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The FALL of Pokemon

May 30, 2024
Welcome to 2021. Before I start the video, I wanted to wish you a Happy New Year and thank those of you who miss my community posting. The support over the course of 2020 was greatly appreciated, so again, thank you when it comes to the Pokémon game. The design game fan has always played it extremely safe and has never really deviated from the core formula in any significant way. Every Pokémon game from the last 20 years follows the exact same template and shows no signs of evolving anytime soon. This is, of course, by Design and remains a highly profitable strategy.
the fall of pokemon
Don't fix well what isn't broken. The unfortunate consequence of this is a near lack of meaningful innovation that could take the Pokémon franchise to new heights. Today we will see where Pokémon was and where Pokémon. es and where Pokémon is going in regards to how games are developed and why we'll start with an interview I briefly mentioned in my previous two videos where Masuda, one of gamefreak's top dogs, tries to explain why Battle Frontier didn't work. a return in the Generation 3 remakes despite having been introduced in every Generation 3 game. To start, the interviewer asks two questions: the first was why Omega Ruby Alpha Sapphire had a noticeable decrease in difficulty and the second asked if the difficulty feature present in previous titles will enhance a much-needed return Masuda answers the first question by stating that people are very busy nowadays and do not have time to devote to just one game.
the fall of pokemon

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the fall of pokemon...

If you want a challenge you have to wait until you finish the game to access the game post where trainers and more difficult challenges await this answer is inherently contradictory if people don't have time to play any game according to Masuda and make the game longer after the game and demanding more time and effort from the player is very strange after you simply stated that people don't have time to play your game in the first place. For the second question about a difficulty option, Mosuda should have just ignored it and not given an answer if people really didn't have enough time.
the fall of pokemon
He makes sense to add difficulty options to allow those with supposedly less time to select an even easier difficulty setting that allows them to complete the game faster and with less hassle. This same question came up in a Game Informer interview in 2019. It features the Mosuda guy. we are currently discussing in the interview of Omega Ruby Alpha Sapphire and her padawan omori according to omori, the director of Omega Ruby Alpha Sapphire sun, moon, sword and shield, the reason why difficulty options are not considered in Pokémon games It's because you've ever considered it. Making multiple difficulties in a Pokémon game is nice tonight because players can't choose the right play style in terms of difficulty for themselves.
the fall of pokemon
This is incredibly ironic coming from two men who do everything they can to choose the player's playstyle for them and it's nothing. More than a superficial excuse, in my opinion, the real answer is that they can't be asked to make the necessary effort to help complement said playstyles with different difficulties, including difficulty options, it doesn't stop people from choosing their own play styles and, in fact, allows them to further tailor the experience to their taste. These two don't believe in player choice. Masuda invented the 20-minute battle timer which essentially makes certain playstyles impossible. It also made experience sharing permanent which completely eradicates play styles for those who prefer not to use it, the logic behind this decision convinced themselves that the only reason people turned off sharing The experience exchange was for training a single Pokémon, so now, instead of leaving the option for players to continue doing so, they effortlessly turn experience sharing on or off. when necessary, Game Freak now forces the player to box with their entire team to bypass restrictions imposed for no reason even though this was not an issue in previous titles.
I guess they didn't consider that that's a horrible idea and completely disrupts the flow of the game, goes against the spirit of the franchise and is so incredibly absurd that I'm struggling to find the words to adequately convey how ridiculous their reasoning really is. Oh, you enjoyed traveling in a team of six and only turned off experience sharing to avoid more. level well, too bad, we've now made the decision for you about how you'll play our games despite stating otherwise, forcing the player to jump through inconvenient and unnecessary hoops is usually indicative of poor game design, but Mori ended up incorporating both the battle timer and strength.
Sharing Experience in Sword and Shield A minute before you're asked about the difficulty, you can see Omori squirm to answer a simple question about sharing experience. Can we turn off experience sharing in sword and shield? The correct answer here is no, you cannot turn off experience sharing in sword. and protect, the interviewer did not ask whether experience sharing existed as an element or not, he simply asked if it could be disabled. This is a blatant deviation and ends up confusing the interviewer as he answers, so she must coach each one individually depending on the interviewer. in a mortgage answer you are under the impression that there is no pure experience mechanics within the game, but further you have to clarify that the shared experience is still in the game by default.
