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On top of that, they don't really make it easy to get those evolution-inducing trade items. In Gen 6, it was a pain to get the Up-Grade and the Dubious Disc necessary for Porygon-Z. The only options were the Battle Maison or the PokéMileage Club. I guess the latter wasn't too difficult, but it shouldn't be so daunting to get just within the game itself. They've been consistently ridiculous about the Razor Claw.
This hurts much more due to the fact that a lot of those forms were really lacking in design. They could' even easily made more forms. Vulpix, Sandshrew and Raichu are the only forms which freshen up thier older counterparts.
Yes, the main question about SM is actually not about them at all. Okay then.They still haven't answered my main question with SM, is what's going on with third versions?
I don't really know when Stars entered development, but Eurogamer said that it had been developed in parallel to SM until some point in 2016 at which all focus was shifted to the latter. I rather doubt that a Switch game was in the making before ORAS were even done.
Yes, the main question about SM is actually not about them at all. Okay then.
Because no one cared enough to ask them.It is about them though because they chose to skip a third version or sequel to make a 7th gen game. They haven't answered why they made that decision.
It is about them though because they chose to skip a third version or sequel to make a 7th gen game. They haven't answered why they made that decision.
Because no one cared enough to ask them.
Also, why didn't they ask why Zygarde was thrown in there? At least explain some of the plot holes like that and the Sina an Dexio side-quest were dropped at its climax.
i mean, even if it was asked you'd likely get nothing more than a canned PR answer anyways (eg., "we like to surprise fans"). regardless, i think it's a safe assumption that there was no same gen revisit in Gen 6 due to a combination of wanting to push SM for the 20th anniversary and not wanting to release too many games or too few games (and then wanting those releases to be the best representations) so we end with XYORAS into SM instead of something like XY alone into SM or XYORASZ-- Z being any sort of same gen revisit-- into SM.That's kind of harsh. So, you're no one wanted to know the reasoning that the first region to ever enter 3D only got the initial pair? Considering the fact that BW at least got sequels, I would have thought the interviewers would have at least asked what made Game Freak move on. A lot of people were shocked when that happened, so the interviewers could at least have asked them that much.
That's kind of harsh. So, you're no one wanted to know the reasoning that the first region to ever enter 3D only got the initial pair? Considering the fact that BW at least got sequels, I would have thought the interviewers would have at least asked what made Game Freak move on. A lot of people were shocked when that happened, so the interviewers could at least have asked them that much.
Also, why didn't they ask why Zygarde was thrown in there? At least explain some of the plot holes like that and the Sina an Dexio side-quest were dropped at its climax.
The expressiveness certainly did work for the NPCs - Hau and Gladion especially. Also, Lusamine's creepy face. But I felt Guzma was a bit limiting in expression, and also the main characters. In ORAS both Brendan and May had changes in facial expression when you play as them (such as frowning when Zinnia failed to summon Rayquaza), but then again I guess it is because they're not really "us" but "Brendan and May" and had a default personality...?
- "Expressiveness" and "atmosphere" were key points of the games' concepts. Since the characters had more realistic proportions in these games, Ohmori wanted to make players feel more immersed in the region.
I'd say it was necessary to set the games apart from their predecessors, graphically speaking.As for realistic proportions... well, I can see why they'd prefer the characters to look realistic, but is it really necessary?
I didn't find them easy to overlook. The chibi models were ugly.And even in ORAS the unrealistic proportions were easy to overlook because players relate to the characters by how they act, not how they look.
Masuda chose Ohmori to direct Sun & Moon because with it being the 20th anniversary, it felt like a "turning point" and like the "ideal timing to consider the future of Pokémon," and Ohmori had previously worked hard and delivered satisfactory results as the director of Omega Ruby & Alpha Sapphire. Based on that transition, Ohmori chose to make "transcendence" a theme of the games. He sought to remake the series from the bottom-up, asking himself if fundamental fixtures such as Gyms were really necessary.
And I am glad that they did <3 They were such a highlight to me.Ohmori states that the idea for the Ultra Beasts was inspired by invasive species, and that he wanted to try to express those in the Pokémon world. To design them, they thought about the forms that Pokémon from other worlds would take. "Normally, whenever we create a new Pokémon, we have a clear standard for 'Pokémon-ness,' but we really tried to take a big risk with our graphic designers to exceed the limits of what a Pokémon can be when it came to the beasts."
Do Masuda and Ohmori explain anything more about the development of the game?
When they tell us development for SM started in 2013 after XY, do they mean it was developed alongside ORAS, or do they mean SM was only in "conceptual brainstorming" at that time and started proper physical development only after Ohmori was ready with ORAS ane could start a new project?
Because I dont get how is Ohmori supposed to be the director, if they had already made half of the game befor he even joined the project? It is kinda confusing.
I didn't find them easy to overlook. The chibi models were ugly.