I went into Pokémon Brilliant Diamond with
tempered expectations and enjoyed my time with it. It’s impossible for me to convey just how much the original Diamond and Pearl mean to me.
So I relished the excuse to replay them with friends when Brilliant Diamond and
Shining Pearl released in November 2021. I have criticisms, of course. I mean, you’ve seen
the length of this video. But that’s just it, I wouldn’t be able to talk this long about
a game I hated. Ultimately the reason I’m making th
is video is I wanted to talk more
about a game – and a series! – that I enjoy. So! Whether you love Pokémon, are on a long
car ride, or are just trying to get to sleep, I’d be delighted if you’d join me on this
trip through Sinnoh. The good and the bad, the laughs and the gaffs. This is An
Exhaustive Look at Pokémon Brilliant Diamond. Before we get started proper, some ground rules.
I’ll be playing through Brilliant Diamond rather than Shining Pearl. Spoiler warning
for Brilliant Diamond, S
hining Pearl, and of course the originals. I know, I know,
you’d think I wouldn’t have to say that, but keep in mind this is YouTube.
There are timestamps in the description so you can pick this up and put it down as
you please. I will be repeating some points from the Omega Ruby video, sometimes
to give a new perspective, sometimes to better articulate my point, and sometimes
because I just plain forgot I’d said it, sorry! And just to head off some comments: I know this
is long, I know I h
ave an accent-slash-speech impediment, my name’s pronounced ShayMay,
hence the username, and I know we probably pronounce some Pokémon names differently. I
say gir-AH-tin-ah, you say gih-ra-TEEN-ah, it’s fine, we’re all adults here, arguing about
the names of cartoon animals for children. It seems inappropriate to start the game on
fast-forward, but we all know how this goes. You learn what a Pokémon is for the fourteenth
time, choose your gender and skin colour, give your rival a comedy ni
ckname, and start
the game in a town with about four houses. Twinleaf Town is a pretty direct translation of
its Japanese name Futaba Town, but it struggles a bit to convey the same imagery. From what
I understand, "futaba" literally translates to "twin leaf," but is used more specifically
to refer to a sprout with two seed leaves. You and your rival are those twin leaves - you sprout
from the soil of Twinleaf Town, and blossom over the course of your adventure. So "Twinleaf
Town," while b
eing a literal translation, unfortunately can't capture the same implication
of growth in English that it can in Japanese. This is more a difference between the two languages
than it is a problem; I mean, what else were they going to call it, "Dicotyledon Town?" No.
I think it's to the credit of the game's theming, then, that it's still able to convey that
imagery to an English-speaking audience, but we’ll get to that in a second.
So the story goes that you and your rival (I’ve just named him
Barry) are
best friends living in Twinleaf Town. Inspired by a Loch Ness-style documentary
on a fabled red Gyarados, Barry decides, seemingly for himself, that the
nearby Lake Verity must also have a red Gyarados. He rounds you up to investigate.
You pass a Professor on the way in, and realise that his assistant has left his briefcase behind.
To retrieve it, Barry convinces you to enter the tall grass where wild Pokémon live, and sure
enough you get ambushed by a couple of Starly. So far th
at sounds more or less
standard for the Pokémon series, but I found it to be a really impressive little
bit of writing. Within a couple of minutes, we're introduced to three distinct personalities
who drive the plot forward in their own way. Barry - both through action and by reputation
- is shown to be brash and impulsive. That impulsiveness push starts the story by hurrying
you out the door and to the lake. You're given no room to refuse or to even question him - he is, at
this point, th
e protagonist. You're the sidekick. But while he's applying a lot of
pressure to the player character, he's also relieving a lot of pressure from the
player. Because he's such a Type A personality, because he's effectively decided for you both
what you're doing, you're left plenty of room to fill in the gaps and characterise yourself as
you please. You can read your silence in a dozen different ways - resigned, enthusiastic, concerned
for your pal, or just trying to keep up with him. Dawn's
carelessness does just as much to move
the story forward as Barry's recklessness. She's anxious and easily distracted; it's perfectly
believable that she'd end up forgetting her case. Then there’s Rowan, whom we’ll get to in a moment.
So while the intro is using the same template as pretty much every other Pokémon game, it
doesn't feel contrived; the plot is a natural reaction between these characters. A more careful
character wouldn't have forgotten the briefcase; a more sensible character
wouldn't go
charging into tall grass to investigate. The series has been insisting for years
that you can't go into tall grass without a Pokémon to protect you, but this is
the first time it's ever been credible. It always made sense on some level, of course,
but it always felt a bit irrelevant because the player physically cannot enter the tall grass
before they get their first Pokémon - they're always blocked by an NPC. It always felt a bit
toothless. The games would warn you about the
dangers of entering the tall grass without
a Pokémon while also making it impossible to enter the tall grass without a Pokémon. Here,
instead, you suffer the consequences when you get pecked to ribbons by dirty birds.
And that brings us smoothly to the decision to choose our starter Pokémon.
These are another excellent batch, all made discrete by being from a different animal group:
Turtwig's a reptile, Chimchar a mammal, Piplup a fish. They’re all great choices – I know it’s
a bird – they’r
e all great choices. Now, if you were to ask me which was the best? I'd probably
say Chimchar - strong, fast, and with basically no other Fire-type competition. You could make the
case that Turtwig is the weakest - its low speed and quad weakness to Ice make it difficult to use
in such a cold climate. But, consider this, if you will. When Turtwig bursts out of her Poké Ball she
is the happiest creature alive, look at her wee face. There's only ever been one choice for me.
Turtwig is also why
I think the imagery of “Futaba Town” works in English.
You hear the name "Twinleaf Town," and even if you don't choose it as your starter, one
of the first Pokémon you encounter is Turtwig: a baby tortoise with two leaves on its head. The
image of a sprout with two leaves is therefore still closely linked to Twinleaf Town. The theme
of growth is seeded in every Grass-type starter Pokémon; the sprout on Turtwig's head grows into
a mighty tree over the course of its evolution. Sure, it's a li
ttle more abstracted,
you need to do a little more lateral thinking to get the point, but even with the
difficulties translation presents, the game is still able to communicate its themes through its
character design. I think that's really strong! For some reason, Rowan has decided to let
you little whippersnappers keep his Pokémon, and you head on over to Sandgem Town to
explain yourself. So, even if it's just for the short time we're on Route 201, we get to
live out the fantasy of being
a Pokémon trainer. And it's such a lovely fantasy, isn't
it? To spend your days travelling the country with your magical pets.
Pokémon's always had a very small but kind of unique advantage in bringing
that fantasy to life. The player's actions map onto the player character's practically 1:1.
Unlike traditional RPGs, you aren’t communicating to a dungeon master or a computer what you want
your character to do; instead, you and your avatar are both communicating what you want your
Pokémon to
do. In traditional turn-based RPGs, you exist as a liminal entity, almost a director
or something, dictating everyone's actions even though they never acknowledge you're there. Of
course that isn't a problem, your brain's really good at compensating for the shortfall when you're
absorbed into the story, but it's a tiny little translucent barrier that doesn't exist in Pokémon.
It's a small detail, I know, but considering the game is about forging connections with these
wee critters the fewer
barriers the better. Speaking of which, Professor Rowan, in recognition
of our growing bond with Turtwig, lets us keep the little bugger. "This Pokémon seems to
be rather happy," yeah, you're telling me! Let's call her Back Garden,
because Torterra has a back garden. This is where Rowan entrusts you with a
Pokédex, and asks you to survey how many Pokémon exist in the Sinnoh region.
The answer to that is “less than I would like,” but we’ll get to that later.
Jokes aside, the game gives the p
layer a strong motivation to hear him out. You've already gotten
yourself into trouble at his expense and Rowan's response to that - nurturing interest you clearly
already have, rather than punishing you - means you can't help but respect him. He asks you
to record all the Pokémon of the Sinnoh region for him, and even though you can choose "no"
for the comedy “ha ha but seriously” response, you kind of can't help but tap yes. "Hm! Good
answer!" he replies. Despite his gruff exterior, he's
clearly a really kind man. He's probably
my favourite Pokémon Professor - he's the sort of man you couldn't help but look up
to. You know, if his head wasn't the same size as the entire rest of his body.
It's a quick hop back to Twinleaf Town to tell our mum where we're going, and
that's basically us done with the intro! We've got our partner Pokémon, we've got our
beret, we're full of piss and vinegar, we've got an entire region to explore! The adventure starts
here! I'm delighted to be ba
ck doing this, folks. The game feels a bit cheap doesn't it?
I'm loth to start our adventure proper with such a huge complaint, I truly did enjoy
myself with this game. But I feel like I need to start with this - it's both the most striking
thing about the game, and gives me an opportunity to discuss how my critical approach has changed
from An Exhaustive Look at Pokémon Omega Ruby. I’m going to do my best to avoid naming names.
Last time, I was reckless in shooting from the hip and attribut
ing intent to “Game Freak,” or
“Nintendo,” or “The Pokémon Company.” But with time and perspective, I realise the flaws with
that approach. Blaming developers or companies for the game’s shortcomings is futile at best,
and more often than not it’s extremely unhelpful. First of all, it risks being awfully unfair.
The fact is, we don’t know what goes on behind the scenes. I could sit here and call out ILCA for
being rigidly faithful to the original games, for example, but I don’t know the dev
elopment climate:
I don’t know what kind of time constraints they were working under, and I don’t know what kind
of mandates they were working with. For the sake of argument: if I blame ILCA it may turn out it
was The Pokémon Company who told them to keep it as faithful as possible to the DS games. In
that case, there’s no argument to be made - the point is simply incorrect. I can’t imagine
how frustrating it must be to be called lazy and incompetent for decisions you didn’t make.
Even if y
ou’re a robot that doesn’t care about people’s feelings, here’s a logical reason
as well: attributing blame distracts from the actual criticism. Last time, I had a number
of people tell me that one of the writers on Omega Ruby had previously worked on a hentai
game. Here’s my question: so what? The problems with Omega Ruby’s story include a lot of fluff and
irrelevant text boxes, a very literal translation, a lack of focus in the Delta Episode, and so
on. The problem with Omega Ruby’s story
is not that a hentai writer worked on it. Or, to put that
another way: if Omega Ruby’s story were exemplary, none of us would be complaining. I mean, what’s
the end goal here? Do we imagine that if we can get that one guy fired all of Pokémon’s problems
will be solved? Not only is that objectively incorrect, it’s also kind of monstrous!
See, what we’re doing by blaming individuals or companies is we’re trying to
reverse-engineer the cause of the problem. But that reverse-engineering process
is based on
assumptions upon assumptions upon assumptions; it’s assumptions all the way down, and the further
down we get, the more likely we are to make an incorrect assumption. If we do, every following
assumption – and our conclusion! – must also be incorrect. What I’d instead like to do, in this
video, is simply identify a problem and explain why it’s a problem. That way lies constructive,
forward-facing criticism that anybody can use. In that spirit, I’m just going to be blaming
Bril
liant Diamond for Brilliant Diamond’s problems. That way, even while we’re
criticising, we’re not attacking anyone, we’re not misattributing blame, and we’re being
as accurate as we can be. Assuming I don’t make any mistakes - and I’m likely to, check the pinned
comment if you notice one - we’re instead making points about stuff that’s actually verifiable.
The reason I bring this all up now is because, like I say, I think the game feels a bit cheap.
A big talking point about these remakes is
the fact they run on the Unity Engine. And,
putting into practice what I just talked about, my question is: so what? “BDSP uses
Unity" is a value-neutral statement, and focusing on that foregoes an actual
discussion of the criticism being made. The problem, I think, is Brilliant Diamond’s
mixed priorities. It’s caught between being as faithful as possible to the original games, made
15 years prior for hardware with a fraction of the Switch’s power, and justifying its own
existence as a rem
ake with fancy graphical effects. We essentially have two art styles
clashing: the original, and the diorama. While the DS was of course less powerful than
the Switch, the original games still look much better to me - both because my standards for DS
games are tempered, but also because the game used more illustrative effects. Grass and trees
could be “tiled” because they were 2D sprites. We understand 2D images as inherently abstract
because they don’t really exist in our 3D world. So it’s
much easier to read these repetitive,
perfectly aligned plants as representational; they’re conveying an idea rather than literally
what’s there. This is how Sinnoh always looked, but this is never what I imagined.
Brilliant Diamond looks fake because it replaces the 2D sprites with 3D models. They’re
more concrete; our brains have a difficult time abstracting them. In essence, we read 2D and
3D differently. I think this is most easy to appreciate when an entrance is obscured
by trees. The
entrance, in the originals, doesn’t look great, but it was functional as
shorthand for disappearing into the shadow of the trees. In the remake, the seams are a lot more
obvious; the shadow sits underneath the trees like it’s a physical object. They’re both doing the
exact same thing, but going from low-res 2D to hi-res 3D (and lowering the camera) is not a
zero-sum act. The same techniques won’t work. Combined with the realistic lighting, which
shifts shadows with the time of day and bath
es the screen a beautiful orange at sunset,
these identical uniform models with their simple pastel textures create a kind of uncanny effect.
The combination of simple models and realistic lighting can work - it’s been used in games like
the Link’s Awakening remake and Animal Crossing: New Horizons to create the impression of a
playable diorama, like you’re looking down onto little toys and models. Brilliant Diamond
even uses the same tilt-shift camera technique to make the game look smaller
: it blurs parts of
the background to simulate the shallow depth of field you’d get when taking a close-up shot of
a miniature. This technique is literally called “miniature faking.” But those games also used
shaders and visual effects to make the world feel tactile. You could almost reach out and
touch the fuzzy felt grass, or the fine sand, or the wood on the bridge. They also took care
to make the world feel alive, even if it never felt real. There’s always something moving - a
butterfl
y in the background, the river rushing downstream, or the leaves rustling in the breeze.
Brilliant Diamond doesn’t have that luxury because it has to be faithful to the level design and
layout of a DS game - a game not made with these concerns in mind. And so realistic lighting is
draped over uncanny uniformly repeating pastel models. Even if the grass sways in the breeze
slightly, there’s too much off about this picture for me to really believe in it.
The second half of my initial misgivings
were the controls.
Your character feels floaty, like they’re not really touching the
ground when they walk. It’s something that’s difficult to put your finger on and even
more difficult to explain, but I’ll do my best to point out a few reasons why I think this is.
When walking, your character kind of marches stiffly - arms barely swinging, and legs barely
moving out in front of him. Most of his leg motion is in the backward swing of the leg, which
gives the impression he should be overbala
nced, falling flat on his nose with every step.
Running feels better, thank goodness, but still doesn’t feel quite right. There’s no
animation for suddenly changing direction - the character will “jump” from facing one way to
facing the other in a single frame. The character will also try to “snap,” to “magnetise” to the
eight cardinal and ordinal directions, as well as awkwardly shift onto the grid if you choose to use
the D-Pad. It can leave the game feeling gummy, like it’s pulling again
st you a little bit.
I also found my character getting stuck on walls and corners a lot more often than
I felt he should – presumably a result of the grid creating some blocky hitboxes.
These all seem to be symptoms of the game trying to replicate the immediacy and simplicity
of a 2D game with digital input in a 3D game with analogue input. Again, it’s caught between having
to be faithful to the original and having to take advantage of the Switch’s new technology. As
sympathetic as I am to t
he reasons behind it, though, that doesn’t stop it from feeling just
a bit naff to play. It’s a good thing Pokémon doesn’t live or die by its character controls.
If the game takes a minute to show you how to catch a Pokémon, honestly, I’m fine with that.
Tutorials are a necessary evil, particularly in a series with such a large audience of children.
There is the risk of a player – especially a younger player – losing interest if they don’t
understand how to play. Most people I’ve talked to un
derstand this, and don’t consider tutorials
in and of themselves to be a problem. Of course, a skip option would be welcome almost 30
years into an incredibly popular series, but I can understand them not wanting to
let impatient kids skip important details. These days, Pokémon is infamous for the opposite
reason – for harrassing the player with exposition and tutorials throughout the length of the
adventure. This leads to fatigue and resentment, even when the game is teaching something
co
mpletely new. The games even seem conscious of this problem – the interruptions are so
eager to let you get back to it that they rarely go into detail. You’re usually given a
quick overview of a mechanic rather than any specifics – what it is rather than how it works.
I’m not going to go too much further into that, partly because I don’t want to misrepresent
those games with a throwaway comment, but mainly because I’d rather demonstrate
how good this tutorial is instead. I’m not going to ove
rsell it, it’s not,
“Pokémon’s tutorials are genius, actually, and here’s why,” it’s fine. It takes literally
only a minute, it’s appropriately timed, and it’s a fairly comprehensive explanation. You’re even
given a bundle of Poké Balls – think of it as a spoonful of honey, if you need it.
The conscientious tutorials continue in Jubilife City.
Our first stop is the Trainer School to deliver the parcel to Barry, so you
can continue swotting up while you’re there. There’s some useful informati
on on status effects,
a little hands-on battle against trainers who try and buff their stats, that sort of thing. It’s all
good stuff, but even better, if you know all this or just intend to hit Flamethrower over and over
until everything dies you can just walk away! Just bugger off, there’s nothing to keep you here.
It’s possible the game felt comfortable being so hands-off because the player’s
always carrying a guide with them. Every time you open the menu, you get a brief
description of
where you’re supposed to go next, smoothing out any bumps for
confused or lapsed players. There’s also a Guidebook in the menu, explaining
everything about the game in brief. Conceptually, this is possibly my favourite new idea from
Gen VIII, and one I hope is carried forward and improved on. If you think I’m overselling
it, consider this. A future game that took full advantage of the feature could have Dawn
go, “if you need to know how to catch Pokémon, I’ve jotted it down in your Guideboo
k!”
Yeah, now you’re hot under the collar. The thing about tutorials is, there’s
a huge margin of error because they’re temporary triggers. If you don’t understand
the explanation, or aren’t paying attention, or you forget, there’s no way to see Dawn’s
explanation again except to start a new game. If you do understand going in, because you’ve
played these games before, or your pal told you, or you’re just quick on the uptake, you’re still
forced to sit through a minute of unnecessary expla
nation. Not the worst fate in the world to
be sure, but it’s unnecessary nonetheless. What I’m getting at is, timing tutorials so they work
as intended for everyone is fairly difficult, if not outright impossible. Somebody is
going to slip through the cracks somewhere. The Guidebook solves both these issues by
being both persistent and unobtrusive. If you need a refresher on anything in
the game, tap it whenever you like, and if you don’t… don’t. It’s even unobtrusive
contextually – I have
no trouble believing the character would carry a wee notebook around.
If anything, I feel like the Guidebook could be more comprehensive, since it’s not interrupting
anything. You really have all the time in the world to go into exact detail if the player has
to seek out that detail themselves. Regardless, this is excellent – I don’t consider the
tips or the Guidebook concessions at all. And you know, look, I get it. Here’s a grown
man complaining about the tutorials in Pokémon, who’s the r
eal clown here huh? But I
think Brilliant Diamond’s focus and its lighter touch has a huge impact on player
engagement. The intro is really well paced. The game wastes no time establishing its
setting and characters, then using those characters to guide you towards your partner
Pokémon. There are practically no distractions at this point – the major characters waste
no words, and the only interesting things in Twinleaf Town are you and Barry’s houses. The
game is laser focused on getting y
ou to make that first choice – Turtwig, Chimchar, or Piplup.
It’s essential to get the player making important choices as soon as possible. The sooner you’re
making interesting choices, the sooner you’re engaged with the fantasy of the game. Before
you show the player how to play, you first need to show them why they want to play in the first
place. More important than good or bad tutorials is investment – there’s no point lowering the
barrier of entry if people don’t want to enter; there’s
no point in explaining Pokémon’s rules
to someone that doesn’t care about Pokémon. Ask your parents, they’ll tell you all about it.
That said, when it comes to showing the player how to play, Brilliant Diamond is no slouch. It guides
your way and marks the entrance to the lake with dirt paths – notice how the well worn ground
branches more to the left, encouraging you to follow it. You may have also noticed that there’s
no battling tutorial. There’s no need – the game tells you everything yo
u need to know using the
UI. Each action you can take is a short, sharp command displayed in a big bold font. So long
as you understand basic words like “Battle” or “Run,” you have all the context you need for what
you’re doing. Even if you’re too young to be able to read, uhh, well, I don’t know what you’re doing
here first of all. Mum or dad, if you can hear me, I am going to be swearing, maybe change the video?
