ORAS What New & Returning Features Do You Want in OR / AS?

The ability to register field moves. I would like to not have to go into multiple sub-menus just to use Fly or Sweet Scent.
 
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.
 
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.

So true! I know everyone complains that the guys have less options then the girls, but in some ways the girls got a bad set too. You have to wear a purse and most of the clothes are pretty girly. You can't even wear a coat without exposing your midriff. They got WAY more options then the boys, but there is still room for improvement all around.

I'm surprised there aren't more hair styles and colours. I mean, plenty of pokemon characters have blue, red, green and pink hair. They don't even have a curly hair option. I was also surprised by how many extra features were put into the PR videos. Girls had make-up and the guys had facial hair... all that extra work and you couldn't even see it outside PR videos. And the hats... like, they show you what the sprite of your character looks like without a hat. I don't know why they didn't just give the option to remove it. I'd also really love to be able to pick a scarf or necklace with my outfit, and have an extra layer on top to wear a vest or jacket. It would defiinitly help give the guys more options if you had coats you could put over shirts.

I really, really think that ORAS will keep customisation, just because of the online abilities. Nobody wants to stare and Brendan and May a hundred times over, every time they battle online. Lets hope they improve it, too.
 
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. :p
 
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. :p

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.
 
If those Maniac's NPC from Isshu ever return, make them accept more than one item at once!!! I was exploring Hidden grottoes and without realising it, I had 50 Mulchs...Next time I'll jump toss them when making room in my Bag.
 
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.

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'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.

Oh... I get what you're saying now! Sorry I totally misunderstood you, forgive me! I'm actually nuzlocking X/Y right now without the experience share and it's the hardest Nuzlocke run I've ever done. I don't know how easy the game is with the experience share on, I've never played that way cause I wanted the challenge. I also agree about grinding, when I play the game I don't mind spending all that time, I enjoy it too!

Plot wise and story wise though, yeah, this game is not as thought provoking. Your rival is also the weakest I've ever seen, and I've played at least one of the games in every generation, so I'd consider myself knowledgeable. I actually felt like X/Y was made with nuzlocking in mind though... your first battle is against a pokemon you have the type advantage over so you won't die at the beginning, and you don't get into any catchable routes until after you're able to use poke balls to catch pokemon. Very convenient.

I think the easiest solution for this problem though in ORAS would be to have a difficulty setting right in the beginning. I mean, they make these games kid friendly, but almost all of us who play hard core have been following the series for generations. We're only going to get better and better at these games, you're right that they can't keep them at a kid-friendly level difficulty wise for everyone. They can keep the plot kid friendly, but all of us "older" people are going to get bored without a challange..

I have faith though that OR/AS will be harder then X/Y, because the original Alpha and Sapphire were one of the most difficult generations in my opinion. That will hopefully carry over.

I still think that post-game content and online abilties are some of the most important features though. Even if it's not for everyone, if a game isn't replayable on a big scale, it won't last. It's the post game and the online content that keep Pokemon awesome and keep them making new games, and each generation has stepped that up. OR/AS is gonna have to keep stepping that stuff up. If we get the Battle Frontier, with aspects of the world tournament, the new super secret bases and hopefully online contests battles, I think it will do wonders for the series as a whole.
 
One of the biggest things I want in ORAS is different gym music like in BW2. I loved how different the themes were despite having the same basic melody. It made Marlon's gym feel so calm, Elesa's gym feel like a party, and Skyla's gym feel like it was up in the clouds. I was severely disappointed by the X and Y gyms and I feel like, while the gym leaders can't change that much for ORAS, if music was added, they would be much more memorable.
 
Oooo! It would be even better if we had like, a music box or radio feature again similar to gen 2. I love all the great themes and what not, but most times, you only get to hear them once. It would be great to be able to choose certain themes that play if you're battling on line or just walking or something. I wouldn't care if it was as complicated as changing what pokemon appear, it doesn't have to be like the sinnoh sound or anything from the HGSS remakes, but just to be able to sample all of those awesome themes would be a treat.
 
I wonder if Flash will be an HM again in ORAS, or a TM like it's been for a while now. If it's the latter, that means we won't need to have Brawly's badge to light up Granite Cave. I've always went in there and Victory Road without Flash anyway, though, so it doesn't make much of a difference to me. Most likely, I'll only use it to open Registeel's chamber.
 
Didn't we see video of Brawly's gym? Doesn't look like you need to battle trainers to light it up, so that might be a hint towards Flash aspirations.
 
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. :p

Yeah, agreed. When I was playing XY, it really felt like I was just slogging through the main campaign to get to the interesting parts (Friend Safari + Breeding, Battle Maison, etc). Granted the main campaign is hilariously easy and doesn't take long to beat, but if my only reasons for playing this game occur post-E4, then don't make me sit through +15 hours of fan-fiction-level plot... oye.

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).
 
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).

Yes please!! That's a great idea! :) Though I think the last stage should keep their original base power (for example: Surf with 95)!
 
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
 
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

I'd like it to be improved as well or at least fixed up and the given more purpose. I hated that in X/Y you couldn't max anything. Once you fed your Pokemon, he wanted to play and once you played with him to full he was hungry again. He wouldn't just stay happy for five minutes! SO FRUSTRATING. It would be nice if they at least added a hairbrush for contests or something and if the mini games mattered more or did something else.
 
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.
 
With Brawly's gym being lit up, I'm with the general consensus that Flash has retained its Gen VI function. Hopefully, that means that Strength boulders will be sunken to allow for permanent access, as they have since Gen V. Other than that, I'm hoping that they'll make more smashable rocks permanently disappear after being broken.

I have no problem with random rocks in caves regenerating, but ones that disrupt the flow of a route (specifically, the two on Route 111) or just make a return trip to a location overly tedious should probably just stay gone after being smashed. They did it with the two blocking Rusturf tunnel, after all, so I wouldn't think it would be a problem to have the same thing happen in other locations.
 
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.

I'm thinking next coro coro gives us an exclusive on diving and the safari zone with maybe some wally art and his mega (if he has one).

Did you notice how Brendan was sneaking up on him? I wonder if we also control how we move! Not only do we have to sneak up on them without scaring them away, but then we have to do the whole "throw a pokeblock" thing when we engage in battle. I wouldn't mind a harder or expanded safari zone at all! Maybe we'll have to play a mini game to catch the pokemon once we've successfully sneaked up on them.

I'm also hoping for more hidden abilities to be available for Pokemon.
 
Back
Top