Tumgik
#more a general complaint with the franchise but maybe just like..let a gen have its moment before dumping the next batch on us
pocket-mobster · 2 years
Text
hey remember when we supposed to be worried about Nintendo or Game Freak overworking their employees because they announced two Pokemon games right after putting out a game that had clearly been rushed? isn't it crazy how the second of those aforementioned two games just came out and it's buggy as hell...almost like it's been rushed? idk you guys really seemed to care about it before the game came out, so i'm surprised no one's brought it up
1 note · View note
daddopenguin · 5 years
Text
#Thankyougamefreak
Here's my take on what I've learned and yeah I'll probably sound like a kiss ass to some of you but here is my thoughts.
I grew up with Gen 4 Pokemon starting it's reign, it's the first time I've seen it as a little child and eventually I saw the older stuff and I love it to this day. Now I do understand yes Gamefreak has the price of 60 dollars on their games so yeah they do have resources but remember their projects happen like a year or two after the latest one which yeah is mainly on not the staff but higher ups decision however they are people who have yet to figure out how to put in their amazing old content in with well what feels like a short amount of time.
They spend months literal months having to program from what I've seen over 900 Pokemon now, you really think they can fit everything with their time limit? Now you could ask reasonably "Shouldn't they delay it like Animal Crossing did for a better experience?" Well yeah but who knows if their staff made those recommendations or not and were ignored or shot down.
But like this shouldn't lead to actual DEATH THREATS over a game with magical, god like, alien like, and man made pets that you feed and battle with, trade or literally any mechanic they offer. I'd like to think the Let's Go games were like experiments to see if the game is ready for the next big console and you know what those graphics didn't really lie neither did the size of the game. It can run on Switch, hell they're probably still trying to figure out how the hell will they fit IDK like a Russian region in, Russia is fucking big. Sure BoTW is massive but it took lots of time and Game Freak staff doesn't really get that privilege and they're really used to their old work thinking "It won't be too much" then well they have a lot!
An RNG (Random number generator) with literal random chances on nature and stats and encounter chances along with IDK did I mention about 900 Pokemon existing now! It's a lot to program and design my dudes, don't act entitled I have seen the god damn Nintendo Treehouse live chat long enough to know you're either a scumbag who decides to start sending mother fucking death threats to tired ass people who have worked for so long day and night for a motherfucking pet video game it is Japan my dude they will work til they die it has happened in companies in Japan and the bootlickers who think it's flawless like I get it but it has it flaws OK gen 7 teased Pokemon following you but they never let it really happen.
Game Freak yes makes mistakes that cut your favorite stuff or they try to keep it in but they have to cut it to meet deadlines, DEADLINES EXIST!! Don't act like you've never done a god damn essay that feels really long and takes really long or get this in the art community deadlines are something that are feared because you don't want to rush your project but you like kind of have no choice but to rush it a bit and you feel moody because you feel like it could've been done better at your own pace. Idk what goes on in everyone's lives but it is common with students, movie makers, and IDK game creators, especially game creators that have worked over 20 years now trying to adjust to making something entirely new with different resources.
"But Daddopenguin!!" I hear most of you yelling, "How come your post about this controversy is looking like you bootlicking Gamefreak?!" Great question, I'll answer with this:
I'm not bootlicking I'm stating obvious things that even an old blind man can see but people with vision cannot somehow see it
Listen you can be critical of the game but let people who go to it because of fond memories or just straight up enjoy it, they also see the flaws and point those out but it doesn't mean they can't enjoy it. It seems so popular to shit on games and sending death threats to people who aren't even in control of the situation it's just normalized but so shitty. Yeah bootlickers are annoying and would threaten to kill you if you don't like the franchise and worship it like it's god when it's not that, it's a game nothing more nothing less.
I thank Gamefreak for making this franchise cause it has been there for me and many others to use as a coping mechanism and just to have fun, cute, cool and great times also music is still great to this day. Sure the game is same old same old, and grinding can be boring and tiring, but it's also something for fans new and old to enjoy whether it's for the story or just gameplay in general. Sure there are times where I rage quit the game because a certain Pokemon line has a stupid bullshit rare catch rate but it doesn't mean I'd send death threats over that, it's how it was programmed and yeah challenges are nice to have.
Yeah I don't like that National Dex got cut but I'm not super dissapointed, it wasn't in the first Generation 7 games I'm not sure on the sequels I haven't looked in on that I'll admit. But is this worth making people you don't know hurt and ashamed over things they've been told to do and hell maybe some of the higher ups can't really prevent shit from being cut because of GAME SIZE and COMPATIBILITY with the Switch. Sadly same stuff with the 3ds but a system can only handle so much data being put into it and we'll most of the people at GameFreak have been there for years and still have yet to find out how to properly program a whole lot of new stuff while trying to keep the old stuff in the time limit they are giving. Redesigns can cause reprogramming and changes of RNG data that can only be fixed or changed in the amount of time given before the short deadlines GameFreak decides to give it's own company, why do you think the Sonic movie was delayed, new design causes the animations and lip syncing to be redone and it takes TIME.
I also saw complaints about VA not being in Pokemon games yet and let me say this just as I said with Sonic movie, lip syncing takes time and GameFreak is sadly scarce on it plus it's like what's the point in complaining? If it gets voice acting it gets voice acting, if it doesn't it doesn't, I get it Zelda has been around just as long if not longer than Pokemon and did the voice acting after 20plus years but come on its not gonna completely define a game like Pokemon or not it'll lead to voice work than just dialogue noises like any RPG except the latest Fire Emblem games IS makes longer and bigger games than Pokemon same with Zelda so it's just like I said it either happens or not.
I think I dragged on long enough I had lot to get off my chest about this but this felt like something that needed to be said. I'm not praising corporate bullshit nor am I willing to shit on a game series I grew up with because a few things they thought they couldn't afford to put in got cut I guess if anyone responds a certain way to this they just do and it's either just death threat bullshit or an alright understanding person. I'll take my leave now.
10 notes · View notes
pokesception · 5 years
Photo
Tumblr media Tumblr media Tumblr media Tumblr media
Whelp, started playing pokemon sword.  Have complained quite a bit here about dexit & related issues, and honestly I would have skipped at least the initial versions of these games entirely, or at least held off on purchasing them until we could see just how egregious pokemon home will be.  But my brother got shield, and my problems with sword and shield are not so severe that I’m going to refuse to play a game with family.
Thoughts so far?  Setting dexit entirely aside it’s... another pokemon game, for better and worse.  Largely for the better.  The new monsters, at least those I’ve encountered so far, are fun and good.  Music is nice.  Tone is bright and cheerful.  I love my team, and my protagonist.  It’s been nice.
As expected going to a more powerful console, it looks better, but it’s not a huge jump from the 3ds games, not least because lot of the visuals of this game are ported over directly from those games, and the stuff that is new has been made so as to not clash aesthetically with the older stuff.  If you’ve seen mods of usum that display the games at higher res and without the black outlines, it’s very much like that.  Closer to that even than to the let’s go games in ways that I find difficult to articulate.  In and of itself that’s not a complaint, really, the game looks plenty good enough for a pokemon tame.  It’s just not a major leap forward in presentation like the leap from gen 5 to gen 6 was.
Gameplay is mostly what you might expect.  Tall grass battles are an interesting mix of pokemon you can see on the field and engage or avoid as you wish and random battles that appear in the grass.  The random fights appear as a rustling in the grass that again can be pursued or avoided, you just can’t tell what they’ll be before you bump into them.  Finding rarer pokemon in a route is often a matter of sneaking or dashing between the new pokemon to get to the random fight, then crossing your fingers and hoping for the pokemon you want.  I’m not sure if there’s deeper levels to it, like chaining or whatever.  At the surface level it’s engaging enough.
The new pokemon are great so far.  There’s a bunch early on that you won’t have seen if you avoided leaks, and that was really excited.  I went into gen 7 knowing every new pokemon and with a particular desired team all worked out in advance.  This time around I’ve avoided spoilers, and gamefreaks official previews have kept a lot more hidden, so it’s been really fun to meet a lot of cool new faces early on.
