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- Sep 23, 2013
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- #16,741
Yeah... There's another reason that mobile games are able to achieve massive casual success: They're on a device that almost everyone has to begin with.
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I don't think I've gone a day outside without seeing some Pokemon Go fanatic glued to their phone screen trying to catch whatever Pokemon is around that day.
I'd say it's an addiction but that would be admitting that video game addiction is a real thing.
Bleh- again, it doesn't have to limit what your player is called, as long as they write the script to avoid calling your character by name during voice acted scenes. And cut scenes is the only place I'd really want to see voice acting, because the cinematic silence is horrible and you can't make those things go much faster, so we could at least sugarcoat the experience so it's easier to stand. Good voice acting would be an improvement there- I think it would be annoying and unneeded if used anywhere else.Honestly, I wouldn't like voice acting since this would force a limit to what a player character can be called. Breath of the Wild is known for being the first Zelda game since Four Sword Adventures to not allow you to name Link, and that's only because of voice acting. And no, Tetra Trackers isn't a good example of voice acting since each vowel in the English language has various sounds, so it would take too much work just for the in-game characters to say the player's name.
He.Erm, SeanWheeler, she (he?) was talking about Pokémon Generation cries, not about the fandom term. And yes, Backset, they did a pretty good job there.
EDIT: Also, I don't see what's so wrong about changing some Pokémon cries since they were the same 38 cries but in different pitches, speed and length. I would have preferred the Stadium cries that sounded more natural, but I knew it wasn't going to happen.
I agree.Well, I actually liked the cries in Pokemon Generations, it had a feeling of them being creatures and not them having human voices mimicking their names or sounding artificial.