying much attention to them. 
Within about two minutes, I was able to download a pirated version of my own game from AppEven. It even added its own ads that pop up once every few minutes that bring revenue to the owners of the pirated app store. It made me a little sad, but that’s the way it is. No matter how many attempts you make to prevent piracy in your app, the hackers will have a workaround to bypass it. They can remove the code in your app that prevents piracy, replace your ads with their own. It is their daily business.
Promotional Artwork
For games that Apple finds worthy of promotion using a banner feature or on the Today page, Apple requests developers for promotional artwork. I got this request last Monday and I submitted the artwork by Wednesday. The game hasn’t gotten a banner feature or Game of the Day yet, so I can only hope it will happen one day in the future.
By The Numbers
And finally, the moment you’d been waiting for. Sales. Sheeping Around was able to break even about 50% of its outsourcing costs (art, animation and sfx) in 10 days since launch. 
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The top 2 territories where the game made some decent revenue are US and China, followed by Germany and UK.
What’s next?
I’m already working on some new cards that add more variety to the gameplay. These include:
Bonus cards
Peek - Look at the opponent’s hand. 
Undo - Undo the opponent’s last move. It can also potentially undo a stolen or whistled sheep.
Lucky Pendant - Draw half the number of cards in your hand (rounded off).
Shepherd cards
Fence N (N = 2, 3, 4) - Build a fence around all sheep preventing any of them from being stolen for N turns.
Electric Fence N (N = 2, 3) - Build an electric fence around all sheep preventing any of them from being lured or stolen for N turns.
Quarantine N (N = 1, 2, 3) - Cure all sheep of Infestation or Intoxication by N turns.
Vaccinate N (N = 3, 4) - Prevent Infestation or Intoxication on all sheep for the next N turns.
Thief cards
Infest N (N = 2, 3, 4) - Infest all sheep with pests to prevent them from being whistled for N turns.
Intoxicate N (N = 2, 3) - Intoxicate sheep to prevent them from being grazed or whistled for N turns.
Thrash N (N = 1, 2, 3) - Damage a Fence or an Electric Fence and reduce its value by N turns.
Termites (N = 3, 4) - Spread termites to prevent building a Fence or an Electric Fence for the next N turns.
Changes to existing cards
Rescue N (N = 1, 2, 3) - Reduce the effect of Trap, Infestation or Intoxication by N turns on one sheep.
Distract N (N = 1, 2, 3) - Reduce the effect of Guard, Fence or Electric Fence by N turns on one sheep.
You can already add an ally that unlocks at Lv. 20 to the game. Future updates may include upto 5 allies in total:
Shepherd’s side
Beaver - Jack Kim (Lv. 10)
Llama - Fuzzy Wumpkins (Lv. 20)
Sheepdog - Casper Cloud (Lv. 30)
Emu - Emily McCoy (Lv. 40)
Donkey - Muriel Miller (Lv. 50)
Thief’s side
Raven - Merlin Kook (Lv. 10)
Eagle - Cradoc McClaw (Lv. 20)
Coyote - Roxy Fang (Lv. 30)
Badger - Agent Chaos (Lv. 40)
Bear - Boris Rockpaw (Lv. 50)
Additional Features I’ll also be working on some features like: - Expressions and dialogs - Offline mode vs AI - Pass and play multiplayer - Quests
Conclusion
Sheeping Around was a fun project, and unlike my other shelved projects, it saw the light of the day, and it is a proud achievement for me in that regard. For the past 14 months, I’ve worked part-time at a consistent pace on this project (and full time for a few months). Especially as a solo developer being able to develop a PvP multiplayer game where people in US can battle people in China with servers located in London, I think it is a great feat.
Look forward to more updates in the future on this blog. Follow the blog on Tumblr or me on Twitter to keep yourself up to date on the progress of the game.
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spoookiepie · 6 years
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Hey it’s me cha girl here to talk about Digimon games
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Cause like, BOY DO I HAVE OPINIONS. We just got the announcement trailer fro Digimon Survive and it looks... fine? It looks fine. Far be it from me to judge it too much based off tiny snippets in an announcement trailer, but everything shown looks... just fine.