Even if you can’t watch this video , you’ll still be able to play Pokémon. Th
e actions are clarified
by basic colour association; each move has a coloured border indicating its type. There’s
simply no need for the game to explain all this using words – there’s no need to explain to anyone
capable of even pawing at the screen that grass is green, for example. This kind of conveyance
helps the intro go down smoothly – guiding the player without them even noticing.
So the player gets through their first battle and is sent to the next town. They’ve
quickly made progress
past the game’s first roadblock – a particularly menacing patch of grass
– and afterwards they’re sent off on what is, essentially, the main quest. I
think explaining the buildings and returning to Twinleaf again is a bit of
a pacebreaker, but it takes seconds and after that the intro has just one more interruption.
Catching Pokémon is more involved than battling, and as such I think it does require some
explanation. But even though it means stopping the player, that explanation is brisk
a
nd comprehensive. And, so far as I remember, this is basically our last mandatory tutorial.
The result of all this is, by the time you’re in the first major city, the game’s already
finished all its housekeeping and can get out from under your feet. It directs you towards the
Trainer School, sure, but establishes some faith in you by allowing you to just talk to Barry and
duck out. All of this – introducing its setting to letting you loose – in about 10 minutes
(provided you’re not stopping
to smell the roses). That’s perfect. If all Pokémon intros
were like this, I’d be happy as a pig in shit. See? Told you I was going to swear.
Jubilife City marks your newfound independence with a complete change in scenery.
You’re not in the sticks anymore. You’re no longer under the shadow of your mum or Professor Rowan –
you’re out exploring this modern urban city all on your own. It’s not quite Grand Theft Auto, like,
you’re just tracking down some clowns, but you do get a smart watch out
of it so that’s something.
Inside the parcel you delivered to Barry was a Town Map for each of you. The game has
been a straight line up until this point, but Jubilife is a big crossroads. Navigation
is linear of course, as it’s always been, but there’s a lot more criss-crossing from
this point forward, so this is the perfect time to present the player with the map.
The game gets you moving around the city by having you find three clowns, who are
promoting the Pokémon Watch, or Pokétch. Pok-
etch. Pok-ay-tch? Pokémon is usually
excellent at portmanteaus but this is possibly the worst one, what an awkward word. I
don’t associate the “tch” sound with “watch” – I misread it as “Pokétech” for the longest
time. Wouldn’t that have been a better name? For 12 years, Pokémon existed on the DS family
of consoles, which each had two screens, the bottom of which was a touchscreen. What a
perfect way to control these games – the menus could take up an entire screen with big bold
prompts, a
nd you no longer had to fiddle around with a cursor. You could just prod at the screen
with your greasy Pringle fingers. Or Pringers. Going back to a single screen feels incredibly
clunky by comparison. In fairness, the Switch does have a touch screen if you’re playing in
handheld mode, but it’s more cumbersome because the console is so much larger and heavier than
the 3DS. Hefting the console in your left hand to stretch your thumb across the screen is a lot
less comfortable than just usin
g the buttons. Which is maybe why the touch screen doesn’t
work during the battles. Decide for yourselves if those two negatives cancel each other out.
Nowhere is the downgrade more apparent than with the Pokétch. The feature was designed
bespoke for dual screen hardware – in fact, it feels a little like the game trying to justify
having a second screen at all. Without a concrete use for the touch screen on the overworld,
the Pokétch just throws everything and the kitchen sink on there. Some
times useful, often
frivolous, never essential. Want a digital clock? How about an analogue clock? What about two
different doodling tools? Why decide at all, why not use the Spinner, or the Coin Toss app?
Huh. Are there any statisticians in the comments? Because I am going to need an explanation here.
Brilliant Diamond, lacking a second screen, has to crowbar an awkward screen-within-screen
setup that demands touch controls on a console where touch controls aren’t a constant. It’s
such a
poor fit that I’m honestly surprised it made it in here at all. You’ll forgive me if
I spend most of the game with it turned off. Even beyond the touch screen, the controls
themselves are poorly laid out in my opinion. For me, the most important features or moves
should be mapped to triggers or face buttons. They’re where your hands rest naturally,
and they’re clustered for easy access. In Brilliant Diamond, Y is reserved for the Union
Room, which I used so rarely it may as well have been u
nmapped. Meanwhile, if you want to use the
Quick Menu – the Menu literally designed for easy access – you have to stretch across to Plus
or Minus. Personally I would swop Y and Plus, but even if you disagree, you have to admit
some control customisation would be nice. More annoying are the extra options in the menus,
which seem to map buttons at random. A, X, Y, and Plus are all context sensitive, which
makes the controls difficult to remember. Here’s the worst example I can think of: if yo
u
want to teach your Pokémon a TM while you’re in the Pokémon menu, you press A to sort their
moves, X to go to the TM menu, then X again to sort the TMs. See what I mean? A is being
used to sort, then X to access more options, then X to sort. The series had more elegant
controls even as far back as Generation I, where Select was used to reorder menu options. It was
intuitive, easy to remember, and universal – you could even reorder your Pokémon’s moves in the
middle of a fight. I’m not di
sputing the need for more sorting options nowadays of course, but the
modern context sensitive mapping felt so random to me that even 100+ hours into my adventure I’d
still find myself looking at the tooltips to remember how to do everything. That’s not ideal!
I’m always surprised to realise that Route 203 is our first fight against Barry.
Turn-based battles have fallen so far out of favour nowadays that they’re sometimes
implied to be illegitimate; outdated or archaic or however you want to
describe them.
They’re seen as a holdover from pen-and-paper RPGs – before computers were powerful enough
to perform complex calculations in real time, players would need to take turns performing
simpler calculations. To make that exciting, an element of randomness was introduced – D&D has
the players roll die to determine a lot of things, damage numbers, whether an action succeeded or
failed, and all that stuff. Not that I would know, I’ve never managed to get a bloody party together.
The
appeal of real time over turn-based is obvious. Rather than have to wait
their turn and cross their fingers, players can instead rely entirely on their
own skill, with experience and dexterity instead separating the wheat from the chaff.
Despite this, I find myself appreciating turn-based battles a hell of a lot. The focus on
decision-making over reactions; the tension of luck always being a factor; and the abstraction
that turn-based battles introduce helps involve me in the fantasy. Turn-b
ased battles are
again representational: they make no sense, so they’re impossible to take literally. That
allows imagination to take over – these systems create tension, and that breathes life into the
drama. Sure, on-screen it’s just a little turtle hopping up and down in front of a red monkey. But
if you’re invested, if you’re into it? It’s the first exchange in a game-long rivalry.
It’s a very different attitude to what I came in with last time.
Last time, I took what I think was a fairl
y reductive stance – “I play Pokémon for
the Pokémon battles.” That’s a lie – I don’t, and never have. The idea that Pokémon is just
about the battling for me is flawed. If it were, I would get the same satisfaction from
a simulator, which I evidently don’t. No, the bits in between are equally as important –
if not more so for most people! – than the battles themselves. Pokémon is an RPG, a role-playing
game – a game wherein you can make mechanical choices to characterise the adventure.
Su
re, Pokémon isn’t about story choice, you’re not about to be hit with multiple
endings here, but you choose your team, choose your approach, and yes, you choose
your strategies in battle, and that’s more than enough to change the flavour of the dish to
your liking. Battling is definitely an ingredient, but it’s just one ingredient among many.
Both the overworld and the battles are needed to create the narrative. Emotionally, the
battles need context to be meaningful – the fight with Barry wo
uldn’t work to punctuate
the end of the introduction were he not established as your best friend and rival who
got his start at the same time. Mechanically, decisions on the overworld feed into the battle
screen in every way. They create different emotional textures – think of the difference
between fighting Brock with a Grass-type starter and fighting Brock with a Fire-type starter.
These emotional differences will be further atomised through playstyle and preparation –
you’re going to ha
ve a different attitude if your bag’s heaving with Potions than if it isn’t.
For a long time, I was trying to figure out how I felt about Barry forcing you into a battle at
the beginning of the Route. On the one hand, unlimited access to full healing at the Pokémon
Centre defuses some tense situations, and the best way around that is to surprise the player. On
the other, it seems a little unfair to thrust the player into a tougher battle without any kind of
warning. So is it good? Is it bad?
The answer I’ve settled on is, it doesn’t matter. Barry ambushing
you is so in character for him – ready or not, here he comes! If you aren’t prepared, if you were
looking to heal up or do a little grinding, tough luck! The character’s actions on the overworld
create an emotional through line that feeds directly into the battle itself. The emotional
friction between you and your rival is emphasised by the mechanical difficulties you face.
The reason, perhaps, I used to make such a distincti
on between adventuring and battling is
the game makes the same distinction itself. It even has a little ritual it performs every time
it transitions between the two. From there, the controls, the background, and even your character
model change completely. I said it last time, but didn’t flesh the thought out: before we
even think of getting rid of turn-based battles, I’d much rather see the hard separation
between overworld and battle screen removed. Technically Route 203 is our third
Rou
te, but it sure doesn’t feel like it. Those first two moved us pretty far from
our starting point, and even into our first thematic break in Jubilife City. Jubilife
also gives us two optional Routes – 204 and 218 – so it’s possible you’ve travelled
even further before hitting Route 203. So even though it’s our third Route, there are
already signs telling you how to cancel evolution – either by tapping B or voting Conservative.
It seems too early for that, but it’s definitely possible one of
your Pokémon is ready to
evolve – especially if you’ve caught Kricketot. Different Pokémon evolve earlier, later,
or not at all. Sometimes this affects their usefulness – Pokémon that evolve earlier peak in
strength early on; Pokémon that evolve later are weaker in the earlier parts of the game. More
important than any balancing consideration, though, is the way these evolutions characterise
the Pokémon and its life cycle. Bugs tend to grow quickly, and they’re also fragile: it follows
th
at early-game Bug-types peak quickly as well. So we pass through Oreburgh Gate,
get called a “total noob” by this wee shaver, and get to Oreburgh City.
Ahh, “noob.” Is it weird that made me kind of nostalgic? I’ve not been called a
“noob” in ages. These days people hit out with two different slurs fused into a compound
word. That’s the last time I ever play DotA. Oreburgh City, as the name
suggests, is a big mining town. If you’re familiar with this channel, you
may be expecting a joke or t
wo about a certain prominent British politician, but it’s
been done, I don’t want to wear out the gag. Oreburgh seems to be based on Yūbari, a coal
mining city that shut its mines in the 1980s. Oh, boy, this is going to be more difficult than
I thought. Unlike Yūbari, Oreburgh’s mines are still operational, with its coal exported
to provide power to the rest of Sinnoh. The Oreburgh Mining Museum is one of those
bits of intrinsic learning that Pokémon is so good at – teaching kids how vegeta
tive
matter is subjected to heat and pressure underground for millions of years to
create coal. While it’s helping teach, though, the Museum is also fleshing out Sinnoh as
a location – we now understand, at least in part, how the region gets its energy. Energy production
even becomes semi-relevant to the story later on. Now, this may be me reading too much into it, but
there’s another little detail about the Mining Museum I love. It helps to clarify a thematic
choice. Because there’s a pop
ular association between coal and diamonds. The idea that diamonds
are made from coal is a misconception, coal contains too many impurities, but both are created
when carbon is subjected to heat and pressure over millions – if not billions – of years. So
the choice of a diamond to represent Dialga, the legendary Pokémon of time, makes a lot of
sense, doesn’t it? I love that. The Mining Museum is teaching stuff about the real world, fleshing
out Sinnoh, and introducing us to some of the game
’s theming all at the same time. I don’t care
who you are, that’s an impressive bit of work. There’s also a lot of optional dialogue
around town about how the nearby mine works. And like in Hoenn, the ecology seems
to be a huge concern for the people of Sinnoh. The Pokémon world is, of course, utopian. Like
with the Rusturf Tunnel, where construction was halted for fear of upsetting local wildlife,
there’s optional dialogue here that states the Mine was constructed without disturbing any
P
okémon habitats. It’s never explained how they accomplish this, but it seems to have something to
do with the Pokémon themselves being able to help. The fantasy elements of Pokémon’s universe
help relieve the logistics of its utopia. It’s fruitless to use Pokémon as a 1:1 comparison
with real life ecology and environmental concerns. I mean, there are Pokémon that literally love
to eat garbage, that kind of makes disposing of toxic materials a little easier than it is for
us. Here, the Macho
p help to break away rocks and dig tunnels – there’s no need for noisy
expensive machinery when you can just get your wee pal to do the same work quicker and easier.
Still, even though it’s fundamentally unrealistic, there’s something to be said for fleshing out the
world like this. A kid isn’t going to ask the big logistical questions either in the real world
or the Pokémon world, so there’s no harm in the game imparting basic little bits of knowledge.
Like the fact that the coal is brought
up from under the sea, and that a slag heap is what we
call Maggie Thatcher. Gottem! Not even sorry. Possibly because there’s no dangerous
machinery around, we’re encouraged to head down to the Mine to train. The Gym
Leader Roark is down here, so you have to track him down to get him to do his bloody job.
The Mine itself is disappointingly small for it being such a prominent feature. I dunno, just,
after having an entire city hyping it up and seeing all these conveyor belts and everything,
I was expecting a bit of a dungeon here. But it isn’t, it’s just this little circle – this little
circle that, if you go around clockwise, you have to retrace your steps which is a bit of a pisser.
I get it, you know, there’s not enough time in the day to make everything sparkle, and it’s not
like Oreburgh Mine is a particularly important location in the grand scheme of things. But man,
like, I really think this would have been a more compelling setting for Roark than the Gym is.
You come d
own here basically just so Roark can show off Rock Smash, then you have to toddle
off back the way you came. I think it would have been cooler if his Gym was down here instead.
Back Garden hit level 13 and learned Razor Leaf. 55 Power, and a raised Critical Hit rate – that
is, a 12.5% chance of raising that power to 82.5. And I keep that move until the end of the game.
I’m drawing attention to this now because, uh, hands up, this was a complete mistake
on my part. I was labouring under the as
sumption that Torterra’s Attack is so much higher than
its Special Attack that there was no point in using any Special moves. Turns out I was kidding
myself; I don’t know how the calculations work, do I? Apparently, even with its Careful Nature,
I would have been doing more consistent damage if I’d just switched over to Energy Ball. But there’s
another alternative I could have gone with that would have let me have my cake and eat it – a
consistent 80 Power running off of Torterra’s better a
ttacking stat – that I didn’t even know
was an option. Gen VIII did the wee thing a lot of favours, and I wish I’d known that going in!
The series rarely finds a compelling way to introduce the Pokémon League.
The game is structured as if this is the main story, basically the goal of the game.
Badges are needed to overcome the roadblocks on the overworld (whether they be HMs or NPCs),
and beating the Elite Four rolls the credits. But the story always treats it with a bit of
a shrug. It’s oft
en framed as a suggestion, “you should give it a go,” which doesn’t really
communicate that it’s basically essential. Brilliant Diamond is the worst example I can think
of, all but turning to the player and saying, “look, you know the drill.” Other trainers want
the Coal Badge – Barry puts in a bit of work here, bragging that he already has one. An inquisitive
player will also understand they need Rock Smash to get to the next area. That’s all you get. It
seems like a momentary concern, rat
her than the thread that spools out to the final boss. The
game doesn’t even bother introducing the League itself – the driving force behind the story and
it’s taken as read that you know what it is. The problem is, I don’t know what
it is. Like, let me ask you this: what is a Gym? Like, in a real-world context,
what is it supposed to be? Is it like a dojo, do people take classes there? Are the Gyms there
to be Gyms or are they, like, museums and swimming pools first and foremost? Is this s
omething
every kid is expected to do, a rite of passage into adulthood, or is it more like a sport?
Sure, none of these questions are super relevant to the story, but the lack of information or
motivation leaves the introduction feeling weaker than it should. I’ve already mentioned
how strong the very start of the adventure is, but I always feel like I’ve missed a
page by the time I get to Oreburgh. We’re starting with a Rock Gym yet again.
Like last time, starting with a type that has such
pronounced relationships with all
three of the starter types strikes me as a good idea. But I have two issues with it.
Firstly, I wish it weren’t the same type, and the same Pokémon, so often. You’ve already got
limited choices for your team this early on, and starting off fighting Geodude and Onix yet again
only makes the beginning that bit more tedious. Secondly, the majority of Brilliant Diamond’s
early-game Rock-type Pokémon are Ground-type as well, making Water and Grass ridiculously
e
ffective. This does make Roark’s signature Pokémon, the pure Rock Cranidos, the
most threatening Pokémon in the Gym, which seems appropriate, but it makes
everything else real cannon fodder for Turtwig. I have a lot of misgivings with Pokémon
Gyms, and I’m going to try and get right down to the nub to explain why. The core
gameplay of Pokémon is resource management. Now, that’s a really reductive description,
right? It’s basically irrelevant to how people experience the games – imagine if s
omeone
told you, “I play Pokémon for the resource management,” you’d think they were a wankshaft.
I’m effectively stripping off all of the fantasy and appeal of the series to get here. But
resource management is the mechanical core of the game, and concentrating on it allows us
to examine problems that do affect the fantasy. So why do I describe it as resource management?
It’s because you’re always having to make sub-optimal decisions. Every choice you make
has a trade-off. Even if you lan
d a OHKO, you’re still giving something up, even if it’s
just 1PP for that move. By using that move now, you’re potentially giving up the
chance to use it again later on. As the battles are turn-based, taking damage
is not necessarily a mistake - you’re often trading blows, or taking a hit to manoeuvre
your pieces more effectively. In some cases it’s advantageous to take damage or even have
a Pokémon faint. Again, if you can strip off the fantasy and see the Pokémon as 1s and 0s,
you’ll re
alise they’re resources themselves, and sometimes “spending” a portion of a
health bar is the best way to win the battle. Of course, resource management also takes place
on the overworld. Money spent now means less money to spend later. An item used now allows
you to replenish your Pokémon’s health or buff their stats, but also depletes that resource
forever. It even costs money to buy Poké Balls, and each Pokémon you choose to put in your
party also costs you the opportunity to use another
. That’s something called
“opportunity cost,” funnily enough. My issue with Brilliant Diamond,
and many other Pokémon games, is that resources are so abundant it trivialises
decisions. Money, items, and PP are plentiful, so spending one becomes an easy choice. Most of
the time, I’m not even really thinking about it. Moves like Recover don’t have much appeal in-game
when your bag is heaving with items that do the exact same thing; that moveslot could be put to
better use on coverage or stat
buffs instead. You’re also never more than a minute or two away
from a Pokémon Centre, which restores your entire team back to 100% strength at no cost. Pokémon
Centres aren’t bad in and of themselves, I’d never want to see them removed. They cut the game
into chunks of management, rather than a game-long marathon. I think that’s the right decision – it’d
be too stressful for Pokémon if every mistake was effectively permanent. But it wreaks havoc with
the level design. Other RPGs benefit f
rom another kind of resource management: offsetting health
against experience. Going through a dungeon, you’re constantly deciding whether to fight
the mooks and level up or save your strength for the boss. Brilliant Diamond seems designed
for you to make this decision as well – it even hangs a lampshade on how easy it is to avoid
trainers in the Gyms. But those decisions are rare in Pokémon because progress is effectively
permanent: wild Pokémon are easily avoided, and Trainers don’t chall
enge you after they’ve
been defeated. You aren’t ever sacrificing any progress to return to the Pokémon Centre.
So that fundamental decision – to either preserve your health or get stronger – is
now completely discretionary. You can do both incredibly easily. So the question instead
becomes: can you really be bothered fighting? Now, it is possible for the game to better
capitalise on Pokémon Centres without changing any of the current systems. If there were
fewer trainers but each was more
difficult, for example, the resource management would be
focused onto a few points in every Route. You can’t return to the Pokémon Centre halfway
through a battle, after all. As it stands, the resource management is instead spread
out across a lot of quick and easy trainer battles. Hypothetically this would challenge the
player to manage resources across a longer period of time. But Pokémon doesn’t ask that of the
player, because the Pokémon Centre is an easily accessible infinitely replen
ishing resource.
