#played are like. okay this is just unnecessarily bullshitty and difficult
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new pokemon fangame in my has-played list thanks to a recommendation from a discord member:
pokemon tectonic
please note this post is very long and very opinionated, but that's out of love for this game! pokemon tectonic has captured my interest and i'd like to see its devs improve in their next project.
my thoughts so far, after 21 hours of gameplay and 4 badges:
it needs a lot of polish, and a lot of QoL changes.
a lot of the choices made for gameplay in tectonic are really great and fun - every single pokemon getting rebalanced at least a little bit, all the new moves, the retypings and what not, that's all fantastic. i have no complaints there.
there are a lot of QoL features - such as easy move relearners and move mentoring - that make swapping your team's movesets around a breeze.
there is also an extremely expansive in-game documentation of everything - gameplay, battles, new moves and abilities, pokemon stats and learnsets, etc. you could make a wiki out of what's in here alone.
they encourage you to catch 'em all and actively reward you for it!
consumable held items will be automatically renewed at the end of a battle. you will never run out of gems or berries.
there are following pokemon, hgss style!
however, it fumbles in a lot of aspects.
gameplay
npc trainers will know your moves, and they will act depending on what moves are in your current pokemon's moveset- before any are made.
in the context of the game, this makes perfect sense. you are given an item that allows you to preview a trainer's pokemon before you battle. species, types, abilities, items, everything. trainers will react based on what they think you will do before have a chance to do anything.
but in the context of playing the game as a normal player, it feels either downright cheap or incredibly unintelligent on their parts. they will give you at least one free turn of setup, then get brutally swept by an attacking pokemon.
it would be a good idea to adjust this npc ai so you can disable use of the trainer x-ray for both battlers. i don't want them to know what i have just by looking at me, and i don't want to know what they have just by looking at them.
removing use of this tool for both sides would keep it fair. having to look at every trainer i fight in detail before i fight them is time consuming and removes a lot of the mystery and the fun of playing pokemon games to me.
trainers in this game will switch their pokemon as often as they can, and tectonic discourages you from doing that too.
a major part of pokemon's gameplay is knowing when to sacrifice a pokemon so you can bring in a waiting, healthy team member. a pokemon hanging on by a sliver of health is better to sack in the moment so your waiting team member doesn't take a strong hit, and has a turn to set up or retaliate.
tectonic actively punishes this style of gameplay.
trainers will constantly switch depending on what they think will counter your active pokemon. usually, this just means switching into a pokemon that resists your next attacking move. this is often at a detriment to them, and sometimes you can get caught in switching loops where you and the enemy trainer will change between pokemon every two turns -
attack, switch.
attack, switch.
attack, switch.
this wastes a lot of time.
an un-toggleable feature of this game is "trainer perfection". when you beat an average route npc trainer without having a single pokemon go down on your side, the trainer will run away and drop exp candy. this is a perfect win. by default, if you do not perfect a battle, the trainer will wait until you come by again to challenge you once more.
this can't be turned off except if you happen to have a special item called a stink bomb, which forces them to run away whether you've defeated them or not.
protip, you can open the debug menu using an application in your installation folder, and give yourself infinite stink bombs.
my suggestion for the perfection system is to allow players to disable it for average npcs, make it optional. or, at least, give us an option to *willingly* talk to npcs to rematch them. like the vs seeker in older games.
the devs intended this feature to not force you to rematch trainers multiple times, and instead plan your routes carefully. this has the unfortunate side effect of discouraging some players from fighting every trainer and exploring the game as they want, because the forced rematches upon coming across them again [unless you perfect them] waste more and more of their time.
also, some of these npc trainers are trainers that completely block your path - difficult ones at that. if you don't perfect or scare them off with a stink bomb, you'll have to go at them again when you come back around.
as of right now, the trainer rematches are as annoying as the pokemon breeders in gen 5. they are incessant unless you sweep them.
