Anonymous
10/19/2025, 6:32:26 PM
No.58453118
>>58452468
Based self-actualized adult who can formulate their own opinions out of the media they consume.
Putting aside the discussion of the visual quality of the textures and detail (valid criticisms to be made in the absence of an actual technical breakdown to make any attempt at justifying it) I think one of the bigger missed opportunities was putting care into each district of the city to offer the districts a more clear and varied visual identity. The game makes note to designate districts, but honestly you could take a photo in the bleu or rogue districts and post them online and I would suspect most people would fail to correctly asses what district the photo was taken in. I like the combat system a lot too and I think its both cool and much more interesting how the combat re-contextualizes typings, stats, and the actual moves themselves (for the first time ever, I've actually used moves like fire spin, and types like Rock are suddenly a lot more dangerous when the question of your rock move hitting is no longer tied to a dice roll, and fast but frail mons feel a lot less potent in real time combat compared to turn based.) I fully agree with how much better this game handles field moves. It feels like a good middle ground between the novelty of having YOUR mons open up exploration like when you still had HMs in contrast to just random rented mons doing it for you without as much of an annoyance that teaching HMs and wasting move slots lead to. I could see a future iteration of the concept where some roadblocks demand stronger moves to open up, so parts of a map could still be level gated against the player.
I don't think the concept of a pokemon game set within a single city was a bad concept inherently, I think that Lumiose just failed to fully realize the potential in it due to the city's lack of identity between districts making the city feel very samey, and too much of the side missions feeling 1 note to add character to it.
Based self-actualized adult who can formulate their own opinions out of the media they consume.
Putting aside the discussion of the visual quality of the textures and detail (valid criticisms to be made in the absence of an actual technical breakdown to make any attempt at justifying it) I think one of the bigger missed opportunities was putting care into each district of the city to offer the districts a more clear and varied visual identity. The game makes note to designate districts, but honestly you could take a photo in the bleu or rogue districts and post them online and I would suspect most people would fail to correctly asses what district the photo was taken in. I like the combat system a lot too and I think its both cool and much more interesting how the combat re-contextualizes typings, stats, and the actual moves themselves (for the first time ever, I've actually used moves like fire spin, and types like Rock are suddenly a lot more dangerous when the question of your rock move hitting is no longer tied to a dice roll, and fast but frail mons feel a lot less potent in real time combat compared to turn based.) I fully agree with how much better this game handles field moves. It feels like a good middle ground between the novelty of having YOUR mons open up exploration like when you still had HMs in contrast to just random rented mons doing it for you without as much of an annoyance that teaching HMs and wasting move slots lead to. I could see a future iteration of the concept where some roadblocks demand stronger moves to open up, so parts of a map could still be level gated against the player.
I don't think the concept of a pokemon game set within a single city was a bad concept inherently, I think that Lumiose just failed to fully realize the potential in it due to the city's lack of identity between districts making the city feel very samey, and too much of the side missions feeling 1 note to add character to it.