I’m not saying the game should be a lot more difficult, but you see how the decisions
are less rich? It smothers the tension and relief that defines the emotional peaks and
troughs of the best RPGs. You rarely get the satisfaction of successfully juggling health
and items. The game rarely manages to create the tension of working your way through
a tough area with dwindling resources, or the relief of cresting a tough boss or finding
a town when you’re about to run out of po
tions. The poster-child for these issues are
the Gyms. They all take place right next to Pokémon Centres and Marts, they’re all
filled with trainers who won’t rechallenge you, and they’re all short and easy to
navigate. It’s not even a decision anymore; it’s basically become a ritual for me to leave,
heal, and come back before I fight the boss. Enough of that, though, let’s
get down to some real criticism. Roark is embarrassed he lost to a
trainer with no badges, but didn’t that just happe
n with Barry? Ding! Game sucks.
Going back through Oreburgh Gate with Rock Smash gives us the opportunity to explore the basement.
Cut is usually the first HM you get, but here it’s Rock Smash, which I think is
a nice little distinction. Sinnoh is more craggy and mountainous than previous regions.
Already we’re running up against a dead end – we need a Bike to clear out the rest of this cave.
Okay, so, let’s jot down that reminder, “need a Bike to finish Oreburgh Gate,” and let’s move on!
Ther
e’s more to do in Jubilife on our return trip, but top of the list is our first
encounter with Team Galactic. The game makes good use of Professor Rowan
here – what better way to introduce the main villains than by having them threaten the
guy you’re indebted to? Still, Dawn’s clearly having none of it, and their ridiculous
outfits temper the threat appropriately. So the player is now acquainted with the three
driving goals of the game: helping Rowan out with the Pokédex, challenging the Po
kémon League, and
the ongoing drama with Team Galactic. As far as introductions go, 2 out of 3’s not bad!
By the way, Team Galactic are known as Ginga-dan in Japanese.
It’s the same name as the villainous group in Game Freak’s 1994 Mega
Drive game Pulseman. That isn’t relevant at all, but now that I’ve said it you don’t have to.
Bebe comes along afterwards to hand us the Box Link, which lets us access
our PC Boxes from anywhere. This is one of those quality of life
updates that almost object
ively makes the play experience smoother. The tedium of trawling
back to a Pokémon Centre to retrieve a Pokémon is decisively cut from Brilliant Diamond.
I have a lot of misgivings with this system, but they’re not really in focus yet, and they’re
tied quite closely to my misgivings with another system. So we’ll leave the negatives
aside for just now and focus on the fact that the Box Link is broadly well implemented.
It makes the experience of getting new Pokémon a hundred times smoother. Pl
ans can be enacted as
soon as they’ve been made – encounter a Pokémon you like the look of and your entire party
can be reorganised without interrupting your progress. Being able to move items around; select
multiple Pokémon; trade directly from the Box; re-learn moves from the Box; and see the Pokémon’s
Summary before deciding where to send it is such a godsend after playing the older games.
The way healing works has changed as well. Caught Pokémon are no longer healed when they’re
sent to
the Box, but when your party is healed at the Centre. Otherwise, you’d just send all your
new Pokémon back to the PC and then switch them back into your party. This also has the added
little bonus of making Heal Balls more valuable. The Box Link also complements the game’s
social features. Both the Boxes and the connectivity features are accessible anywhere;
there’d be no point decoupling the Union Room from the Pokémon Centre if you had to
be at a Pokémon Centre to use the PC. Lastly, the
Box Link can’t be accessed inside
Gyms or the Pokémon League. There’s at least some acknowledgement that the game needs to
limit you to challenge you. Limiting you to your chosen team of 6 is spot on.
You want to see some Clown AI? Okay, so this fella does something pretty smart.
When faced with a Mr. Mime 2 levels above me, my first instinct is to start buffing. So imagine
my surprise when Mr. Mime… does this. Okay, shit, that’s pretty clever! My back’s kind of against
the wall here, I’m
probably going to lose this—oh. Well never mind then.
There’s not a whole lot to talk about at Jubilife TV.
The Lotto rewards you for trading Pokémon. The records room allows you to compete
with your pals. This was always something I felt should have been kept on the player – accessible
through a menu or something – rather than tucked away in a little-visited corner of the map.
Regardless, I never knew anyone who took an interest in these, the game’s better
at fostering competition in other
ways. The reason we’re here though,
is to get Mystery Gift early. Normally you’d get it by beating the
third Gym, but you can also get it here, presumably in case you’ve started a new game and
are in danger of missing an event. Like I was! Mystery Gift is weird, man. Fundamentally
it’s fine; it’s essentially just an easy distribution method for special items and events.
Which is cool, I’m totally down with that, but it seems weird having an entire menu icon
dedicated to it. Most games nowa
days would just automatically give you these gifts if you
turned the game on while they were available, rather than having to unlock the option then put
in a code. It feels like a vestigial feature from a bygone age. I’m not even complaining, I kind of
like it, I kind of like that Pokémon is still this awkward lumbering beast, tripping itself up with
features that haven’t been necessary for like a decade. That said, it’d be cool if something more
could be done with it – maybe an easier way
to trade items with friends or something.
Ravaged Path is a long and gruelling—oh, it’s done.
There’s a little optional bit to the West, but it’s essentially just there to ensure you
have Rock Smash. But it draws too much attention to itself to just be a progress check – it’s
both a named location and a change in scenery! Nevertheless, as far as checks
go, this is ideal; the player is given an active role in overcoming the obstacle.
You can imagine a more passive scenario, like an NPC who’s h
ung his washing up to dry over the cave
entrance and will only move once the player beats Roark – the game essentially saying, “come back
later.” Getting past that obstacle wouldn’t feel empowering, but more like a relief: “finally.”
Reason being that the player wouldn’t be offered any context for how they cleared that obstacle.
It’s a lot more difficult to be upset when a literal rock is being obstinate; it creates an
adversarial relationship between the player and the environment that crea
tes a sense of adventure
and progress. There’s a rock in your way, so you need to go elsewhere and find something
to break it. It’s a tiny bit of storytelling that creates a world of difference.
The word “Sinnoh” is derived from the kanji 神奥, meaning “mysterious and profound.”
It’s an appropriate name: the region is packed with myth and superstition; even an out-of-the-way
little town like Floaroma Town has its own history and culture. Floaroma is said to have once been
a barren wasteland wh
ere nothing would grow, until someone expressed their appreciation for
nature’s bounty, whereupon the hill flourished into the verdant paradise it is today.
Brilliant Diamond takes a lot from Shinto mythology, as we’ll see, and a large part of
Shinto cosmology is belief in kami – that all things – animal, mineral, vegetable – have a
sort of soul or a spirit. Floaroma’s myth can be interpreted using this idea – that the flowers
bloomed when nature’s spirit was respected. The game also offers
a literal explanation, if you’d
prefer – that the Pokémon Shaymin’s power caused the hill to bloom. Shaymin’s Shining Pearl Pokédex
entry reads: “It can dissolve toxins in the air to instantly transform ruined land into a lush
field of flowers.” Its Platinum entry reads: “The flowers all over its body burst into bloom
if it is lovingly hugged and senses gratitude.” It’s also shown to have a connection to
the Gracidea flowers you can get here, which are said to symbolise gratitude.
Both the
literal and metaphysical explanations coexist peacefully – they’re not even mutually
exclusive. My preferred explanation is that Shaymin is the spirit of nature itself. But
I think this storytelling is dead impressive: it says a lot about the world of Sinnoh that
these events are kept alive through myth. Speaking of myth – I need to remember to
give thanks to the spirit of segues for that one – you can also get Mew and Jirachi here.
Well, you can if you’ve bought previous games, anyway – Pok
émon Let’s Go for Mew and Pokémon
Sword or Pokémon Shield for Jirachi. Balancing these kinds of rewards, where you’re essentially
thanking your audience for their loyalty, is a tricky business. If the rewards are too
meagre it doesn’t feel like the player’s being respected for sticking around. If the rewards
are too great you risk alienating new players. Nobody wants to feel like they’re missing out
on a core part of the game if they haven’t also bought the last two games in the series.
Per
sonally, I think this is a reasonable compromise. You don’t have to have Mew or
Jirachi to get through the game, but nevertheless they’re pretty rare and elusive Pokémon.
But then, I would say that, wouldn’t I? I understand the frustration. I don’t care much
about Mew or Jirachi, and yet I have them anyway; if you care a lot and don’t, I get how that would
be annoying. I’ve been on the wrong side of this sort of thing myself, in this very game even! I’m
still mad that I can’t use the Platinu
m outfit; I really like it, but I started this file long
after that promotion ended. This practice is designed to galvanise consumer response: buy more
games and buy ‘em quick before these bonuses are gone forever! Unfortunately “fear of missing
out” is always going to be an inherent aspect of a series about collectible creatures.
Valid as I think the frustration is, recently the series has been accused of being
“anti-consumer” or “pay to win” because of these practices, and I don’t really a
gree. I don’t
get the impression you’re expected to spend a hundred quid just to get these two Pokémon. I
don’t think you’re expected to buy a new Pokémon game just to get the competitive powerhouse
legendary. Ideally these are cherries on top of an otherwise fully-featured game. The only way to
resolve this issue completely would be to release a new Pokémon game with no new Pokémon. I
understand that, for competitive players, the games themselves are a means to an end, but
you have to rec
ognise that competitive play is a small slice of a much bigger pie. I’m not trying
to tell you you shouldn’t be angry mind you: I think Pokémon’s handling of its competitive scene
has been atrocious – we’ll get to some of the reasons why later. I just don’t think it has to
be an anti-consumer problem to still be a problem! At the very least Pokémon’s anti-consumer
practices are nowhere near as egregious as any other given multiplayer game.
After all, in a worst-case scenario, you can trade
your friends for these rare Pokémon.
Count yourself lucky, there are far worse games that could have gotten their hooks in you instead.
I don’t mean to tell you it’s fine because there are worse examples out there; that’s fallacious.
It’s just that crass monetisation isn’t a Pokémon problem, it’s a game industry problem. And
like I say, in the grand scheme of things, I think this is a fairly harmless concession – if
this is the worst Pokémon gets, I’ll be happy. But I will say, just on a per
sonal note? If the series
wants to thank me for my loyalty the best thing it can do is keep making games that I enjoy. I don’t
need these baubles or trinkets – especially not if they’re held over other players. “Look at
this cool guy, he has Mew and Jirachi,” man, I don’t want your blood Pokémon!
Normally I’d put an ad about here, but I’d instead like to do some promotion of my
own. For those of you using AdBlock… uh, sorry. First of all, thank you so, so much to the
Kings, Queens, and Them
perors on Patreon for your patience and support, including those
names scrolling past the screen just now. I’m being completely literal when I say
this wouldn’t have happened without you. This video was a hell of a lot of effort to
make. If you feel like helping me out – first of all, thank you! – but you can do so by
clicking one of the thumbs and the bell, or typing something below. It’s a cliché for
a reason: even saying something stupid like, “Donnie got cheese crumbs in my mother’s
Ap
pletiser” helps a hell of a lot. I’ve also left my socials on screen if you’re interested.
Thank you for indulging me; on with the show. Floaroma seems to be based on the town of
Tomamae, judging by its location and the nearby Valley Windworks. This is our setting
for the first real Team Galactic incident. The game leads you nicely into getting involved.
There’s a history between you and Team Galactic, and there’s a wee lassie crying because
they’ve kidnapped her dad. Worst of all, two Grun
ts are guarding the bridge and I’m
far too socially awkward to tell them where to stick it. Part of me wants to complain about
the trainers that are right there on Route 205, like, why have they got the Galactic go-ahead, but
more than anything I just find it funny; I like to imagine everyone else just tells them to fuck off.
Nobody can take the Galactic Grunts seriously, and that allows the story to account for a lot
of the silliness. Moments that should feel like contrivances – like the Gr
unts in Floaroma Town
just so happening to drop the key you need – land comfortably since they’re so clearly and
cartoonishly incompetent. The script plays this up beautifully – I still laugh at the lad locking
himself indoors with a triumphant, “In that sense, I’m no longer the loser!” only for you to come
back two minutes later with the spare key. Turtwig evolves into Grotle
just in time for one of Pokémon’s more infamous battles: Commander Mars.
One detail I really like in the Galactic b
attles is the backgrounds. They whisk you away to a weird
sub-dimension. The background gets more planets and moons the higher the opponent’s rank, which I
think is stylish! The battle against Team Galactic is more of a focus than the environment, so this
feels like an appropriate bit of set dressing. Mars really earns her planets. Keep in mind,
we haven’t even reached the second Gym yet, and she sets a fully-evolved Pokémon on you:
Purugly. Decent attack and bulk for this stage in the game
, excellent speed, resistances to Fire
and Ice with Thick Fat, only a single weakness, and it’s even holding an Oran Berry. It’s no
wonder this thing gets compared to Whitney’s Miltank. It’s a bit of a difficulty hump to
be sure, but that’s not a complaint at all. Purugly is fairly high up there on my
list of favourite Pokémon, and I think a lot of that has to do with it sticking the
boot in in this fight. I love its design, too – I never realised before the series went 3D
that it's holdin
g its stomach in with its tail like a corset. That's really cute - they've
managed to balance the cat and the Victorian aristocrat aesthetic perfectly to create this
snub-nosed supercilious wee furball. You always get the feeling it’s looking down its nose at you.
Mars’ AI puts in a good showing as well. Here, she confuses and then uses U-Turn, which allows her
to deal a little damage and then potentially get a switch after you’ve moved. Afterwards, she saves
Purugly by switching back to her
Zubat who has a massive Grass resistance. It distinguishes her –
and Team Galactic, by extension – as a legitimate threat, even in spite of her underlings.
Anyway, with Team Galactic driven off and the girl’s smelly dad rescued – I love this
game’s script man, I swear down – we’re offered a clue into a rare and elusive balloon
Pokémon that sometimes shows up here. Now, Drifloon only shows up on
a Friday. Anticipating this, I took the Thursday off so I could
record this segment on the Frida
y, not realising that Drifloon only starts showing
up the first Friday after you beat Team Galactic. I’d be more mad at the game about that, it’s
a very awkward setup, but I already knew about this! The game released on a Friday and I had the
exact same problem then! What a fucking dunce cap. With the bridge cleared, our
next stop is Eterna City. Lots of NPCs flag up the distance
between Floaroma and Eterna, creating a sense of continuity and giving a
sense of purpose to this leg of your j
ourney. Route 205 is home to Eterna Forest, the
early-game forest filled with Poison Bug Pokémon that seems to be contractually mandated.
I kid, really I like this little tradition a lot, as well as its associated Bug Catchers. As you
probably know, Pokémon was created in tribute to a childhood spent catching bugs – a hobby
since paved over by urban sprawl. The connection between catching bugs and catching Pokémon
is so strong the comparison immediately makes sense of Pokémon’s fairly outla
ndish concept.
If you’re not familiar with Pokémon, the game’s basically telling you point blank, “it’s like bug
catching,” which is all the explanation it needs. An NPC complains that he hadn’t enough Antidotes,
advising you to stock up before you head into Eterna Forest. But this advice – as well as the
rest stop right outside the entrance – seems a little redundant when you’re going to get a full
heal between every battle courtesy of Cheryl. Cheryl is the first of what are known as “stat
trainers.” Each of the 5 trainers focus on a different stat – Cheryl, for example, uses
Pokémon with high hit points like Chansey. The most memorable thing about these
trainers, moreso than their focusing on stats, is that you’re forced to partner
up with them while tackling their particular area. Battles become 2-on-2 affairs
with you shackled to an AI companion. Here’s a shortlist of frustrations. You now have
to wait while the computer makes 3 moves to your 1. There’s still no targetin
g with Poké Balls,
so if you want to catch anything you have to knock the other Pokémon out first. Once you do,
you have to pray your companion doesn’t KO your target while you’re tossing Balls; this is the
big one, there’s no way to coordinate with the AI, meaning you’ll sometimes trip one another up.
Perhaps in acknowledgement of this last flaw, the game gives you an automatic full party heal
between every battle. Resource management is effectively non-existent during these parts;
there’s
no need to plan ahead when you’ve got a portable Pokémon Centre standing right next
to you. Chansey’s an inspired choice for their introduction, being pretty much the closest
thing Pokémon has to a cleric or white mage. I don’t even hate these bits really, it
just becomes a bit mindless. They show up and I think, oh, time to turn my brain
off for the next twenty minutes or so. I love Eterna City.
The city was founded long ago in tribute to an ancient Pokémon. The
statue erected in its hono
ur is so ancient both the text and the memory of the creature have had
time to fade. The people aren’t quite sure what it even looked like, hence the mish-mash of
design elements from both Dialga and Palkia. But the City isn’t just frozen in time. People
live here so it’s constantly modernising; paved roads, bicycles, and condos stand
side-by-side with quaint little wooden houses. The city seems to be in danger of losing a lot
of its traditions; one old woman remembers how the statue used t
o be the centrepiece of many
festivals, which doesn’t seem to be the case any more. It gives the city – and Sinnoh,
by extension – a tangible sense of history. It’s really authentic. In older cities
– the one that springs to mind most for me is Edinburgh – there is no single
decisive modernisation effort. Instead, different bits and pieces get preserved or built
over depending on the priorities and circumstances and building permits of the people living there.
The music drives home the them
e, beginning with old-fashioned instruments: wood blocks, woodwind,
and plucked violin. The clip-clop of the wood blocks evoke the constant forward march of time
– slowly plodding along, never hurried. Horses, of course – or perhaps Ponytas – would have
been used to help build the city, both as beasts of burden and to bring travellers. The song
progresses into increasingly more modern sounds, while the harmonica evokes a wistfulness
for the past. A jazzy piano and sax play as the song gets
more frantic, then a crescendo…
before the song remembers its history and returns to the violin and wood blocks. It’s perfect –
past and present both jostling for attention. I think this is why Sinnoh is my favourite region,
even with its shortcomings – no other region comes close to the quality of its worldbuilding.
Unique to games is the ability to allow their audience to just occupy a space; Eterna City is
objectively a tiny little blocky diorama, but the ability to move around at your l
eisure, talk to
inconsequential little background characters who happen to live there, letting the music wash over
you, the ability to just exist in this space lets it impart an atmosphere and story all its own.
Team Galactic are menacing Eterna, their big spiky building looming over the city.
I love how they’re used to direct your attention – you’re told not to investigate the statue, which
only makes you want to investigate all the more. This is also where we meet Cynthia. I’ve no
reason t
o hide it this time, Cynthia is the Champion. Even though she could probably walk in
and level the building if she had half a mind to, she instead gives you Cut and leaves you to it.
To use Cut, we need to beat the Gym. To beat the Gym, we need to catch something that can do
a better job handling Grass and Poison types. To catch something that can do a better
job handling Grass and Poison types, we need to go Underground.
The Grand Underground is a giant cave system that spiders out across th
e Sinnoh
region. We’ll talk about it in more detail later, but all you really need to know just now is you
can find wild Pokémon down here. We’re looking for two Pokémon at the minute: Togepi and Scyther.
The fantasy of catching Pokémon is intoxicating. I’ve never been much into bug catching (we used
to race snails, I suppose, which was as exciting as you would expect), but I love animals, which
the majority of Pokémon end up resembling. While I’ve never felt compelled to catch ‘em all, I’ve
always been compelled to catch the ones I like. Appropriately, catching and raising a new
Pokémon is one of the best feelings in these games. Playing Pokémon is inherently expressive;
no two playthroughs will look the same. Choosing which Pokémon you want to add to your team
and then deciding how you raise it is another little fractal branch that distinguishes
your journey from everybody else’s. Each decision you make feels personal; you get to
claim ownership of both your Pokémon and the
adventure. It only enhances the satisfaction
of overcoming a tough area when you’re given so much freedom in how you do it. There wasn’t
a script, you did it – you and your Pokémon. Sure, those Pokémon aren’t real. Your imagination
is having to do a lot of the heavy lifting here, and I can imagine if this isn’t the kind of
fantasy you get into you’ll be scratching your head wondering what all the fuss
is about. It’s just a poorly-animated cartoon tortoise standing around while
you select
things from menus. Big whoop. But I always end up sort of attached to my
poorly-animated cartoon tortoise because it reflects something about myself; the choices
that I’ve made across this adventure reflect my values and interests. I like Turtwig more
than the other choices, and while that probably doesn’t mean anything profound, it says a
little something about me. Why do you think discussions about starter Pokémon get so heated?