The game does let you skip some early tutorials, but still frustrates to no end by stopping you every three seconds for another unnecessary explanation or detour, so it’s still pokemon in that unfortunate regard.  Routes are, if anything, more linear than ever before, at least early on, with the exception of an early expedition through the wild area which... I’ll talk about later.
Experience share is always on and cannot be turned off.  It scales shared xp based on the level of the pokemon, with lower level pokemon getting a higher portion, but not by enough so it’s still a pain to keep everything in the same level range, and you’ll still probably be wildly over leveled from very early on with nary a challenge to be seen even if you try to avoid grinding.
You can access the box from anywhere, which can be used to help overcome both the maintaining-a-level-range and over leveling problems of the experience share, but it’s a hassle to do, and wouldn��t be necessary if you could just toggle off shared exp in the options menu.  And on another level it makes the game even easier, since attrition is much less of a problem when you can swap in fresh pokemon whenever you feel like.
The online functionality is... kind of bad.  Maybe it’s just my internet, but being online in the wild area causes all sorts of slowdown.  Worse, there’s no equivalent to the pss functionality from gen 6.  No way to just see which of your switch friends are online and directly offer to trade or battle with them.  No instead you have to contact them *outside of the game* to share a 4 digit password, and then hope that nobody else happens to be using the same password as you when you try to connect with each other.  Raid battles are neat, but infuriatingly use the same password hassle.  You can’t just have easy friend-only raids from within the game itself.
It’s marginally better then gen 7′s festival plaza, but it remains miles and miles behind gen 6′s pss system that was simple and intuitive, and just centuries ahead of anything that came before or after.
Apart from raid battles, the wild area is... interesting?  Not all that different from having just a really big route with subareas of various level ranges.  Not bad, but not as big a departure as I had made it out to be in my head.  An idea with some potential that future games might expand into something great but that, knowing this series, will just be dropped after a single generation instead.  I’m still pretty early in the game, so my opinion on it might change after returning to it later.
The biggest frustration of the wild area, and something that brings it down tremendously, is that while you can encounter, and with some effort defeat, pokemon there, you cannot catch them at all if they’re above an arbitrary level range set by your number of gym badges.  This runs so completely counter to everything almost good about the wild area that I basically swore the whole thing off until I get to the end of the game, and frankly they might as well have just made it a post game area at that rate.
It’s extra frustrating because the problem of a player getting access to a pokemon too strong for the game too early on is one that the pokemon games already solved infinitely more elegantly all the way back in gen 1!  Just make pokemon that you acquire at too high a level uncontrollable, exactly like traded pokemon, so you can catch that over leveled onyx or whatever, but can’t use it until you’ve progressed far enough in the game for it not to be over leveled anymore.  How hard is that?  And who cares if a player gets an over powered pokemon early and steam rolls the game?  If that’s how the player wants to play, why is it a problem?  It’s not like the main game is challenging to begin with, thanks to always on exp share its almost impossible not to have over leveled pokemon anyway, what does it matter if it’s because you caught them that way or because they just outleveled the game curve?  A better exp scaling system would fix all those problems anyway.
Pokemon games not only failing to progress and solve problems that return game after game, but also repeatedly forgetting solutions that the series has already implemented is the longest running and most frustrating and most justified complaint to level at the entire series.  Of course, in the past pokemon as a series always had one core feature that none of the other - often more innovative - monster hunting games that sprang up in its shadow could replicate.  Backwards compatibility, the ability to maintain your collection in full going forward from generation to generation in a chain unbroken since gen 3 on game boy advance.  And that’s where dexit puts a sour note on the whole business.
The last several pokemon generations have failed to significantly improve on the core gameplay of a nearly two decade old franchise, but for many that has been largely forgiven because each new generation could easily be viewed not as stand alone games but rather as major expansions to the same existing game.  Dexit breaks from that, and forces the new games to be viewed as stand alone games and... well they aren’t pad at all.  They’re still cute.  I’m having fun so far.  Sword and Shield is no Anthem, no Fallout 76, no singular disaster to turn an otherwise largely positive track record on its head, and the extreme negativity directed against the game has been way overstated, even probably by myself.  In particular any vitriol directed at the devs is almost certainly unwarranted, the problems that have been growing in the pokemon series generation after generation almost certainly come down to corporate decisionmaking way above the heads of anyone who actually *worked* on the game.
Still, now that gamefreak’s pattern of cutting progressively more and more corners has reached the point of cutting actual pokemon, it’s shouldn’t be surprising that a lot of people who had been giving all those issues a pass suddenly aren’t anymore.
And while pokemon sword and shield isn’t a bad game, it’s hard to compare it to something like oras or usum and say it’s worth 50% more up front cost AND an added monthly subscription to access features like GTS that used to be just part of the game to begin with.
The dex cuts would have been more forgivable if the games had been a major leap forward, whether in graphics or gameplay.  Monster Hunter World, for instance, had /dramatically/ less content in terms of sheer quantity than the games that came right before it, but it also completely overhauled the visuals, heavily revised and updated the core gameplay, and completely changed how the area maps worked.
Alternatively, I think all the people currently complaining about models and trees and balance would have been fine with ‘just another pokemon game’ if it had maintained the backwards compatibility, just as they’ve been alright with ‘just another pokemon game’ for game after game after game until now.  Imagine if gamefreak had announced sword and shield as the last main line games to maintain all previous pokemon instead of the first games not to.  Then at least everybody’s personal faves would have had the chance to see play on a home system, and sword and shield could advertise themselves as the biggest pokemon games ever and actually mean it, and players would have time to adjust to what was coming.
I’m reminded of a scene from the Gravity Falls Halloween episode in season one.  Mabel & Dipper had always trick or treated together, but this year dipper decided to ditch mabel to try and go to a teen party, arguing that they were getting too old for trick or treating.  To which Mabel says something along the lines of “I knew some Halloween would be our last, but I didn’t realize it had already happened.”
And that’s the feeling I have with pokemon right now, the wet blanket draped over all the bright colors and fun new characters and monsters in sword and shield.  I knew eventually pokemon games wouldn’t be able to keep supporting all the pokemon, I knew eventually my collection would be left behind.  But I didn’t think it had already happened.  And to find out that gen 7 of all games was the last ‘complete’ pokemon?  That’s just kind of sad to realize.  And while I am on balance enjoying sword and shield, it’s a realization that keeps coming back uninvited to sour the experience.
3 notes · View notes
c7thetumbler · 6 years
Text
Quick Game Reviews: What I played 2018
Tumblr media
I’m gonna go ahead and do this for the whole year, which includes games that WEREN’T released this year, but I played this year. I also made this throughout the year, so most the opinions were right after I played it and if it’s been updated further might not include that in my blurb.
I needed to type and felt like I needed to make something. This might motivate me I suppose. Let’s get started
Tumblr media
DOOM 2016 [PC]
I grew up on Pokemon, Mario, and Doom II. I couldn’t play it until I got my new computer this year so yeah way too late. This is a pretty solid game, though thanks to all of the bonuses and honestly nearly intrusive leveling up system kinda stepped in the way of the raw combat. It’s obviously my choice, but I felt encouraged to spend a lot of time exploring areas I’d already cleared rather than run and gun.
That being said, I still loved it. The secrets were, for the most part, really clever and fun anyway and the combat is delicious. I would strongly recommend this
Tumblr media
A Hat in Time + Seal the Deal DLC [PC]
I love this game. A lot. It’s really cute and looks really good, it’s got a ton of charm, and it’s honestly a very good time overall. I 100% the base game last year when it first came out, and I would highly recommend to fans of 3D platformers, and still worth a try if you’re on the fence on them. The mod support is also great that it’s in there and I want to try that a lot. however the DLC...
So the new level is pretty short and while it’s fun, it’s not as good as the other levels. The characters (I think) are really cute and the charm is all there and that great, but it has all of 3 levels, and 2 of them are exploring the exact same places (the boat) and the 3rd is a nice twist on that, but other than that it’s pretty barren. The time rifts were fun as well, but alone... eh. The Death Wish portion, that is the super hard challenge mode...
