In a departure from the traditional Pokemon formula of conquering elite trainers and collecting gym badges, Pokemon Sun and Moon follows the adventure of a new Pokemon trainer who moves to the Alola Region, an archipelago where trainers participate in formal trials in tribute to the Legendary Pokemon of each of the four islands.
Does the appeal of pokemon lie in being able to hand pick a team of loveable digimon and tear your way through the world at your own pace, expanding your animal army and giving them all stupid names? Because I'm pretty sure it doesn't and hasn't ever lied in a bland narrative about legendary super-pokemon #7, which the game constantly shoves in players' face in the form of slow, badly animated, monotonous cutscenes.
When I played pokemon Red and Crystal, I loved how personal my journey seemed. It was my pokemon that smashed the boulders in my way and let me hear that sick surfing music. It was my bird that inexplicably transformed into pigeotto and whisked me to anywhere I wanted when I got that HM. And whislt the HM system was shitty, it was still MY team that carried me to the elite four. But now to unlock more of Pokemon Sun/Moon's world, you're given specially selected, otherwise unusable pokemon that interact with the terrain. And I do mean given; these are not pokemon you catch yourself, but rather a reward for progressing though the main story. You clear the boulders in front of you in the same way everyone else who has the game does; with the same tauros everyone else has. And he doesn't feel like part of your team because he isn't. He doesn't take up one of your precious six slots, and he doesn't have to fight when things get rough. And sure, HMs kind of sucked, but sacrificing the sanctity of the player's bespoke experience wasn't worth it. I used to get to a new town in pokemon and eagerly explore it at my own pace, taking it all in through my own actions and seeing what I wanted to see. If I was excited to finally get to a pokecenter, I'd run there. If I was doing okay I'd check out that spooky looking tower over there. Irritatingly, as the technology has improved in power and towns can look more unique and gorgeous than ever before, you're given a slow-pan, fixed, unskippable, fancy camera angle shot of your next town, and then 5 heart-breaking minutes of story before you can just shop for TMs like you wanted to for YOUR adventure.
In fairness I would have loved some of the stuff I could do today, like seeing my starter dodge an attack because I took the time to shove beans down his throat. I would love tons more pokemon and type combinations and moves and elements to battles, but what's the point when that core spirit that pokemon used to feed off of, that desire to, as the 90s-ass slogan put it, catch-'em-all is BEAT DOWN by a constant shift to a story that's detatched from gameplay and completely characterless? This contrast, which left me (and everyone I know who played the game, incidentally) skipping through heaps of forced, slow, awkward cutscene, is hilarously emphasised often by your MC's characterless, blank expression as forced, failed melodrama that nobody actually cares about unfolds around him/her. You find yourself with the same thousand-yard stare as you hammer through the filler. The highest text scroll speed just ain't fast enough.
Constant framedrops that leave you staring at the move you've just selected for far too long are awful. Come on, man. Get it together.
Alolan Persian.
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This was subject to so much hate upon its release, and though quite a bit of it is jarring -- the handholding is endless, the post-game is barren, I wish it was slightly more replayable and the Alolan "gym" system surely isn't it but behind all that is in my eyes the last truly great Pokémon game we've gotten. I looove the Alola mons, I love the island system, quite a few of the new features gel. But really why I think S/M deserve much more praise than they've been given is largely due to the storytelling, which could be some of the best the series has ever offered, especially with its villains. Replaying it last year reminded me of how genuinely solid the game moves, and still brings me some hope Game Freak has another game like this in them.
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Pokemon Sun and Moon are a game about a girl named Lillie, who has befriended a legendary Pokemon, and stole it away from her mentally ill mother. Through her adventure, Lillie grows stronger as a person, and learns the meaning of friendship. You don't play as Lillie, though. You just follow her around.
Pokemon Red and Blue were about you and your adventure. You explored the region not because Lillie dragged you along, but because you wanted to. You were given a Pokemon and pointed in a direction, and that's it. GameFreak, however, completely misunderstands Pokemon, and has made the games increasingly linear and story-focused, but it wasn't an actual problem until Platinum.
Gyms in this title have been replaced by trials, which are mediocre. None are as bad as the one in the demo, though, which is strange. Mega evolutions have been replaced with Z-moves, which completely misses the point. Mega evolutions for Pokemon like Beedrill were perfect; making bad Pokemon actually pretty good. Z-moves do nothing in that regard; any Pokemon can use them. There are a few that are exclusive to certain Pokemon, but those Pokemon are mostly already good.