Starter Pokémon often feel like they ought to be your most pr
ized Pokémon because they’re the one
you have the longest history with, but in many ways it’s the Pokémon you catch later that say
more about you - even if it’s just something as simple as, “I have a Noctowl because I play at
night.” Sure, again, not particularly profound, but I feel like you can tell a little something
about a person by their Pokémon team. Put it this way, you’d have a different impression
of how a player plays if they had a Garchomp on their team instead of that Noctowl.
Pokémon’s fantasy manifests mechanically as a unique twist on the traditional RPG:
rather than choose from a limited number of team members with defined roles, you instead
choose team members from an enormous pool. This mechanic offsets the genre’s linearity.
While you don't have many options for where you can go thanks to barriers and roadblocks
in the level design, the teambuilding mechanics give you endless options for
how you engage with the available areas. There are plenty of ways to
build a team:
covering weaknesses with a variety of types; complementing strengths with type or move combos;
playing hard and fast; playing slow and defensive; or anything in between. You can mix and match
loads of different effects, balance moves and stats, or even just do a grab-bag approach and
choose the designs you like. All valid approaches, all satisfying in their own way. You can’t
really understate the importance of options in a role-playing game, can you? I mean, without those
op
tions, how else are you supposed to play a role? It’s a hugely important point, it’s basically core
to Pokémon’s mechanical identity, and it makes the title “An Exhaustive Look at Pokémon” really kind
of futile. Fact is, this isn't an exhaustive look; I'm going through it once with one team. If I
wanted to get the full experience, I'd have to play through it dozens if not hundreds of times
with different builds and teams. In a lot of ways, a shorter video will be more authentic to most
play
ers’ play experience because with a lack of specificity comes a broad applicability. Trust me,
I’m well aware of my methodological shortcomings. We named Togepi Scramble, because Togekiss is both
an egg and a plane. We named Scyther Vice Vespa, because Scizor has like vices on its
hands, and it’s a pun on vice versa, and… uh, it vaguely resembles a wasp, I suppose?
You know, if you squint a little? Forget it then. Eterna Gym takes the form of
a maze, with the perspective used to hide traine
rs behind the trees.
It’s one of the most unremarkable Gyms in the series. Sure, there are plenty of
less interesting ones conceptually – this reminds me of the Trick House a little – but
it slides straight out of my head because it reuses the stock plant graphics. If you can’t see
the walls, you may as well be outside. It doesn’t help that Vice Vespa made short work of the place
– what else is a scythe for if not cutting grass? The Gym Leader is called Gardenia, which, when I
first played,
I took as evidence that they were running out of names. I mean, they just took the
word “garden” and added a vaguely female sounding suffix after it right? Egg on my face though
because of course Gardenia is a girl’s name, taken from the flower. Apparently the flower
was named after Scottish botanist Sir Alexander Garden, who was born in Aberdeen. Just goes
to show you can accomplish a lot in life, even if you can’t kick a jelly bean.
So Team Galactic are acting up in Eterna, engaging in su
ch antisocial activities as adding
menacing spikes to the side of their building, planting topiaries right in front of their
door, and, oh aye, stealing everybody’s Pokémon. I don’t actually understand why they’re stealing
everybody’s Pokémon. My first guess was that it’s a Pokémon game, and that just seems to be the
villainous team’s remit. But important to keep in mind for your understanding of Team Galactic is
this: they don’t seem to know what it is they’re doing either. Once again the
dialogue sparkles –
“Our objectives are incredible – too incredible for me to understand! I’ll fight blindly
to defend them!” They’re talking shite! And speaking of talking shite… Skuntank’s a
Pokémon. I’m not about to launch into a big diatribe about them putting a bum in a kids’
game, you know, even I’m not that miserable, but yeah, this isn’t my favourite Pokémon
design. It’s a skunk… it stinks… so it’s a bum and it makes a fart noise. It’s fine,
if there’s a fart joke in this game that
ruined my play experience, it’s not this one
– it’s just a bit on the nose – on the nose! Anyway, we rescue Rad Rickshaw’s Pokémon
– I don’t know what happened to everyone else’s – and are given the bike for our troubles.
I chose red because purple wasn’t available. What you’re looking at now is the first
time I figured out – and keep in mind I’ve been playing these games since 2007 – the
first time I figured out the game’s being literal when it says you can use the bike
stands. Is that j
ust me? Am I the stupid one? Leave a comment at your discretion calling
me either a fake fan, or funny and relatable. Normally this is where I’d go back to the Old
Chateau, because it’s here and we have Cut now, but we hit a bit of a snag trying to do so.
You might remember I had a lot to say about these back in Omega Ruby – the game ushering
you away from interesting side content to keep you on track. I thought Brilliant Diamond
was going to give me the same sort of snash my first time thro
ugh, but thankfully
not, this was in the original games too, and it’s the only time it happens. Which
got me thinking: why? Why specifically block players who want to visit the Old Chateau?
Well, the flag clears when you meet Dawn on the far end of Cycling Road. She gives
you the Vs. Seeker and the Dowsing Machine, so it seems likely the game needs a way to stop
you from skipping her by going all the way back to Oreburgh and up the slippery slope. It’s a
bit of a clunker all the same – Eter
na Forest is filled with spooky little hints that you want
to go investigate, but this is a hard roadblock, it’s a pretty firm “no.” They employed
a way more elegant solution in Platinum, which was just to put Dawn slightly further along
the path! It's not the most egregious omission from Platinum, but we’ll get to that later.
With no other choice, we’re off down Cycling Road. Open road, the wind in your hair… or maybe not, as
it were. Cycling Road in this game’s nowhere near as interesting
as the one in Hoenn, unfortunately
– just a straight shot from North to South. Recent games have had your character puff into
some cycling gear when they bring out their bike; you look a bit of a goon but it’s definitely
the responsible message to send to kids. Honestly were it not for protective gear
I think my immediate family would probably all be dead – I remember coming off my bike at
one point and it looked like someone had taken a small ice cream scoop to the knee guard.
Anyway, I wa
s a grumpy little stubborn baby boy and went the long way around
back to the Old Chateau. Listen, I was playing at night specifically for this bit,
and there was no way I was waiting another day. Eterna Forest is shown to be a supernatural place
on your first visit – the Psychics mention a presence there, and you can catch Gastly (and
Misdreavus or Murkrow) at nighttime. The Old Chateau seems to be the source of the disturbance
– an abandoned mansion filled with Ghost Pokémon. There’s not m
uch to do here – you can
only really find one thing of interest, and that’s in the post-game and entirely optional.
And that’s brilliant. The Old Chateau leaves so much more of an impression as an unexplained
side area, one all but forgotten by the world and the characters in it. There’s always the
temptation to go further into these things, to try and stir the pot with a tantalising
mystery, but just as effective, I feel, is to leave it alone and let the atmosphere thicken.
Something bad
has clearly happened for the building to house so many resentful spirits, but
you’re the trespasser here; it doesn’t owe you any answers that could offer an easy emotional exit.
All you’re left with is the glare of the painting, the discordant phrases of music like snatches of
memory, and the static of the television screen. The pièce de résistance of this creepy
little vignette is this. I really don’t want to draw attention to this, as with a lot
of things it’s better unexplained, but I ne
ed to talk about how this works because it’s so
simple and so effective. This event is random; the girl has a small chance of appearing every
time you enter this room. And that wee bit of random chance adds so much to the unexplained,
urban legend nature of this area. The first time I ever played Pearl back in 2007, the girl
appeared on my first try. But she absolutely refused to show up for my friend, who thought
I was taking the piss. There’s no better way to show mischievous ghosts sowin
g distrust and
confusion than by having the player live it. Route 206 winds itself between
the legs of Cycling Road. It’s interesting perhaps because of how linear
the upper Route is. There are tons of nooks and crannies, narrow passageways to squeeze through,
and secrets to be found. It reminds me of the forgotten bits of land beneath railway bridges
or between fields – its purpose served, it’s left to become overgrown with rocks and thickets.
Ponyta can be found here, just below Eterna –
maybe it really did help build the city!
Ponyta is, infamously, one of two Fire-types in the original Pokémon Diamond
and Pearl. The other is Chimchar, so if you didn’t pick the Fire-type starter,
you had the option of… one Fire-type Pokémon. The Fire-types are victims of a bigger problem –
a limited Pokédex. Diamond and Pearl are infamous for their paddling pool of available Pokémon.
There are 151 Pokémon in the original Sinnoh ‘Dex, but that isn’t even the whole story – Kanto had
151 Pokém
on too and nobody complains about that. I’ve no idea how I’d go about testing this, but I
don’t really feel like Sinnoh is that much bigger than Kanto that could account for the difference.
The problem is, you’re not working with 151 Pokémon; you’re working with far fewer. You’ve
already got the usual Pokémon staples like starters, legendaries, and version exclusives
thinning out the herd, that’s normal. But on top of that, a huge number of Sinnoh’s Pokémon are
novelties. If we cross out the
Honey Tree Pokémon, daily or event Pokémon, and a bunch of
miscellaneous Pokémon (Happiny can’t be found in-game; Unown is there for lore reasons
rather than teambuilding), that’s you slashed the Pokédex substantially. There’s definitely
debate about the validity of my choices; the point I’m herding you towards here is there’s
only about 47 families you can find in grass, caves, and water. Sure, Spiritomb, Milotic,
and Snorlax are technically in the Sinnoh ‘Dex, but practically they may as
well not exist.
That’s not even mentioning the Pokémon that are difficult – if not impossible! – to evolve; those
that are only available very late in the game; and the abundance of Water-types. Goldeen and
Finneon? You spoil us. If you aren’t either incredibly lucky or willing to grind for ages your
options are limited considerably by these Pokémon. You can make the argument that it may be good
to limit the player’s options. It could force players to make more meaningful decisions, it
co
uld help focus the balancing of the game, it could help weaker Pokémon represent a better value
proposition since they have less competition. But that’s all hypothetical; Pokémon has never
been especially well curated. QED – there are two Fire-types in Sinnoh, and that’s about
it. And that has a knock-on effect with the rest of the game’s options. Sunny Day is less
useful, for example, and Steel-types become more viable because one of their major weaknesses
is removed. Scizor, whose only we
akness is Fire, has very little to worry about in this game.
On a more basic level though, in a role-playing game, I don’t think balancing is as important as
options. Players can – and will! – essentially balance themselves by making different choices.
The remakes address this issue, presumably because if they didn’t the fanbase would
descend on their keyboards like their only natural predator – infinite monkeys.
The Grand Underground does wonders for team diversity, offering you not just an
enormous pool of new Pokémon but also a lot of freedom in how and when you catch them.
I wouldn’t have been able to use Scyther or Togepi in the original Diamond and Pearl.
Unfortunately it still feels like a band-aid solution – a plaster over the problem
rather than a proper fix. Because the limited pool of Pokémon is not just an issue
in a vacuum: it’s also a level design issue. Sinnoh is perhaps the series’ most well-defined
ecology. The whole region makes sense: there’s no moment like Sh
oal Cave, where
you’re not sure how it works but you roll with it anyway to catch some Ice-types. That’s a
huge strength – it’s something I prize greatly. But it’s also the game’s Achilles’ Heel. Part of
the reason I think there are so few Fire-types is because there’s no Fire-type level to support
them. So while Sinnoh is really well-defined, that also means that any Pokémon that wouldn’t
fit the cold and craggy landscape is out. So you’re going to encounter many of the same
Pokémon acros
s the length of the adventure. And that makes wild encounters less valuable
and less interesting. If you caught a Geodude in Oreburgh Gate, you have less reason to
investigate a patch of grass on Route 206 when it’s likely to just be another Geodude.
So while the Grand Underground fixes your teambuilding problems, it doesn’t interact with
the rest of the map. Trainers don’t update their rosters from the original games, and none of
the new Pokémon have been added to the regional Pokédex. “Got
ta catch ‘em all,” the tagline says.
Except for that one, apparently, that one doesn’t count. It also means that Pokémon aren’t grounded;
they’re not enriching the world and its history like they were before. I find Absol down here – a
Pokémon with a subtle narrative function in Ruby, Sapphire, and Emerald, now plucked from that
context and just thrown in a random room designed to generate Pokémon. It’s not the end of the
world or anything, but you see how that’s weaker. I’m trying not to j
ust make this the Pokémon
Platinum fanboy hour, but that game’s greatest triumph was how organically it fixed these
issues. It didn’t crowbar in any new areas that could upset Sinnoh’s ecology – if anything, it
doubled down on the cold climate! Instead, it made considerate additions to expand the regional ‘Dex
by a whopping 60. The Fire-type additions are the perfect example. Nothing about Houndoom suggests
it has to exist in superheated environments, and being pack animals it makes sense f
or them to
exist on the rocky plains of Route 214. Magmar, on the other hand, is attracted to the heat
of the molten foundry at Fuego Ironworks. I think that same consideration would have
made Brilliant Diamond all the stronger. Still, with all that mealy-mouthed prevaracating
out of the way, it has to be said… Brilliant Diamond fixes the issue! Good for it!
At the end of Route 206 sits Wayward Cave, home to Bronzor.
Bronzor has a lot of myth and culture surrounding it, but who gives a shit,
it’s also
got a 1 in 20 chance of holding the Metal Coat. Evolution can be induced in many ways.
Levelling up, levelling up with high friendship, levelling up with an item held, using an item,
trading, trading with an item held, levelling up in a particular area, levelling up with high
Beauty, levelling up while holding the console upside down – yes, seriously, no, seriously.
As time goes on, I find myself appreciating these unique and outlandish evolution methods
more and more. And the mai
n reason, I think, is because of the Exp. Share. I’ll have a lot
more to say about the Exp. Share later, of course I will, but it makes gaining experience passive; a
byproduct of playing rather than an representation of learning and growth. I’ve got Meditite in my
party specifically to evolve it – until then, it’s literally just set and forget. Having to
perform a silly ritual to evolve once again makes you an active participant in that process.
Unique evolutions have many advantages besides
. They can create “side quests;” they can lock
away powerful evolutions until certain points of the game; they can better characterise the
Pokémon and its life cycle; and they can just be more fun. I love that there’s a Pokémon
that actually evolves in a particular way if you give it an item and spin counterclockwise
for more than 10 seconds between 7 and 8pm. The problem with them is, the series is
horrendous at directing the player towards these evolutions. I never figured out there was a
relationship between Scyther and the Metal Coat; I saw a picture of Scizor in the Pokémon Handbook
2 and eventually looked up “how to get Scizor.” I never figured out there was a 5% chance of Bronzor
holding a Metal Coat; I punched “how to get metal coat pokemon brilliant diamond” into Google. The
relationship between the two makes sense – Scizor resembles a Scyther covered in a metal coat – but
it only makes sense in retrospect, after you’ve seen Scizor, and even then there’s nothing
tha
t suggests it needs to have been traded. I have no shame about using a guide, I
don’t think there’s any more problem with that than there is asking a friend. The
problem is, unlike talking to a friend, looking up a guide just isn’t very much fun to
me. And yet it feels practically essential if you’re interested in evolving your Pokémon.
Because figuring this stuff out for yourself isn’t fun either; it’s practically impossible.
Maybe I’m just ignorant, maybe I’m showing my whole entire arse
here, but I’ve very rarely
been able to put the pieces together myself. Funnily enough, one of the few weirdo evolutions
I think people will figure out on their own is Alcremie’s, is the one where you need to give it
an item and spin in place. The description on that item strongly hints at what you need to do. And
that’s a brilliant solution. Having something in Scyther’s Pokédex entry that mentions the Metal
Coat, or even just an NPC somewhere who offers an oblique hint, would encourage pl
ayers to pay
attention and minimise their reliance on guides. Having to trade to evolve certain Pokémon is
another locus of complaint. And although I like the idea, it feels so arbitrary that, yeah,
I’m with you: I’m going to complain about it too. Evolution represents your Pokémon’s growth. This
is often literal: the traditional three-stage evolution sees a Pokémon grow from infancy
into an adolescent into an adult. Part of the fantasy there, part of the appeal, is the idea
that you’ve he
lped them grow, and so in their growth you see a reflection of your own progress.
This doesn’t only apply to experience either: progress can take many forms – solving a puzzle
or tracking down a rare item. Personally, I think social interaction is a valid way to
mark progress. So trade evolutions basically work for me. Trading and social interaction are
huge parts of these games, so it makes sense to lock certain evolutions behind that criteria.
The execution makes absolutely zero sense. It
doesn’t match the fantasy of either raising
Pokémon yourself or trading. Your avatar – your representative in the game world – doesn’t
get to see the Pokémon they’ve raised evolve with their own eyes, so it doesn’t feel like the
culmination of your efforts. Sure, if you’re in person you can look over your pal’s shoulder, but
that’s assuming you’re even both in the same room. You also don’t get the satisfaction of passing
the torch or helping a friend: you’re not passing along your beloved P
okémon for them to raise,
and you’re not giving them anything they want in exchange. All you’re doing is handing the
Pokémon off and then they hand it straight back. It just isn’t fun. I’ve never had an interesting
interaction doing this – it’s always just been, “hey, have you got a minute? Sorry about this.”
The only saving grace could be – again – if it told us something about the Pokémon. But it’s
a random smattering of Pokémon that evolve this way. If Scyther evolved by holding the Metal
Coat and levelling up, that I could understand: your Pokémon being forged in battle. If it
were a social Pokémon that evolved via trade, like Jigglypuff, who loves an audience, or Sylveon
who’s literally called the “Intertwining Pokémon,” that would at least tell us it’s a species that
loves human interaction. It makes new friends and that’s how it evolves! Instead, we get trade
evolutions like Kadabra into Alakazam, or this: Scyther into Scizor. I don’t know how to feel
about either the
mechanics or the fantasy of this evolution because it feels so arbitrary.
Trading for Vice Vespa to evolve gives us the opportunity to talk about the Union Room.
The Union Room forces you to halt all your progress and squeeze into a weird liminal space.
Here you can battle or trade with anyone nearby, or with a small selection of people
chosen randomly if you’re online. This is, obviously, much, much worse than the
PSS from Gen VI, but I find it difficult to be upset about that. Apparently, f
rom what I heard
after the fact, the PSS was an incredible strain on the servers. Keep in mind, Pokémon sells
absolute gangbusters – I can imagine that, yeah, the servers would buckle under the strain
of the entire Pokémon community playing at launch. The Union Room downsizes. It gives social
functions a dedicated area so you can’t just keep them on in the background perpetually.
And that makes a lot of sense. It’s still quick and easy to access, you just have
to let the game know ahead of
time that you’re ready to interact with other players.
The only thing I don’t like is how your options are restricted while you’re in here. You can’t
change your Pokémon’s held items or anything like that. I guess it has something to do with the game
having to save data beforehand, but either way, it’s clunky to have to go out and back in
if you want to trade an item to your friend, or you need a specific item for evolution.
Wayward Cave is a dark and confusing labyrinth. Not to worry, becau
se we still have Flash, which,
being a TM rather than an HM, still works like it used to. Instead of choosing the move from your
Pokétch, you need to have a Pokémon that knows Flash in your party and then use it from the
Pokémon menu. The Box Link makes this pointless busywork – you don’t have to dedicate a moveslot
to it, you can stick the Pokémon back in the Box and the effect still lingers. You can also do
this with Teleport, by the way – it's handy if you want to get back to a Pokémon C
entre quickly.
Now, I like a good labyrinth. It can be enjoyable to form a more complete picture of an area in
your mind and puzzle past some misdirection. But I feel like Wayward Cave overplays its
hand. Using the same repeating rock pattern over and over is so artificial that it draws
attention to itself – it’s trying to confuse you, but it’s way too obvious about it. I imagine it
would have been more effective if this pattern only repeated once or twice to throw you off.
Instead it just
gets a bit exhausting – especially with random encounters interrupting
your train of thought every few seconds. Mira, the second of the stat trainers, has
gotten herself lost deep in the cave. Even though her Kadabra is not a cleric type, she still
keeps you fully healed. So this is our first real opportunity to see the new recruits in action.
For all its frustrations getting there, Scizor represents a really good idea for Pokémon
evolution that I'd like to see explored further. Instead of i
t just being a direct upgrade, Scizor
has an identical Base Stat Total to Scyther – the stats are just distributed differently.