... is not good. Obviously my opinion, and I might be missing the point, but after having been frustrated over and over and over again, the game itself is just not tight or clean enough to warrant it. My backing for this is that a large portion of the challenges rely on originally unintended level geometry or quirky mechanics in order to complete, and having challenges that require you to be in the know about these honestly inconsistent “quirks” is just not good. Specific examples: the ice hat giving you a small boost to avoid jumping in challenges is alright but fluctuates in how much height it gives you a lot, the challenges around the train chase still have the wonky hitboxes that do not line up with what’s still on screen, and the parade challenge has an invisible hitbox on the main platform that can kill runs. In short If you have found you love the main game and are a bit of a masochist, go for the DLC.
Tumblr media
Pokémon Ultra Sun [3DS]
This is more or less just a revisit of the same generation with some very minor changes. The story changes take the focus away from Lillie and Lusamine (and as a result how interesting the former and evil the latter are) and places it on Necrozma and Ultra Beasts. I really like what they did with Necrozma, but overall it feels like a lot less. And while the Rainbow Rocket post game was nice and fun nostalgia, it’s still missing a solid post game like B2W2 or Gen II had. 
Ultra Wormholes are cool though, and all the good mechanics from SM are still there, so honestly I would recommend this if you haven’t played gen 7 and like Pokémon.
Tumblr media
Hey! Pikmin [3DS]
It’s awful. I can’t think of a reason to pick this up.
I can rant about this for years, but it basically got the Zip Lash/ Sticker Star treatment: it took a franchise known for something and made it something else that was bad. It’s an incredibly slow puzzle “platformer” where you have to collect a bunch of treasure using pikmin you find in the level, it’s laggy even on a n3DS, and even though the point of the game is to collect enough treasure to leave, if you do that they’re all like “by the way, you still have to beat the final boss” so the entire auto-collecting side game you put your pikmin into is entirely pointless. This is honestly the worst 3DS game I played this year.
Tumblr media
Hollow Knight [PC]
So I’m normally not that great with the games-that-are-pretty-dang-hard, and this was no exception. That said however, I did get pretty far (probably) before I got to a boss fight I just couldn’t beat (It was an onslaught of rolling knights in the raining city or something, it’s been a while). And after that I tried finding more power-ups and stuff to help, but I had to set it down after getting bottlenecked there. That being said, I can very easily see why people like this hardcore metroid-vania platformer, and would still recommend it if you’re into the Dark Souls style of high difficulty and mechanical mastery in other genres.
Tumblr media
Axiom Verge [PC]
This is another Metroid-style game. I really liked this one as well, especially how its power-ups weren’t the traditional “You jump higher now” traversal power-ups. It really has a nice atmosphere and theme that still feels alien and metroidy while also feeling like the glitchy world by giving you weapons and movement abilities that let you glitch and change the environment around you. I really liked it! My only real complaint is the bosses get really challenging through a result of eventually figuring out what weapon and strategy is was designed for, and there are some areas that I was completely lost trying to find where I was going next, but all in all it’s pretty solid.
Tumblr media
Octodad: Dadliest Catch [PC]
I normally really hate games where the focus is “lol, you can barely control your character! hahaha.” I actually really liked this one; it isn’t hard to get the hang of it and it’s really funny and still enjoyable at the same time. I rarely actually felt annoyed at the controls. I had a ton of fun with it, even if it was a little short.
Tumblr media
Kirby Star Allies [Switch]
My complaints are very much the same as everyone else’s here; it’s a pretty okay Kirby game, but it lacks real challenge and is pretty quick. the real “star” of the show is playing the game with different characters, but since you can’t do that until after you play through as Kirby, by that point it’s either grown on you or hasn’t. The best part is the unique levels they made for the DLC characters, Gooey, Marx, Dreamland buddies, etc. Those are a ton of fun. If you like Kirby games, this one’s no Super Star but you’ll likely love all the attention to the free DLC characters and it’s not bad by any stretch.
Tumblr media
HOB [PC]
It’s a 3D, top-down Zelda style game with an emphasis on some platforming elements. The world is wonderful, definitely the Aesthetic with clockwork worlds that Spiral Knights wishes it could’ve had. I actually had a ton of fun with it. The secrets and exploration were great, combat is ehhhhhh but that’s not really the focus. It’s a good time, If you like Zelda but with some puzzle platforming and great atmosphere, check this one out!
Tumblr media
Poi [PC]
This is a Unity 3D platformer that attempted to brush off the Unity, and does an alright job with being mechanically tighter than most, but still has the Unity feel. Controls are a bit loose, could’ve used a lot of polish, but honestly this scratched the 3D platformer collect-a-thon itch for a bit and I actually 100% it. You have to love 3D platformers like Sunshine or Banjo Tooie to be able to like this, but if you do it’s a pretty fun romp.
Tumblr media
Princess Remedy In a Heap of Trouble [PC]
This is a fun, short bullet-hellish game with an old-school Atari aesthetic. It’s pretty fun, but honestly I like the mechanics in the free game better (though this has more content). It’s fun, it’s funny, it’s quirky (and kinda short), try out the free game and if you like that one give this a try! The main difference is the “date” mechanic, where people you heal can join you to give you a different special power from healing, to various kinda of bombs, time freezing, homing bullets, etc. Once you find one though, it’s hard to convince yourself to try something else.
Tumblr media
Splatoon 2: Octo Expansion [Switch]
This is Splatoon 2′s expanded hard/challenge mode. I’m a big fan; a few of the challenges are eh, but overall the aesthetic and branching map structure are super fun. The expanding on the lore and bonuses are also great; even though earlier I don’t normally go for the extremely hard, I found myself 100%’ing this. There’s a really tough challenge at the very end of all that, and I would say If you liked Splatoon 2, pick this up. It’s the expansion of Single Player that it deserves, though prepare for a few frustrating challenges.
... But now you have to pay for a terrible service to play it online so keep that in mind...
Tumblr media
Celeste [Switch]
This is a fucking great game and you should buy it. It’s a challenging (very hard) platformer in the line of super meat boy and maybe even I Wanna Be The Guy, but this does it extremely right. restarting is very quick, the controls are incredibly tight, and the levels are genuinely clever and fun.
The story is also really solid, and I can’t recommend the whole package as a solid game.
Tumblr media
Grow Up [PC]
This is the sequel to Grow Home, a game I’ve quick-reviewed a long time back. I liked the whole explore a whole planet and find some neat stuff, however the challenges are reliant on some weird procedural animations which don’t necessarily cooperate. It kinda overstays it’s welcome as a result, though the open nature of it is really fun. I have a hard time recommending this one, but it’s still a pretty solid romp even if it fights you a bit.
Tumblr media
Sonic Mania Plus [Switch]
Having 100% the base game which I highly recommend, I was expecting a lot more things to do with this. Encore mode is fun; I really like how you can change up your characters and have to adjust on the fly. The new special stages are tough but fun, but the pinball minigame is.. not good. Gets old pretty quick. additionally it doesn’t add much after encore mode. Might and Ray have abilities that meaningfully add some neat gameplay stuff, but after how great the base game was, I was expecting a little bit more. That being said, the DLC is a nice bonus for the base game and you can’t really go wrong with it.
Tumblr media
Lovely Planet [PC]
So I made a point to only play this game when I was drunk. The first few times I happened to be when I played it, so I stuck with it. This is a quick-restarting FPS with a focus on perfect shots and maneuvering to destroy all the target and get to the end as soon as possible.It’s hard as balls but really silly, so if you’re into perfectionist gameplay it’s worth a go. Probably not drunk tho.
Tumblr media
Ever Oasis [3DS]
IIRC, this came out at a time where there was a lull in Nintendo games, or at least 3DS games so this one was very much skimmed over. It’s a mix between a town management sim and Zelda-style dungeon crawling and resource gathering. On paper, and even somewhat in game, this is a cool idea; you get townsfolk who can go with you on missions, each with their own abilities, and what you get outside of the town is used to help expand you town, which will buff you/your townspeople's abilities to go further in dungeons.
