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what don't you like about hg/ss?

For me, its the inability of the games to fix the Gym Leaders and level curve. Their levels are still weird, having the final leader be in her very early 40s instead of atleast her mid-late 40s.

Their teams are also still a mixed bag. Clairs team is fine despite the low level, though the repeat Dragonair could've been replaced by a Lapras. But then there's people like Pryce who uses both Seel (not even an Ice type) AND Dewgong. There are 3 other Kanto Ice types and 2 other Johto ones. Their teams drive me crazy
Yeah, I know. I want to discuss the Level Curve here too. Last time I played it was for Bulbagarden Fans of mine, 3 Years ago. The way I see it, there was an issue with the Chuck/Jasmine/Pryce block. Why the heck is Jasmine the highest level one of the three? They could have easily done a situation where if the player beat Pryce first or Chuck first, the level could have scaled differently. When I originally played Johto (when it first came out), I played Chuck/Jasmine/Pryce, in that order. These days, if I play Silver or HGSS, I do Pryce, Chuck, Jasmine. I think the games should have done a reward of some sort for changing it up or they could have asked the Player what order they beat those 3 Gyms in, then scaled as to the answer. Honestly, I hope they do that if/when we get a Johto remake, especially if it is mostly faithful.

Clair should have had a better team. After all, by the time you get to her, you have done the entire Johto Radio Tower thing, which helps with levels. They should have been stronger, I would say close to 50. Kanto...is an absolute joke. I love that you can revisit it, but my goodness. The Gyms are lackluster, and there is not much to do there, so you can easily (until maybe Blue), sweep through. I don't know how many times I had to rematch at the Dojo in HGSS to get my Levels for Red. That really was bad. Then, Red shows up at Level 81, when you are likely not ready for it, and you had to do some grind. That was dumb.

The games need to be better in a remake/remaster. Love you Johto, but you need help.
 
They could have easily done a situation where if the player beat Pryce first or Chuck first, the level could have scaled differently. When I originally played Johto (when it first came out), I played Chuck/Jasmine/Pryce, in that order. These days, if I play Silver or HGSS, I do Pryce, Chuck, Jasmine. I think the games should have done a reward of some sort for changing it up or they could have asked the Player what order they beat those 3 Gyms in, then scaled as to the answer. Honestly, I hope they do that if/when we get a Johto remake, especially if it is mostly faithful.

They didn't have the understanding to do this even in the most recent instance of the franchise, Scarlet/violet, let alone in a remake of a game over twenty years old.

The Second Generation had some bold ideas, for the time, regarding the game's progression order, which is one of the reasons for the poor level progression curve that the game has. Decades later, unfortunately, in the franchise's first full openworld game, Game Freak continues to make the same old mistakes.
 
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I'm well aware of how common this is--I'm old, I still remember the anticipation for Ocarina of Time's release--but HG/SS took it much, much farther than most games; I mentioned Dragon Quest, but you could defeat the postgame bosses and everything else in those without ever doing the casino in those games. Good luck beating HG/SS's equivalent without the game corner TMs, though! That's far more annoying than losing out on a few heart pieces in Zelda, especially because Voltorb Flip is going to take far, far longer than all those Zelda minigames.

I've gotten by just fine without the Game Corner's TMs. IDK why you're so obsessed with the idea that you absolutely have to have them. Would they be a good option to have in the back pocket? Sure. But do you need them to beat the game? Far from it.

I always interpreted the casino and the slot-machine mini game in the first two generations of Pokémon games as something thematic, and not some quintessential side content. The gambling content was there, for the sadists who wanted to venture out, as well as the option to directly buy the coins, for those who just want to have the feeling and ambiance of dealing with a mafia organization.

Unfortunately, with the Voltorb Flip, despite having gained a much superior mini-game, we lost both the thematic background and the convenience of directly acquiring coins.

The theming only really matters in RBYFRLGLGPE, where there's a Rocket Hideout underneath. Other than that, there's no real reason to have a mafia run casino in a kid friendly game.

They didn't have the ability to do this even in the most recent instance of the franchise, Scarlet/violet, let alone a remake of a game over twenty years old.

The Second Generation had some bold ideas, for the time, regarding the game's progression order, which is one of the reasons for the poor level progression curve that the game has. Decades later, unfortunately, in the franchise's first full openworld game, Game Freak continues to make the same old mistakes.

Um what? They totally have the ability to do that, they've just chosen not to. There have been numerous instances in the past, through examples such as Vs. Seeker rematches and Emerald's Gym Leader rematches, that have shown that they can create multiple rosters for the same trainer at multiple points in the game. It just hasn't clicked with them that they can use this same system to better allow players to progress the game in any order.
 