This answer is intentionally ambiguous and does not address the original question. Omori was clearly undecided. in this interview to reveal that he had transferred Masuda's unpopular player restriction from Vamos, this sheds light on the relationship between Omori and Masuda which we will explore in more detail later, returning to the interview with Omega Ruby Alpha Sapphire, the interviewer then asks because. Battle Frontier was absent from the remakes. Masuda states that, for the same reason that Omega Ruby Alpha Sapphire was made easier, people don't have time to play, the interviewer then adds a note for additional clarification stating that few people would actually use the feature which is why was excluded, then adds that gamers get bored and frustrated more easily and are not interested in intellectually demanding challenging elements in video games even though Masuda mentioned before that the most challenging elements are reserved in the post-game for the players who seek such things, another contradiction.
There's quite a bit to unpack here as to exactly how it was established that a vast majority of consumers would never touch Battlefrontier. Was there some kind of player survey? Battlefrontier was relevant enough for Warrant to be mentioned in the interview, so there's definitely some sort of demand. Even if it's true that not many people would use Battle Frontier, therefore justifying its exclusion, the same logic could be applied to other features in the Pokémon games that had no problem being included despite their lack of popularity and that they require an additional cutting mineral. player time that they supposedly lack nowadays.
Pokémon contests return in Omega Ruby and Alpha Sapphire. One of the main reasons people buy Pokémon games in the first place is to battle them, not to dress them up, so I think it's safe to say that Battlefrontier is significantly more revered and desirable than Pokémon contests, this is certainly the case based on my own anecdotal experience, perhaps this elusive Pokémon feature survey says otherwise, even if it did, there aren't people too busy playing their mobile games to fully appreciate this feature, if so, then? because? If Pokémon Ami was introduced in Omega Ruby Alpha Sapphire while it's a direct port of X and Y, it still goes against the idea that people have less time to fully appreciate it.
Battle Mason was also carried over from use it, why include it in Battle at all? Mason is more demanding of the player and often ends winning streaks based solely on bad luck, which can lead to player frustration, something that, according to the interviewer's note, the fan of the game wants to avoid like the plague. My point is that including these features directly flies in the face of logic. behind excluding others, which leads me to believe that the excuses being invoked are false even if absolutely no one would use Battlefrontier, which would never be the case, they should at least have included it simply to uphold the legacy of past titles and keep Omega Ruby's Integrity Alpha Sapphire, as a remake game fan, loved making really lame excuses instead of being transparent and honest, which may or may not be under your control, instead of saying it was too much effort include the battle border or that we did not have. long enough to include the battle border, they instead choose to rely on flimsy excuses that did not stand up to scrutiny.
We saw the exact same thing with the sword and shield controversy when explaining why the National Dex was removed. They claimed it was due to more expressive Pokémon. The animations and battle balance are honestly fair compromises and make sense. Instead of including all types of monsters, they could focus on a few while developing them while also giving them the opportunity to balance the monsters accordingly, but this is not the case with all older Pokémon. Rios, his seven-year-old 3DS animations, and Dynamax is possibly the most broken mechanic ever introduced in the series, while Maury said that they were making models from scratch and cited that, as another reason for the lack of a national Dex, this also turned out be false. surprise surprise that sparked a backlash on social media in the form of the gamefreeglide hashtag, the real reason the National dex was removed I assume was to incentivize home subscriptions for those who transfer all their Pokémon by actively preventing them from storing their Pokémon on the games.
It also requires significantly less work and effort, less development costs, and allows them to release console titles even faster than usual, while charging full console price, which is around 20 more per Switch cart compared to cards. 3DS, now there is no limit to your pleasure. knowing full well that people will buy their games regardless of the level of care put into them, if removing Pokémon wasn't enough to sway the masses then they will remember nothing, hearts, gold, souls, silver, possibly one of the best games of Pokémon ever created. Did you know that it took less than three years and only 20 people to make yes, 20 like in the 2-0 comparison with sword and shield it took about the same amount of time and had over 1000 people if we are referring to employees strictly fans of the game which only had about 200, but that's still 10 times the amount needed to make hard gold, so silver, despite all this sword and shield, is the most rushed Pokémon titles ever conceived.