In practice however... they don’t really mesh. The limitation of 1 item per party member and items being locked to specific people you need to find, going to dungeons is a chore as you need to find out which characters you need to actually play (often not your best). Meanwhile, time passes so quickly and your town’s shopkeepers run out of resources so quickly, it’s a full time job to keep up the town and then you run out. They mitigate this near the end game by have the ability to make parties out of townspeople who can’t own shops, which are very rare. The ending is good up until the last moment where they do a thing that doesn’t make sense to get some points for emotion but... It just doesn’t work to me.
All in all, it has a demo to show how a dungeon works, and if you like management AND what that dungeon has to offer, go for it. Otherwise, the setting and character design are great but not enough to really hold interest
Tumblr media
Q.U.B.E. 2 [PC]
The First game was Portal-esque in that you navigated the first-person Cube puzzle maze without any dialogue while manipulating the chambers with a variety of cube-spawning and extending abilities. You had to piece out and interpret the story yourself. This is the opposite; there’s a lot of dialogue, story set-pieces, and it’s bizarrely paced. You’ll get through most the game in like an hour, but then the last 2-3 chapters are the bulk of the game. Those are pretty fun, but the game is still incredibly short and I liked the tone of the first better. It’s short, it’s not bad, but it doesn’t really stand out.
Tumblr media
NES Classic 
So I dunno if I love or hate this thing. It’s great because it’s an official NES with controller and emulator and gives me the opportunity to play a buncha games I hadn’t before, but the controller cable is too small, the damn thing has trouble getting enough power (EDIT: This was actually my aparement’s faulty wiring, though if you aren’t supplying it with enough power the sound won’t work either), and this things existence is probably part of the reason we’ve not seen a proper virtual console support on Switch. You can hack it to be able to upload other ROMs to it, which is neat (I haven’t done that), but ultimately it’s worth looking at the games and asking yourself: Do I really want to play most of these? Do I really want to buy this when I’ve already bought most of them?
Tumblr media
SNES Classic
This is the same as above but more expensive with less games... But to me is a better value. It has a better selection of games (in my opinion), though they could’ve included some better ones. It still has the power issues (which are overcomable easily) but comes with 2 controllers with longer cables. Also StarFox 2 is a very nice game. I’d recommend this more than the NES Classic, but again, weigh what’s in it vs what you actually want to play if you can’t already
Tumblr media
WarioWare Gold [3DS]
This is a compilation game done right. It has the WarioWare charm and the voice acting adds even more to it. The microgame selection and adaptations are wonderful, and honestly I don’t have any complaints. It has changed everything to fit in one of 3 (+2 smaller ones) categories: Mash, Twist, and Touch (+ blow and short). These are normally separate by category, but near the end they mix and match and even do some fun mix-up with it in the very last rounds and bonus game modes.  Whether your first WarioWare or a veteran, this is in my opinion the best in the series, and I would suggest you give it a go.
Tumblr media
Monster Hunter World [PC]
So this one is hard. I really wanted to like it, and after playing Dauntless I thought I would. I even promised friends I would play it with them frequently and keep up but... between friends being able to play when I couldn’t and the game’s wonky controls and online issues, I was falling behind and getting frustrated. That’s kinda side stuff; if I really liked it I could’ve caught up. The truth is, I liked Dauntless better because while it was also very buggy, the combat was just a lot more straightforward and responsive. Monster Hunter seemed like Dauntless with a bunch of annoyances added onto it. There are tons of collectibles and recipes, weapon sharpness is entirely pointless when the monsters run anyway to give you breaks, the weapons I played seemed sluggish to attack with, and monster attacks were unclear a lot of the time. Everything just felt like a pain in the ass or waste of time to deal with and put a lot of focus on inventory management or grinding, and to me the core game you would do that for just wasn’t there.
Like I enjoyed the free roaming and exploration, but the fighting is just not for me and that’s the whole point of the free roaming and all that. I feel bad about not liking this after enjoying Dauntless, but I just am not into Monster Hunter and will be skipping the series from now on.
Tumblr media
Katamari Forever [PS3]
I got this one thinking it was a compilation game of all the Katamari games!
It was not. It’s actually the hardest Katamari game... Which kinda surprised me about how much of a dick they are when you start out since their controls are incredibly weird and unintuitive (you get used to them) and anything short of perfection will get the Kings to any where from passive aggressively imply you did poorly or just straight out call you awful and not to bother.
Here’s the part where randomly in the giant text post I just completely break whatever I was talking about because I’m 95% no one actually reads this so for shits and giggles the first person to reply to my tweet where I posted a link to the blogpost stating that they found this paragraph will get a free me replying back to that tweet saying “nice” back. An enticing gift amirite? Anyway continuing on.
That being said, it’s pretty fun after all that; there are one or two levels designed to be super annoying but the ones where you play the core game of quickly building your Katamari are for the most part very solid. This is for existing fans of the series, but i had a pretty good time with it after I got past the barrier to entry.
Tumblr media
Shantae: Half-Genie Hero: Ultimate Edition [PC]
I’ve talked about liking Shantae before on this blog; I mentioned that I liked Pirate’s Curse but the fact that side missions and collectibles were actually required for game completion. This Shantae looks great and all, but they completely tossed out the open-like nature and makes it a series of linear levels that you have to revisit at least 2-3 times to find the stuff that should’ve been off somewhere in a different series of areas and optional that’s really just slightly out of reach due to a power up you arbitrarily find after the level you needed to use it in ends. Dungeons are completely gone; the game literally is just “go right” and remember all the little things you couldn’t get to for when you have to backtrack over and over again.
That’s just the base game, and even with all that said it’s not a bad game, it just doesn’t really feel like a Shantae game anything other than aesthetically. I spent a few hours trying to 100% the base game, but after getting 99% and discovering I had to backtrack yet again to a snake merchant to trade for dances just to use them once and trade back, I just had 0 interest in getting the final percent. There are also a variety of different takes on the same campaign where you play as Shantae in different costumes with different abilities, Risky, or even Bolo + Skye + Rotty, and again those look fun but... I don’t really want to play the same game another 10 times.
Tumblr media
Dragalia Lost [Android]
This is Nintendo’s first jump into mobile with a new IP, and while it’s definitely banking hard on more traditional gacha mechanics (you can get 5 star items instead of Hero characters only), it’s definitely not bad. It’s pretty generous with stamina and resources, at least when you start, and my only major complaint is how you seem to hit a wall in terms of how long it takes to really progress about a week or so of playing every day in. And it’s quite a wall; there’s quite a lot of grinding needed once you get to chapter 6 (the current final chapter that really feels like just the end of a prologue (Edit, they recently added chapter 7)), so you really need to like it. The levels are kinda simple as well, though there’s a maze-like area in the story that’s a bit more clever so it’s a start at least. All and all, it’s worth a try, but if you don’t like the top-down brawler after the first world, it’s not worth forcing through gacha mechanics for; especially since after you complete normal story mode, all you’re going to be doing is grinding to get through hard and the summoning currency gets scarce fast. For reference, getting enough to be able to challenge the High Dragon quests and not immediately die in them takes 2 months of grinding specifically for that purpose if you use your stamina optimally, which you won’t because events are more fun anyway
Tumblr media
Overcooked 2 [Switch Download]
So this is actually really fun with a friend or 3; and that’s where it really shines. Sure, you can do it single player but it just doesn’t feel as fun. This is a sort of quick time-management game where you have to frantically run around cooking various recipes before they run out of time, to get a star rating at the end. There’s some bad levels, but the majority are really fun and it feels very fair even in single layer; I always think at the end regardless of the rank that I could’ve managed my dudes to do even better. The only real complaint is the loading times seem... unnecessarily long. Especially for restarting a level. It’s nothing too bad though.
Luckily this has online multiplayer, so I highly recommend picking this up on a platform that your friends have it on, ie Steam. I got it on Switch and in hindsight since I strongly dislike Nintendo’s online service I really wish I had gotten like a 2-pack on Steam. That’s not a complaint with the game though; I really liked it!
