Yup. Fan projects and indie games can fill this niche. Pokemon is the most profitable media franchise EVER. They should be innovating and improving, not chasing nostalgia.
Absolutely yes. I much prefer the 2D Pokémon artstyle to the 3D models.
Also !pokemon might like this question—kind of saddened to see things that would fit in active niche communities only ever get posted in a giant Games community, but it is also very unfair of me to expect everyone to know every community ever, and you generally get rewarded with more engagement in the big tent communities. Went and crossposted it myself, people answered
Many of the early console and PC games were only solvable by finding answers in published magazines. Nintendo was notorious for this - they had their own magazine called Nintendo POWER and a hotline you could call to get tips. A few that come to mind:
Blaster Master / Goonies 2 / Mad Max / The Kings Quest games / The Black Caludron
On arcades, you’d get fucked by asshole difficulty. At home, you’d get fucked by asshole difficulty and purposeful lack of information. Took me a while to put 2 and 2 together and realize how “predatory games” have been around for a very long time. Can’t sell the game twice, but you can sell information.
Depends on the game. I’m still a very long ways away from completing it, so please no spoilers, but Sonic Frontiers? They added enough to the open world that it’s fun to run around and do side stuff in. Pokemon Violet? The charm wore out quick enough, making the region feel way too empty compared to most other gens, so no. No clue on the DLC, but I imagine they’re similarly as empty and devoid of NPCs as well. Games like VoxeLibre on Luanti? Wouldn’t want it any other way!
I only really like STALKER I think, because it’s generally compressed and dense rather than stretching out over nothingness. It’s technically multiple levels than being overworld I guess.
Days Gone is well designed and balanced. The map isn't overly large. If you just follow the quests you pretty much go everywhere anyway. I highly recommend you just give it a go. It's a great game!
Bro what do you mean, if there’s a single franchise that has not changed its mechanics is Pokémon. Maybe you mean a game absent the gimmick mechanic they put in every gen? Or are you crazy enough to suggest we go back to the days before physical/special split?
I hate all the gimmicky mechanics so, I’d be down with getting rid of all that stuff like go back to gen1 before berries and holding items to increase power and stuff.
But I do not want to have to switch boxes to hold Pokémon on the PC or have limited storage for held items.
I wouldn’t mind a 2d version, but maybe they could draw inspiration from the Zelda 2d remakes.
Yeah I agree, the only one of these gimmicks that has been somewhat good is mega evolutions and they are still not great from a balance standpoint. Other than that I struggle to see how fundamentally different modern Pokémon games are from the old ones. There’s a lot of QoL stuff, but most of it is easily ignorable imo.
I think that you might want to look at rom-hacks like someone else suggested. You’ll probably find what you’re looking for in one of the hundreds that have been made.
I like open world games when the time I spend simply being in them without any explicit objective is enjoyable. If I’m thinking “I’m bored, where’s the next task?” then there’s a problem. If I’m thinking “I wonder if I can make a boat that operates by paddling instead of using a fan…” then we’re good.
(Tears of the Kingdom’s physics don’t work that way, I’m sorry to report. Thing flailed around like it was drowning.)
Mostly nay. I am not against open-world in premise, but most open-world games do it poorly. I think that a lot of studios make their games open world because these types of games are popular, but don’t give a thought to what that means for their specific game. They want their worlds to seem expansive and think this is an easy solution but it isn’t.
If you make an open-world game, it needs at the very least two things: a compelling method of traversal (mechanics of interacting with that open world), and thoughtful, intentional design (not just large stretches of trees and rocks between towns). I think Breath of the Wild is a paragon of good open-world design.
bin.pol.social
Aktywne