that1chick said:For me, I really want them to bring back the character customization. I don't care much for the character designs they've released, so it would be nice to be able to chance their clothes. A lot of people mentioned removing the hats and I'd have to agree it detracts from the overall look. I'd like to be able to wear a backpack as a girl rather than having a purse or a fanny pack.
garbodorable said:I've been thinking lately about why X/Y wasn't very memorable for me, playthrough wise, and I keep coming back to how the Exp. share was implemented.
It bugs me that it was automatically on when you get it, because that makes it like the default way of playing the game, the intended way even. Old farts like me knew to just turn it off, but normally when a game gives you something you go "oh, I'll probably need this," and roll with it. In reality, it helped make XY feel less like a game and more like an online battle/trading platform with a tacked on story hurdle. Or you had people boxing their overleveled pokemon just to keep battles from becoming a joke. It's like the "you suck" super item boxes in Mario 3D Land and World, except instead of choosing to hit that item box after dying a lot, you got it automatically from the start. Like after World 1, you were just invincible all the time, and you had to go un-check "invincibility" in some options menu before it would start feeling like a game again. It's totally backwards game design.
Anyway, I hope ORAS changes this. Just having it "off" when you receive it would be enough, I think. Having an old-school difficulty option from the get-go would be even cooler though. Wind Waker HD did it, so I'd love it in my other favorite Gamecube-era ocean adventure title.
Aerodactyl said:I don't quite follow how the experience share lead to all of this. I never kept mine on, and I couldn't honestly tell who kept there's on in online battles. I have heard of no one boxing their overleveled pokemon, since online battles set you to an automatic level anyway. I will admit, plot wise, their are better pokemon games for story, but all of the other features of X/Y make it replayable, which is slightly more important to me than a story I'll only play through once or twice.
garbodorable said:I'm not talking about online battles, I'm just talking about the single player. It all felt too easy, and I didn't appreciate the overall feel of "people will mostly play this game for the multiplayer, so let's make the campaign go as fast as possible". Breeding, trading and online battles don't hold much appeal for me, so my favorite pokemon games I can play through over and over, picking different teams, nuzlocke runs, etc. I'm not someone who thinks having to actually use your pokemon is "grinding", or that the AI's pokemon need to feel like even bigger pushovers than they were already.
Pokemon should be delivering more compelling and/or challenging single player modes over time, not less. I felt like Gen V was a step in that direction, but then X/Y was a step back.
garbodorable said:I've been thinking lately about why X/Y wasn't very memorable for me, playthrough wise, and I keep coming back to how the Exp. share was implemented.
It bugs me that it was automatically on when you get it, because that makes it like the default way of playing the game, the intended way even. Old farts like me knew to just turn it off, but normally when a game gives you something you go "oh, I'll probably need this," and roll with it. In reality, it helped make XY feel less like a game and more like an online battle/trading platform with a tacked on story hurdle. Or you had people boxing their overleveled pokemon just to keep battles from becoming a joke. It's like the "you suck" super item boxes in Mario 3D Land and World, except instead of choosing to hit that item box after dying a lot, you got it automatically from the start. Like after World 1, you were just invincible all the time, and you had to go un-check "invincibility" in some options menu before it would start feeling like a game again. It's totally backwards game design.
Anyway, I hope ORAS changes this. Just having it "off" when you receive it would be enough, I think. Having an old-school difficulty option from the get-go would be even cooler though. Wind Waker HD did it, so I'd love it in my other favorite Gamecube-era ocean adventure title.
bacon said:(...)
About HMs...
HMs are a great idea IMO, they're just generally executed badly. In Red and Blue, HMs felt rewarding because the game was about exploration and revisiting areas. In generations 5 and 6, the campaign is so linear that it doesn't feel like there's much difference between getting a HM and some event opening a new bridge (or something like that).
I'd like HMs to be "upgraded" as the story progresses, both in terms of base power and functionality. This means you require less dedicated move slots and no more HM slaves, and hammers home the feeling of growing stronger which is what RPGs are all about.
Examples:
Strength 1: Base power 40. Can only move rocks.
Strength 2: Base power 60. Can move rocks and smash fragile rocks.
Strength 3: Base power 80. Can move and smash rocks, can climb rocky surfaces.
Surf 1: Base power 40. Can swim across water.
Surf 2: Base power 60. Can swim across water, can dive.
Surf 3: Base power 80. Can swim, dive, and scale waterfalls.
Fly 1: Base power 40. Can fly to explored areas.
Fly 2: Base power 60. Can fly to very high altitudes (some kind of mountain area?)
Fly 3: Base power 80. Can fly very long distances (different regions, etc).
Jaime Runt said:I would love for pokemonamie to be expanded/improved. I loved it to pieces in XY. The idea o feeding and petting your pokemon is really nice but it needs a little something in my opinion. The pokemon are kinda static there and once you feed them and pet them there's nothing really. I know it would be a lot of work but I'd really love to see them show their personalities, play with you (ie. Run, jump, move on their on when you stop petting them for a while, fall asleep without closing, smell the grass, try to catch the bubbles floating around... I don't know really but definitely I'd like some more than what we already got
Bolt the Cat said:Well, the Safari Zone is definitely returning and it doesn't seem to be a Friend Safari (or at least not in the main game). What's more interesting seems to be that thing with the Pikachu, which is probably some kind of encounter method like rustling grass. I have a feeling that's going to be a Safari Zone exclusive feature, which would be really interesting because the Safari Zone could stand to be spiced up a bit.