Tumblr media
Super Mario Party [Switch]
Probably the best Mario Party in a very, VERY long time. This is going to be a longer review. I played this first with Keewy and his roommates and we had a great time in every single game mode (except online).
The Mario Party mode is really good; they’ve shrunk the map and reduced how much stars cost to 10 coins, but 10-15 turn games can still take an hour to an hour and a half. This makes it a much simpler, easier to get mode, but the real star here is them bringing back the Ally & character dice mechanic from Mario Party Star Rush (had it’s good moments, but was on 3DS so that’s it for that). Each character can roll a normal 1-6 dice, but they also each have a unique die that has different numbers on it. These are for the most part balanced; character with higher numbers on their dice also have downsides instead of a 1. 0′s, losing coins, and in some cases gaining coins (because you still don’t move), and it adds a level of strategy to it where otherwise it would be just “roll and hop for the best. That’s what it is still, but sometimes you can choose. You can also pick up other characters who will help you in minigames, give you the option to roll their die, and add 1-2 spaces to your roll. It’s super fun.
The River Rafting mode is 4-player co-op, and it’s pretty fun as well your first run through. Not single player though; this very much shines with 4 people. However, because there are only like 8? 4-player co-op minigames, you see every game on your first run so it doesn’t really hold up after your first couple runs.
The dance mode is great; it’s like Rhythm heaven but Mario Party themed. Again, these minigames are really fun, but once you play through all 3 difficulties, which takes about 10 minutes, there aren’t any you haven’t played. 
2v2 is ripped straight out of Star Rush, which is a great thing. Again, don’t play this with a cpu on your team at least. As far as I can tell, even in Mario Party mode, CPU’s make the same brain-dead decisions on the boards regardless of their difficulty level. Anyway, this has the same 4 boards but opened up vastly; You now roll, combine it with your partner, then add any allies you may have picked up along the way’s 1-2 rolls and other bonuses. The point is to land on the starspace and buy it, and it’s just a good time to see the strategy involved with either going for the stars, allies, or secondary goals. By far the best alternative Mario Party gameplay style in a while (way better than Island Tour’s linear maps and 9-10′s Car mode), but again there’s only the 4 maps.
So I guess my only true complaint is that while there are a lot of minigames, they’re split so much over the different modes they don’t feel like a lot and you see repeats frequently. Additionally it would be nice to turn on/off the bonus stars at the end and other options involving maybe skipping some of the cutscenes (star moving, places changed, etc.). All in all, the best and most interesting Mario Party in a long, long time. I highly recommend it if you have a friend to pick it up with.
Tumblr media
Just Shapes & Beats
Got this game for a bit of random multiplayer. It’s a pretty fun, music based bullet hell game all about staying alive through the song while crazy stuff happens on screen. The story mode doesn’t overstay its welcome, but there’s also plenty of content and challenges for those who are so inclined, and only one of the levels felt utterly, bullshitingly unfair (which is really good with bullet hells) so It’s a fun time if you’re into top down bullet hells, and better with a friend in challenge mode
Tumblr media
Pokémon Let’s Go Eevee [Switch]
I could write a dissertation on this game and how it’s neither good or bad; it’s just kinda... there. Some aspects are incredibly disappointing; the capture mechanics are absolute garbage, forced motion controls are atrocious, player/npc animations and interactions are completely stilted and lazy, the world is very bland vs Sun and Moon, the performance in handheld mode drops frames sometimes which is unacceptable, there’s almost zero post game, and even more. It’s by all means an HD reskin of a Gameboy game running on their crappy 3DS engine.
But there’s a lot of good here as well; seeing pokemon in the overworld is amazing and should be the case in the series moving forward, partner pokemon (eevee) are fun and fucking adorable, riding pokemon is great, having fast captures makes chaining a really fun mechanic, Having some of the E4 and Gym leaders interact with you during your quest makes the world interesting, connectivity with go is very limited but still good, having only one pokemon be obtainable only once in the game is a welcome and frankly overdue change in the game, removing breeding/abilities/held items really streamlines the mechanics and makes the game more enjoyable in a lot of cases, and I could go on.
I’m not going to recommend it, but I mean if you liked any pokemon game you’re definitely not going to not have fun with this one, even if the randomness in the capture mechanics frustrates you to no end
Tumblr media
Super Smash Bros Ultimate [Switch]
So I mean it’s smash bros. Not much really to say about that, it’s pretty good. I kinda like Smash Bros not just for the multiplayer but the single-player as well, which is why Brawl is still my Favorite so take that as my approach here. The normal gameplay is fine, though the input buffer feels wonky at times and some characters are much harder to play against than others, which in combination with the sheer amount of characters makes it very difficult to get the hang of and counter accordingly, which isn’t necessarily a bad thing. It’s just the barrier between playing casually and playing a bit more seriously feels sudden when randomly coming across characters that have inherent advantages from being wonky. Cloud for example seems to have a move for evertyhing, can spit out attacks very quickly, and if you try anything silly they’ll just charge a better move, and then randomly fighting a Ganondorf is like “I hope they don’t know how to read you because you can die at like 35 from a single fuck up”
The Single Player content though was... Disappointing. Not nearly as bad as Sm4sh, but it seems like they spent so much time putting as many characters and stages in the game as possible that they realized they wouldn’t have time to do old game modes the same way, so they made a system which allowed them to make custom smash battles with weird attributes and built the entirety of the bonus content on that. There’s really only adventure mode which is just a progression of Event Matches which gets somewhat stale and repetitive quickly, Mob Smash is just not really that fun past your first run or two, All-Star Smash is actually near impossible and not even rewarding, Classic does one or two cool ideas with routes but they clearly got lazy with a lot of characters there too, and the only platforming challenge in the game is the bonus level which takes 30 seconds and never changes.
Their Online mode is unacceptably bad and lacks options for random fights as well, and given that they’re charging for it this is just flat-out unacceptable. Buy it if you like playing Smash for the Multiplayer (which is almost everyone), but this is a hard pass if you were expecting a large amount of interesting content like Brawl’s Adventure mode had. Or are incapable of learning past a certain point, like me.
Tumblr media
Katamari Damacy Reroll [Switch]
So after having played Forever earlier in the year and hearing how much praise this got, I had very High expectations! Unfortunately the controls are still ehhhhh and the game is surprisingly short; I beat it over the course of a 4ish hour flight. It’s definitely a lot nicer to you than Forever is, but in terms of amount of content it’s not aged well. If you’ve not played it before, pick it up on sale, but as far as I can tell this outing doesn’t add anything new to the original and it’s just a straight up re-release
Tumblr media Tumblr media
Mario Tennis Aces [Switch]
So does anyone actually look forward to Mario Tennis Games? The past two have been husks of content and this one’s not really much better. The charging mechanic is interesting, but doesn’t feel that consistent or fair in some scenarios, but like was anyone waiting for this to get announced? Or is this just a “safe” series that sells okay and pads out the library for quick cash?”
It’s weird that they knew the Adventure mode was something fans really, REALLY wanted and touted it as some huge deal, even advertising it with a cool pre-rendered cutscene, and the whole mode with all challenges turns out to be at most a couple hours long, repetitive, and only actually has the two cutscenes (the 2nd being like 10 seconds). They made some silly RPG level up mechanic which didn’t feel like it made any difference, you can’t change your character so you’re really only learning how Mario plays, and it does a really poor job of explaining the different kinds of shots to you so it’s not even good for learning the game. I wasn’t expecting an experience worth telling for generations with the plot either, but even that gives up on itself; Luigi is possessed but he doesn’t do anything the whole game until you fight him, not even with the 3/5 power stones you have, and these power stones you spent the game collecting don’t do anything or matter because Bowser comes out of no where and “takes” the racket and power stones and challenges you to an admittedly fun boss fight. Not in a cutscene mind you, you’re just told this happens. It’s just lazy.
The game has some visual issues too; it’s missing any sort of stylistic flair and honestly just looks like an up-res’d Wii game, though with smoother models. Shadows flicker and cut through textures, and something weird’s going on with anti-aliasing that makes everything look blurry as hell too. I will say props for going to the effort of making tennis costumes for every character though; so that’s more effort than what went into Ultra Smash.
