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Ever see an area in the games and wished it would have a different design or some kind of different environment/aesthetic? Discuss here what areas you would like to see changed and what ideas you would have to improve them.
Here are some of mine:
Here are some of mine:
-Mt. Moon: Mt. Moon's design has kind of been all over the place because of how GSC's memory limitations ended up nerfing this area. But there's actually some good ideas in both and I'd like to combine them but with a bit of a modern twist. Maybe have a small entrance area from Rt. 3 and 4 similar to the GSCHGSS version, but then you could go deeper into the cave and have sort of a spiral design similar to the outside of Twist Mountain?
-Kanto Rt. 3 and Rt. 4: These are supposed to be fairly mountainous areas being near Mt. Moon, but due to the graphical limitations of the GB, they could only really show this by having tons of ledges. Now though, they can do better. Give them steeper cliffs and bridges that criss-cross over the lower paths like some of the mountainous routes in more recent regions.
-Kanto Rt. 7: Oh dear lord this route feels almost pointless. It's a 5 second walk between Saffron and Celadon with nothing else other than a small patch of grass and the Underground Path. This route needs to be lengthened. Badly. Maybe make the full route feel more like an urban forest park or something?
-Rt. 9 and Rt. 10: Similar to Rt. 3 and 4, these are mountainous areas that aren't very mountainous. Keep the ledge mazes on Rt. 9 but once again, include some changes in elevation and have some of the paths cross above.
-Rock Tunnel: Oh dear lord, the original design of this cave is soooo bad. You might not be able to tell when you're actually playing, but the ladders actually don't match up and so the area feels like that one Ranger Net mission in Shadows of Almia where a Palkia distortion warps you to random places. The HGSS design is better, but once again not enough elevation here (a common theme throughout Kanto). They should make this feel a bit more like Terminus Cave, with various mazelike paths, while still referencing the designs of the previous two versions wherever possible.
-Saffron City: Doesn't really feel like a proper metropolis, just a regular old city with the huge Silph Co. building. So first of all, I think they should divide this into districts like the metropolises in modern regions. Maybe they could have a shopping district that contains Silph Co., the Poke Mart and other shops, and maybe even a mid city connection to both Underground Paths which can now actually meet in the middle instead of completely passing each other somehow. They could have a battling district with the gym, the Fighting Dojo, a Battle Facility, maybe also a battle restaurant similar to the Lumiose City restaurants. Then they could have a transportation district with the Magnet Train and the Pokemon Center (which you can fly to)? Whatever the case, the city needs to be bigger and needs more to do, you'd barely be able to tell it's supposed to be the largest city in Kanto because Celadon is almost as big
-Kanto Rt. 16: Like Rt. 7, too short. Walk 5 seconds and you're already in Cycling Road. Maybe they could have it wind under Cycling Road and enter from the west instead of east? That would be cool.
-Kanto Rt. 18: Again, lengthen. Maybe play into the coastal theme a bit more and have seaside areas or beach dwelling Pokemon and trainers?
-Cinnabar Island: In RBYFRLG it was a fairly flat island, but then in GSCHGSS, suddenly there's a volcano that erupted? Having a legit volcano area would really add to Kanto's environmental diversity so why not actually do something with it. Have the city built (or rebuilt, if it takes place after GSC) at the foot of the volcano and make the volcano an actual, explorable dungeon.
-Kanto Victory Road: Aside from the boulder puzzles this is a pretty plain cave, especially for a Victory Road. Having the path weave in and out of the cave like later Victory Roads would really work well for this one, especially when there's Pokemon League architecture everywhere. They could also repurpose the right-side exit from RBYFRLGLGPE to mess with your expectations a bit, maybe you think that's the exit and you actually get there pretty quickly but nope, that's an outdoor section of Victory Road with much more to go. And maybe a second, cliffside outdoor area on the left side later in the area.
-Kanto Rt. 3 and Rt. 4: These are supposed to be fairly mountainous areas being near Mt. Moon, but due to the graphical limitations of the GB, they could only really show this by having tons of ledges. Now though, they can do better. Give them steeper cliffs and bridges that criss-cross over the lower paths like some of the mountainous routes in more recent regions.
-Kanto Rt. 7: Oh dear lord this route feels almost pointless. It's a 5 second walk between Saffron and Celadon with nothing else other than a small patch of grass and the Underground Path. This route needs to be lengthened. Badly. Maybe make the full route feel more like an urban forest park or something?
-Rt. 9 and Rt. 10: Similar to Rt. 3 and 4, these are mountainous areas that aren't very mountainous. Keep the ledge mazes on Rt. 9 but once again, include some changes in elevation and have some of the paths cross above.
