Mikaela, Lily, Violet, and Ciri — a plural collective of nerdy, quoiromantic, poly, lesbian computer engineers and leftists.

Current media obsessions: Persona 5, RWBY, Cosmere


kuraine
@kuraine

so i beat the new pokemon this morning & i have a LOT of thoughts!! unfortunately most of those thoughts are spoilers, so i'm gonna write a little about the not spoilers up top & then duck the rest behind a Read More. okay? okay!

ugly stuff outta the way first: dang, the game really did not cook long enough for a lot of things. i don't think the art direction really lands! the rendering style doesn't convey the 'pokemon' look quite as well as sword & shield did. constructively, i think the map artists did not have proper direction for what distance each LOD would be viewed from. some aspects of the world seem to mesh at a very long distance (see: having scaled the central mountain), but those same LODs are still used far closer than look good. etc etc, lighting, bugs, performance. DONE. okay.

the music is exceptional across the board. out of anything, i feel like the inclusion of toby fox on melodic composition duty really REALLY honed the music team's soundtrack. the use of dynamic tracks for field & battles, the variety in composition, the execution in those recordings... stellar across the board.

i think overall the new pokemon designs are really cute!! there's some real standouts for me: lokix is an incredible take on a sentai grasshopper... good shapes and colors. Farigiraf is hilarious and was a permanent part of my team just cos of its silly hoodie mouth. maushold....... four of them.... pawmi's entire evo line is beautiful. i love it when a small boy continues to stay small and fierce. flamigo is hilarious. mabosstiff..... both of charcadet's evo forms. new wooper & clodsire.... so many round friends. tinkaton is the MVP of all time. i love her.

as for game structure & narrative.... let's get into it, with spoileys:


okay if you've clicked 'read more' i'm assuming you either beat the game or don't care about spoilers. if not, pls click 'read less' ok? ok!

on the surface level, i like the concept of pokemon scar/vi's open world design. here's basically what they've done:

  • pokemon world design has always been an 'open world' but with artificial gates that allow you to progress bit by bit as you beat gyms & get HM abilities. they also thread story with the 'rival team' which usually comprises the main "story" apart from "you are on a quest to be champion".

  • scar/vi doesn't actually change this much! however, they smartly separate things into 3 separate "tracks": -- getting badges is still required to catch & train pokemon of increasingly higher levels. these can be done in 'any' order, but there's still overall level requirements. -- getting 'HM's is now relegated to expanding your ride pokemon's abilities and letting you reach different parts of the world. -- the story of the 'rival team' is its own set of bases instead of various encounters throughout the gym progression.

the smart thing here is that between all three "tracks", you've basically got a 'badge' for all 18 pokemon types in the game. what isn't covered by the 8 gyms is covered by the 5 team star bases, and what isn't covered there is covered by the 5 herba mystica titans. it's really clever!! instead of making 18 gyms or not having full type coverage, you get a comprehensive set of activities across 3 separate stories.

and when you complete those? the game reveals its true gambit, something i wasn't prepared for & now want more of: a linear, party-based story. an actual story-driven RPG.

funny enough, it isn't until you've exhausted the open world's activities and made 3 close friends that i realised what i want pokemon to be in a world beyond the formula of gyms, rivals, and the elite four. when you head into area zero & suddenly you're being followed by 3 'party members' who now all talk amongst themselves.... i took a step back and was like, is this what i wanted all long? and i think it is! even though it's a linear spiral into a large pit, the moments you spend with your friends, talking, investigating, fighting together, it made me realise that there's so much potential for a full game with a team of friends and their pokemon on an adventure. i even thought, hey there's four of us, just like tera raids....and was somewhat disappointed that the climax didn't involve at least one battle where all 4 'party members' teamed up against a large boss of some sort.

it's all there! and i think ultimately the finale makes me really positive on the game's overall story. but in the grand scheme of things, i think the open world activities are a bit bland and repetitive & are a slow burn to get to the meat of what makes scarlet & violet's story memorable to me. if that were the mid-point in the journey, and more time was spent on an adventure with friends, i think it really could have formed into something special.

will game freak ever get the budget and time to do it justice? who can say. but i enjoyed my time with the game & it makes want....more, somehow.


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in reply to @kuraine's post:

I think I agree with a lot of these takes on the game.

Honestly, the more that come out, the more I feel open world design just doesn't mesh super well with what I personally want out of a JRPG.