IVs, EVs, and natures are completely removed.
to most casual players, this would be a hooray! i'm personally happy about the removal of IVs, but it really starts to kick you in the teeth as you progress in the game. instead, what these things are replaced with are called style points. style points are minimal stat adjustments that allow you to set up different styles of battling for your pokemon.
think of it like skill points in average rpgs.
these are cool in theory. but the way they're set up is limiting and feels unnecessarily strict in application. for some unknown reason, both attacking stats are permanently linked, and you must raise both attacking stats at once. raising two attacking stats only removes one point from your remaining pool, but it feels pointless to have style points invested into a stat you will not use [ie, physical attack on a pure special attacker].
i can't believe i'm saying this, but i genuinely miss EV training over this. EV training feels like it has a much stronger impact on stats than these style points do, and you have far more control [with up to 252 in a given stat rather than 20]. it's a cool idea, just not particularly favorably executed in my opinion.
it is possible to have EVs and make them not a nightmare to deal with!
pokemon reborn has a system where all power items - anklet, lens, weight, etc - will increase its given stat EVs by 32 for every pokemon you knock out, regardless of the EVs the species naturally gives. with this feature in place, EV training becomes a breeze and you can have a fully trained 6 pokemon team in less than 10 minutes, rather than the potential hours it might take the normal way.
reborn's system is, in my opinion, an almost perfect way to do EV training. the only way to make it less hassle would be to turn EVs entirely into a menu, as tectonic has attempted to do.
you cannot use bag items - other than poke balls - in battles.
as a plus, enemy trainers cannot do this either. this is mixed based on how you like to play. i can respect this gameplay decision, as much as it very much isn't my style.
every pokemon is sorted into one or more tribes that have different effects on the battle.
honestly, i don't even use this feature. it's cool for team building i suppose, but feels tacked on and isn't my style. a point in their direction for making tribes a completely optional gameplay mechanic.
story
four out of eight badges in, the story is near nonexistent. you get scraps of it every now and then, teasing you for something large. you are wandering a world that has already been conquered. and honestly, i love that premise. people talk of someone who has already defeated the evil team in the past- you see remnants of what they did to the world around you.
this, to me, is very similar to what it feels like playing b2w2 without playing the original black & white, which i did as a child. i say this positively. traversing remnants of a world that was not yours to conquer is awesome. i'd love to see more of that.
however, halfway through the main story [i assume] and not having any of the story ramping up in any fashion feels slow. there's very little motivation for continuing aside from showing up your brother, which you are told to do before you even get your first pokemon.
everyone is just... so mean to you, for no reason. none of these characters feel particularly likeable, none of them are funny or kind as a motivation to fight for them.
[cain and hardy in reborn are my favorite examples for this, i would commit war crimes for them in spite of everything sucking early on. and it gets better. so much better.]
so you're just... trudging through a world that hates you or doesn't care about you, with no incentive to fix it from anyone you like. everything feels very obligatory, as if you have no choice in the matter, and there's no urgency at all to any situation. i'll reblog this post with an update if or when the story ramps up, but as of right now it's not hooking me too much outside of the initial concept.
final thoughts
Pokemon Tectonic is a somewhat long game with a very strong premise and unpolished execution. It feels like it's too big of a scope for how small it feels, and a lot of the effort in creating this game clearly went into rebalancing every single pokemon up to gen 8 [and some of gen 9].
What it suffers in the most is lack of accessibility and lack of options in terms of gameplay - a good game dev can add features that can modify or disable parts of their game that either make it easier or harder. Tectonic feels like it's trying to strongarm you into playing a nuzlocke or deathless run, with how it punishes you for letting a pokemon faint in battle.
I think this game could be made leagues better if it felt more customizable. As it stands, once I finish this game, I will probably not be revisiting it, as much as I like what it has going for it.
That is all I have for now. My favorite part of this game is that most avatar boss battles can be defeated with Fort Unfuckable.
#mine#pokemon#long post#i have a lot of thoughts about this game#many of them are negative many are positive#i'm enjoying myself but there are things that could be done to make it more accessible to anyone who wants to play#in terms of time. difficulty. even physical or mental ability#but this post is long enough. it took me over an hour to write#you know a game has caught my attention when i have so many thoughts about it! some other fangames i've#played are like. okay this is just unnecessarily bullshitty and difficult#or ''completely inoffensive normal pokemon game''#tectonic makes me have Mixed Feelings#i want it to be better the structure is There#i feel bad comparing it to reborn because you really#can't be as perfect of a pokemon game as reborn is#it's the best and most replayable pokemon game i've ever played. i've replayed it so many times#of course comparisons are gonna be drawn
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