But not like... amazing.
It looks like the battles at least will be grid, turned based, so Fire Emblem-esque. I can’t say I’m excited about that, but I bet some people are. But if I’m being honest that just... really doesn’t feel like it fits the Digimon brand. The rigid turn based stuff never really did, even less so with the even more tightly controlled grid system here.
And look, I have a soft spot for the Digimon game series. (Not ALL of them, mind you. But enough of them) But even at their best, the series has always felt like it was about 5 years behind. Even at it’s best, it’s felt a little bit cheap. Even at it’s best, and with all the love I have for certain entries into the franchise, even I can’t really say I think there’s a truly amazing game in there.
The series need a huge overhaul, is what I’m saying. In this essay I will
Problem 1; It’s a huge thematic and mechanical mess.
If I asked you what the basic core themes and mechanics of the Pokemon franchise were, you could easily rattle off the game play and battle system, the themes of friendship, and adventure, and something about ‘Catching them all’. This would hold true for every main-line entry into the franchise, differing only on the spin-offs. (these themes and ideas also carry over to the show, an important point I’ll get to later) The same could be said if I asked you about Mario, or Zelda, or Fallout. Even the Final Fantasy games, for as old and varied as they are, carry SOME core ideas - that being that they’re generally all going to be long, epic games, with emphasis on characters and story, set in pseudo fantasy worlds, and having some form of an RPG battle system. (again only straying from this in spin offs).
The Digimon games though? Not so much. Remove the actual Digimon from the first three games, and they’d be practically unrecognizable from each other. The first is a semi-open world (about as open as many PS1 era games could be), where you have a single Digimon who you essentially have to take care of, similar to the Tamagatchi-like toys the series started as in the first place. Battles are real-time and you have p minimal control over what the Digimon actually does. Meanwhile the second game is a slow dungeon crawler, with strict, 1v1 to 3v3 turn-based battles. No open Digital World, no Digimon care taking. The DW3 goes for an isometric, pixel style game, with 1v1 battles (which ARE in 3D?), and attempts to have a more robust story and host of characters. And the series just continues to spin off from there.
For visual comparison alone, check out the first 3 games of the Digimon series to the first 5 of Pokemon. These are aesthetics alone.
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(pokemon image via http://www.neoseeker.com/news/23873-pokemon-then-and-now-see-17-years-of-video-game-evolution-in-a-single-comparison-image/)
Basically, there is no “core” to the Digimon games, outside of the mascots themselves. It makes the franchise as a whole feel disjointed, and it means you never really know what you’re getting when you go to play a new one. While you certainly don’t want a franchise to get old and stale, you also shouldn’t be re-inventing the wheel every single time either, cause it stops looking like innovation, and starts looking more like you don’t know what you’re about.
Problem 2; They feel cheap.
It pains me to say, but almost every aspect of Digimon games feels like it’s just a step under what it should be. Everything is aggressively just ok. The voice acting (if the game has it) is nothing of note, especially in the dubs. And the weak dialogue certainly doesn’t help.
The art and characters designs are... also just ok. The main characters in the first handful of games are aggressively generic, to the point that the ones from 2 and 3 are basically the same model. Once the games started to stray from the style of the show, the designs started to get even weaker, and the already flimsy visual design fell apart even more.  (Some of the better character designs came out of Digimon Story Lost Evolution, which OOPS, never came state side) Say what you want about the character design of the original show but this
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is a pretty recognizable art style and way of character design. Like Pokemon, it’s simple, but distinct unto itself. I could easily pick this style out of a lineup.
Whereas these?
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Well... yeah. Not so much. I don’t even dislike the bottom two, from Digimon World Next Order (and in actual technique alone, they’re all solid). But, I also can’t say the style is terribly distinct, or what I would look at and immediately recognize next to a whole host of other anime and light novel illustrations.