The ones that I think of as the best (Crosscode) tend to be very controlled "open" worlds with slower story lines and lower stakes than others to compensate for the various speeds a player may be playing at.

However, there are quite a few recently (Tales Of Arise, XC3), where I feel like the openness of it leads to just incredibly weird pacing in the story. A lot of really condensed plot lines in a few scenes followed by nothing for a long time or just really heavy handed dialogue/flashbacks/foreshadowing because they have no idea how many hours it's been since you saw the last scene.

This one I kind of think hits both ends of that spectrum XD Before Area Zero the badge goals are neat, but it's really easy to end up at a point where you just spam 5 gyms in a row and it feels weird pacing wise. In Area Zero itself the game drops all of that and can provide a more controlled experience and pacing, even if just briefly.

yeah totally! open world is a tricky problem to solve for jrpgs. either you have to make soaking in the ambience part of the story pacing, or it just won't work as a concentrated narrative game.

i keep going back to my desire for more 'chrono trigger's in the world. not necessarily for its themes & aesthetics, but because it's a 20 hour game with a story that keeps its hooks in you from start to end.... the 'tight 90' of jrpg design. completely unrelated to pokemon, of course, but there you go lmao

Ironically I really love my long meandering stories like Trails, but the same problem exists for both style of games, just games not using their pacing effectively.

Incidentally, did you ever play Radiant Historia? Whenever I think of CT I always think of that game sort of being resigned to obscurity lol.

Gah, I wish I enjoyed Area Zero as much! The concept is my jam in theory, and I really liked how the story wrapped up, but I felt like the level design's scale didn't mesh well with our party's slow movement (especially since the game really slowed down for me in this area :host-nervous:). Unfortunate, because there's so much promise there!

But yeah, the finale itself, so good. The cast in S/V is my favorite in recent Pokémon history, all in all!

yeah the pace of actually walking down there is off for sure!! it's a mixed bag, but the attempt of what they were doing there is really strong. even if it doesn't hold up with the exploration mechanics you're used to when they're taken away

I am generally more lenient on Pokemon than most, probably because the things that I want out of it, are things it has, imo, consistently done really well regardless of scope or features (Largely I just play the games to enjoy the music, art, character/monster designs). That being said I think this game came really close to genuinely nailing exactly what I wanted out of it. The design of the open world maybe leaves a bit to be desired but I really enjoyed just being out there, catching pokemon, seeing some numbers go up. I loved the characters and all the personalities and the flavor of the locales. Not since Sun & Moon have I genuinely enjoyed the character arcs of the main cast this much, and even then this time I didn't have to read between the lines as much to get there. It's genuinely criminal that TPC felt the need to make sure this game was out by the holidays, because if any game deserved some extra elbow grease to really shine it's this one. I just hope GF's staff are all healthy and happy after this.

I mostly agree with your thoughts! I also like that in some way, the slow cooking towards the end helped me grow attached to the other characters, which made the ending with them all coming together and getting to meet each other feel that much more endearing. I already liked what Sword and Shield had done in terms of characterization but this game adds a whole new layer which I think will be hard to beat.

Also SO MANY COOL THINGS FOR COMPETITIVE MONS. If you wanna get into VGC the moment is now.

Not gonna go into a huge tech art ramble about performance or art for the overall game… but I really, really liked The Way Home. I didn’t think another Pokemon would top the final bit of Black/White for me, but I just vibed with it so much… I really hope they do more of that in the future, too.

once you get past the GLARING issues with the visuals and the jank, I agree, it's pretty much everything I want a Pokémon game to be, it just needs ironing out. I think the progress between Legends and ScarVi makes me hopeful that they'll keep refining it towards this direction, though!

I'm definitely hitting a wall on interest with the open world. I also think the change in encounter system makes it hit my brain in a less fun way, with random encounters I grind an area as long as I feel like grinding and then move on, knowing I can come back later if I really feel like filling the dex, with field encounters I get itchy if I haven't caught every last one I see in an area and poked my nose down every possible sub-area in case there's something else there, which really bogs things down in an open-world setting...

I like your review and agree - it's got some really interesting and fun qualities to it (I wish I'd realised what you had about the 18 badges being all the different types, I found that the game was quite heavy in some types over others, and getting some nice versions of them early (Flamigo/Ceruledge/that poison loris I've forgotten the name of core team MVPs)