-Rock Tunnel: Oh dear lord, the original design of this cave is soooo bad. You might not be able to tell when you're actually playing, but the ladders actually don't match up and so the area feels like that one Ranger Net mission in Shadows of Almia where a Palkia distortion warps you to random places. The HGSS design is better, but once again not enough elevation here (a common theme throughout Kanto). They should make this feel a bit more like Terminus Cave, with various mazelike paths, while still referencing the designs of the previous two versions wherever possible.
-Saffron City: Doesn't really feel like a proper metropolis, just a regular old city with the huge Silph Co. building. So first of all, I think they should divide this into districts like the metropolises in modern regions. Maybe they could have a shopping district that contains Silph Co., the Poke Mart and other shops, and maybe even a mid city connection to both Underground Paths which can now actually meet in the middle instead of completely passing each other somehow. They could have a battling district with the gym, the Fighting Dojo, a Battle Facility, maybe also a battle restaurant similar to the Lumiose City restaurants. Then they could have a transportation district with the Magnet Train and the Pokemon Center (which you can fly to)? Whatever the case, the city needs to be bigger and needs more to do, you'd barely be able to tell it's supposed to be the largest city in Kanto because Celadon is almost as big
-Kanto Rt. 16: Like Rt. 7, too short. Walk 5 seconds and you're already in Cycling Road. Maybe they could have it wind under Cycling Road and enter from the west instead of east? That would be cool.
-Kanto Rt. 18: Again, lengthen. Maybe play into the coastal theme a bit more and have seaside areas or beach dwelling Pokemon and trainers?
-Cinnabar Island: In RBYFRLG it was a fairly flat island, but then in GSCHGSS, suddenly there's a volcano that erupted? Having a legit volcano area would really add to Kanto's environmental diversity so why not actually do something with it. Have the city built (or rebuilt, if it takes place after GSC) at the foot of the volcano and make the volcano an actual, explorable dungeon.
-Kanto Victory Road: Aside from the boulder puzzles this is a pretty plain cave, especially for a Victory Road. Having the path weave in and out of the cave like later Victory Roads would really work well for this one, especially when there's Pokemon League architecture everywhere. They could also repurpose the right-side exit from RBYFRLGLGPE to mess with your expectations a bit, maybe you think that's the exit and you actually get there pretty quickly but nope, that's an outdoor section of Victory Road with much more to go. And maybe a second, cliffside outdoor area on the left side later in the area.
-Rt. 33: Another lengthening candidate. Maybe make it a bit wetter and lush, maybe with puddles and overgrown grass since it's a rainy route near a forest and Bug type gym.
-Goldenrod City: Design wise Goldenrod is pretty fine, but aesthetic and functionality wise, Goldenrod feels more like a Western metropolis whereas the real life city it's inspired by, Osaka, is more multicultural and known for its shopping and food. The shopping part is covered with the Department Store and Game Corner, the food not so much. Maybe make the aesthetics more of a mix of traditional and Western buildings, and add some food stalls throughout the city.
-Whirl Islands: Mainly fine but very annoying to navigate because the ledges funnel you to certain exits forcing you to leave and Surf to another entrance to continue exploring. Make the area a bit more accessible no matter which entrance you choose.
-Rt. 42: Now we're hitting Johto's mountainous sections and again, they're all flat. Might be a bit tricky to make Rt. 42 more mountainous because it has multiple lakes, but they could possibly add a bit more elevation.
-Mt. Mortar: The Waterfall helps it look a bit more mountainous than some of Kanto's mountains, but the second floor could do with the whole "bridges criss-crossing overhead" treatment.
-Rt. 43: Given its proximity to Lake of Rage and the smaller ponds on this route, maybe this one should be a bit more like a marsh.
-Rt. 45 and 46: The first of the "tons of ledges" route that once again uses ledges as a way to depict elevation due to the Game Boy's limitations. But this sort of design is always annoying and tedious since you have to use Fly dozens of times to explore the area. Rely less on ledges (although you still need some to prevent you from going from Rt. 29 or Dark Cave to Blackthorn early) and more on cliffs and stairs.
-Goldenrod City: Design wise Goldenrod is pretty fine, but aesthetic and functionality wise, Goldenrod feels more like a Western metropolis whereas the real life city it's inspired by, Osaka, is more multicultural and known for its shopping and food. The shopping part is covered with the Department Store and Game Corner, the food not so much. Maybe make the aesthetics more of a mix of traditional and Western buildings, and add some food stalls throughout the city.
-Whirl Islands: Mainly fine but very annoying to navigate because the ledges funnel you to certain exits forcing you to leave and Surf to another entrance to continue exploring. Make the area a bit more accessible no matter which entrance you choose.
-Rt. 42: Now we're hitting Johto's mountainous sections and again, they're all flat. Might be a bit tricky to make Rt. 42 more mountainous because it has multiple lakes, but they could possibly add a bit more elevation.