The best thing about Sun and Moon is, against all odds (take a look at me now), Team Skull. I've always hated evil teams. Rocket, Aqua, and Magma were tolerable, and Team Flare barely existed. But Team Galactic and Plasma were the fucking worst. Team Skull, rather than trying to be serious and """deep""", are simply silly. They are legitimately well-designed and funny, and have a GREAT theme song. Their leader, Guzma, is also a highlight.
The worst thing about this game is the railroading. There's this one NPC riding a Stoutland who says you can't pass because the Stoutland won't rest until it sniffs out every hidden item on the path. When they are finally done, you can hop onto your own Stoutland and notice that there are still hidden items lying on the ground. Fuck you, GameFreak. There's one part where this adult tells you (a child) and Hau (also a child) all about Aether Paradise, and how he wants to take you there. There's no way to say "STRANGER DANGER" and not follow him to his "clearly not a cult" island. All he needed was a white van and the promise of candy to really sell it.
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Final team: Ribombee / Alolan Golem / Araquanid / Palossand / Mimikyu / Drampa I also had a Vikavolt and a Toucannon, but they didn't make it all the way
Drampa was useless against the Elite Four because he could only be caught mere steps away from the Pokemon League. Glad I got to actually use the cool new Pokemon you designed.
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A strange experimentation with more narrative gaming....and more in-depth puzzle-like gyms? I don't think anyone was asking for more story and more puzzles. The harder difficulty is welcome but the totally not-Hawaiian islands feel discombobulated, it just doesn't feel fun exploring the game's world. The pool of Pokemon to catch seems to have gotten worse from Pokemon X and Y as well....
Nothing about Sun and Moon innovations works out, but it's still a decent 3D Pokemon game at the end of the day.
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In 1997, my mother came home from work with a VHS tape. In Seattle, we had access to a lot of imports from Asia before it became the norm like it is today - and as a professor specializing in media studies, there were promotional materials that she would get sometimes and show to me. I sat down on our thick, brown carpet and watched the tape that she put into the VHS player. It was a video showcasing something called "Pokemon," which was non-existent in the US at the time. There were screenshots from the video game, an introduction to the world of Pokemon and some of their designs and about how it was so popular in Japan and would be coming to the rest of the world soon. I was five years old at the time, and I don't remember nearly anything from that age, but I remember the screenshots from the first Pokemon games that appeared on this tape.
The early Pokemon games were great for so many reasons, but one of the most important was that nearly anyone who was interested in video games could pick it up and find an immersive gaming experience due to its universal appeal. Through the years, the formula was modified and some of the games were better than others, but there was always that comfy feeling starting a new Pokemon game for the first time and staying up all night playing it.
Pokemon Sun and Moon holds this feeling down and takes a steaming shit right on it. It may have improvements in some areas of the game, but so many aspects of the plot beat you over the head with the fact that this game is intended for children. It becomes so difficult to identify with the main character unless you are under your teenage years and it constantly assaulted me with the feeling like I was intruding on a game that I was not intended to play by forcing me to sit through plot sequences that were unbearably childish. I honestly gave up on this game less than ten hours in because I could not bring myself to care about picking it up and putting more time in when I constantly felt alienated - someone who was the target audience when the series started two decades earlier. Pokemon has always been a series where the protagonist is young, but even X/Y only a few years prior was nowhere near as jarring as this one.
Not only is this game a disappointment, it broke a love affair that I've had with the franchise since its inception. At least I've got a new battery in my original Red cartridge.
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Sun & Moon are great games that are under bad features and devolution. This game had a chance to be perfect and I honestly don't think it would get as much hate without the really shitty Ultra games.
USUM is a flat improvement over SM in most respects. The backlash at the time about USUM was that many thought it didn't make enough changes to SM to warrant another $40 release by 2017's standards. But otherwise, all it does is add more story, more post-game, more Pokemon, new minigames and side content. It's basically the Emerald, Platinum, Crystal version of Sun and Moon, but split into two games for some reason.
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...2021-11-07 01:35:45.010469+00
How the hell this game looks superior in graphics compare to Sword & Shield
I have fond memories of gen 7 but not only is there little reason to play this over USUM but I hated the immense handholding in both games. Due to that the pacing in these games is hot ass