X and Y were also extremely rushed, but at least they had a good reason why they needed to create over 700 3D Pokémon models from scratch with thousands of new animations, in addition to converting the entire series into 3D and doing all of this in one new console. Sword and Shield suffered some kind of catastrophic development problem behind it. scenes we will probably never know and we can only assume that I think Sword and Shield were initially intended to be 3DS titles because Pokémon Company CEO Sune Kazu Ishihara had doubts about the change, his doubts stemming from placing too much faith in the mobile gaming industry and very little in traditional games, a sentiment Masuda reflected in his Omega Ruby of a Sapphire interview.
Ishihara would later admit to being wrong and said the following. Quote: I realized the key to a successful game console. it was quite simple software with absolute quality leads hardware sales end of quote it's ironic after seeing the success of the switch gamefreak received the green light to basically bring sword and shield to the switch in the middle of development, which would explain the large amount of shortcuts and lacks of overall polish hargold Soul Silver was very clearly created with overwhelming passion and Care Pokémon games in the past were created with heart and soul, as Morimoto put it, today games are made with disclaimers that warn fans in advance not to expect the games to be good, I know that sword and shield despite having many more resources at your disposal or a soulless husk atBy comparison, it's a great opportunity for us to dive into game design.
Pokémon was always typically Sprite-based, this delivered a quirky level of charm that is sorely missed in recent titles since the transition from 2D to 3D, especially with regards to the Pokémon themselves, all Pokémon and previous titles have always been felt new and exciting due to the reception of new Sprites. This changed in XY with the advent of 3D models because these assets are reused from the game. For the game, the new coat of paint associated with the new generation is completely lost, as all the old Pokémon look exactly the same as they did in 2013 in X and Y.
This is one of the main reasons why Gamefreak avoided the 3D models first, according to Masuda, one of the reasons to stick with 2D Pokémon Sprites is that with 2D it really depends on who draws it, there is a lot of personality extracted from 2D Sprites, while with 3D it is used the same model for everything, so personality no. It didn't really turn out well, one of the reasons we stuck with 2D is to get a more individual feel. Gamefreak eventually decided to move to 3D once they felt the models could more accurately reflect the official 2D artwork.
This unfortunately resulted in Pokémon. They appear more faded, which has been heavily criticized, followed by attempts to liven up the models using the more vibrant color palette of their old Sprites. There's nothing inherently wrong with moving to 3D, but it does require some effort to properly maintain and tune the models over time. years to avoid becoming obsolete and lacking Masood's personality. What was feared would be lost: sword and shield are the third generation that now reuses the same resources and I am sure that generation 9 will do the same. Gamebreak developed Pokémon primarily as 2D games, this can still be seen in their current games despite switching to 3D in 7 years ago, a YouTuber called Girium made a video analyzing the awkward combination of 2D and 3D elements that has led to The games seem so dated.
This might be a good idea, but I actually think Pokémon should never have done it. Going to 3D, they should have kept all the battles in 2D and maybe had the Overworld in 3D, like games like Octopath Traveler. I think the games will still be perfect for a Pokémon game, but alas, the Pokémon games chose to use fake 3D and the world started to feel so cold, so empty, what do I mean by that? Do you know the term? The Uncanny Valley effect means that when an object tries to appear completely human, the closer it gets, the creepier and unnatural it becomes, while there is a similar effect.
In Pokémon, the world feels increasingly fake as it tries to become more realistic in 3D. Let me explain you. Here is a map of Pewter City from Pokémon FireRed and LeafGreen. We know that in real life a city will not have those five. buildings and will have roads and cars. We also know that a house in real life is not as small as 18 Reds, however we ignore this because we know that what we are seeing through the screen is an abstract version of the Pokémon world that it is supposed to be. To represent the world that could be real, we let our imagination fill that space between the screen and our brain.
Through our imagination the world feels more alive, on the contrary, in mirror games, Gamefreak decided to make a red world completely in 3D and the questions began. arises why all houses look the same why all houses have exactly the same furniture why there are cars on the street when there are no roads for cars to travel on but in a city without cars why there are pedestrian crossings and sidewalks why there are only five people walking down the street that looks like the real city of London. Do you know what I mean? If you still don't understand, listen to me in a 2D world.