I've gotten by just fine without the Game Corner's TMs. IDK why you're so obsessed with the idea that you absolutely have to have them. Would they be a good option to have in the back pocket? Sure. But do you need them to beat the game? Far from it.
Not wanting to bother with Voltorb Flip has a significantly larger effect on the player's ability to handle the Battle frontier or multiplayer than missing one or two hearts in Zelda effects your ability to beat the game( with Zelda games not really having a postgame challenge until arguably BOTW).

Um what? They totally have the ability to do that, they've just chosen not to. There have been numerous instances in the past, through examples such as Vs. Seeker rematches and Emerald's Gym Leader rematches, that have shown that they can create multiple rosters for the same trainer at multiple points in the game. It just hasn't clicked with them that they can use this same system to better allow players to progress the game in any order.
I'm not sure if it hasn't clicked or if they're just against scaling in the main story; it's not like level scaling doesn't have it's opponents, after all.
 
Not wanting to bother with Voltorb Flip has a significantly larger effect on the player's ability to handle the Battle frontier or multiplayer than missing one or two hearts in Zelda effects your ability to beat the game( with Zelda games not really having a postgame challenge until arguably BOTW).

The Battle Frontier and multiplayer are pretty much optional themselves, when the meat of the game is the main story.

I'm not sure if it hasn't clicked or if they're just against scaling in the main story; it's not like level scaling doesn't have it's opponents, after all.

Well they're going to have to figure something out because the levels serve as a soft roadblock in the gameplay, you can't really explore the game wherever you want and complete the game in any order you want if you have to do so using a 189 IQ strategy to beat someone twice your level in the process.
 
Well they're going to have to figure something out because the levels serve as a soft roadblock in the gameplay, you can't really explore the game wherever you want and complete the game in any order you want if you have to do so using a 189 IQ strategy to beat someone twice your level in the process.
Personally, i like it that way. I prefer if the game world gradually opens up as you progress through a game's story. Gives a sense of progression. As much as i love games like Skyrim, it never feels like you're actually getting stronger, as you can get everywhere immediately and it doesn't matter if you do things at the start or the end of the game; the enemies will be about as difficult either way. Compare this to Morrowind where you can technically go anywhere from the start, but you are absolutely going to die if you head inside the Ghostfence right at the start. In that game, you actually feel like you are getting stronger as you beat tougher enemies and can safely traverse areas you couldn't before.

One of my big worries when pokemon went open world was that it would ruin the feeling of progression; of getting stronger. By not scaling the enemies, they kept that intact.
 
I dislike the Voltorb Flip game and I don't get why GF didn't at least give us the option of buying coins instead of needing to play the mini-game in order to collect enough coins to exchange for Porygon or certain TMs.

That said it's pretty much the only complaint I can make about these remakes because I liked pretty much everything else about them.
 
I don’t like the lack of a real story or johto
mons in… johto and certain events/activities only available during certain days and hours.
 
and most people have not and never will see it, because it's not even part of the game.

I am almost sure that this is part of the game, most of DS era events are part of the games. Or rather, they have their own data stored in game and is only needed an activation code to it be accessed.

if it wasn't for good ol' mastersex, giovanni being silver's father would probably be a significantly more obscure fact than it is now. and there are still people who don't know! so, for as good of games i believe hgss were, i do believe it was responsible for hindering itself in the end. yes, this is because it failed to properly tell silver's story,

Master Ex, really? I am quite sure that dataminers and Pokémon fans would guarantee that this event/fact would never exactly become obscure.

After all, while I haven't had access to the event originally, I've known about it for decades. And, just a few months after its availability, anyone, through unofficial means, could, and still can, witness it in their game.

Furthermore, the suspicion and theory that Silver could be Giovanni's son is something that has intrigued and fascinated fans since his original appearance in Gold/Silver. A theory that, little by little, the producers, whatever the reason, decided to make official. Looking from this side, I even appreciate GameFreak's intention of wanting to make the confirmation of this fact something a little obscure, and not so direct, so that only those most involved with the franchise would take note.

However, I hate how this was done. Limited and restricted content is never the right option.

it's kind of grody, and unfair to both the lore/characters and the players.

I agree. Reserving content, especially related to games or franchises lore, for timed events that, in theory, would be inaccessible or difficult to access later, is a terrible policy that should be criticized.
 
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Probably mentioned but is cringe how wild pokemon in the old region are low level.. and Oak even makes a joke about how you should be good to go to the next town once you get a starting pokemon of him
 
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