DorianBlack said:
Oh man. Dat Sigilyph. Dat Geomancy. Awesome.
And one huge guffaw at "oh noes, the sand tileset is repeating too much! UNACCEPTABLE IN 3D!!!" Dude, you do realize that the environments have been three-dimensional rather than sprite-based since Sinnoh, right? Sure, we'll actually SEE them in 3D now because of the system it's on, but if it didn't bug anyone in the last two generations, it's not worth grousing about now.
It is worth grousing about if the X/Y overworld looks identical to or
worse than Gen IV and V's overworld. Which it does, with that sand tile. Ground tiles in previous gens actually blended into each other; in this trailer you're walking on a bunch of squares. I'm not fretting it too much because it looks so bad it has to be a placeholder, but if it
isn't, and Gamefreak thinks it looks good, that will be disappointing.
And it looks bad not just because the environment is 3D, but the character,
you are as well. Interaction between 3D model and 3D environment will almost entirely determine how good it looks, and 3D models walking on kitchen tile terrain doesn't look good.
NoDice said:
The trailers and game play were fantastic! And I totally agree with you about the sand. Seriously, Pokemon has been tile based- 3D or not, since inception, and I honestly dont believe thats going to change anytime soon.... on handhelds at least(since 3D adventures did not have a true free roam and finding/capturing mechanic).
The tile based system allows for them to program the game to react with certain elements, such as shaking grass, dust clouds or the old Radar bush shaking. Also, with water, allows them to program certain things like Feebas tiles and fishing spots.
None of this is accurate. How do you think 3D games allow characters to interact with objects in their environment? That's been happening since 1996! And a lot of those games still use a tile system to map objects and collision detection. That doesn't mean the player character has to be rigged on an 8-direction grid. You don't need that to know which tile they're standing on, you don't need that to count steps, you don't need it for anything. All it does is make your character seem like a weird robot.
Making a 3D game is an ambitious move. You can't just slap 3D models on a 2D gameplan and expect it to look decent. You can get away with 4-direction movement with a sprite that has a 4-point turnaround, it's simple and makes sense. But 3D models leave little to the imagination; they're solid-looking objects like us, with 360-point turnarounds, and we expect them to move in natural ways.
Pokemon at its core is a traveling game. It's a game about adventures. If moving through its environments doesn't feel right, that's a problem. I'm disappointed that GF thinks it's important to make communicator holo-projections of its doofy NPCs, but can't even render water after 17 years.