This was hampered in the first generation by balance issues leading to some elements and species becoming obvious Game Breakers, but later generations have made many strides in balancing them out, most notably with the addition of Dark and Steel elements. The second factor is the strict move limit: each of your Pokémon can only know 4 moves at once, out of a large movepool that they can learn from. No fewer than 15 (and later 18) different elements are in play, and some species of Pokémon belong to two elements instead of just one, which can neutralize or compound the elements' respective resistances or weak points Pokémon aren't strictly limited to moves of their elemental type either, but can learn almost any move the particular creature might reasonably be capable of executing (like Water Pokémon using Ice-type moves, or Dragon Pokémon using Fire-type moves), and sometimes ones they aren't. First of all, there's an ambitiously large Elemental Rock-Paper-Scissors setup. The strategy in the gameplay comes from two factors. The original idea was for an artificial form of insect collecting for kids that lived in cities and thus couldn't participate in such a hobby (as the original creator was a bug collector when he was a kid), with the paired versions providing incentive for players to get together and trade Mons with their friends (but more on that later). The idea of the game is to run around and battle wild Mons with your own, catch them with hand-held balls, and teach them to battle ( non-lethally) with each other under the guidance of human Trainers for fun and profit. Released in Japan in February of 1996 for the Game Boy, Pokémon (or in Japan, Pocket Monsters) came in two versions: Red and Green. The Role-Playing Games, developed by Game Freak and published by Nintendo, spawned a multi-billion dollar franchise rivalling the Mario series (which of course is also published by Nintendo), and indirectly caused the proliferation of western broadcasts of Anime along with Dragon Ball and Sailor Moon. Pokémon Let's Go: Pikachu and Pokémon Let's Go: Eevee.There’s also no limit to how many items a player can carry in their bag, a wholeheartedly welcome inclusion to the game. Now, attacks like Waterfall (where the pokemon’s body is supposed to come into contact with the opponent’s) are properly physical.Īdditionally, some nifty design implementations were made, like some pokemon having male or female forms, each with unique sprites. One of the most welcome additions is the division between physical and special attacks on a case to case basis.īefore, every Water-type attack was special, which sometimes made no sense. Quality of life improvementsĭiamond and Pearl introduced many changes to Pokemon’s core mechanic, refining the combat for more competitive players. This expanded Pokemon mythos feels a bit weird, but it undeniably nurtures the overall Pokemon universe, a place that was in much need of some meaningful plots in its games.Ī third legendary Pokemon, Giratina, would later appear in the cover art of Pokemon Platinum, the third, more refined version that goes alongside Diamond and Pearl. In Diamond and Pearl, the plot is even richer than in its GBA prequels, with the introduction of deity-like pokemon that govern the fabric of the universe.ĭiamond has Dialga, the pokemon that created time, while Pearl has Palkia, the creator of space. With Ruby and Sapphire, Pokemon leveled up the plots of their games. This ultimately makes playing the game feel more like a chore than it should. Even the battles feel a bit slower than before, with many attacks featuring animations that take longer to play than they should. Perhaps it’s due to the engine, but the exploration in Diamond and Pearl feels more sluggish than in its predecessors. The battles are still rendered completely in 2D, but the overworld features some 3D structures. As we mentioned before, Game Freak decided that Nintendo’s capable DS had enough horsepower to move the game into the 3D realm.
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