Maybe unpopular opinion, but USUM is my favorite Pokemon game. The graphics were great and fitting, and it had a nice cozy feel with a banger OST.
Going from that to SwSh broke my heart. I literally just wanted a less pixelated USUM and instead they „evolved“ to that weird plastic/clay look like so many other Nintendo-close franchises…
I‘d say I‘m excited for an USUM remake in the future, but I don‘t think they‘d go with the vibrant and clean anime look anymore, and that‘d be over half my excitement gone.
USUM feels like the franchises often forgotten title i feel like. I really enjoyed the OGs, and though the whole Ultra Beast thing in USUM doesn’t really interest me, it is nice to have more content. I agree with the graphics and Soundtrack too, tropical things don’t really do it for me, but Sun and Moon i really enjoyed the OST for
The game is fun but man it was rough figuring out all the monster abilities. I wish they’d improve the monsternomicon to actually tell you what the monsters do. Like I still don’t know how the gnome monster works.
Since there’s no explanation in game of how the monsters behave I’ve put this together with the hopes it’ll make the initial experience a bit less frustrating for new players. Feel free to chime in if I get anything wrong or miss something and I’ll edit it in:
WARNING: POSSIBLE SPOILERS FOR THOSE OF YOU WHO PREFER TO DISCOVER THINGS ON YOUR OWN. SCROLL NO FURTHER
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X-Walls - always spawns in orthogonally (vertically or horizontally) adjacent pairs. Can be destroyed if hit 3 times at a cost of 1 health per hit. Drops a coin worth 1 xp when destroyed.
0-Starting Orb - reveals all tiles in two orthogonal (vertical/horizontal) tile radius when used. You should usually start by clicking this.
0-Healing Scroll - fully restores life. Also drops from Romeo and Juliet (9 power monsters)
0-Clairvoyance Scroll - randomly reveals any random tile on the board and all 8 tiles around it.
0-Gnome - ?? seems to teleport around randomly until you corner him eventually. Worth 9 xp
0-Dragon Egg - spawns in one of the 8 spaces around the dragon (power 13 monster). Leave it in tact for an achievement. Worth 3 xp
1-Rat - all of them can be revealed by defeating the rat king (power 5 monster) and using the scroll that drops from him. Will face left or right towards the rat king or stand up if the rat king is in the same column. Avoid killing for achievement.
1-Slime King - always spawns on the board edge surrounded by five Purple Slimes. Drops a scroll that reveals all Purple and Green Slimes.
2-Bat - nothing special
3-Skeleton - nothing special
4-Gargoyle - always spawns facing each other in orthogonally (vertically or horizontally) adjacent pairs.
5-Green Slime - all of them can be revealed by defeating the slime king (power 1 monster) and using the scroll that drops from him
5-Beholder - hides clues in a two orthogonal (vertical/horizontal) tile radius while alive.
5-Rat King - drops a scroll that reveals all rats on the board
6-Minotaur - spawns facing away from a treasure chest that appears in one of three adjacent spaces in the column behind him. They turn towards the chest when it is opened.
7-Guardian - nothing special
8-Purple Slime - always spawns in a ring around the slime king (power 1 monster) along the edges of the board. All of them are revealed by using the scroll that drops from the slime king.
9-Romeo and Juliet - always face each other equidistant from the center line of the dungeon. Drops a healing scroll on death. Leave them alive for an achievement
10-Mine King - always spawns in one of the 4 corners of the board. Drops a scroll that disarms all mines in the board.
11-Mimic - looks like a regular chest upon being revealed. Won’t fight you until you click it again after revealing it.
13-Dragon - always spawns in the same spot on board near the center. A dragon egg (power 0 monster with 3 xp) will always spawn in one of the 8 tiles surrounding it. Defeat it and collect the 13 xp to reveal a crown which you can collect wherever you want to end the game with a win.
100-Mine - the only way to disarm these is by defeating the mine king (power 10 monster) and using the scroll he drops. Disarmed mines are worth 3 xp
Ah, that’s what that blue bull with yellow hair is.
some additional details> Gargoyle - always spawns in orthogonally (vertically or horizontally) adjacent pairs And they always face each other. > Minotaur - a treasure chest always spawns in one of the 8 spaces surrounding him And they always face away from the chest, but turn towards it when you open the chest. > Dragon - Defeat it to end the game with a win. Defeat it to get 13 gold, pick up gold to reveal crown, pick up crown to end game. But if you’re trying to collect all the gold you can, it’s OK to defeat the dragon and keep going a little. > Romeo and Juliet Face each other equidistant from the center line.
I’m probably overthinking this, but Resident Evil has Japanese devs and I heard Japan has a culture of not wanting to carry around more than you need. I wonder if the small inventory space in Resident Evil games is related to the cultural idea of packing light.
I’m like 90% sure Japanese must have a word for “the spirit of packing lightly, only taking what is essential in function OR beauty which you can not go without” or something like that.
It has more to do with characters not being professional horror survivors at the start of the series and just going on routine missing person in the woods call, that later just became part of the games. Also there is no explanation in any game why don’t they wear something a bit more protective later on.
The small inventory space is likely a technical limitation and/or a direct gameplay decision, rather than a cultural one.
I don’t believe that any person, Japanese or not, would think that a special forces rescue team would take only the minimal supplies (with big risk of not having enough), and then being stranded at a new location and purposefully not stocking up on resources when the situation becomes obvious.
Part of what ruined this is not letting players host servers. Back in the day most FPS servers were run by end users, and could form clans and communities with like minded players. The admins of those servers could set rules, and you could know what to expect going in. Hell the server NAME would let you know. Now you go to their servers, their sorting, random lobbies never with the same people, etc.
I adminned several clanservers for years for a couple popular FPS games. It wasn’t a perfect system and suffered from the same issues regular servers did along with some clans treating everything on the server as theirs - like game resources, vehicles, whatever. We ran pretty chill servers, but even our members could be guilty of some less than stellar behavior. If you were a newb and showed up on a random private server odds were that you were gonna have a rough time. If you were associated with another clan and showed up on teamspeak along with joining the server you were going to have a much better time.
That said, I think private servers were far better because they kept a lot of the tryhards on their own turf, and if you found a good server with chill players and admins, they often kept a clean house. But it could be difficult to find that server where you fit with the crowd.
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Aktywne