The writing (when there is much of a story) is lackluster. And no, I will never understand the people who say Cyber Sleuth was great, and had a great story and writing. I just have to imagine, if Cyber Sleuth is the bar, then they’ve never picked up a Persona game. Or many RPGs/visual novels. Or... many games in general. I found it’s characters, story, and tropes all rather predictable, and nothing struck me as particularly clever. Meanwhile, Next Order had your p run of the mill but otherwise vapid ‘save the world from the Big Bad(c)’ story. Again, a bit predictable and cliche, and mostly there to move the game along.
Everything just feels a little... meh. A little like everyone didn’t put their all into the games. It feels like the studio is banking on fans buying their stuff through sheer nostalgia, rather than really putting their all behind the games. Again, even for the entries that I personally love. And that’s a shame.
Problem 3; They have very little connection to their anime counterpart.
Look, I get it. These are games, not the anime. This isn’t Pokemon, where the two have to be hand-in-hand almost all the time. And I certainly don’t want to just recreate the show in the games, or vice versa, hereby rendering one redundant.
But
I’d argue that the vast majority of Digimon fans, are fans of the anime first, and their love of the spin off stuff like the games comes after. There will be exceptions of course, but the Digimon show is the most well known and well loved part of the franchise. And the games really don’t feel like they reflect much of that. They’re a whole beast unto themselves, and not necessarily in a good way.
For a show that so heavily emphasizes friendship and bonds, you spend a lot of time in the games alone. And characters are often written lack luster and one-dimensional, giving you very little reason to care about them. They feel oddly lonely. For a show that so heavily emphasizes the special bond between a tamer and their unique, special Digimon partner, the Digimon you get in the games are frankly... disposable.
Hell, even the Digital World itself doesn’t always make an appearance in the games. I’d argue the Digital World is a vital component of the Digimon franchise and universe. It’s so unique, it’s practically a character unto itself. And to just throw it out feels like a whole part of the franchise is missing.
So, how would I start addressing some of these problems?
Before I begin, let me just say, I’m not a game designer. I’m judging this with an outside perspective, so take this with a grain of salt. But, I’m also not a newcomer to game OR the show, and have spent a chunk of my time analyzing both. I also tend to study up on design in my spare time for fun, so I’m also not completely talking out of my ass here.
1; Consistency and Vision.
So, for starters, the Digimon games need to buckle down and figure out what their core is. Figure out your themes, your mechanics, your visual style, and what are core concepts to your franchise, beyond just the Digimon themselves. These are ideas that will be carried throughout your series. This is your core, you theme, and your vision. You can tweak things, by all means. But when I set your games out on the table, SOMETHING needs to bind them all and make them a collection. Pokemon games are still Pokemon games, even when you ignore the Pokemon themselves. Persona games are still Persona games without the Persona. A Mario game is still a Mario game when you remove the plumber himself. Art style, themes, mechanics, and world building all amount to this. What - beyond just the Digimon - makes a Digimon game?
Personally, I’d like to see these things gravitate to a more Digimon World 1/3/Next Order style. I want an emphasis on exploration of the Digital World and more freedom than the likes of Digimon World 2/4/Cyber Sleuth had.
But either way, the game’s need to figure out what they are. Stop trying to re-invent the wheel every time, and please stop trying to copy whatever another popular game did 5 years before.
And also for the love of God, this is Digimon. Stop designing characters like this
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If you want to appeal to a more “mature” audience, trying actually doing something smart, than resorting to T&A.
2; Figure out where to put the budget
Now, I can bet what some people are gonna say.
“Digimon is a smaller franchise than those you keep comparing it to! It doesn’t have the budget to be a huge title like those!”
And yeah, I get it. Digimon doesn’t have the kind of money Pokemon, or Final Fantasy, or Persona have. But money also doesn’t a good game make.
Once devs have figured out what’s core to their series (see; step 1), then that’s how they need to plan out where to put their budget. Is exploration one of your core themes? Budget needs to go towards the world and map design. Is it in the characters and story? Splurge on your writing team. Right now, the games feel like they’re all a bit lackluster in every department. Frankly, I’d be ok with one aspect being cut down a bit more, to make the other core parts really shine. I don’t need 100+ different playable Digimon, for example. Take some of those out and put the resources elsewhere maybe.