This makes sense for one person to look at. only four directions and it turns instantly when spoken to because there are only four d-pad directions a character can move in, but in a 3D world with analog sticks it seems jarring when characters move and turn as if they're still stuck. 2D and it's absurd to see people standing in the middle of nowhere doing nothing, don't these guys have to go have a silly Berry once in a while? Let's talk about Team Villain Grunts 2. In the old games, what have we seen of villains? The team grunts were General Sprites and Battle Sprites, each team rocket or plasma looks exactly the same, but we didn't care because we know that these Sprites are supposed to be a representation of these people and we imagined in our brain that these individuals were They look different from each other.
So they're like in the anime or mangas, but in a 3D game it's jarring when there's only one male and one female model for the Flare Skull Scream team and they all look exactly the same. These guys are fat Jango clones. having plastic surgery to look the same doesn't make any sense in a 3D world, however it is still possible to create a convincing 3D world from a 2D world and I think the best example of a game doing this successfully in 2019 is Legend of Zelda. Link's Awakening Link's Awakening is a remake of a 2D aerial view game and although the world was in glorious high definition 3D the game was still in 2D, the game is not jarring unlike Pokémon because the Remake opted for kind of a plastic miniature vibe like art style, it's not strange to see a toy looking for links getting stuck in a 2D environment to sum up my point, the main problem with these games is that the characters still act like they're in 2D even though it is a 3D world and that is why In my opinion there is so much backlash and outrage over sword and shield graphics that it takes effort and time to create a realistic 3D world and this is what I mean when I say that Pokémon should have stayed in 2D because the Pokémon company is not willing.
To invest so much time and effort into these games, the keyword I used was 2D abstract games that used a high degree of abstraction. 3D games don't really have that luxury, they can still use abstraction of course, but nowhere to the degree seen. in 2D games, because they are more realistic, you have to be creative about it, as seen in Link's Awakening, to avoid this. The art style of The Uncanny Valley Field contributes greatly to that effect, which is why let's go with its more chibi, cel-shaded approach. League's art direction looks more appealing compared to Sword and Shield, with its more realistic, faded aesthetic.
Fans of the game are still obsessed with its Game Boy angle, which is the over-the-shoulder view in battle, this works great in 2D, but doesn't translate well. in 3D, a game fan, despite having access to 3D models and a dynamic camera, treats his model as if it were a rear Sprite with a static camera, this is where abstraction comes into play, most Sprites 2D were approximately the same size but thanks to the power of abstraction and their own imagination we imagined them larger than they seemed. 3D models cannot achieve the same effect if the monster is too large it obscures the opposing Pokémon, so to fit both Pokémon into the frame to achieve the Game Boy angle gameplay. free compensates by deliberately reducing the size of the Pokémon game.
Freak 4 goes for the character's integrity in favor of his Nostalgia boner, which creates a host of other problems, but I'll address that in a separate video dedicated to this topic that will go into more depth in the future. so stay tuned because 2D games never felt cold and empty, but that's because they weren't, they were filled with many different elements that helped bring the world within the game to life. A big contributor to this was hidden machines or HMS to In short, this created organic progression barriers with the added benefit of rewarding the player with a sense of earned progression.
Almost all the barriers that obstruct the player at every corner with sword and shield can be attributed to the team's shout, which seems artificial and forced. HMS was also added. layers of complexity for routes that encouraged return trips once the respective hm was obtained that could overcome the barrier that usually gives the player access to useful items. This entire system is completely abandoned in sword and shield, leaving behind a shallow and boring corridor for the player to run through. The only exploration tool passed on to the player is the ability to surf a bike. One of the best sword and shield parts.
I kid you not, it was when I accidentally stumbled upon a surfable section on Route 2, opening up a new area that this conjured up. the magical sense of discovery that I've become familiar with and come to love when I play a Pokémon game. A small Easter egg can also be found on this route. A wild obstagoon will obstruct the player, which is what his signature attack is called. This is a rare instance of Soul found within Sword and Shield and is a fantastic attention to detail that is very lacking but much appreciated while utilizing the Overworld mechanics in an interesting way.
