It was inevitable. Also those new pokemon designs are fucking garbage
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Explains why despite Scarlet/Violet being what Pokemon should have been a decade ago, its still a barely functional poorly coded mess bogged down by sheer incompetence.
Also, its sad that when I see the only one that should be a net good (the Parenting one) all I can think is that that is absolutely a brainwashing center that will get those kids transitioned and molested. Almost certainly by the Rainbow Gym.
I'm going to disagree, but not entirely. Because I can think of a lot of "memorable, distinct locations" but all of them are based on what I found there instead of the environment itself. As in, an absurd Pokemon that either wrecked me or was incredibly special. Something just like Mt. Silver was, a boring area that is made unforgettable by who you find there.
I'm not going to say its phenomenal and better in every way. Just that this is the direction they should have been going for a while now and this would have been a fantastic game if released that far back, as it clearly isn't much more advanced than games were at the time.
My Switch is as pure as can be and my playtime was almost entirely made of lag and pop in issues, to a point of actual detraction from the enjoyment by how sluggishly it ran. Which made their already poor online connection features basically unplayable due to their Timer never missing a fucking beat on counting down even as you just stare each other down.
The funny ha-ha viral glitches no doubt were, but the game was still released in a broken state that is absolutely undeniable and unmissable.
I haven't played Sword/Shield or Scarlet/Magenta/Lavender, but I did play Legends Arceus and enjoyed it. Arceus had distinct landmarks and memorable fights, and clear habitats for many species. Was it not the same for Scarlet?
How would you say the two games compared?
Arceus was more self contained maps while S/V was one giant one. So Arceus was able to build its maps more like video game levels, with a lot more clear differentiation and individuality to them. S/V was more generic open world (with many regions straight called North 1/2/3), but way more packed with Pokemon in each space (when the popin wasn't ruining it).
So in theory it would sound like Arceus was easily superior, but I found that S/V was a lot more worthwhile to explore. Once you've stopped trying to catch X and Y species, you'd often end up just running by entire areas. Wherein S/V I was constantly finding hidden things, and often times incredible Pokemon tucked away in them.
Which was kinda the point I was getting at up there. The environments themselves are clearly a step down (and almost certainly that bland because of their terrible laggy coding necessitating blandness to run), but there is a lot more to actually find in most locations.
Apparently the new open world games don't have a level scaling system so while you can do things in the order you want, none of the levels scale, you can literally fight endgame bosses right from the start and the levels will be the same as if you were to play through with the correct path of doing everything. Basic systems we've had for decades and this billion dollar IP can't put it into a simple game.
If by that you mean what I think you mean (which I believe is that in the new games an area that spawns lvl 50+ pokemon will do so whether you just started the game or you have a full team of lvl 100s) then this is a good thing to me. The idea that reality warps around the pc to ensure things are neither too easy nor too difficult is terrible open world design to me. Give me a Dark Souls-esque pokemon world where going to the wrong area can see your level 5 squirtle facing down a lvl 40 gyarados. Makes the world feel more real if it's not warping around you for no good reason.
Yes I believe it is exactly how you described it. The problem many had with it is that this was marketed as an open world experience. The way they did it thus heavily encourages you to play the linear path which ruins the open world experience if you can't play the order you want without breaking the game.
It could work as a more Dark Souls experience if gyms and the like were scaled to your level (canonically gym leaders are supposed to pick a team that gives a challenger a tough but fair battle, no wild overlevelling or experience gap between the leader and challenger's teams) but the environment wasn't scaled, meaning to find more rare and powerful Pokémon, you'd have to risk going to the more difficult areas filled with things that can take you out easily (I like that idea of yours a lot). The more that I think, the more it seems to be that it was not the open world that was the problem, more so the story being unable to be flexible with your current situation.
I do like your proposed modification a lot. Making the gyms scale to you would be appropriate, and I'm pretty sure I remember that even being referenced in the anime at one point. A world where the areas closest to each town are generally pretty easy (because it would make sense that people would work to drive away more dangerous pokemon from their homes) while more remote areas have rare and powerful pokemon that don't appreciate intruders.
Let the gyms scale based off how many badges you have and you could absolutely make a believable and enjoyable open world pokemon game. You could even let players pick their starting town in such a scenario, and perhaps that would change what starters are available or give other starting perks/bonuses.
I find it difficult to believe you're this retarded
Its really only a problem like you say in the very beginning where you will overlevel the first 1-2 fights of each quest, brought on by the first Titan being East but the first Gym/Star being West and all of them being so low level you will outlevel any of them just by exploring slightly.
Level scaling never really works out to something anyone likes in practice. You always just end up feeling weaker than you should and getting punished for experimenting by changing out of your specific team.
Its exactly as he says. Every zone has a specific level range attached and that never changes. The only exceptions are special static spawn Pokemon that can be dozens of levels higher than anything around it, but they are incredibly obvious when you spot them so you don't accidentally kill yourself.
In fact, most advice people give going in is to rush one of your 3 main quests, because its the one that locks your movement ability behind it. So once you know that you are much more incentivized to bumrush bosses 10+ levels above you so that you can unlock swimming, sprinting, and gliding. I think I did the level 57~ one at like 45 just to unlock my last one.
Its helped by that being the quest with the most emotional resonance and writing to it, where you are far more likely to be invested than the more generic "gym challenge" and the more comedic "evil team" quest.