If you’re a huge, HUGE fan of Mario Tennis, go nuts. But uh, yeah this isn’t really worth your time for the price otherwise
Tumblr media
Starlink: Battle for Atlas (Starter Pack) [Switch]
Yeah so it’s rich coming from me, but honestly this game is only hindered by the physical toys. As far as I can tell you can only play as generic Mr. No Personality or Fox, and then you only have the two options for weapons. The game could get interesting combat-wsie with the combinations of ships and like I think 14ish different weapons? But with just the starter pack you run through what the game has to offer pretty quick.
It is interesting though how I very rarely play Ubisoft games and hadn’t played one since their open-world formula milking, but right away I could tell that it was a Ubisoft open world game. There’s a lot to do, a lot of planets to explore, movement is fun and surprisingly easy, combat is pretty straightforward and has potential, but the key thing is that there’s like 30-50 facilities on each planets with like 4 different types of objectives (3 of which are “kill the same bad guys immediately here”), and you can spend hours on one planets doing some minor variance on that same thing over and over and over.
It’s a pretty good start in terms of base mechanics for what would be a cool system for an open StarFox game (and I know it wasn’t trying for that) but the repetitiveness of exploring, frankly pathetic writing in terms of characters, and locking a lot of the interesting content behind toys detracts from the experience. It’s definitely not un-fun, but after clearing 4 planets and seeing that’s just what the game is doing I don’t have any interest in continuing.
At least other than to see StarFox, because Ubisoft did them better justice than Nintendo has in years.
Best Game I Played in 2018: Celeste
Easy choice here, Celeste has a wonderful story, looks gorgeous, plays like a dream and managed to be an incredibly challenging platformer that didn’t make me lose my patience ever, which is AMAZING considering how little patience I have whenever I fail at a game.
I was going to pick the best game that actually came out in 2018 but honestly it’d be between like 4 games that I had gripes with in some way or another, so i’m going to say Overcooked 2 is pretty fucking solid and leave this whole run on sentence in the heading font because why not it’s my dead blog I can do whatever the fuck I wan-
Anyway that’s it. Hope everyone had a good year
1 note · View note
swipestream · 6 years
Text
SUPERVERSIVE: Ultra Sun, Uranium, and the Quest for the Perfect Pokemon Game
I’ve thought deeply for awhile of how to approach this article. So it’ll be a bit long, but hopefully you’ll find it interesting. I’ll be going forward with the assumption that everyone knows the basic core concepts behind the pokemon franchise. And hey, even if you, specifically, don’t, I know the audience is out there.
You see, I’m a HUGE Pokémon fan. I grew up with the series but I like to think I’m pretty good at separating my opinions from nostalgia goggles. The games are just GOOD. The core concept behind the games is good. And Game Freak, whatever you might think of them, clearly puts a lot of care into the series. These games are more than cash grabs, there’s clear passion, and a willingness to listen to fan complaints.
I’m serious. A common complaint about the Pokémon games is that they are stagnant. They don’t try new things, they don’t innovate, they’re basically the same game. But look at the reviews of each game when it comes out. EVERY SINGLE ONE – literally – is complimented specifically for the different things it brings to the table.
Complaining that every Pokemon game is too similar is like complaining that My Hero Academia “just follows the standard Shonen formula”. Of course it does! The Shonen formula is REALLY GOOD when executed properly, and broad enough that you can get a lot of variety out of it. Ditto Pokémon.
Lately I’ve been going through a lot of Pokémon fan games. Pokémon Glazed, Prism, and Light Platinum are all good, especially Glazed. I recommend them all. But the king, by far the best Pokémon fan game I’ve played – maybe just the best Pokémon game ever made (we’ll get to that) – is Pokémon Uranium.
And it is this game, along with Pokémon Ultra Sun, a gen 7 mainline series Pokémon game, that I will be discussing here.
Uranium is the game made by people like me, for people like me: Millennials who grew up with the series who wanted to see a game that was more difficult without getting absurd, with a story that was more adult without getting grimdark just for the sake of it, and with a more serious tone that nevertheless kept underneath it all that same goofy Pokémon spirit. Things in Uranium get dark – REALLY dark. I won’t go into detail because I don’t want to spoil the entire story, but there is one particularly eerie moment maybe halfway or so through the game where you and your rival fly through the air on the back of a Pokémon Ranger’s Staraptor (the Rangers are in this game, and we’ll get to that). In a very brief cutscene we see in the background nuclear fallout spread over the recently evacuated city while an otherworldly version of the classic Pallet Town theme plays in the background. It’s shocking to see, it’s creepy, it recognizes that the player is going to be someone familiar with the series’ history, and I absolutely loved the game for having it.
And yet, despite all of that, never in the game did I feel things get depressing, or needlessly cruel, or lose their sense of fun and adventure.
The story goes that ten years before the plot proper starts your mother disappeared after a nuclear reactor meltdown, presumed dead. The ensuing fallout caused the pokemon in the immediate area to mutate into nuclear pokemon, hyper aggressive glowing green versions of normal pokemon with a brand new typing, the nuclear type, strong against everything but nuclear and steel but weak against everything but nuclear. At the time the game starts you are living in Moki Town with your aunt. After your mother’s disappearance your father buried himself in work and is now living in the region’s capital city as Chief of the Pokémon Rangers. At the age of (I believe) 12 you join your younger and brattier neighbor Theo, pick out your starter, and go off on your Pokémon adventure. What follows are trips into massive underground tunnels ruled by man-eating ants, a mysterious villain who seems to be intentionally causing nuclear meltdowns around the region, becoming the hokage of a clan of ninja, and more…a lot, lot more.
This project was a labor of love in every way and it shows. Your father being the chief of the Pokémon Rangers is a stroke of genius, connecting side games that are technically canonical yet all but ignored in mainline Pokémon releases and integrating them into the plot in a meaningful way that actually has an impact besides “Look, it’s there!” The pacing of the story is seamless, inserting major plot events at the proper places in the narrative without feeling like a reason to artificially jack up the story.
The world is huge, with a full 13 towns and 16 routes, plus a huge roster of original pokemon. And not only is it huge, it feels connected. An example:
At one point in the game you need to surf across a large stretch of water to get to a city on the opposite edge of the map. The game could just let you swim right across, dodging around and battling trainers moving in set patterns. Instead, you get periodically ambushed by a group of ninjas, eventually culminating in a fight with the hokage. After you win, congrats, you’re hokage now!
This comes back into play later when you have to travel to the ninja hometown and are ambushed by pirates. Sure enough who rescues you but, yes, your now-loyal ninja clan from earlier. It’s great tiny details like this that make the game shine. This doesn’t even really connect with the main story, but it fleshes out your character’s role in this world in a way that’s amusing, visceral, and memorable: You did a thing, other people remember you did a thing, because you did a thing the way people react to you changes. Pokémon really shines in terms of immersion when it can pull off these sorts of touches, and Uranium gets it.
The specter of nuclear annihilation looms over the entire game
Uranium is, as you might expect, also REALLY hard in ways a mainline game can’t be. Here you’re expected to know how to play. Nothing is easy, but it’s all *possible* to do without insane grinding. I picked a grass type starter and had a devil of a time with the fire type gym leader because I expected to take him down with a ground type…except his Pokémon were FLYING-fire types. Luckily, the game gives you the ability to counter this; early on you see at least three different types of electric pokemon you can catch and train relatively quickly, and with some work it’s possible to get past the gym without insane overleveling. Pokémon Uranium absolutely demands you strategize. At one point I was forced to catch and use pokemon I’d never need again specifically to, not take down one pokemon, but get one large HIT off so they’d be softened up for later. And it was a blast.
There’s a ton of variety in the route designs, and oftentimes getting from one town to another feels like an achievement. Again, the game expects you to know how to play. If you depend too much on one Pokémon, or one type, or one strategy, you will be punished for it. Uranium is clearly attempting to recreate that same feeling that a kid got when he made it through Viridian Forest or Victory Road for the first time for adults, and it succeeds.