Well done, all other routes are equipped with dead ends, while in previous titles those dead ends. The ends would have been walled off by some sort of barrier, whether rocks or trees, which made the route worth revisiting later in the game. Another example of a game fan poorly implementing 2D based elements in their 3D based games is The Ledges Ledges in Pokémon. Ancient games served two main functions: breaking the linearity of the rows by forcing the player to go around them, and two by allowing the player to backtrack through the same rows with ease. The ledges were also sometimes used in unique and interesting ways to create multiple paths within a row as seen in the Jagged Step in Ruby Sapphire Emerald and Route 45 in Gold Silver Crystal.
An excellent example of how not to use ledges can be found in Swords and Shields Route 3. This shelf here is useless. t Forces the player to go around it and does not act as a shortcut to facilitate backtracking. It doesn't add anything unique, interesting or of value to the route. They put a ledge here just because, despite being completely unnecessary, a few more examples can be found on Route 2, it has two ledges that serve no real purpose and are there because the routes have also become increasingly linear and the biggest offenders are in Sun and Moon and Sword and Shield.
One reason for this may be to make games easier and less demanding. Coincidentally, both games came out after the infamous Omega Ruby Alpha Sapphire interview we reviewed. The paths are much narrower and restrictive and not open and immersive like they used to be. Cake wrote 119 of gen 3. for example, it's a pretty wide queue with several layers of complexity that you can't just hold down the control stick to get through and you wouldn't want to even if you could because there's a lot of incentive to explore from the hidden secret items. behind. Bike-Related Obstacles, which is a collaborative extension of the HM system to house the rare and elusive Feebas, to secret bases.
It is divided into many different sections, one of which requires the player to climb a water

fall

, which is impossible the first time the player goes. through this path return visits are encouraged, like what route 2 managed to achieve in sword and shield to contrast, let's compare Route 119 with the aforementioned Row 3 in sword and shield, it is just a narrow strip of land that is it feels like the walls are closing in around the player. Inducing a feeling of claustrophobia, here's an example of this sleeping wheel where you can see the exact same restrictive map layout despite it being a forest that generally grants players plenty of room to breathe.
Freeplay felt it necessary to restrict the player by boxing them into these corridors. Here is another force that is abnormally restrictive. Glenwood Tangle Route 7. Another example. No matter where you go, you always find yourself locked in tight spaces, with few exceptions. This is what people are referring to when they mention recent Pokémon games suffering from runner syndrome or playing games. As a hallway simulator, this makes the game feel less like a lively, busy world within the Pokémon Universe and more like a game, a lame world that leads to shattered immersion. Immersion is one of the main goals that a role-playing game aims to achieve. is not doing a very good job if immersion is compromised at every turn, the city suffered a similar fate, sure at first glance they may seem like great larger than life places, but they are nothing more than a pretentious hollow illusion, all It is spectacle and nothing.
Substance once you put your hands on the wheel, the illusion is shattered almost instantly. Greatly you see this large and imposing castle. It literally consists of a smallaisle. It's Ultra Megapolis all over again. The entirety of Hammerlock is nothing more than a very well decorated corridor. and it doesn't compare to places like Castellia City and Black and White or even Lumio City in X and Y, which while a nightmare to navigate, was impressive in its ability to feel like a real city in the Pokémon Universe and manage to do so. on a Nintendo 3DS, Spike Mooth captures a sleek aesthetic, but beneath the surface-level appeal lies another hallway, a great example of everything that shows that dungeons without substance are even worse than roads or cities, considering the fact that sword and shield doesn't even have a single one, even if it did, it would be hampered by the complete lack of a progression system.
If we take a look at Gallerma and 1 and 2, the only cave-like areas in the game, we will immediately recognize the same Tendency as witnessed in both. the routes and towns, restrictive little one-dimensional corridors that demand nothing from the player, no thought required at all to traverse these places juxtapose this with the first cave that the Mount Moon and Kanto series introduces. Mount Moon was an incredibly daunting endeavor for many new Pokémon trainers. Just starting your adventure, it's relatively large and consists of different floors, adding a layer of verticality that shakes things up. There are several different stairs.