3; Hire better writers
Look, I’m just gonna say it. Your writing needs to be a core thing you splurge some budget on ok? I don’t expect the best of the best, epic story telling from a Digimon game, but at least try to reach the same level of writing the original show did maybe.
THAT SAID; I’d also move away from the talking head/visual novel style of story telling and cut scenes. I’m talking THIS kind of dialogue, btw
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Games like Persona, Phoenix Wright, and Danganronpa can get away with it because they have A++ stellar writing. (2 of them HAVE TO since they’re visual novels, and the writing is the core of what they are. Also, ONCE AGAIN, these three games have very distinct character and visual design, that are a delight to look at)
Digimon? While I say you NEED - DESPERATELY NEED - better writers, you’re not quite here yet, where a talking head alone is enough to keep me entertained.
I’d rather see you’re characters moving and doing stuff while they talk. Have fully rendered cut scenes, and do a little more showing than telling. Again, you’ll have to budget for this, but I think it’s worth it. (also, you don’t have to have Final Fantasy level models if you just have solid character and visual design I WILL NOT LET THIS POINT GO) Seriously. The Digital World is one worth seeing in motion, not in static back and forth exposition dumps.
4; Seriously just include the Digital World
Like I said before, the Digital World is one of the most unique worlds I’ve seen in media. To. Date. It is a perfectly weird and whimsical synthesis between the natural and the man-made. It is a perfect visual representation for what it is; An AI built world, that attempted to grow organically out of completely inorganic data created by humans from all over the world.
That is a world of endless possibilities and I want to see it.
Without the Digital World, the franchise feels a bit more hollow. The whole adventure in the original show was in the kids being sucked into a new world! A world that was exciting, and new, and weird, and whimsical, and yeah, a bit scary and even dangerous. If we’re not in the Digital World, then we’re just... in Tokyo, basically. But with some Digimon.
5. The Digimon need to be characters
Okay. Here’s... where’ I’ll probably upset the most people who are fans of the games.
You should only get one -maybe two- Digimon partners and ONLY their basic digivolution trees ok!
You got Palmon? Well, ok, you ONLY have Palmon, and her evolution tree up to Lilymon. Maybe Rosemon if we feeling fancy. She does not have branching trees. She does not DNA digivolve. She does not return to an egg, and re-hatch as a new baby lv Digimon. You just. Have. Palmon. Or Agumon. Or Veemon. Or whoever you choose/or is that game’s Digimon.
Why make this limitation? Two reasons. 1. Less resources used on modeling, stat designing, and programing 100+ Digimon partners. Cut down on the amount of Digimon you can have as a partner, and the more resources and time can be put elsewhere.
2. More importantly, the Digimon partners need to be characters. The show gave huge emphasis to the fact that each partner and their Digimon had a special bond. It was special because it was unique. One person for one Digimon, each with their own unique personality and bond. There might be plenty of Agumon out there, but this one was Tai’s Agumon. He had his own personality, his own likes and dislikes. He was special. In contrast, the Digimon in the games are completely disposable. They have no personality, if they even talk at all. And oh, don’t want Tentomon? No worries, just digivolve him to something else or wait till he dies and hatch a different egg! It doesn’t matter. He doesn’t matter.
And for a show that made me so desperately want my own, unique, soul bound monster friend, that’s... really kinda sad.
So yeah, limit what Digimon you can have, and really, really write them as their own special, unique characters. And have them bound to their trainer. Want to allow your players to choose from multiple Digimon? I have a solution. Choose your trainer. Give your players the choice between 3-5 characters to choose from. You’ll be choosing that character and their stats, along with their unique Digmon and their stats. And hey, if you wanna go above and beyond, make these trainers actual characters with personalities too, who may change the course of the story, or at least the flavor, depending on who you picked. If we use Digimon Adventure for example. Your story and stats may vary greatly depending on if you chose to play as Matt and Gabumon, or Sora and Biyomon. Maybe you could go an Octopath traveler route, and have all the characters potentially converge. Or, maybe a Seiken Densetsu 3 route, where you choose 3 of six potential characters, and your story will differ depending on which you chose, and which of those three you picked as your main.