Now obviously the game is not perfect. The multiplayer is glitchy, and I think some of the route and gym design choices are puzzling, to say the least. But as a whole it is a love letter to the franchise and the players who grew up with it, and I can’t commend it enough.
All right. That’s Uranium. This is probably the part of the review where you expect me to go on about all of the places Pokémon Ultra Sun fails in contrast, how Nintendo is losing touch with its core audience, how Pokémon has lost the magic, yada yada yada.
I’m not going to do that. The truth is, Pokémon Ultra Sun is REALLY good. Sometimes it’s even great. However, for a few reasons I’d probably consider it the weakest of the mainline games I’ve played. It has flaws, and I’ll discuss those first before getting into what it gets right and how it compares with Uranium.
Sun and Moon starts off really, really, really slow and easy. It remains that way for far too long as well. It’s like the first hour and a half or more of the game is basically a tutorial. I don’t need one! Game Freak should know by now that a lot of its players are 20 year vets. Slap on an optional tutorial and be done with it.
A neat map of Alola
I hear so many people rave over Alola and I don’t get it at all. Alola is – and this will sound pretty harsh, but there you go – boring. Most of the routes look really similar (partially hurt by the loss of the traditional bird’s eye view – routes with the potential to look cool you can only see from a relatively limited angle, so it looks like Yet Another Road), and only a couple of the town designs can be called anything close to memorable. One of those memorable towns – a town made up of all docks connected to each other – is even just a stolen design from generation 3 (Pacifidalog Town). Making the games set on a tropical island was a mistake, as there is much less opportunity to create varied weather and landscapes. The fact that this game has the fewest routes and towns of any generation is absolutely shameful. There is no excuse for this on the most technologically advanced game engine used to date (well, until the Let’s Go games, but they’re generation 1 remakes).
The game is also badly railroaded. Now technically every pokemon game is pretty railroaded – you are supposed to do certain things in a certain order and can’t continue if you don’t. But you feel it this time. In previous games, and, yes, in Uranium – you would be traveling and doing things for yourself, because you wanted to, that weren’t necessarily connected with the overarching structure. In one example from above, you become Hokage of a ninja clan. In the generation 2 mainline games there is a short sidequest about getting a pokemon to move out of the way of the route you want to take, which involves you searching through houses in a town to find the proper tools to do it. You’re not doing this to save the world or stop the evil team, but because you want to get to the next gym and continue your adventure. Nobody from the overarching narrative is forcing this on you. In another section you go to catch a red Gyrados terrorizing a lake. While this technically connects to the larger narrative that isn’t WHY you’re doing it. You’re doing it because you want that pokemon and the gym leader asked for help. These small details are almost absent from generation 7.
And this really messes with immersion. The sense of impact to what you’re doing, its impressiveness, seems forced. Early games set you up as a prodigy – in gen 2 you even face the protagonist of the previous game again, who has apparently hidden high up in the mountains to learn the ways of battling like some sort of warrior monk. You’re supposed to be a prodigy here too, but battles are too easy. It’s more like everyone else just sucks, a lot. Luckily, this changes in a big way for the better, and we’ll get to that when it comes to the pros of the game (there are many!).
The Exp. All device, which when on gives the battling pokemon full exp. and half exp. to every other non-fainted pokemon, is also a huge mistake. The common criticism is that it’s like taking an easy game and playing it on easy mode. This criticism is correct, but there is another problem. The original item, the Exp. Share, which split exp in half between the battling pokemon and the pokemon holding the device, was a great idea. If you wanted to bring a new pokemon into your party you can bring it up to the level of the rest of your party quickly without messing up your battles or constant grinding. By splitting the exp with the entire party it misses the point of the original Exp share, and for your pokemon to catch up you need to go back to sticking the pokemon you want to train in front and swapping it out – meaning that you lose the advantage of having an Exp. Share in the first place!
So while good for younger players who have trouble raising a balanced team it’s a mess for players who are more interested in spending time training and getting to know the world.
Now for the good. I’ll first point out that I looked up the differences between Sun and Moon and Ultra Sun and Ultra Moon. The best I can say about it is that if my understanding of the original two games is correct…I probably would have hated the original games. Because they don’t get that much harder. The rival isn’t as big a part of the game. And the postgame is weak.
Happily, Ultra Sun gets MUCH, MUCH harder, your rival has a full character arc integrated seamlessly into the story, and the postgame is unbelievably good.
Oh yeah!
The postgame of Ultra Sun, at least as of right now, since Uranium is technically still updating – is better than Uranium’s by a VERY wide margin. An addition to Ultra Sun, that was NOT in the original Sun and Moon, is the Rainbow Rocket episode. Fruity name aside, this is a fantastic addition, designed specifically with long time players in mind. It brings back the major villains of almost every previous pokemon game and gets really, REALLY hard. Seeing all of the uniforms and people you recognize, complete with remixed versions of their classic soundtracks and smart callbacks, makes the purchase of Ultra Sun worth it almost by itself. In addition to this the series of boss battles that takes place starting near the end of the game jumps in difficulty dramatically. For the first time – and to my relief – I was required to really strategize in battles, coming up with different plans and ideas each time I lost as potential counters to my in-game opponents.
A new mechanic known as “Ultra Wormholes” is also a blast. By traveling through these interdimensional portals it is possible with some work to capture almost every single legendary pokemon in the franchise thus far – which is, needless to say, pretty freaking cool.
And…to my surprise…the story is actually pretty good? It’s probably the best story the games have ever had. The character development of Lillie is by far the best part of the game, and her family drama is actually, legitimately compelling. Your rival has a real character arc and the pacing is seamlessly integrated throughout the story. There is a tradeoff here, because by getting so story heavy you lose that sense that it’s a story YOU’RE creating, but the flip side of this is that by making the characters feel more real and the narrative more compelling you’re further sucked into the world in that sense. It’s no masterpiece by any means, but it’s easily the best story in a pokemon game and perfectly good on its own merits as well. This helps make up for a lot of the game’s other flaws with respect to immersion.
While this is not a new addition, the nifty mechanic where you get to groom, feed, and play with your pokemon is a nice touch, and it’s especially fun to see the relationships you build actually bear fruit in battle.
Ultimately, despite flaws, I had a blast with Pokémon Ultra Sun. For the hardcore pokemon fans like me, the Ultra versions are definitely the definitive gen 7 games. For more casual fans, you’ll definitely enjoy it as well.
Still, Uranium is a great example of a time where fans of a franchise were able to produce a product that the original company really couldn’t make. The difficulty curve of the game and more serious story were exactly what long time fans of the franchise were waiting for and what Game Freak really couldn’t provide even if they wanted to. While neither game is perfect, if I was to recommend one game over the other I’d recommend Uranium over Ultra Sun. It is a more classic Pokémon experience updated for an older generation, and I believe it has fewer big flaws than Ultra Sun, whatever its many benefits.
In any case, both games are definitely highly recommended.
SUPERVERSIVE: Ultra Sun, Uranium, and the Quest for the Perfect Pokemon Game published first on https://medium.com/@ReloadedPCGames
0 notes
brothermouzongaming · 7 years
Text
Loot Boxes!!
I wanted to talk about them. 
Battlefield 1, FIFA, Killing Floor 2, Destiny 2, Shadow of War, and CoD: Infinite Warfare were just the ones that I played. I must say, that personally, I believe these methods of monetization are a terrible business practice. I think it encourages lazy game design, it’s the exact opposite of consumer-friendly (in most if not all cases), and generally steers the way games are made to a heartless money driven scheme. Unfortunately, it’s clear that what originally started as a free-to-play staple is now leaking into our AAA titles. On top of it all, it’s being backed by the industry’s biggest publishers. The scariest thing about it all is, to me at least, it happened almost overnight. I’m gonna talk about the games listed above and the way they implemented loot boxes into their game. Some are alright, some are offensive, but I wanted to give a sense of range because the bottom line is: it can be done right but publishers and developers have to want to do it right. 