Each of which takes you to a different location. Your goal as a player is to discover the correct path. In order to make it to the exit while being bombarded by an endless stream of relentless blood-sucking zubats, if not properly prepared in advance, these items require and demand some semblance of effort and planning on the player's part to successfully accomplish them. It doesn't lock the player into a straight line that essentially completes itself regardless of the player's actions that insult his intelligence. Mount Moon also serves as a great springboard that adequately prepares the player for future challenges such as the Silph Co building in Saffron and Victory Road, a large majority of these problems could be addressed by opening up the paths to give the player room to breathe and reintroducing a system of progression similar to that offered by HMS.
The wild area heads to the farmer but still suffers from these last little bits of The wild area opens up after gaining access to Surf, but they are largely inconsequential rather than running online. The wild area has the player running in giant circles, a marginal improvement that wasn't fully realized until the DLC we'll get to in a bit. Later on, the narrow hallways have the effect of making the game feel like it's on Rails from start to finish. Another element I'll quickly address that achieves a similar effect is the rise in prevalence of nasty hands holding radical soda sharing a prime example of aggressiveness. from the hand scene in sword and shield, even if I skipped every shot frame and didn't read a word of the story, it wouldn't matter, you'll be walked through each segment as if you were playing Pokémon Snap, a good example of this hand shot is back.
Modesto, when we were first checking out the fire gym for the opening ceremony, once she leaves the building, an employee is there waiting for her to tell you to follow him to the end, then you walk about five seconds to the left and that places you. an automatic cutscene to show you exactly where the yen was made, which is left directly in the gym anyway and then when the cutscene ends it places you right in front of the doors just to make sure you know exactly where to go, it's an insult to children. I don't need that much direction, much less myself, as Pokémon is developed for more powerful hardware, which has forced the fan of the game to look for grander narratives, although at first it may seem like an intriguing idea, it has the unwanted side effect of suffocating the player with dominant things that cannot be skipped.
Dialogue boxes, while restricting them too much out of the ordinary, previous titles were more open and less limited by An overarching narrative that gave a great deal of agency to the player, opening up the world for them to approach at will. your way in your own time. I feel like I have yet to find an appropriate balance between gameplay and narrative when giving more focus to the narrative. Over the years, many different people have taken on the role of director of a Pokémon title, but I want to focus on two. These are the guys we saw at the beginning, Januchi Masuda and Shigeru Omori.
Let's start with the man behind the Omega Ruby Alpha Sapphire interview. Masuda has been a part of free-to-play since the beginning and has a slew of Pokémon titles under his belt. Let's Go, directed by Masuda, is the embodiment of his new design philosophy that he fully displayed in the Omega Ruby Alpha Sapphire interview, even going so far as to adopt elements of a mobile Pokémon game. Pokemon go. Masuda was obviously influenced by Pokemon Go, which can be attributed to the fact that he helped develop that game. Let's Go will likely be Asuta's last time directing a mainline Pokémon RPG title, which means he needs a successor and Domori is exactly what he was looking for, just as an aside on November 21st. 2012 was the 10th anniversary release in Japan and I took Shigeru out drinking and at the time he had no idea but while we were drinking I said, I said hey I want you to be the director of the remakes and that's how The remake started Masuda He sought out Amore to pass the torch while Mori sought Masuda's guidance in directing the games, adopting Masuda's philosophy in the process which is reflected in the games he directs Omega Ruby Alpha Sapphire Omari's directorial debut lacked frontier battle and in overall it was less challenging.
Omori Sun & Moon's first full-fledged directorial experience from the ground up introduced many of the Pokémon series' current core flaws, such as being more story-focused, leading to excessive hand-holding along with unbearably tight restrictions. short The halls, Sword and Shield, also directed by Omori, adopted the exact same design flaws. We're introducing the 20-minute battle timer to a permanent experience. Share Sword and Shield ended up including these two terrible additions. All of this can be seen as attempts to simplify the games. making them easier to appeal to a hypothetical group of hyper-casual mobile gamers who don't have time to play sword and shield is also eerily reminiscent of X and Y in terms of lack of content, feeling of incompleteness, and an overall feel. of the rush game I really fear what we can expect in Generation 9.