Obviously Scizor is the better of the two on the sheer strength of its typing alone –
Bug/Flying is not a great combination. But I think it'd be cool to see more Pokémon
like this? It could be a legitimate choice sometimes not to evolve your Pokémon.
Scizor’s main strength, though, is the combination of Technician and Bullet Punch. Bullet Punch
is a priority move, i
t will usually go first, so it’s balanced by being at a piddly 40
power. This is where Technician comes in, boosting the strength of weaker moves by 50%.
Along with the bonus the attack gets for being a Steel-type using a Steel-type move, Bullet Punch
becomes a 90 power move that usually goes first, covering for Scizor’s lower speed.
Scramble, on the other hand, is having a tougher time of it. Having Mira here kind of
made this the perfect place to train – Kadabra’s Reflect and the full heal
after every fight
mean it’s not getting tanked every two seconds. All Scramble really has going for it at the moment
is the funny meme move Metronome. Metronome pulls any move programmed into the game at random and
then just uses it sight unseen. It results in some kind of funny mental arithmetic – me
having to weigh up whether it’s better to use Grass Knot for the guaranteed damage, or
literally any other move in the game. Huh. While the problem is exaggerated in the
Gyms, there’s practi
cally no resistance to you going back to the Pokémon Centre
to heal while you’re out on the Routes. If you’re in trouble here, it’ll probably
only take a minute’s round trip to nip back to Oreburgh – even shorter, probably,
especially if you have Repels on you. The weird thing is, I think part of the problem
here is that series has been getting better and better. Movement is faster and smoother, and
the levels are more carefully designed to be of a relatively consistent length. Route 207
c
ompetes with Route 201 for the shortest and most unremarkable Route in the game, and yet
it still has a little optional loop with 4 or 5 trainers you can tackle if you feel like it.
Compare with Pokémon Red and Blue. The movement is slower and clunkier, small
trees respawn after trainer fights, HMs require a dedicated move to clear and a visit
to the menu every time you want to use them, and the Routes can be anything from a single screen
to multiple lengthy mazes packed with trainers. The s
eries has smoothed out the experience in an
uncountable number of subtle ways over the years, which is obviously a good thing. But the funny
thing is, when replaying Pokémon Red, I found myself engaging more with the resource management.
I was less willing to return to a Pokémon Centre because it would be kind of awkward to do so.
Multiple times I found myself pressing onward with healing items, sometimes even to the point of
letting my PP run out. Because bag space is at a premium, I could
n’t guarantee I’d keep my Elixirs
or Ethers on me. Compare with Route 207, where it’s easy and convenient to return to Oreburgh to
get a complete top-up whenever the fancy takes me. I still think Pokémon Centres are successful
as they offer a very modular, player-driven difficulty – you can return to one between
every fight and that’s technically optimal, it just depends how much time you want to
waste for yourself. But that option is only really meaningful if you’re wasting much time
in t
he first place. It’s an odd contradiction. I hesitate to say outright, “the game would
be better if it wasted more of your time,” but I sort of feel like that’s the case!
Route 207 leads us into our first of many trips through Mt. Coronet, where we have our
first encounter with Galactic Boss Cyrus. Cyrus, realising that he has his audience
cornered, launches into a heady monologue, speculating about what a fresh universe looked
like, without human spirit mucking it all up, one where time and
space were left to expand
undisturbed. Unfortunately, I’m still too socially awkward to tell him where to stick it.
But, eh, I wasn’t really paying attention to that, I was laughing at his grumpy wee chibi face.
The camera during the cinematics tries its best, man, but these super deformed models were
clearly not intended to be seen from this angle or distance! Textures become pixellated
when turned away from the camera, and there are a lot of difficulties animating chibi characters
besides
. The proportions make exaggerating poses impossible – short little stubby arms can’t
reach beyond the ears, and polygons have to stretch awkwardly to stretch the leg forward
enough when you’re running. These are difficult to notice in the top-down view, but they’re all
you can notice when zoomed in at a low angle. The reason the super-deformed art style hangs
together better in the top-down view is because it’s clearer what it’s going for. The massive
heads emphasise expression and exagger
ate perspective. You’re viewing them from a top-down
angle, so their heads will be closer and therefore bigger. I still think it works better in the more
abstract 2D space, but I’d be lying if I said it hadn’t been done successfully in 3D as well.
Brilliant Diamond, as we’ve discussed, isn’t a successful example unfortunately, and it gets
even worse drawing attention to itself like this. Route 208 is a lovely little Route, transitioning
from the cliffs and waterfalls of Mt. Coronet to a mor
e lush and gentle plain at the bottom.
It’s an appropriate metaphor if nothing else. Because I have an apology to make. In An
Exhaustive Look at Pokémon Omega Ruby, I went on a massive rant about memes when I saw an old
fella make a fairly inconsequential Lord of the Rings reference. I still stand by the underlying
criticism: I find memes distracting, a little obnoxious, and that they take me out the game.
That having been said, in retrospect I feel the whole thing was really disrespectful to
the translators and localisers. There’s no call for a lot of this – I all but
accuse the localisers of being lazy, and that must be incredibly frustrating.
Here’s a story. I used to do work for Did You Know Gaming? – great bunch of lads – and my first
assignment was on Sonic Adventure 2: it’s me, of course it was. One of the biggest rumours
surrounding that game was that, at one point, the game was planned to have multiple story
branches. I had a week to do research on the game, and I spen
t three days out of that entire
week just tracking down a source for this rumour. Eventually, I found what I thought was
a verifiable source – a preview in an official Dreamcast magazine. So, I put it in the script
and send it off no danger. Then, when the video comes out, Game Historian Liam Robertson – again,
great lad – leaves a reply saying, “hey, I asked the director about this personally and he told me
it was never planned.” Hands up, my mistake – not my fault, I don’t feel I did anyt
hing wrong, but
my responsibility nonetheless. But the responses to that were, predictably, kind of snotty and
unfair. Wow, did they even do their research, DYKG just uses Wikipedia, that sort of thing.
And that was, as you can imagine, frustrating – I busted my hump tracking down that info!
My point being that we don’t know what went on behind the scenes. This is why it’s
so fruitless to attribute blame or intent, we don’t know the circumstances that led to
the decisions being made. Sure,
I don’t like “the great Maxie,” it seems like an awkward way
to translate his pomposity into English, but accurate translation is a valid choice – if even
the scriptwriters got a say in it at all! Sure, I found the meme distracting, but to accuse them of
being lazy? Oof, come on. More likely it was just a localiser trying to make people laugh! Does that
deserve this much hostility? I don’t think so! There was even more egg on my face when I learned
that Nob Ogasawara, whom I’d championed as
this untarnished memeless genius of localisation, also
included memes in his scripts – albeit memes I didn’t recognise. I still really like his scripts,
but yeah, it’s a bit rich to be using him as an example of how to do it right when he was doing
the exact same thing I was saying was so wrong. So this is me humbly apologising. I’m sorry.
It was unfair and shitty of me, and it was a huge overreaction besides. Now, I understand this
is perhaps too little, too late: there’s a real danger th
at people are going to see that original
rant with all of its misinformation, but not this retraction; it would be arrogant to assume that
video’s success was anything more than a fluke. I would honestly just cut the segment if YouTube let
you make cuts to videos over 6 hours long. What an oddly specific way to hamstring yourself.
Anyway. This game’s script is, thankfully, the ideal circumstance for me. It’s not 1:1
so far as I can tell, but it’s faithful to the original Diamond and Pearl sc
ript with
all its little idioms and turns of phrase, while also getting rid of the memes. This painter
no longer titles his painting “My Pokémon is Fight!” – a joke I still don’t understand
– but the more benign “Pokémon Can Win!” Hearthome City is Sinnoh’s central hub.
It’s luxurious and clean, a real tourist trap of a city. Between Amity Square, the Contest
Hall, and the Fan Club, it’s very up-market, very hip-and-happening, very chic. There are a
lot of young couples with newborns around
here, presumably having moved to be at the heart
– ha ha – of Sinnoh’s cultural scene. How perfect a reflection of her city is
Fantina though? Like Roark working in the coal mines and Gardenia investigating the Old
Chateau, Fantina participates in her city’s vibe rather than just locking herself away in
the Gym. She wears an elegant purple ballgown and peppers her speech with French phrases –
the most elegant and sexy of all the accents, except of course for the Scottish accent.
Now, Fanti
na claims that she won’t challenge us until we become much stronger, but as we see
in the Gym she’s already fought Barry! And it’s not like he's become that much stronger than
us in the meantime – he challenges you again on your way out. Either way, Fantina’s not here
just now, which seems in-character for her, she seems like she’s juggling a lot of plates.
Maybe she was just making an excuse when she said you weren’t strong enough, to get you to carry
on rather than just wait around. Eithe
r way, the result of all of this is that she’s going to
be the fifth Gym Leader, rather than the third. One thing I really like about these games,
and their world being so close to ours, is there's a lot less of a barrier to entry.
We can assume that religion works similarly to how it does in the real world, hence the
“Foreign Building,” which appears to be a combination of a church, mosque, and synagogue.
It works as a universal symbol of religion, easily understood around the world. There'
s no
need for a character to explain how religion works in this world; if you went up to someone in
a church and they started expositing information about the entire history of Christianity out
of nowhere you'd be a little taken aback. I appreciate Pokémon's approach to
this kind of worldbuilding. It takes a kid’s perspective. Religion exists
and textures the world accordingly, but it isn't really a kid’s focus and so it
doesn't need explained in such a way that would perhaps foreground an
adult's perspective
and their political and spiritual views. Because there is a way to handle this that
completely avoids any potential controversy, and that is to not handle it all. It would be
very easy for the series to get the Tippex out and blank out any religious reference.
Pokémon tends not to take that approach. Even if we're not doing a deep dive into
religion, or the economy, or animal cruelty, the game still accounts for them in microcosm
by factoring them into the world and, on
occasion, having them influence certain
characters’ decisions. I think that’s a stronger proposition than just ignoring it.
Anyway, the atmosphere in here is lovely, and is created almost entirely by a lack of
music. Like in a real church, moving around is kind of a self-conscious act because it’s so
quiet – you don’t want to disturb anybody else. That’s left me in a pious mood, now. Pokémon
often concerns itself with scientific progress and discoveries, but I love how religion and
spiritu
ality are highlighted in Sinnoh instead—oh, what’s that mate? Your Pokémon
evolved? Okay, never mind then! The most gentrified part of
Hearthome City is Amity Square. It’s a park where you get to walk with your
Pokémon tagging along behind. It seems like a sweet idea, but only a ludicrously short
list of pre-determined “cute” Pokémon are allowed in. The starters weren’t even
allowed in here until Pokémon Platinum. I’m not using that as a criticism either – the
original games found a very g
ood justification for this limitation, as we’ll see later.
The follow mechanic goes a long way to addressing some of Pokémon’s issues with conceptual space.
Pokémon is keeping a lot of plates spinning. The sheer number of creatures means it has to
employ a lot of shortcuts and workarounds to manage its insane workload. Even the basic
premise of catching creatures and keeping them in little opaque capsules saves the game from
having to render all of your party at once. This is presumably why o
nly a small list of
Pokémon were allowed in Amity Square back in the originals – there wasn’t the time to animate
walk cycles for every single one. The consequence of this, of course, is that the overwhelming
majority of Pokémon exist almost entirely within menus or on the battle screen. Essentially,
they have no impact on the world around them. Now this is going to seem like a bit of a
tangent here, but bear with me for a second. There’s a concept in comics called “closure.”
Scott McCloud
defines it as “the phenomenon of observing the parts but perceiving the whole.”
For example, let’s take these two panels from Amazing Spider-Man #39, illustrated by John
Romita. In the first panel, Spidey’s grabbed one fella around the head and socked this other
one. In the next, he’s fighting off two more guys, with the first still in a headlock. These two
panels are completely static pictures separated by thick black lines and a gutter. But your brain
is excellent at making associations
between two separate pieces of information. So, expecting
there to be an association, it automatically fills in the blanks between these two images to create a
single chain of events: Spider-Man holds a guy in a headlock while fending off three assailants. You
observe these panels as parts, but you perceive it as a complete sequence. This is called closure.
It’s this idea, of your brain taking separate pieces of information and smoothing over
the gaps to create a complete picture, that I thi
nk Pokémon does poorly. When
Meditite used Flash to light up Wayward Cave, I just chose the option from a menu and the screen
lit up. What’s supposed to be happening here, I think, is that Meditite has come out of its
Poké Ball and used its powers to light up the room. Imagine how they’d handle this scene in the
anime and you should get the picture. But that’s entirely imagination; there’s no closure, per se,
because there’s not much association between the two events. They’re too separate
for your brain
to fill in the blanks. I understand why this is – it would be an untenable amount of work to
account for and animate every Pokémon performing every task. But it doesn’t change the fact that
the Pokémon feel completely compartmentalised from the world around them. Encountering a wild
Pokémon sees you walking around in empty patches of grass before you’re suddenly whisked away to a
completely different screen; you don’t even hear their cries on the overworld in this game.
You
don’t get to play with your Pokémon, or see them interact with their environment. So it’s
difficult sometimes to build a complete picture of this world in your own head; to see in your mind’s
eye the fantasy of living, playing, and travelling with your Pokémon partners. It’s difficult for
the games to create a singular conceptual space. Having your Pokémon walk alongside you goes some
way to remedying this problem. They literally exist on the overworld, side-by-side with your
avatar, and th
at makes it so much easier to locate them in the same world. They’re not abstracted
into menus, they’re right there, front and centre. It’s not ideal: the Pokémon don’t interact with
or impact the world in any way that would make them feel more tangible, but it helps solidify
the fantasy. It must be a lot of work, but it’s unquestionably paid off. Pokémon walking alongside
you ought to be a priority for the series. Unfortunately, the execution in this game is
tragic, and I mean that, it’s h
eartbreaking. There’s so much effort and attention to detail
gone into it, and it only makes it worse. Pokémon don’t just follow directly behind you any
more; they have different speeds and rudimentary pathfinding to try and keep up with you. This
approach makes sense on paper. It feels more organic and shows off each species’ attributes:
a faster Pokémon like Scizor keeps up easily, while a massive lumbering turtle lags behind.
This must have taken a lot more time and effort than just havin
g the Pokémon glued to you,
and yet the alternative still would have been better. Because this barely works. The Pokémon
have to be shrunk down to fit within Sinnoh’s narrow architecture – even the likes of the
mighty primordial leviathan Kyogre. All this and they still get caught on every bush and corner
in existence. Every time they do, there’s a flash of light and a sound effect as they return to the
ball to reset position. And with a slow trudging Pokémon like Grotle, that means you’re
going to
be seeing that more than its walking animation. It gets distracting and repetitive really quickly.
Look at the poor thing, it’s just trying to keep up! I feel bad! You may also find yourself trying
to walk around in a small space – which Sinnoh is packed with – while your Pokémon won’t get out
the bloody way. So you end up having to shove them aside, which also doesn’t feel great.
The Pokémon following also looks awkward because it doesn’t match the overworld’s art
style. While the
humans are super deformed, the Pokémon are just miniaturised versions
of their battle models. Scizor, for example, doesn’t have a massive head. It isn’t employing
the same perspective trick as everything else, so it doesn’t look like it fits in the same world.
HeartGold and SoulSilver nailed this back on the DS; obviously they had the advantage of using
sprites, but the results speak for themselves. On every level, Brilliant Diamond looks much worse.
For me, though, this game never had to n
ail the graphics - they were kind of weird and
transitional in the original anyway. No, what it had to nail was the music.
For me, this always felt like a theme of awakening, putting me in mind of early morning,
dew still on the grass, chill still in the air, that sort of thing. The song begins with an
arpeggio on the piano, it’s kind of cool and crisp, but there’s an underlying feeling of
warming up with the harp underneath rising towards the brass, and the bell calling us out.
The brass r
epeats a phrase twice to warm up before it shifts up the octave, with another – I want
to say trombone? – joining in for emphasis. That crescendo comes back down with descending phrases
on the piano – still undercut with hopeful, uplifting phrases on the harp behind it – before
we relax into the main melody. I feel like the arpeggiated chords serve a double function
here – this song is also used for Route 212, and it works well with the peal of the rainfall.
It would take a far more experien
ced and knowledgeable musician to really do this song
justice, I feel like – there’s a lot more phrases and instruments going on in here than what I’m
able to cover, and I’m still not completely confident I’m using the terms correctly. But I
think it’s the swell and release, like taking a deep breath of fresh air, that makes this song
so special to me. It inflates with the triumphant brass before exhaling into a confident rhythm.
It really is a remarkable composition, I think, it re-energis
es me every time I hit Route 209.
It’s almost certainly my favourite Route theme, not just in this game, but in the entire series.
There’s always been a long list of music I really loved in this game – Eterna Forest, Route 209,
the GTS theme, the Surf theme, and while I was researching it I learned all of these songs
were composed by one Hitomi Sato. And honestly, what a marvel she is – she even co-composed
that absolute belter of a Frontier Brain theme with Gō Ichinose. What a hero. The mar
ks that
Sinnoh’s atmosphere left on me, in large part through her compositions, are indelible.
Thankfully, I think Brilliant Diamond by and large does her – and everybody’s! –
compositions justice. The Switch Pokémon games seem to have a very harsh sound that a
friend (who is far more knowledgeable about audio than I am) finds grating. I couldn’t hear
it myself until I was working on this video; I had to do a lot of fiddling to find the sweet
spot where the game was audible but without bein
g so shrill it overpowered my voice. That having
been said… yeah, they nailed it. This gives me the same elated feeling the original does!
Imagining that I’m not completely off-base in feeling like this Route is
something of a refreshing reawakening, Joggers can only be fought in the mornings.
The Joggers – as well as the Policemen who can only be fought at night – have an unfortunate
interaction with the Switch architecture. As you don’t have to turn it off completely or close
the game when
you stop playing, the game doesn’t have to reload the area when you turn it back
on. If you enter the Route during the night and then send the console to sleep, the Joggers
still won’t fight you in the morning unless you reload the area. It’s testament to how much of
a complicated proposition game development is; it’s funny how these seemingly unrelated
little things can impact one another. “Are you maybe a Pokémon genius?”
Not according to my comments! My ears are eating well just now.
L
ost Tower brings back another of my favourite tracks – Eterna Forest’s theme.
I love love love the atmosphere it creates. The echoing note on the piano to ease us
in, this place is empty but its history arrests your attention, followed by the sort of
fumbling, slightly syncopated melody on the flute, like an obscured intention. Beautiful.
This song is strongly associated with lingering spirits, but the story it tells is more
uplifting than you might expect. Death, in Sinnoh, is often very ser
ene. Maybe the more spiritual
focus implies the existence of an afterlife, or at least the idea that death is not a
full stop on one’s existence. It’s a lovely thought. The Tower is actually fairly bright to
reflect this, with a strong blur effect softening the hard edges of reality; this is a liminal
space, a space between this world and the next. There’s one trainer here – Roughneck
Kirby – who’s here to mourn his Pokémon, killed by Team Galactic.
I love the Roughnecks, man, that tough gu
y demeanour disguising a sensitive
heart – his Cleffa is hilariously at odds with his vibe. Kirby’s kind of the perfect name
for him! After the battle, Kirby decides that he’s not honouring his Pokémon’s memory
by wallowing in his own resentment and misery. It also makes Team Galactic that little
more villainous. We don’t get any details, so you can fill in the blanks how you like, but
I feel it doesn’t undermine their comedic tone. Stupidity can be just as dangerous as malice.
Other traine
rs have similar stories. A father reminisces on sad farewells being
accompanied by new beginnings. A couple on the top floor are here to remember
the Pokémon that brought them together. I love that the game allows itself to sit in
these emotions – there’s no gag to relieve the mood at the end of these stories. It
means the atmosphere percolates rather than dissipates. It’s not super heavy either – it
just creates the impression that death is an inescapable but perfectly natural part of life
.
Anyway, let’s talk about the sexy bunny Pokémon. Buneary’s evolution, Lopunny, looks like this.
And sounds like this. Yeah, it’s not subtle. Okay, so a quick history lesson here. Playboy is
a gentleman’s magazine that became famous for the full-frontal nudity featured on the centre pages.
The logo, of a rabbit wearing a collared shirt and bow tie, projected an image of class and
sophistication, but also of fertility; rabbits have a bit of a reputation for… how do I phrase
this delicately.