Either way, really emphasize these characters and their bonded Digimon. This isn’t Pokemon after all, right? So why have an emphasis on how many Digimon you can obtain?
Anyway, that’s my thesis on where to at least start in fixing the jumbled mess that is the Digimon game franchise. Many of these are opinions, yes, but I hope you can at least understand where I’m coming from with most of them. And hey, I guess we’ll see what the new game has in store for us.
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kinsie · 6 years
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Overly Belated Game Impressions from PAX Aus 2018
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Every year I go to PAX Aus with some close friends to check out the Incredible Future of Games that everyone else already checked out six months ago. This is usually coupled with checking out some wonderfully well-preserved old games and hardware, along with some typically wonderfully weird indie stuff I've never heard about before. Every year, I've written up a little review of things I've played (or watched get played) on an old private forum some friends maintain, but this year, I've figured, fuck it, I might as well post it publicly, right?
Not Indie Games
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Super Smash Bros Ultimate sure is a Smash game. That's not a bad thing, but since this was the same demo build from E3 (so before the Castlevania reveals) there wasn't a huge amount of surprises - just a damn good fightfest. Amusingly, the demo booths were split into two groups - For Fun (items on, Switch Pro Controller) and For Glory (items off, the new Gamecube controllers). New Super Mario Bros. U Deluxe has a nonsensical name and spawned an even more nonsensical meme. The demo had six levels to play - three from the base game, three from the Luigi expansion - with both the new and old characters to play. It doesn't look like anyone other than Toadette can get the meme crown, meaning players using that character won't have to jostle for powerups in multiplayer. I didn't play Pokemon Let's Go Eevee because the queue was like 90 minutes long, but my friend braved it and gave it a resounding "ehhhh" with a hand gesture resembling a teetering see-saw. Apparently the co-op stuff wasn’t available in the demo, either, which concerned my friend since that was specifically what he was interested in.
V-Rally 4 looks nice aesthetically, but the gameplay seems pretty "eh". The name seems to be about the most interesting part. Dragonball FighterZ for Switch seems like a pretty decent port. I don’t know much about the source material or original game, but it ran fast and I didn't notice any obvious hitching or whatever.
Luigi's Mansion for Nintendo 3DS is... a 3DS port of the Gamecube launch title. It ran at a solid 30fps... a whole lot better than I recall Luigi's Mansion 2/Dark Moon running, but I was also using a vanilla 3DS for that game while the demo units at PAX were New models.
Indie Stuff
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The Xbox Adaptive Controller was present as part of a demo setup for a version of One More Line. I wasn't expecting to have to push the Big Novelty Button as hard as I did, I thought it'd be a lighter touch for some reason. Although I know the button kinda isn't the point of the thing...
Supertrucks Offroad is a PC adaption of a mobile take on old top-down racing games. There's promise here, but the current handling and physics leave a lot to be desired. Hopefully it continues to develop and evolve.
Infinity Heroes is a card game with some simplified mechanics and animated versions of all the card graphics. Has potential, but still plenty of rough edges and pre-alpha grit to sand out.
Metal Wolf Chaos XD sure is a port of an Xbox game. It feels pretty well done, all things considered - the framerate is great, the controls are responsive, and the English subtitles are sometimes even connected to what's being said by the characters!
Ghoul Britannia: Land of Hope and Gorey is a point-and-click adventure game that, unexpectedly, uses a Fallout-esque isometric perspective instead of the usual side-on.
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Table of Tales is a VR tabletop RPG where you control an entire party of Scoundrels by moving pieces around a constantly-changing board and playing ability cards. Since it was a VR game, there was a long sign-up queue to play, so the developers set up a little booth where Arbitrix, the game's DM (and, incidentally, a mechanical talking bird), would cheerfully explain the game for you. He said my goatee was perfect for a pirate adventure. It was probably intended as a compliment.
Supermarket Shriek is very similar to a game I prototyped years ago, except it's got a Supermarket Sweep theme and shrieking goats. Also, it's actually getting finished and has more than one level, which is another differentiator. Use the shoulder triggers to make the characters inside a shopping trolley scream their lungs out, propelling the trolley and allowing you to steer it through silly retail-themed obstacle courses.