With Omori taking Masuda's place while under the influence of Masuda's Highly Questionable philosophy, things aren't looking great for future Pokémon titles, but it's not all Doom. Gloom per se, the DLC expansion pass that wasn't directed by Omori and was instead directed by Hiro Yuki Tani, is definitely the best part about Sword and Shield and shows genuine promise for what to expect in future titles. . Isle of Armor expanded on the core concept of the wilderness area in interesting ways, the area was much larger with more elaborate biomes that fit together seamlessly. Crown Tundra achieves the same thing but on an even larger scale as far as possible Gen 4 remakes go, if omori is busy with Gen 9 then it's very good news because he won't be able to force Dynamax. in gaming and maybe Battle Frontier won't be far behind this time, among other things, while most studios and games have to do everything they can to retain and grow their audience through a variety of smart innovations, Stunning visuals and engaging gameplay.
Pokémon always seems to be the exception, it is privileged in that sense, part of this has to do with the lack of adequate competition. Pokémon is so dominant that it essentially has a monopoly on the monster-catching genre, to the point that any studio that develops a game that even slightly resembles Pokémon There are people accusing them of copyright infringement with threats of be removed by Nintendo through lawsuits. Go to any video related to temtem and you will see these types of ridiculous comments. A monster-catching Kickstarter literally has a disclaimer in its FAQ reminding people that Nintendo doesn't.
Additionally, the monster-catching genre item had the exact same thing in its FAQ section. Pokémon wasn't even the first to do it. That title goes to Shin magami tensei. Atlas should sue Nintendo every time a new Pokémon game comes out, of course not. It will be like going to any FPS game and claiming that Activision will sue them for being a Call of Duty copy. This, of course, is absurd at first glance and highlights the extent of people's ignorance, but it certainly says a lot about the amount of influence Pokémon has. To the point where people attribute an entire genre to the series, Pokémon not only lacks proper competition, but any new blood that dares to challenge them is vilified and attacked and threatened for simply existing.
Can you imagine that Nintendo is a company that refuses to grow and challenge? themselves releasing mediocrity game after game Nintendo can't get away with it because Sony and Microsoft are constantly breathing down their necks looking for the slightest hint of weakness to siphon off Nintendo's consumer base. Ishihara was not wrong when he said that software with absolute quality leads hardware sales, this is absolutely the case and the change is a testament that the Wii U failed miserably as it did for this exact reason, it lacked software worthy of mention along with other things, but the software was a huge component to be fair, Nintendo is doing Sony and Microsoft a huge favor with all their recent PR disasters, but at least their games are still great which definitely stops the bleeding, no matter how nasty the wound they inflict on themselves, is why Pokémon can get away with it. essentially the same exact game over two decades later, while I still enjoy the resounding success, this doesn't stop fans new and old from wanting and deserving better.
I will have Arlo share his thoughts on this matter and I am sure many of us can. Back it up, it's bad enough that they just want to incrementally improve these games because they know that will make them easier to release every year and everyone will buy them anyway, so it doesn't really matter what they do, but can't they? At least hire more people to help with world design and flesh things out a bit. I don't know what the Game Freaks development team is like, but I do know that other annualized series in the industry have multiple separate large studios working on multiple games at once like that, even if their games are quite similar and they have to comply with Those deadlines at least have complete content.
Rich AAA experiences excessive monetization issues aside, even if they want to keep releasing Pokémon after Pokémon iterate at a snail's pace. Can't they at least make it a full game because I came into Pokémon Sword and Shield excited to get back into the series, but honestly, does this game accurately represent what Pokémon is now? I don't think I like Pokémon anymore. I don't think I'd want to play any more of them if I could leave the series for eight years and skip two entire generations, then come back and still feel like it was made there that way. feeling I can't imagine that feeling is going to disappear in the next entry or the next or the next how many years do I have to wait before it feels fresh again? 12 years 15 was the jump from 2 to 8-3 D is not enough now I have to wait until Pokémon becomes full virtual reality or something, and even familiarity aside, if future titles seem to have been designed and written over the course of a weekend and produced in a year and a half, then I'm definitely not interested in If you made it this far, I want to say thank you for watching, this will be my first video of many to come over the years, so if you enjoyed it and want to see more, consider subscribing to the channel.
With all that said, See you next time thanks foreigner.

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