Battlefield 1: I wanted to start with what I found to be the least egregious and antagonistic approach to the loot box system. Funny enough, a game by EA, and in retrospect, it was very much the clouds on the horizon so-to-speak. As far as I’m aware, this is the earliest game with the monetization mechanic in place as far as this publisher is concerned (outside of FIFA who have been getting shafted for years). Battlefield 1 was overall much much better than 4, I didn’t even bother on Hardline I just couldn’t. From single player to online, it was a more cohesive experience that really doesn’t drop off or feel hollow. It was so good they reined in CoD from the super sci-fi shooter look they were pounding into the ground for the last couple games. I got online for the first couple matches and noticed something different. I wasn’t grinding for the guns I wanted, I was kind of hoping for them after I opened these boxes. I didn’t always get one or have enough of the currency to get one. I did, however, typically earn one in two or so matches. I didn’t even know that what I was dealing with were loot boxes. I didn’t play Overwatch and I didn’t touch FIFA Ultimate Team in the 4 years I’ve been playing. This concept was foreign to me. All that said, I wasn’t mad at this strange new system I was encountering, it was definitely more of a drip feed but nothing anger-inducing. I had no idea about the tsunami of oncoming games in 2017 that would lean hard on the virtual slot machine. If anything my only question is why didn’t they go with this model for Battlefront 2? Why push the envelope when there was little to no outrage or backlash from the major release Battlefield 1 featuring such a new and potentially devious means of endgame material. This is without a doubt the best way of enforcing a loot box system by the people who royally fucked up enforcing a loot box system. I guess they saw what Battlefield 1 did and just couldn’t resist. 
FIFA: I love soccer, there is something intangible that electrifies my senses and invigorates the competitor in me. Basketball is my first love but its something special when you think you have it all figured out and a sport comes and knocks you on your ass. FIFA was like playing 2k for the first time all over again, and I’m pretty sure I’ve been chasing that dragon ever since. The level of control you are given once the finer mechanics are mastered is damn near seamless. At times, FIFA truly is the pinnacle of sports simulation so pure and elating that it transcends it’s staggering sales numbers. I say this because the soft and playful tickle that is the gameplay is quickly followed by a cold hard smack when you pop open Ultimate Team. Gain coins through playing games, coins are earned to purchase packs; packs get you different tiers of players. See where I’m going with this? Coins are your only means of buying everything actually, players, contract cards to keep your players/managers, training cards, and essentially anything your team is going to need to keep kicking. People can only play so many games of FIFA, I’m pretty sure I’m addicted and I can only play so many games. So coins go fast, needless to say, fortunately, you can purchase FIFA points in varying quantities. These packs are completely randomized. On top of that, the tier system is wildly skewed toward players you don’t need/could possibly want, even top-tier gold packs. Don’t even get me started on the player controlled auction hell that is the transfer market. On your best match, you get 1,000 coins; a player like Pogba (my favorite) can go for 600,000 coins and up. It’s an absolute mess and countless players like me are left powerless to the FIFA gods who have accrued literal fortunes worth of coins via their immense prowess and domination on the field. I understand and appreciate skill being rewarded but there is no point where I can hope to get that many coins and average but avid gamers like myself (c wut i did therr) that dedicate their time deserve to be rewarded in some way. The pack system for random players from a database containing thousands is beyond underhanded. It’s downright malevolent, and leaving players to the whim of a cruel and greedy market isn’t encouraging in the slightest. I doubt EA will take any charge in this department but who knows. 
Killing Floor 2: Ya know what grinds the everloving fuck out of my gears? Genuinely fun games that get in their own way by putting systems in place that discourage and push the player away from the game itself. Killing Floor 2 is this, and it’s pretty heartbreaking. At its core, it’s a better zombies horde mode than CoD the franchise that popularized it. To me, the key is in the classes every player is forced to pick between, a role to play in this session. Snipers sit back and pick off the stragglers, Beserkers run through crowds of Zeds like madmen clubbing everything in sight, SWAT (rEpRESenT!!!) covers the crowd in a mist of bullets. Those are just 3 of the 10, each class having a target priority tree that gives the player a good sense of identity. All while allowing the player to be the Zed slaying machine they please. Where this game slips and is thusly consumed by the creatures dawning the cover, is its loot box system. On the surface, it’s the ideal version of this unfortunate reality in only offering cosmetic prizes (helmets, weapon skins, emotes, etc). What blows harder than John Coltrane in an iron lung is the fact that keys need to be purchased in order to open said crates. 3.00 bucks a key to be specific. This quickly stacks once you play any substantial amount of games required to advance your various classes through their perk trees. Instead of working it into the game itself, through kill-specific challenges or even prizes to draw players to the underwhelming competitive multiplayer. As a party game, it’s great to grab friends and whip out wave after wave of Zeds. However, once you start to invest real time, that is when you get shafted by the game creators for bothering to do so. Another example of how these loot boxes are keeping games from being as good as they could and arguably should be. 
CoD Infinite Warfare: What a fucking mess this game was, lord. The story was bland and felt like I was playing Titanfalls annoying younger brother. It is no longer the well-crafted war story that consistently beat out whatever Hollywood blockbuster was out that year. Not even Infinity Ward could save this thing, and on top of it all, the multiplayer was a pay-to-win shit show with no semblance of pride or shame whatsoever. As if that wasn’t enough, the mod and weapon system itself was a convoluted tree of guns I didn’t want or care to see if I wanted. CoD definitely seemed to pivot even more toward the casual audience with their focus on bs cosmetics that varied from the obnoxious to the pointless. At least those were free I guess...? This to me is another large rock on the long fall down the mountain, oh how the mighty have fallen. 
Shadow of War: I’m convinced publishers and developers don’t care about themselves, they would rather make money now and lose money in the longrun than make something worthwhile and make money because the game is good. I really don’t get it. Look at Shadow of Mordor, it was the surprise hit of the year if you ask me. I wasn’t expecting much if anything out of that game let alone it be one of the better games of that year. Ride the momentum and use it to propel yourself into an amazing sequel? Watch what the competition and other developers are doing to avoid their mistakes? Not force loot boxes into a game that has less than no business using them? No, no to all of them and fuck you for thinking such logical thoughts. SoW barely adds on to a game that was riding off the backs of others to begin with. What great changes they made like the additions to the upgradable skills and deeper nemesis system were greatly overshadowed by repetitive gameplay and the unnaturally imposed loot boxes. Turning the Orcs we were having fun interacting with and meeting in the game world into these little sprites after our pennies. The world is vast, combat is varying depending on the skills you choose, and it even manages to recapture that magic the first game did as far as specific Orcs becoming special to us as players. It’s the strong-arming of these loot boxes that really holds this game back because again: these orcs could be in the world giving us hours more of game to play and maybe even more varied ways to interact with them. 
Destiny 2: Laziness at its finest could be the tagline for this game. I won’t say that it is the use of loot boxes that ruin this game but lord is it one more thing on a mountain of complaints that I and those that remain in the Destiny community have. Eververse is upsetting, especially when it comes from a developer so well known for developing good content. This was their first step into the next gen with Destiny and it had a lot of potential. This time around it is all too dependent on its monetization scheme. Loot that could be used to entice players to spend time in the game world is instead hidden behind “engrams” players earn over time. Or they can spend their money on silver to earn even more of those loot boxes than the one that’s allocated for every level gained. With a game so dependant on online play, this mmo lite is falling short the one way an mmo-esque game can’t and that’s endgame. Literally, all Bungie has to do is remove Eververse and put these items in the world for us to earn and grind for. Which would bide them time to work on the upcoming expansions (if Curse of Osiris is any indication). I want Bungie to step up, I want Destiny 2 to succeed and help start something special in gaming. Right now it is just following in the footsteps of every money hungry triple A title that came out last year. Lately it seems Bungie can’t help themselves especially in the face of constant fan backlash involving the virtual market. Now with the new faction rally they throttled the tokens, only to offer a ghost shell in Eververse that grants you more tokens. Realy shady shit Bungie, cut it out, before you find yourself on the wrong end of a revolt. 
0 notes