You probably think, based on the squat protagonist and camera angle, that Tunic is a riff on Zelda: A Link to the Past. Surprise! It's actually a riff on Zelda: Ocarina of Time! The combat is very similar, with a dodge/roll button and Z-targeting (although I guess it's more RT-targeting now) that jumps to the next enemy upon beating your current one. I can't say enough nice things about the graphics... One thing that's interesting is that the entire game is in a fictional language. This includes stuff like the pause menu!
Dash Blitz is a pretty amateurish attempt at a Smash-esque platform fighter. The "feel" just isn't there, sadly.
Nom Nom Apocalypse is a top-down dual-stick roguelite about fighting off food monsters. It looks pretty interesting, but sadly I didn’t get to go back and give it a hands-on look.
Henry Mosse and the Wormhole Conspiracy is a good old-fashioned point and click adventure. The graphics are wonderfully drawn in a cartoon style, but they suffer from really puppet-y animation like an old Flash cartoon, and it breaks my heart.
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No Moss Studios bought along Beam Team, a couch co-op game about fighting a giant donut that I didn’t get to try, as well as a collection of weird little Patreon-funded oddities like Sprout Up, a simple little mobile game about weaving through vines, and My Magpie, a bird-aiding simulator of sorts. 
Little Reaper is a platformer with a fun movement twist in that you can throw your scythe - which travels in an arc like a hammer in Mario - and teleport to where it lands. I'll have to give this a closer look.
Mars Underground is an Earthbound-esque RPG-style adventure game with a Groundhog Day-style conceit of being stuck in a time-loop. I can't really say it struck me, to be honest.
Scout's Honor is a co-op party game where four players team up to set-up a camp-site in a limited amount of time while dealing with hazards and such. It looks kinda cute, reminds me of Overcooked a bit.
Ice Caves of Europa is a rather odd-controlling game where you pilot a hover-drone controlled by an artificial intelligence. This one probably takes a bit more time to wrap your head around than a convention center allows.
Introspect looks really cool - a Shadow of the Colossus-style boss rush with an emphasis on movement tricks and agility. I didn't get to play it while I was there, but the developers were handing out download codes for the show floor build. It seems pretty fun, although it still needs a good deal of polish.
Soundfall is a dual-stick rhythm-shooter where you have to get to the end of a course before the song ends, with rewards for shooting and slashing to the beat ala Crypt of the NecroDancer. One to watch. 
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Ticket to Earth is a tactical strategy RPG ala Fire Emblem with a tile-matching mechanic that makes how you move to your enemies even more important by limiting your movement and charging your special abilities. The comic artwork is nice, although the talking heads only seem to have one or two facial expressions.
Nova Flow is a first-person speedrunner that reminds me of a blend of Mirror's Edge's DLC maps and that one paint game that got incorporated into Portal 2. One of the demo levels was apparently one of the hardest levels in the game, and the developer was quite impressed at my getting within inches of completing it before the demo timer ran out...
Dawnblade seems to be an attempt at doing the whole Diablo thing on a phone, with the player hacking their way through short, pre-made maps. Visually, it looks like any of a million other games riffing off of Warcraft 3, and it seems to have some weird mobile game trappings like a stamina system to limit the amount of time you can play in a period of time.
Little Bit Lost is a survival game where you've been shrunk down to the point where ants tower over you and are powerful monsters. This one felt real early. It has promise, but needs a lot of polish to truly deliver on it.
Rogue Singularity is a 3D platformer with procgen levels. The feel didn't gel with me, and I can't really say I liked it all that much. It didn't help that the Switch port I played seemed to lack anti-aliasing entirely, giving the entire scene an unpleasant jagged look.
Ashen looks utterly fascinating - an open-world Souls-esque action RPG with Journey-style "passive" co-op where you can occasionally meet other, anonymous players out in the world and either help them or leave them to their fate. It looks really pretty.
Speaking Simulator is a hilarious puzzler where you have to manually operate a human mouth in order to say Entirely Normal Phrases in order to convince people that you are absolutely a human and not a murder robot in disguise.