.? Being ultra turbo shaggers. Playboy Bunnies were the waitresses at Playboy’s
resorts and nightclubs, and they tapped into that same juxtaposition. The air of sophistication
created by the cuffs, collar, and bow tie defined the boundaries of a more carnal gaze, one
encouraged by the associated rabbit ears and tail. That image became a bit of a phenomenon around
the globe, nowhere moreso than in Japan. It became such an icon that it seems to have lost a lot of
its edge. Beyond Playboy, the
brand-neutral “bunny girl” is all over the place in manga and anime –
my first exposure was Bulma in the first volume of Dragon Ball, ostensibly a comic for young
boys. I couldn’t tell you why that is – it’s almost certainly down to cultural differences
around sex, or rabbit imagery, or both – but the bottom line is, from what I can gather, the
bunny girl isn’t quite as salacious in Japan. Still, while it is a little weird for us
Westerners, it’s not like Lopunny is explicitly pornographic
or anything. It suggests the bunny
girl imagery without ever being inappropriate. A bust is suggested by its cute pose and
fluffy cuffs, and the bottom of a corset is implied by the line separating hind legs
from torso, which is also a characteristic of rabbits. I’m not convinced it was the cleanest
idea for such a global franchise, but credit where it’s due, I think they did a good job.
The Sinnoh region’s newspaper is printed out of this perfectly ordinary house, with two
employees insid
e. Presumably they’re not publicly traded or their shareholders would have
their guts for garters. Maybe that’s for the best. These guys ask you to catch a specific Pokémon
and show it to them before the end of the day. I really like this sidequest. The series doesn’t
often task you with catching a specific Pokémon, which is a missed opportunity. It’s a great
way to clue you in to some of the Pokémon you may have missed. “Catch ‘em all” is such an
overwhelmingly huge task, and it’s nice to
have the game break it down into smaller chunks.
Gens VII and VIII did this particularly well. The Solaceon Ruins reintroduce the Pokémon Unown
to the series – a Pokémon that takes 28 different forms: one for each letter of the alphabet,
then a question mark and exclamation mark. I love Unown. It’s a similar kind of vibe and
puzzle to the braille puzzles in Generation III’s Sealed Chamber, but with a cypher unique
to Pokémon. The solution to the maze, here, is spelled out on the first floor
, provided you
can read Unown. You just have to note down the instructions and follow them to reach the bottom.
The music, again, is Eterna Forest’s. Like the Lost Tower, the mystery of these ancient
ruins doesn’t seem to be anything sinister. The Unown on the seven main floors spell
out the word, “friend,” and at the bottom, you find a mural that reads, “friendship/all
lives touch other lives to create something anew and alive.” There’s no crisis about
what caused the downfall of this anci
ent civilisation or anything like that. Instead, it
feels more like a gentle reminder from the past. What better place, then, for Grotle to evolve?
That’s Back Garden finally living up to her name. A fully evolved starter Pokémon before the
third Gym, oops. I love Torterra though. It strikes just the right balance between cool and
clumsy, threatening and adorable. There aren’t many Pokémon with this kind of asymmetrical
design either, which helps set it apart. Your reward for tracking down
and catching all
of the Unown letters, in this game, are new slots for your Ball Capsules, which I didn’t think was
worth an hour and a half’s work. I do appreciate that the game isn’t cheapening its mysteries
with easy answers, I don’t think you should catch all the Unown and you get this massive
revelatory sidequest or anything, but I dunno, maybe just a little message would be nice—wait,
what’s this--! The letters--! What could it mean? Most of Route 210 is blocked by Psyduck, who
all h
ave headaches and don’t want to move. Honestly, lads, that’s a mood, we’ll
leave you to it, we’ll come back later. It’s chucking it down on Route 215, which,
combined with the brashness of the soundtrack, creates a really fun adventurous mood.
You may have noticed, but there is a huge gap between the second and third Gyms in Sinnoh.
It’s a design choice that’s attracted some criticism – the pacing of the game being
disrupted by such a huge gap between two key events. But honestly… I like it.
I guess I
just don’t see the Gyms as emotional climaxes; they’re more checkpoint than antagonist.
So, while I have the opportunity, I’d like to say a few words in its defence.
So far, Sinnoh has been mostly player-driven. It’s still mainly linear of course but there’s
less of a sense of being funnelled from place to place, and I really like that, especially at the
beginning of the game. It gives you opportunities to investigate side areas, do some spelunking,
or go off and catch some Pokémo
n, all at your own pace. That’s important for a handheld game;
a game that can’t guarantee a captive audience. Beginning the game by showing the player the
size of the world and letting them discover it themselves is also really effective at
pacing interest. At the start, the game is low commitment, but while you’re exploring and picking
up on whatever threads catch your interest, you’re also developing a relationship with this world.
It may not be a profound emotional connection, but when
the story begins to pick up later
on, the game can cash in on that interest; it can afford to be a little more hands-on
because by that point the player should hopefully be invested in the world. Even
if they aren’t, they at least understand what’s at stake – they’ve seen it for themselves.
I understand the shortcomings with this approach. Because there’s so much ground to cover
between the second and third Gyms, your selection in the Poké Marts are limited
for huge chunks of the game. You
can’t buy Great Balls or Super Repels until after the third
Gym, meaning that while you’re covering all this ground your options to avoid or catch Pokémon are
limited. Not a huge offence in the original games, but far more objectionable with the Grand
Underground’s huge selection. Sometimes you need something a bit better than a Poké Ball.
I also feel that this contributes somewhat to the limited Pokémon pool. We’re literally at the
opposite end of the map from where we started, and we’re no
t even at the third Gym. Since
the game can’t introduce most of its Pokémon selection this early, huge cuts of the map are
occupied by mostly the same kind of monsters. We’re still fighting Geodudes, and after three
Generations of these things being a mainstay I don’t blame you for getting a bit sick of it.
What’s more, if you’re the kind of player that’s better motivated by story beats to confirm
your progress, then yeah, I can totally see how Sinnoh would leave you out in the cold.
I’m not
saying this is the unequivacol objective best way to design a region, just
that it worked really well for me. I like Sinnoh a whole heck of a lot, and its lopsided,
sort of wonky pacing is a huge part of that. Team Galactic have set up their
headquarters here in Veilstone City. I like how this is set up. The first thing you’re
greeted with when you enter the city is a couple of Galactic Grunts guarding a warehouse. Of
course you’re drawn to them, but they won’t let you past. One of them ta
unts you, telling you
to go and play at the Gym instead: “After all, the Gym Leader happens to be a kid just like
you!” It’s found a way to guide you towards your next step without pulling you by the nose.
Veilstone City is built on uneven ground, with tall buildings squeezed in
amongst the cliffs and crags. It is, however, limited by the DS’s hardware
(and of course the remakes’ dedication to being faithful to those limits). You don’t get the full
impact of the topography and the tall buil
dings clambering over one another when everything
is framed through this flat top-down angle. Not even the high angle shown by the sign really
does the idea much justice; the game is just too blocky for it to leave any kind of impact.
The Veilstone Department Store is a big Mart with a wider selection. They
also sell TMs – Technical Machines. I’m not really sure what TMs are supposed
to be – they’re presented as little CDs, suggesting that they contain the move’s data.
How that’s transferre
d to the Pokémon, though, we don’t know. Personally I’ve never been satisfied
with that – it’s difficult to get into the fantasy of training your Pokémon when the only way you
can teach them directly is a big question mark. Since Generation V, Pokémon has made TMs reusable.
Once you’ve purchased or obtained a TM, it’s yours to use as many times as you like. This, along with
easy access to Move Reminders and updates to Egg Moves, seems to be a bid to make moves more of a
situational strategi
c choice in-game. I appreciate that a lot. You’re still limited in battle, after
all; preparation and foresight are rewarded, and experimentation isn’t punished.
Brilliant Diamond is the first game in the series to drop reusable TMs since their
introduction. It instead has single-use TMs, but often gives them to you in bulk. Going into
it, I thought that was an elegant compromise. Let me play Devil’s Advocate for single-use TMs for a
minute. I like them in theory because they force you to th
ink more deeply about your options and
strategies. When I picked up the Earthquake TM (knowing from experience it was likely to be the
only one I’d get), I had to carefully consider which Pokémon to use it on. I had to think about
when I’d be switching that Pokémon in, whether or not that Pokémon would learn the move itself,
and if not, if it had a decent movepool otherwise. If I had infinite Earthquake TMs, I would have
just slapped it on everything willy-nilly. It’s an incredibly strong a
nd versatile move.
The problem with that, and the reason I ultimately don’t like the single-use TMs, is that
the game doesn’t give you enough information to let you make even a partially informed decision.
The game doesn’t tell you your Pokémon’s movepool going in, so unless you look it up on Serebii or
Bulbapedia, the decision is essentially guesswork. The availability of TMs is also fuzzy. Some
are limited, some are unlimited; some are incredibly high commitment, some essentially have
no
commitment at all. Many of the TMs – including Earthquake – have a random chance to appear
every day in the Grand Underground’s vendors. Get lucky and you may not even have to make any
tough decisions about your movesets. So far as I understand it, in the entire game, you can find
but a single copy of the situational move Dig; meanwhile, bread-and-butter no-brainer
moves, your Thunderbolts and Ice Beams, are dead cheap at 3,000 Poké Pennies a pop.
All together, the lack of information and th
e random chance of availability makes it unclear
what you can and cannot afford to experiment with, which is ultimately why I come down on the side
of preferring unlimited TMs. It’s impossible to consider your strategy more deeply if you don’t
yet know what your strategy is. Getting a good TM in Generations V-VII was a triumphant moment – a
new toy to play with that opened up your options. Even if we take as read that balancing
considerations are more important, the series has found an exce
llent compromise
in Sword and Shield. Moves were split between infinite use TMs (Technical Machines) and
limited use TRs (Technical Records). It was a near perfect solution – it was clear what was
and was not limited, and you were always given the opportunity to get more TRs. The choices made
perfect sense to boot: TMs contained weaker or situational moves, while TRs contained powerful
moves like Earthquake, Thunderbolt, and Dragon Dance. It’s a great system by any metric, but
compared to
Brilliant Diamond it’s exceptional. At least some TMs are readily available, or so
you might think, but the fact they’re still a finite resource means you’re constantly having
to top up your supply to experiment. Vice Vespa had two situational moves in False Swipe and
Swords Dance. To change between the two, I had to occasionally traipse back to Veilstone and
halfway up a building to buy some more TMs. If the game wanted me to make a final decision between
the two moves that’s fine – like I
say, I’m down, force me to decide which I prioritise more –
but this isn’t imposing restrictions or asking me to weigh up risk/reward, it’s just wasting
time. The question it’s asking is essentially, “can you be arsed going back to Veilstone?”
The Game Corner in Veilstone has been replaced with the Metronome Style Shop.
Trainer customisation has been a priority for the series since Generation VI. You
can choose your character’s looks at the beginning of the game – it’s a pretty
basic hair a
nd skin colour selection, and that’s great. Pokémon’s supposed to be an
inclusive, worldwide franchise and the avatar is supposed to represent the player. The more you
can see yourself in that character, the better. A seeming staple of the series now is boutiques
and parlours where you can change your hair and togs. While most of them allow you to mix
and match headgear, shirts, accessories, and all that, Brilliant Diamond and Shining Pearl
are a lot more limited, instead asking you to choo
se from a small selection of pre-determined
outfits. I guess there’s not much point in going full customisation when you’re only really
going to be seeing the top of their bonce, but it is objectively less customisable and
therefore less expressive… in a system designed for self-expression. It’s disappointing.
I’m sorry for avoiding the games that have full trainer customisation, by the way, I swear
that’s not intentional! …Maybe it’s for the best. I like how the bag icon changes to match
your outfit, though, that’s a cute touch. There’s a subtle little gag elsewhere in
Veilstone about the Gym – a clown says, “It’s pretty cool! Reminds me of an athletics
center.” Because, yeah, what would the people of this world call actual Gyms?
The puzzle inside is about shoving these thin walls around to clear a path. It’s well
designed for what it is, but it doesn’t really feel much like a gym – that is, a proper gym, not
a Pokémon Gym. I really enjoyed going to the gym for a good while
until some wee vandals burned it
down. That’s not the setup to a joke or anything, that’s just what it’s like to live in Scotland.
The only other one nearby was plastered with aggressive slogans like “beat the rest to be the
best.” Buddy I make Pokémon videos for YouTube. The Veilstone Gym is one of the
game’s precious few examples of non-linearity. It’s actually possible to
beat the Pastoria Gym beforehand, meaning either Maylene or Wake can be your third Badge.
I don’t think it’s framed v
ery well at all. Had the game simply allowed you to go east on Route
209 or south on Route 212 from Hearthome, I’d be praising this to the high heavens. Instead, the
path to Route 212 is only unlocked after you reach Solaceon Town. If you’d like to argue that this
Reporter is offering an oblique hint that she’ll move once you reach Solaceon, I’d accept that, but
I’m only putting that together after the fact. To discover the option exists at all, you either
have to double back halfway to Vei
lstone for basically no reason, or skip the Veilstone
Gym on your way through. Neither ideal, neither elegant. I think it says something that,
despite having played this game a lot, I didn’t even know about this until surprisingly late
in this video’s production. I’d wager a lot of other players didn’t either. Options don’t really
mean a whole lot if players don’t know they exist. Still, having said that, it is non-linearity, and
that’s fantastic. Because allowing a player to pick a directi
on invites them to engage more
deeply with the mechanics. Presented with a choice, a player thinks about the challenges
– and their solutions! – more closely. They may decide that their team deals with Wake’s
Water-types better than Maylene’s Fighting-types; or that they’d like to visit the Great Marsh
to catch their next team member sooner rather than later. The player is given a lot of
agency in how they build their teams and manage their types. Non-linearity really
complements Pokémon’s
core mechanics! Now, I understand this is a lot more difficult
than it sounds. The series seems to have been gunshy about giving the player these kinds of
options since Generation II. Pokémon Gold, Silver, and Crystal were injured by some really poor
implementation. Because of Ecruteak’s crossroads, the game had to lowball its levels,
treating you as if you were finishing the fourth Gym all the way until the seventh.
But I think the series has done it remarkably well before – before Gold an
d Silver, even! This
is exactly what makes replaying Pokémon Red and Blue so inviting. Not only do you have Pokémon’s
staple teambuilding options, you also have a lot of choice in how you approach your adventure.
While the levels are curved appropriately, and the game guides you through its Gyms in order,
the middle of Kanto is literally a big crossroads. You can tackle the third to seventh Gyms in almost
any order you want – the only caveat being you have to fight Koga before you can reach
Cinnabar.
Along the way, you get to choose how and when you catch your Pokémon. It’s not perfect – you still
have to clear world events, and you could make the argument that there’s not much reason to do the
Gyms out of order as a result. But totting it up, you have 60 different orders in which you can
beat Kanto, and yet its level curve is smooth as silk. Navigating Kanto is a joy, with the
benefits and drawbacks to each decision making each one more personal and significant. It makes
it
so easy to pick those games out for a replay. It’s a bit late now, of course, but a Sinnoh that
took full advantage of its winding interconnected map would have been a real treat. At least it
still has a ton of optional Routes to explore! After we beat the Gym we run into Dawn outside.
She’s had her Pokédex nicked by Team Galactic, so of course we go to sort them out.
Know what makes Dawn come off better here though? The fact she joins in. She asks
for your help, sure, but she’s playing an
active role in sorting out her own messes.
Anyway, after we beat Team Galactic – yeah, sorry, not much to say about that – Dawn gets her
Pokédex back, we learn that Team Galactic have moved onto Pastoria City, and we get the Fly HM.
Fly, of course, comes after the third Gym because of the huge amount of ground we’ve already
covered this early on. Look - if we wanted to backtrack to, say, the second Gym, we’d have
to through 6 Routes, 2 cities, and a cave. Fly is now mainly accessed via the To
wn Map,
which saves you fiddling around with the Pokétch. Grouping flight and navigation together
– as well as showing you where Berries and Honey trees are on the map itself – is a lovely bit
of streamlining. You’re not having to pop in and out of different menus to check where you
want to Fly and then Fly there. It makes the Pokétch Berry tracking app a bit redundant as
well, though. Yeah, sorry, this thing is not getting through this remake smelling of roses.
Unfortunately, the Town Map
is kind of lacking compared to Omega Ruby’s AreaNav, which had all
of these features, folded in the Vs. Seeker, and allowed you to Fly to any Route as well.
There is a slightly convoluted reason for this omission. Pokémon Emerald added a lot of
quality of life features to the AreaNav in 2005, and Pokémon Diamond and Pearl kept
all of those features in 2007, albeit decompartmentalised into different
menus. The Gen III remakes in 2014 updated Emerald’s AreaNav beautifully, making it even
mor
e streamlined and easy to use. But then, Brilliant Diamond and Shining Pearl
launch with different priorities: they’re incredibly faithful remakes, and so
they don’t even acknowledge many improvements made since the originals. I don’t believe
that subtraction is necessarily a bad thing, but I can’t see any advantage in this case.
This is what makes being a fan of this series frustrating sometimes – simple linear improvements
are sometimes revoked somewhere down the line. Okay, so. It was ar
oundabout this point
that I realised I’d made a mistake. I plan these videos fairly far in advance.
I decide what my team is going to be, when I’m going to catch each Pokémon, and
what moves they’re going to have. The reason for this is because I want to show off as many
of the game’s mechanics as I can. For example, I chose Vice Vespa because it gave me an
excuse to show off a weird trade evolution. My plan here was to go down to the Maniac
Tunnel, catch a Hippopotas, then breed it with a
n Eevee so I could get a Vaporeon with Yawn.
One small problem. You can’t get Eevee – at least until the post-game. I mean, am I stupid?
It’s in Platinum, and I had just assumed it’d be in the Grand Underground!
So, while I decided what to do, I thought I’d go back and show off
the GWS – the Global Wonder Station. The GWS takes the place of the Global Trade
Station from the original games and allows you to Wonder Trade with anyone from around the world.
Wonder Trading is still great, allowi
ng you to pass on Pokémon that are just sitting in your Box
for whatever reason to someone who may actually want them. Unlike regular trading, there's no need
for any co-ordination - you just set and forget, fire off your excess and roll the dice on what you
get in return. The tension in waiting to see what you’ll get is perfectly pitched. The first
one I got was a Doduo—I mean a Ditto, fuck! The GWS was unfortunately unavailable until
March 15th, 2022 – about 5 months after the game’s rele
ase. This is what makes talking
about games so tricky nowadays; I’m having a fundamentally different experience to the one many
of us got at launch. If you were playing on launch day as so many of us were, this feature and all
the options it enables were just not in the game. And the game was worse for it. Features like this
go a long way to extending the lifespan of a game, but this was too little too late. Many
players had moved on by the time it launched. So, was it worth the five month
wait? Well, no…
but that doesn’t mean it’s not damn good. The Globe was always the centrepiece of this area.
Trading wirelessly all over the globe was seen as the “ultimate” expression of trading, and as
someone who had many of their first online gaming experiences over the Nintendo Wi-Fi Connection it
made quite an impact. Filling in a Globe is such a perfect way to calcify the connections being
forged, and the GWS takes full advantage. You’re encouraged to trade with people from as many
locations as possible, and rewarded with Rare Candies if you do – like, a lot of Rare Candies.
The only slight wrench is that the game asks you to select an area you’d like to trade with, but
often ends up trading with someone random. You can ask for a trade in Scotland and end up
trading with someone in Japan. It’s probably the right way to do it mind, rather than keep you
waiting – it just means you might be frustrated if you’re going for full global domination.
I was still in a bit of a pi
ckle though. I could keep Wonder Trading until I got
an Eevee, or even just ask someone to trade me one on Twitter or something. But I was
really resistant to that idea, and I couldn’t figure out why. It’s not like I consider trading
cheating – these systems are a part of the game. If there is a reason behind this weird
neurosis, I think it’s this: I want there to be a wee story behind it for the video. You
know? Like, catching a Pokémon is a little story, there’s a little arc there: I can
talk about
my decision to use that Pokémon in particular, some of the prepwork, anything I had to go out
of my way to do, that sort of thing. Trading someone for a specific Pokémon I want but can’t
get would feel almost like me going, “here’s one I prepared earlier.” That’s rubbish!