-Mt. Mortar: The Waterfall helps it look a bit more mountainous than some of Kanto's mountains, but the second floor could do with the whole "bridges criss-crossing overhead" treatment.
-Rt. 43: Given its proximity to Lake of Rage and the smaller ponds on this route, maybe this one should be a bit more like a marsh.
-Rt. 45 and 46: The first of the "tons of ledges" route that once again uses ledges as a way to depict elevation due to the Game Boy's limitations. But this sort of design is always annoying and tedious since you have to use Fly dozens of times to explore the area. Rely less on ledges (although you still need some to prevent you from going from Rt. 29 or Dark Cave to Blackthorn early) and more on cliffs and stairs.
-Mt. Pyre: The design of this one is really weird. You're meant to go right in, turn left, and then climb the outside? I don't quite get why the inner mausoleum section is an optional area that's mainly a waste of time. To play with your expectations maybe? IDK, but the area could really be better designed and the Mt. Coronet/HGSS Mt. Silver "weave in and out of the mountain" design would be a better concept. If they want to mess with you by fooling you into going down the wrong path, there are other ways of doing that.
-Rt. 123: Similar to Rt. 45 and 46, has the whole "tons of ledges" schtick. Needs a similar improvement.
-Rt. 124-128: These areas are so empty and hard to get your bearings straight. They desperately need more islands with recognizable landmarks to help you find your way, especially on Rt. 124, 127, and 128. Maybe have some islands with grass patches and other recognizable landmarks such as lighthouses?
-Evergrande City: How is this a "city"? It's a field of flowers with a Pokemon Center on it. Make this an actual city with more buildings please.
-Hoenn Victory Road: Again mainly feels like a generic cave. ORAS had a great concept with it being an overgrown cave full of vegetation, but sadly that was just scenery for the Wally battle and not how the meat of the cave was actually designed. Like with other Victory Roads, this would be cool if it had some outdoor sections. Maybe a flower field with actual tall grass and wild Pokemon? Maybe a Surfing route through a maze of rocks, and some diving spots? They could really make this feel a bit like Hoenn in miniature, which is appropriate for the final dungeon. Would be a lot more interesting than a plain jane cave.
-Rt. 123: Similar to Rt. 45 and 46, has the whole "tons of ledges" schtick. Needs a similar improvement.
-Rt. 124-128: These areas are so empty and hard to get your bearings straight. They desperately need more islands with recognizable landmarks to help you find your way, especially on Rt. 124, 127, and 128. Maybe have some islands with grass patches and other recognizable landmarks such as lighthouses?
-Evergrande City: How is this a "city"? It's a field of flowers with a Pokemon Center on it. Make this an actual city with more buildings please.
-Hoenn Victory Road: Again mainly feels like a generic cave. ORAS had a great concept with it being an overgrown cave full of vegetation, but sadly that was just scenery for the Wally battle and not how the meat of the cave was actually designed. Like with other Victory Roads, this would be cool if it had some outdoor sections. Maybe a flower field with actual tall grass and wild Pokemon? Maybe a Surfing route through a maze of rocks, and some diving spots? They could really make this feel a bit like Hoenn in miniature, which is appropriate for the final dungeon. Would be a lot more interesting than a plain jane cave.
-Kalos Rt. 1: Why does this even exist? If they want to make it a Route, make it a freaking Route and add some actual wild Pokemon and trainers here. If they don't want you to deal with them the first time fine, but they could at least do what Alola Rt. 1 did and have new sections open up to experience that later.
-Santalune Forest: Anything other than a blatant Viridian Forest clone would be super.
-Glittering Cave: B1F is fine I guess. 1F though, this reeks of an "OMG WE'RE 3D" gimmick and now that the novelty is worn off, they really need to make this more than just a narrow path with random dead ends and Pokemon hanging from the ceiling.
-Wela Volcano Park: The warps up and down the mountain feel utterly insulting TBH. Make some actual volcanic caverns to fill in the gaps.
-Galar Mine: We can see lower levels of the mine but can't get there. Add a B1F please?
-Turffield: We only really get to visit half of the city, with the areas behind the gym blocked off. Let us visit them.
-Santalune Forest: Anything other than a blatant Viridian Forest clone would be super.
-Glittering Cave: B1F is fine I guess. 1F though, this reeks of an "OMG WE'RE 3D" gimmick and now that the novelty is worn off, they really need to make this more than just a narrow path with random dead ends and Pokemon hanging from the ceiling.
-Wela Volcano Park: The warps up and down the mountain feel utterly insulting TBH. Make some actual volcanic caverns to fill in the gaps.
-Galar Mine: We can see lower levels of the mine but can't get there. Add a B1F please?
-Turffield: We only really get to visit half of the city, with the areas behind the gym blocked off. Let us visit them.
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