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Untitled Goose Game had a massive queue that I was absolutely not going to fuck with. :(
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yeop
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togwtos · 6 years
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Let’s Go! Announcement Thoughts
You probably expect me to be mad considering that I’ve been royally clowning the Kanto region as a whole, and I’m not really that mad. First, for context, the Let’s Go! duo is not our introduction to gen 8 - gen 8 is arriving in 2019 according to this tweet from the Pokemon Company - https://twitter.com/Pokemon/status/1001636250158223360 ‘Trainers can look forward to even more with an all-new core series Pokémon RPG title in development for the second half of 2019!’
The release date for Let’s Go! is not 2019. Let’s Go, as I have so cynically described it to others, is a tech demo to see what they can do on the switch, give Pokemon Go a second wind, and make megabucks and plenty of new fans in time for 2019′s main series release. This is NOT THE MAIN SERIES RELEASE DESCRIBED AT E3. Because of that I am far more willing to accept this as its own thing. Let’s Go is described as being ‘based on Pokémon Yellow: Special Pikachu Edition,’ which makes this a    K a n t o   R e m a k e. My favorite. This means that we’re going to be in the least interesting region, with some of the least interesting Pokemon (don’t hurt me some of them are good) right off the bat, but I can forgive it somewhat because of how fucking pretty the game looks - like, these screenshots look beautiful!
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The art style seems like a natural step forward from SM/USUM’s models and look, but with more detail and more expression - thank Arceus for more expression, cause that was something USUM could have fixed from SM and didn’t (like many other things it either ignored or ruined.) The joycons might be a big Achilles heel for this game simply because I don’t want to motion control a Pokemon game and never have, and it’s going to instantly cut out the physically impaired if there is no workaround. I’m sure that Nintendo will be smart and offer an alternative, but if there isn’t one it would really suck. Still, I’m glad this isn’t gen 8. This is a beta test for gen 8, more or less, and that means Nintendo has room to experiment, which is for the best. Making the capture mechanics a little deeper is appreciated too, beyond pure RNG a level of skill (small as it is) is required and that’s nice. Two players with two joycons is dank, nuff said, first co-op pokemon game, I’m on board. I hope there are special features and ways to integrate co-op beyond ‘it exists.’ I also like being able to see Pokemon roaming in the overworld so now every cave can be a metal gear solid experience.  The poke ball peripheral is garbage and it’s gonna be sold out everywhere so who cares. The Pokemon Go functionality is gonna bring a second wind to the app, but people won’t understand it’s Kanto mons only and they’ll get pissed over it. I’m not too fussed over the inclusion, it’s a marketing move.  Pokemon following the player could be boiled down to an extra sprite and about a hundred lines of dialogue in HG/SS and somehow that little thing got overblown to the point where everyone’s nutting all over the idea of having following Pokemon back, a feature that adds nothing to gameplay. However because of Pokemon following it seems Poke Ride is back, which thank Arceus for. Never get rid of it. Ever.  I hope you’ll do the right thing if you’re gonna buy it, and get the Eevee version, of course. Bring back fat pikachu 2k18.
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Also, is this art style reminding you of anything? 
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Bit of a weird comparison, I know. But Fortnite is big with gamers right now (hello fellow gamers) and it feels like Game Freak has brightened the colour palette a great deal to maybe not ape on Fortnite - I don’t think that Nintendo cares about Fortnite, not right now - but there is something to be said in the similarity between greens and lighting effects. Game Freak is trying to make this as comfy and appealing as possible.
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(THIS IS A SHITTY COMPARISON I KNOW)  But looking at SM and LG side by side, I think it’s not that far out. You can already see shades of this idea in SM and that’s why I don’t think it’s influenced by Fortnite, it’s just similar. Having the technology of the Switch behind it has allowed Game Freak to take the ideas of SM’s artstyle further, and while I don’t think the game is like a graphical marvel or realistic gritty depiction of a world infested with monsters (that’s my Pokemon, after all) it is going to work wonders to drag people back in with just how pleasing it looks at a glance. Anyway, AMA if I missed anything, my 2 cents, etc, let me know what you think of the announcement and lets discuss.
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