And that’s when this happened. One of the most frequent complaints I got on
the last video was that I was wrong about the Hoenn starters. I basically said that even
though Mudkip was my favourite, Torchic was al
most objectively the best choice. I’d like
to take this opportunity to issue a retraction, with the tone rather than the remark:
Torchic is the best choice in my opinion. Now I know what you’re about to say! I’ve been
getting that comment for like 5 years – all the speedrunners use Mudkip! Right! But speedruns are
not the normal way to play the game. I thought that was self-evident, but apparently not:
speedruns use incredibly specific razor’s edge strategies and manipulations that aren’t r
eally
practical under normal circumstances. They’re cool, don’t get me wrong, but that clearly wasn’t
what I was going for, you know? Apparently you can fit the world record into that video twice over!
The other one I got was, Swampert is better competitively. I wish I could go there, so I could
land an easy slam dunk with Blaziken’s Uber tier in Gen VI, but let’s be real with ourselves here:
competitive tiers don’t matter a lick in-game. So while I don’t agree with those particular
lines o
f reasoning, people nevertheless presented a bunch of compelling reasons why they prefer
Mudkip. It’s only weak to Grass, it has great coverage, and the amount of water in Hoenn
makes Torchic a less appealing choice. Again, I still think Torchic pips it: I don’t really like
many of the other Fire-types (although at least there are other Fire-types); the amount of water
means there are plenty of effective Water-types in Hoenn; Speed Boost is an incredible Ability; and
Blaziken performs excel
lently against the Elite Four. But regardless, there’s a lot of room for
disagreement there. I’m not even sure there was a point in my taking it so seriously when pretty
much every Pokémon, including our neglected pal Treecko, is eminently usable in-game.
So this random trade presented an opportunity for a bit of a redemption arc
– both for Mudkip and for me. I love Mudkip, and I did it dirty last time,
so I’m going to make up for it, and Mudkip is going to get to strut its stuff on a fuckin
g
Z-list YouTube channel. It even learns Yawn, which was one of the main things I wanted
on a bulky Water type, although I would need to breed with a Snorlax—oh, there’s one!
Yep, this is going to work out just fine. Since it was a bit of a rushed decision, I just
went with what I used to call my Mudkip when I was a kid – Kipz. It was 2003 and I was 10 years
old, give me a break. I still have fond memories of going into town one Thursday evening, getting
to pick out Pokémon Ruby at long la
st, and going to Burger King immediately afterwards. That’s like
10-year-old Nirvana. I woke up the next morning with the worst food poisoning I’ve ever had in my
life. Both of my parents had to work, so I had to go into my dad’s office with him. Still, though,
there was a silver lining: I had all day to sit quietly and play through Ruby with Kipz. Or at
least that’s what I thought until I flicked the switch and found the battery flashing red. Guess
who’d forgotten to bring the charger with
him? As for the rest of these Mudkips, we’ll
just pay them forward—oh you little fucker. Route 214 can be either a maze or a craggy
cliffside path, depending on your preferences. Of course, this wouldn’t be An Exhaustive
Look if I didn’t do both, and battle all the trainers along the way, but I don’t feel
that’s how you’re expected to do it? This level wasn’t designed for pedantic YouTube stupidity;
I don’t feel as though you’re intended to scour every corner of the game. But you can! So I
did.
I feel like the way trainers work feed into this compulsion. Trainers represent a finite Experience
source that’s only really going to be valuable your first time through an area. If you come back
to Route 214 to fight the trainers, they’re going to be too low a level to be worth much. So if you
want to get through the game without grinding, a surefire way of doing so is to just clear
as many trainers as possible along the way. It’s also kind of nice, mentally, to
be able to “tick off
” an area. To say, yep, I’ve battered everyone there is to
batter there. It’s kind of like tidying up, which isn’t the coolest reason to play a game, you
wouldn’t catch The Gaming Brit just tidying up, but it’s pretty cathartic when you just need to
turn your brain off and do something relaxing. Judging by a lot of playthroughs and challenge
runs I see, it looks like I’m the weird one, if you can believe it. It seems to be normal to
avoid battles and just grind up in the tall grass when you
need to. Last time I implied that it
was laziness that led players to skip trainers, which leaves me another slightly sheepish
retraction. Yeah, I’d cuff myself from five years ago too. It’s an RPG, you make your own choices.
This is kind of the fun of challenge runs, right? Optimising builds and using unorthodox strategies
to get past problematic areas really tests a player’s ingenuity and resourcefulness. Even
if you have to grind later for whatever reason, if that’s the way you pace you
rself that’s just as
valid as whatever the fuck it is I’m doing here. There’s an interesting localisation quirk
to the PIs here. They’re not really Private Eyes – they’re Gamblers.
As the series has gone on, laws around the depiction of gambling have
become more stringent in certain countries. Gambling has always been censored in the Korean
versions, but the first time I saw any changes was when the Game Corner was censored in
Pokémon Platinum to comply with new PEGI guidelines. Had the slo
ts been kept in, it would
have jumped to a 12+ age rating, which would have been unacceptable as I’m sure you can imagine.
After Gen IV, the series just lost interest in fighting that battle, and didn’t bother including
slots or Game Corners in the first place. Which I think is a shame! It gave the world an underbelly,
an appealing bit of seediness that lent it more texture. But what are you going to do?
Anyway, one of the earliest bits of censorship came in FireRed and LeafGreen, where the G
ambler
trainer class was changed to “Gamer” – “I’m a rambling, gambling dude” became “I’m a rambling,
gaming dude.” Of course if he were a real Gamer he’d just hit out with a compound slur.
In Sinnoh, the Gamblers are a lot less haggard and down-on-their-luck – they’re
suave, trenchcoat-and-fedora-wearing, coin-tossing men who leave luck to heaven or
whatever. It’s that hard-boiled fantasy that makes the change to Private Investigator so
seamless. They didn’t even need to change the dialogu
e. It’s remarkably efficient.
We finally reach the second of Sinnoh’s three Lakes, Valor, but we can’t get
in yet. Two scientists block our path, having been tricked by Cyrus.
Replaying this game so often and knowing the twist, I misremembered this as a bit
of a plot hole. Why would your character not just say to the scientists that Cyrus is bad news?
But, of course, we don’t know who Cyrus is yet: we met him at Mt. Coronet, but we never put a name
to that grumpy little face. We’ll be back h
ere finding plot holes later though, don’t you worry.
Because as we all know, finding a plot hole in a piece of work means that you win at criticism.
The Seven Stars Restaurant at the Hotel Grand Lake carries on Pokémon’s grand tradition of
fighting randos who are just trying to eat their lunch. In this case, it’s pretty much our
only opportunity to talk about double battles. Now, last time, my attitude towards double
battles was a resounding “eh, whatever.” I did not appreciate them at all,
and I didn’t
care to. I won’t be making any apologies for my change of heart this time, but my heart was indeed
changed in the interim. Double battles are great. Double battles, while still being just as easy
to understand as everything else in Pokémon, make the entire game simultaneously faster
and more complex. Faster because there are more Pokémon on the field at once; KOs come
quicker and more reliably when your Pokémon can gang up on a single opponent. At the same
time, you and your
opponent’s options are each doubled – predictions become exponentially more
complicated as you each have to account for a much deeper pool of possibilities. This makes
predictions far less reliable. For example, now, not only do you have to account for a
potential counter, you also have to foresee which Pokémon will be switching out. And that’s
just one simple, linear example: you can see how much more complicated things get when you realise
your opponent is also trying to outpredict you. L
ess reliabile predictions makes
type effectiveness less of a focus, so team synergy gets to shine instead. Moves
like Protect are more valuable in doubles because they’re no longer stalling out a turn. It can
potentially waste your opponent’s turn completely, giving your other Pokémon a free move, and that’s
to say nothing of its value when paired with Earthquake. Weather’s effectiveness is essentially
doubled – 5 turns means 10 moves in singles, but 20 moves in doubles. Setting up or assis
ting
your teammate is more efficient when it takes up a quarter of a turn instead of half. It’s no
wonder this is the official VGC format! It’s so much deeper and so much more exciting!
I wish any of these strengths were realised in-game. It took me a long time to realise the
value of double battles because they’re framed as a novelty – a weird little mini-game that
pops up every now and again. When it does, the straightforward AI and the fact I’ve prepared
my team around the singles format
that makes up 99% of the game means it’s usually a case of just
selecting a Super-Effective move and watching the fireworks. Business as usual, then. I wasn’t even
aware until very recently that moves that hit both opponents (like Rock Slide) have their power
reduced by 25% in Doubles! Maybe that contributed to why I was so cagey about the format – I knew
that something felt off! If you’re going to bring people like me around the game needs the time and
the room to show off the strengths o
f this system! The obvious solution is to have
double battles become the standard; the de facto way to play Pokémon, even
in-game. I’m sure that’s easier said than done; such a fundamental change would have ripples
that affect the overall experience. I still think it’s worth trying at least once; it’d be
something to put on the back of the box at least! Or, alternatively, pack that nonsense in and make
an entire game about Rotation Battles. For that matter, where are my Rotation Battles in
Brilliant
Diamond? Where’s my burrito? Where’s my burrito? There’s a lady at the hotel who’s lost her key on
her way from reception. Nightmare. But the Dowsing Machine won’t return that the key is there.
It’ll return that something’s nearby, sure, and I get that the game maybe doesn’t want you to
just have the definitive solution to the problem on-hand. But I dislike this moment because the
Dowsing Machine is effectively breaking its own rules. It undermines the player’s faith in
the featur
e, and makes solving the puzzle feel a little unfair, because that’s not how it
works literally everywhere else in the game. Another reason I enjoy fighting all the
trainers is I really like their scripts. There’s a Cyclist on Cycling Road that has the
platonic ideal of trainer dialogue. He taunts you before the battle with, “Let me see if you
know how to shift gears properly.” You fight him, we’ll fast forward that, and afterwards,
“Huh? I was supposed to be checking if you know how to shi
ft gears. Why am I checking out
your Pokémon?” It’s not comedy gold or that, don’t worry, you can stow your courtesy chuckles,
I mean it’s good structurally. There’s a clear relationship between what he’s saying before
and after the battle. Think of it like a setup and punchline – you get a weird non-sequitur,
leaving you to wonder what he’s on about as you’re fighting, and afterwards you get the payoff of him
wondering the exact same thing himself. It creates a small arc that helps maintai
n player interest.
Another example, on Route 213, is the Fisherman. Since he’s facing away from you, he can’t
battle you unless you talk to him first. So the game behaves as if you’ve disturbed him
and scared away the fish. He’s so narked off at you! “You need to settle down some,” is so
blunt and characterful; this guy exudes more personality than some characters with hundreds
of times the screentime. I also love that you defeat this Tuber earlier in the Route,
and her mind immediately tur
ns to clouds and ice-cream. It’s full of character too – the
fast track-switching of a kid’s train of thought. There are loads of lovely little dialogue
flourishes besides. There’s a running gag about the Pastoria Gym Leader, Wake – I mean, Crasher
Wake – that I don’t feel like I’m in on? But the running gag is so easy to understand and it
suggests a story about how familiar and well-liked this big cartoony wrestler is that it’s difficult
not to get caught up in it. The other one is the Mov
e Reminder – the phrase, “honest-to-goodness
Heart Scale” is going to be lodged in my brain forever, and I couldn’t tell you why that is.
Appropriately for a city in a marshlands, Pastoria’s mascot is Croagunk.
This Croagunk statue is the first clue we had that Pokémon Diamond and Pearl would be getting remade
in Generation VIII. This same statue appears in your rival’s room in Pokémon Sword and Shield.
The area used to be under the sea, before it drained, leaving behind the Great Marsh – Past
oria
City was founded to protect that habitat. I love that, the series taking what it learned from
Hoenn’s focus on climate and geography and bringing it forward without making it a focus.
Apparently Pastoria is ideal for Water-type Pokémon because the Marsh keeps it cool during
the summer! I love how they’ve fleshed out the relationship between the Pokémon and the area –
this is the kind of detail that helps locate the Pokémon in their world – that whole conceptual
space thing I was talkin
g about earlier. Pastoria’s main attraction is the Great
Marsh, this game’s version of the Safari Game. Before we go in there proper I’d
like to talk about the Defog HM, which is possibly the best placed key item in the game.
Most of the HMs are basically forced upon you when you reach mandatory points on the map. You
have to walk through Oreburgh Gate, so you’re stopped at the entrance and given Rock Smash. You
have to go to the Galactic Building in Eterna, so Cynthia stops you to give you
Cut when you get
near it. This works, it’s functional, and it makes sure no player is left behind, even really young
kids who maybe aren’t the best at reading yet. But I don’t think these examples take
full advantage of the format because they don’t draw you into the world. You’re
not being invited to investigate anything or put pieces together yourself; these NPCs
are basically agents of the game design, doing your thinking for you by stopping you
and saying, “you’ll need this later on.”
The Defog HM is similar in concept, but ends
up playing out very differently. It rewards exploration and curiosity, giving you a greater
sense of agency and feeling of accomplishment when you find it. But it also draws you into
the Great Marsh. It’s right at the entrance so you can bounce if you can’t be bothered,
but while you’re here, you may as well make the most of your $500 and play the game, right?
Instead of waiting until you’re at a choke point and forcing an item on you there, the
game
instead incentivises you with the item and uses it to get you exploring. It feels expansive,
rather than restrictive; the game is multiplying possibilities rather than narrowing them. If
you found this, what else is out there if you look around? The game is still guiding the player
quite firmly – you’re not likely to miss Defog, and even if you do it is technically optional.
Nevertheless, there’s a lot of value in keeping the player from noticing that’s what it’s doing.
I said last tim
e that I thought optional stuff was satisfying because you knew some players would
miss it, but I’m not sure I was really convinced by that even at the time. I don't think optional
items and areas are good because you can miss them. I think they’re good because they reward
investment. The only way to make the world feel like it has more to discover is to put more stuff
to discover in it. At the same time, it's also giving the player some sense of accomplishment.
You can only take ownership
of your discovery if you have to actually discover it yourself!
I really want to keep this focused on Brilliant Diamond, but I can’t resist taking the opportunity
to talk more about this. Because the biggest problem with Pokémon, for me, isn’t Dexit, it
isn’t the animations, it isn’t the generational gimmicks: it’s this, the suffocating linearity.
The series has become more and more infundibuliform over the years, herding
the player from cutscene to cutscene, harassing them every step of the
way to make
sure they’re never lost. Along the way, you’re given every item you’re going to need. Obtaining
the rare and elusive Wishing Stars in Pokémon Sword could have been an interesting sidequest
that built towards the player’s first Dynamax; instead they literally drop out of the sky in
front of you. You don’t even get to pick it up. I understand these are handheld games for kids;
they have to be heavy-handed to ensure that lapsed or inattentive players don’t get lost.
But there’s su
ch a thing as too much. Getting on the train for the first time in Sword involves
five separate cutscenes: one outside the station, one when boarding the train, one on the train,
one alighting from the train, and one when you exit the station at the other end. As you’re
champing at the bit to finally start playing, your rival explains to you every step
of the way how exciting it’s going to be when you finally get to start playing.
Besides just being plain infuriating, the big issue is this:
by coddling us so much,
the game creates an incurious playerbase. If the game insists on force-feeding a player
all the important stuff, then it designates the rest of the game as unimportant. I think
there’s a ton of really cool shit in Sword; I actually rate it quite highly. But it’s so
easy to miss all the good stuff, because the game is practically conditioning you to skip it.
Here’s my shocking example. I decided, when gathering footage for this video, that I was going
to use Runerigus
. For those of you who don’t know, Runerigus has a convoluted evolution method that
involves it taking at least 49 HP of damage. Of course, Galarian Yamask is pretty frail, so
this is a delicate and sometimes frustrating balancing act. But between the Pokémon Centre and
Route 6 where you can catch Yamask, there’s this building. Inside, after a brief tutorial, a man
gifts you the Focus Sash, an item that allows any Pokémon to survive at least one hit so long as
they’re at full health. This i
s simple, elegant, purposeful game design, and yet because
the game hadn’t thrust this under my nose, I didn’t find out about it on my own. I only
know about this because I looked it up. I was so pampered, so inattentive, so slothful, that
I didn’t even bother to find out for myself. Now, I know, I was playing through this game to
refresh my memory and record specific bits of footage; of course I was being inattentive
when I was literally rushing through it, right? Except I replayed Sword b
ack-to-back
after Red and Crystal, and didn’t have the same issue with those. By not drawing a clear
line between important and unimportant, Red and Crystal made everything important! Even
something so simple as a bottle of lemonade, or a watering can, could be the key that unlocks
the next segment of the map. And in searching for these clues the player comes to better
understand the game and its world. I actually missed the Fly HM in Crystal, and insodoing
I came to appreciate how excelle
ntly Johto is designed! It’s very easy to get around that map!
This is why I prize important items like Defog being obscured. They encourage inquisitiveness;
they demand of a player the curiosity to explore. Through this curiosity and exploration, the
player, entirely through their own play, discovers a deeper understanding of the
world, and a deeper understanding of the game. Anyway, onto the Safari Game.
The Safari Game is a totally different catching experience. Remember, the
city was cre
ated to preserve the Great Marsh – it wouldn’t do much for it if you could pay to wade
in here and give endangered species twenty rapid. While you’re in here, neither you nor the wild
Pokémon exchange damage. Instead you’re working with a flat catch rate, and the Pokémon has a
chance of running away. You can throw mud to agitate it but raise its catch rate, or throw
bait to calm it but lower its catch rate. The Pokémon fanbase, industrious and dedicated
as always, have figured out that your
best option – statistically – is just to keep
throwing Balls, which would seem to really restrict the appeal of the game. But the thing
is, 1) most players won't know that, and 2) depending on the situation you'll be tempted to
do something sub-optimal. I’m generally not of the disposition to min-max – I get a few Balls in
and the urge to sling some mud is overwhelming. I really really like a section like this –
one that sticks to the core principles of the series while mixing it up a litt
le. I just don’t
think it’s fleshed out. There’s no information, so the player’s ability to choose between the
available options is limited. You just keep rolling the dice until an outcome is reached. And
that doesn’t play to the strengths of the series. All it leads to is a variable amount of time spent
grinding to get the dice to land in your favour. Where the Great Marsh excels is in its structure.
It’s split into 6 clearly defined areas, which can all be quickly reached by
using the tr
am. Before you go in, you can pop $100 in the binoculars upstairs to get
an idea of what Pokémon are appearing where – they change day-to-day. With that information handy,
you don’t have to waste your time or your steps finding the Pokémon you want! You check the
binoculars, and you can head straight there. Unfortunately the Great Marsh’s main downfall is
its lack of selection, which has only gotten less appealing because of the Grand Underground.
Because the rare Pokémon change day-to-day,
there’s only really one Pokémon here that you
can’t get easier anywhere else, and that’s Marill. I mean, Staravia? That’s not exactly uncommon!
Speaking of Marill: I singled out Azurill as a bit of a small disaster in
Omega Ruby, and unfortunately I’m going to be adding to the pile here.
Okay, so the audio in Brilliant Diamond is generally really good. As you explore, you hear
your footsteps on different materials, the whirr of the bike as you pedal, the hiss of rain, the
roar of the waterf
alls, that sort of thing. The audio cues even extend into the battle screens.
You can hear the flapping of Pokémon’s wings, and there’s a little audio cue if a floating
Pokémon comes in. This attention to detail can’t make up for the lack of verisimilitude
in the visuals, unfortunately, but that’s not the audio’s fault. In a vacuum it’s solid.
Now, like I say, unless you get lucky at the Pokémon Mansion, the Great Marsh is the only way
you can catch Marill. So if you catch a Marill before th
e National Dex, it’s going to come in a
Safari Ball – a Ball that releases a putrid cloud and makes a stinky fart sound every time it opens.
I mean, look, I'll roll with the punches, alright, I had to use a Quick Ball for Kipz and that’s
fine, I’m trying to stop taking it quite that seriously, you know? But, like, come on man,
I don’t want to use that. You’re stood there, up against the Champion, the big climactic
moment where all those hours of hard work together pay off – “I choose you, Az
urill!” and
it shits itself. Nah, we’re not having that. The Pastoria Gym is a maze themed around
a swimming pool, where you raise and lower the water levels to walk across the floats.
I don’t really get it and it’s pretty linear anyway, so let’s just glance off that.
