irina

trans, gay, poly, bun

 
mid 20s nerd, in lesbians with my 🧑fox❀️ and πŸ’œcatπŸ’™
 
fan of the video games and the board games and the computers and the architecture
 
pfp by @taffywabbit


pokemon s/v has like. a built out "lessons" system where you can go take classes at a university, where the game tells you - in the slowest possible format - some tutorial level information, maybe a little bit of lore.

it has this in the game while other parts of the game are like. missing textures, or buildings you'd expect to walk into replaced with menus. but this odd useless thing is modeled out with some decent interiors? (if low texture quality textures, like the entire game is for some reason)

why were their priorities so weird?


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in reply to @irina's post:

I genuinely don't understand why the classes were put into the game but like so not well integrated into the game. Like, instead of timeskipping straight to the Treasure Hunt, we could have taken even half of the classes and gotten established into the game world, and it would have made so much more sense.