While I adore the overworld music, the battle themes in this game are
not particularly strong in my opinion. I just don’t find the compositions particularly
exciting. The only way I can think to exemplify that is to compare Ome
ga Ruby’s Gym Leader
theme with Brilliant Diamond’s Gym Leader theme. The former, a stand-out example of a
boss battle theme; the latter, not so much. Hoenn’s Gym theme is layered to reflect the
relationship between you and the Gym Leader. The first thing we need to understand is the
role that our two main instruments play. First, you have the strings: the family that distinguish
a band from an orchestra, the strings are able to hit the highest and the lowest notes, creating
a sense of sca
le and drama. They represent what you’re up against. On the other hand, you have
Hoenn’s famous brass – the heroic instrument, the instrument usually associated with the
bravery and tenacity of our protagonist. The main melody is a call-and-response played
on these two instruments. The strings ask, “can you overcome this challenge?” before
the brass replies in kind: of course you can! In the next phrase, the brass takes over
the questioning. It’s a constant challenge, the two sides clamberi
ng over one another to
reach new heights, the exultant tone conveying that this isn’t a fight of any consequence, this
is a fight for the sheer joy of improving... until it all climbs as high as it can go, and tumbles
over and calms down into the second segment. Oaft. That’s your daddy right there.
I’ve always found the Sinnoh Gym theme forgettable, and I think that’s down to the melody
and the tone it creates. There’s interplay between the strings and the brass again, with the two
weaving
around one another in an appealing way, but it doesn’t really rise to any conclusions
before falling into musical stings. It feels like the brass is complementing the strings, echoing
phrases rather than challenging them. Sinnoh’s battle themes in general are much more focused
on the rhythm section – heavy bass and rolling snares make the fight feel more portentous than
I think the context really allows. All the Gym Leaders are goofballs – as they should be! – and
yet the music sets this up
as a tense conflict. I’m not saying Omega Ruby is the only way to do
Gym themes, of course, just that I think it’s very successful. And if you like Brilliant Diamond’s
battle theme, uh, honestly, I’d like to hear why! Maybe with a different perspective, an insight
into the story it’s trying to tell, I’d “get it.” The reason I’m confident saying I don’t like it as
much regardless, though, is my very basic litmus test for this sort of thing: I don’t think I
could hum it to you off the top of
my head. The Galactic Grunt outside kicks off the next
story beat by loudly talking about his really important package – steady on now – and
then running away. And this is the point that the game falls apart a little, structurally.
The map here is designed really elegantly. To me, it looks like the you should head up Route 212
and back to Hearthome to collect the fifth Gym badge. Afterwards, you could head back up Route
209 and Route 210 to reach Celestic Town. Instead, the story forces you
backwards up Route 213
to Valor Lakefront, led along by a breadcrumb trail left by the Galactic Grunt. From there,
you’re asked to backtrack to Route 210 and up to Celestic, completely skipping Route 212.
Besides feeling like a bit of waste to just ignore a lengthy and pretty fun Route, this
structure feels muddled. Location is really important in storytelling in general, but
especially in this kind of linear RPG. The strength of Sinnoh’s interconnected world is
that the areas inherently r
eflect the player’s progress. The only way to advance to new areas is
to have overcome the current area’s challenges, accomplished, more often than not, by increasing
your level – a numerical representation of your strength. The player enters a new area, rises to
and overcomes its challenges, and forges ahead to challenges anew by moving to the next area. Here,
the player has just overcome the challenges in Pastoria, but rather than be allowed to move
forwards, they’re instead forced backwa
rds, away from a new Route and back through a series
of areas they’ve literally just conquered. Backtracking, of course, can be done well. But in
order to do so, it needs to create new emotional contexts or new mechanical situations. Returning
to an old area can help you realise how far you’ve come, or allow you to clear an obstacle you
couldn’t deal with before to form a deeper understanding of this place you thought you knew.
Often the two go hand-in-hand – how often in RPGs have you retu
rned to an old area that gave
you grief, only to find it’s a piece of cake, that the battles aren’t even worth fighting?
The Galactic Grunt chase has none of these strengths – it’s literally just A to B
to A with no new scenario or challenge. It feels like you’re being yanked around.
“Ah,” you start, before I rudely interrupted. Sorry. The structure doesn’t fare much
better if you choose to do Wake first. You have to beat Maylene before this flag clears.
So now you’re going from Pastoria to
Veilstone, back to Pastoria then halfway back up to
Veilstone. Neither way is horrible – this way you can polish off Route 215 on your way to the
Psyduck – but neither is really very tidy either. Once the chase is concluded and the Grunt
escapes into Lake Valor, your character doesn’t bother to say anything to either
the scientists or to Cynthia. At this point, there’s no way you don’t know that Team
Galactic are up to something at the Lake. This presents an interesting quirk of these
kind
s of games. If you had full control over your character – if you existed in this world
– you could simply tell the scientists that Team Galactic are lying scumbags! But as
a silent protagonist, you play more of a passive observer. This is one of the big problems
that makes Pokémon’s storytelling so tricky – the protagonist can’t really be a character. Most
of the time they’re more like a moveable camera, allowing the audience to experience the story’s
events without having any direct input
on them. For the most part, this works, but one of
the areas it struggles is when dramatic irony is introduced – when the audience knows
something the characters don’t. In this case, the audience knows that Team Galactic are up to
something dastardly, but the scientists don’t. The problem is, unlike in other media, the
player – the audience – also has a physical presence in this world. They’re represented by
a character, who also knows that Team Galactic are up to something dastardly, but n
ever even
attempts to warn anybody. The game highlights the limits of the player’s agency in this
world by forcing their avatar to remain silent, and that undermines their involvement.
Now, obviously, this has to happen for the story to continue, you know? I’m not usually one
to criticise a story for characters not behaving sensibly, because people aren’t sensible! But this
isn’t your character not behaving sensibly, this is your character just not behaving, not acting
at all! What, is my g
uy like a baby, does he lack object permanence? He can’t see the Galactic
guy anymore so therefore he just doesn’t exist? The game could preserve the frustration of the
moment while also respecting the player’s intent, I feel, just by having the scientist acknowledge
what you’re probably thinking. “Kids and their imaginations!” Of course, that’d be more
difficult to do with the literal Champion standing right next to you, and – you would think!
– backing you up. But then, this is Cynthia, s
he’s known for two things: being ludicrously strong
and being completely fucking useless. Oh, and for the incredibly generous fanart, three things.
Well, we’re headed back to Solaceon Town anyway, and Meditite is on the cusp of evolving,
so this seems like as good a time as any to sort out my next team member.
So grab a shovel and a spade and a hand grenade: it’s off to work we go.
Look, I’ve not actually seen the film. Pokémon Brilliant Diamond and Shining Pearl
are games pulled in two diff
erent directions. On the one hand, they had to be faithful
recreations of games released in 2006. At the same time, they are Generation VIII games,
so they had to incorporate many of the changes and updates the series had made in the interim.
The Grand Underground is Brilliant Diamond’s compromise. It combines the original
Underground with elements of the Wild Areas from Pokémon Sword and Shield.
Broadly, I see what they were going for and I really like it.
Sinnoh’s criss-crossing network of
tunnels are used as a big playground; you can go down
and collect items and/or Pokémon in a dedicated sandbox. It’s impossible to make progress while
you’re down here – you always resurface where you entered, not where you are on the physical map.
Obviously it has to be that way logistically, but it also means the Underground is low
commitment. It really is just a timesink, making it easy to whittle away ten minutes digging
here and there. It’s great to have the option to spend some time do
ing something mindless in a
game like this: a handheld game where you can’t always commit yourself to a longer play session.
The Grand Underground doubles as the game’s online area, which is a fantastic idea to incorporate
some of its predecessor’s mechanics. In Sword and Shield, the Wild Areas could be played online,
but the draw distance and sheer number of players made it chug like a slideshow at launch. Having
a dedicated area for online multiplayer separate from the main game lets both
focus on their
task. You don’t have to decide between being anti-social or tanking your framerate in the
single-player, and you’re not distracted by the single-player campaign in the multiplayer.
So I should love this. But it never comes together quite as well as I’d like it to.
The original draw, carried across from Diamond, Pearl, and Platinum, is digging.
Tap away at the screen to dig up Spheres, Shards, evolutionary Stones, Fossils, and other
helpful items. Strike the wall too often and i
t collapses. It’s compulsive and just a little
bit mindless, which is perfect for this kind of timewasting bonus minigame. Since you’re
accumulating items, it feels productive, even though you’re not actually doing much of anything.
But like the Pokétch, it is really hurt by the Switch hardware. Of course you can
use touch controls in handheld mode, but even then I tend to just use the buttons
anyway because of the console’s size and weight. The buttons work, obviously, but they
feel so muc
h less immediate and tactile. The biggest addition to the Underground
in the remakes are the Pokémon Hideaways. Rendering Pokémon on the overworld before you
encounter them has been a priority for the series on the Switch. I can’t know for sure, but
I don’t imagine that would play well with Sinnoh’s narrow maps and top-down camera; you’d just be
running into everything anyway. Hideaways, then, make a lot of sense: the game trying to have
parity with the rest of its Generation without having
to give the overworld a huge rework.
Now, I have a lot of thoughts about being able to see random Pokémon on the
overworld, but I don’t really have the opportunity to go into them here. I think
it’s probably better than random encounters, but for just now let’s assume that’s the case.
This should be a slam dunk, then. One of the advantages of seeing Pokémon on the overworld
should be that you no longer have to grind out random encounters to find the one you want.
But the grind in the Grand
Underground is, if anything, arguably even worse. Because
the rooms are so small, all the Hideaways end up doing is frontloading the same random
chance. You’re still just rolling the dice, the only difference is you don’t have to start
the battle to find out! If you’re looking for a particular Pokémon and can’t find it, you have
to run out and back in to get another chance. That sounds like it would be quicker than random
encounters, and it is, especially because each reroll spawns 5 or 6 n
ew Pokémon. But in tall
grass, you can partition your attention, grab a cuppa, stick on a YouTube video in the background
and relax through the grind. This new capture method is marginally less tedious, but it’s more
frustrating because you have to dedicate a lot more attention to it. To be clear, I’m not saying,
“they should make it so you don’t have to pay attention,” I’m saying they haven’t really fixed
the problem of grinding out the random generation. Maybe I’d find it less objectionab
le if it weren’t
for the awkward collision. Moving around in the Pokémon Hideaways feels awful. The hitboxes don’t
seem to line up with the geometry at all – while the rocks and logs look a lot more natural than
anything on the overworld, the game is still grid-based. There’s a clunky square hitbox around
even the most organic curves, meaning you’re stopped by invisible walls all over the place.
Compounding the issue is the camera, which, unlike the overworld’s camera, doesn’t keep
you dead
centre. It seems to slow down when you approach the top or the bottom of the room; since
it’s at a three-quarters angle, it means that you can’t see anything if you’re heading south.
And with wild Pokémon all over the place… yeah, I don’t need to explain how that’s frustrating.
If you were here last time, you may remember what I thought of Secret Bases: not really my thing,
but an incredibly robust and well considered feature I would love to see return.
When they came back in Generation IV,
they were less diverse visually because you
had to make them Underground. Besides that, though, they were completely intact. If
anything, there were advantages because you didn’t have to fiddle around with
Link Cables to see your pals’ hidey-holes. Secret Bases are in Brilliant Diamond in name
only. You can’t decorate them with furniture any more; instead you can only place statues,
which manipulate Pokémon spawn rates in the Underground. They have basically been gutted
of all their appeal
. You can still place the statues how you like, sure, but that’s
a moot point because the statues are a practical rather than an aesthetic concern.
I didn’t want to arrange them beautifully, I wanted to shove them in wherever they’d fit
for maximum payoff. Not that it seemed to matter. Different Pokémon being in different biomes
presents another problem. The Grand Underground is segmented – there are 6 discrete parts, and the
only way to travel between them is to resurface and then dig in a
different area. So if your
Secret Base is in a different segment of the map and you’re looking to change which Pokémon
type you’re searching for, it’s a huge detour to go and sort it. This is the kind of problem
that couldn’t exist when the Secret Bases were their own insulated system. To be fair, you can
use other peoples’ Secret Bases and their type bonuses which is nice, but it’s a crapshoot
unless you have a friend to co-ordinate with, in which case it’s just as fiddly as going back
a
nd changing your own. I ended up keeping a few Drills on me so I could just change where my
Secret Base was whenever I needed. It was more efficient for me to create a completely new Secret
Base than it was to backtrack to my old one. Again, I have to stress, I’m not saying
any of this was the result of incompetence or whatever the fuck. I haven’t a scooby about
game development but I imagine it’d be easier to retexture existing models than create hundreds of
pieces of unique furniture to d
ecorate your base with. And, to be fair, tying the system back
to capturing Pokémon is logical and economic. But in trying to tie the Underground and its
systems back into the main game, we’ve only really highlighted how pointless they are. That was once
by design – these systems were never supposed to support the main game like this. Before, you were
gathering Spheres to get furniture for your Secret Base, and it didn’t matter where you chose to put
it because there were no differences bet
ween the different segments of the map. Wherever you
put it, you weren’t missing anything. Now, you’re gathering Spheres to get TMs, so if
you’re desperately needing one to carry on with the game you’re going to spend a lot of
time seething down here, tapping on walls and hoping the Vendors have the right item today.
You’re gathering Statues to catch Pokémon, and once you have enough statues to maximise your
chances there’s no point in digging for more, at which point Digletts and their inc
reased
chances of finding Shiny Statues become less valuable. These systems buckle under
the weight of their increased relevance. Anyway, we’re down here because we want to
catch Elekid. Eventually I’m looking to have an Electivire that knows the three elemental
punches. And you’re going to have to sit with me through this incredibly long and tedious
process. Or, you know, you could just click away I suppose. I didn’t think this through.
Elekid is a rare spawn – bumped up thanks to my Elect
ric statues – and they each have a 5%
chance of holding an Electrizer – bumped up to a cool 20% thanks to Super Luck Murkrow.
I’m feeling pretty good about this. Anyway, four hours later I finally got
one. Yeah. My partner was searching alongside me and seemed to encounter one
every other time they reloaded the room; I went for almost an hour without seeing one.
There’s one of two possibilities: either there’s a change in appearance rates depending on how
far through the game you are, or I
just got incredibly, incredibly unlucky. As I can find
no documentation suggesting it’s the former, I’m going to say it’s probably the
latter. The game can just be a real bastard when luck’s not on your side.
Anyway, after all that we got one, so now it’s onto the next ingredient: a male
Medicham. Eugh, “ingredient.” “Take one cup mommy, three pumps daddy,” augh, that’s really gross.
I haven't used Meditite at all in battles, but was still able to level it up comfortably in
a reasonable time
frame. Without the Exp. Share, I wouldn’t have even considered this
strategy, and so I probably wouldn’t have even used Electivire in the first place.
This is just one way in which the Exp. Share fundamentally changes the act of playing
Pokémon. What would have been a grind before, a concentrated effort, is now completely passive.
Or so I thought: I actually found a Meditite one level higher when I was looking in
the Underground, so maybe I would have. If you want to give this a try yourself
this seems like an easier way to do it. As soon as Meditite evolves, it can learn the
three elemental punches by going to the Move Reminder. That’s what we were looking for.
Context for the move selection is generally strong. I have no problem believing that
a disciplined Psychic/Fighting monk thing would be able to master the elements and punch.
This is obviously important to the developers too – there’s an anecdote about the designers
getting rid of a Pokémon’s tail in Generation III, on
ly for them to realise they couldn’t because
they’d already given it tail moves. Of course, the series isn’t always successful, there are some
head-scratchers. It’s particularly tricky when you take localisation into account; Sucker Punch,
for example, can be learned by Pokémon without hands and doesn’t gain bonuses from Abilities like
Iron Fist. That’s because Sucker Punch is a slight misnomer; the move is called “Surprise Attack”
in Japan. “Sucker Punch” is a great name for the move, but
it does lead to a wee bit of confusion
until you learn about this translation quirk. Still, even with these (and other) complications,
the series’ hit rate is remarkably high. If you don’t know how breeding Pokémon
works, here’s a quick breakdown. Breeding allows a player to customise their
Pokémon more deeply. You take two Pokémon of opposite genders that seem vaguely like they
could breed, bung ‘em in the Nursery, and they’ll produce a baby Pokémon that combines traits from
both; it can
adopt certain moves it wouldn’t normally be able to learn, as well as certain
statistical strengths and weaknesses. In this case, we’re chucking in a female Electabuzz and a
male Medicham, resulting in a newborn Elekid that knows Thunderpunch, Fire Punch, and Ice Punch.
All of this is, of course, euphemised. It has to be: kids are playing this. All interactions
between the two Pokémon go on behind closed doors, and the Eggs produced dissociate the mechanic
further from sex. Every kid knows t
hat chickens hatch from eggs – it’s even the basis of one of
our most common idioms. It’s perfectly sanitary. This leads us into our first big problem: this
euphemism, while necessary, also prohibits the game from explaining a lot of breeding mechanics.
There’s a load of rules that the game doesn’t explain. Pokémon can only breed if they’re in
the same “Egg Group” – explaining this would require some acknowledgement of the underlying
biology so the game doesn’t bring it up. Different items
and Abilities have arcane effects – you
couldn’t explain Destiny Knot’s effect without acknowledging the child inherited its parents’
traits. To make full use of this mechanic you really have to have a guide handy. Considering the
popularity of games like Minecraft and Terraria which seem to encourage having a Wiki page open
while you play, I’m a bit gunshy about criticising this too harshly, but having to stop what I’m
doing to consult a guide just isn’t fun for me. The second big problem
is it’s boring. Sorry,
guys, like, look, I don’t want to be reductive here. There’s a lot of time and effort
that goes into Pokémon breeding – steady on now – and when it all goes well and you get
that perfect Pokémon you were looking for it can be satisfying. It feels like your expertise,
your eye for quality and demand for perfection, has paid off. But what you’re doing to get
there is moving back and forth for minutes if not hours at a time. Or try spinning. That’s
a good trick. Repetit
ive actions are more useful when you’re not even looking at the screen.
Director Junichi Masuda, when talking about Pokémon Let’s Go, said that he’d “be really sad
to think that, for [some players], Pokémon is just hatching eggs.” Now apparently he caught
a lot of flak for that remark. But, god, he's right, I’m sorry, he’s right! Imagine spending
all this time and energy creating these games only for people to spend a majority of their time
on a single Route not even looking at the screen! N
ow, I know someone’s going to come in and
tell me if you have a Pokémon with Flame Body, Eggs incubate faster. It’s such a cool bit of
context, but while Shining Pearl has Magby, you can’t actually get a Pokémon with Flame Body
(or Magma Armor for that matter) in Brilliant Diamond. It’s a fun little Easter Egg, but
it’s not like it makes the act of rotating the analogue stick more engaging.
Breeding’s also just a bit cynical, isn’t it? One of the series’ core
thematic pillars is mutual grow
th. You and your Pokémon are both growing together,
bringing out the best in one another, you know, friendship overcomes all trials and all that. The
narrative breeding creates is that some Pokémon are just of better stock. What is it Mewtwo said
again, “the circumstances of one’s birth are irrelevant?” Yeah, not so much as it turns out.
You have to give Gen VIII some credit: it made a ton of quality of life improvements.
The Day Care is now called a Nursery, with the functional difference b
eing that Pokémon no longer
level up while they’re in there. It means you pay a flat rate, and you don’t have to worry about
them levelling up and overwriting any of their moves you may want to pass down. You also may
remember that I talked about Razor Leaf being Back Garden’s strongest move. Her children could
always learn Seed Bomb with the right breeding, but I didn’t want to get rid of my starter
Pokémon. Turns out, a Pokémon can teach another Pokémon of the same species an Egg Move
ju
st by leaving them both in the Nursery. That’s quality! It’s so quality I wish it were
the new way to pass on Egg Moves. Like, one of your Pokémon could teach another compatible
Pokémon one of their moves, even if they’re not of the same species, something like that?
Honestly? This is 110% pure molten speculation, but it seems like we’re building towards the
breeding mechanic being retired. I’d be all for that, personally. A lot of its benefits
have been shouldered by other systems, it creat
es a whole bunch of contextual headaches
that means it can never really explain itself, it’s got a bit of a weird eugenics vibe to it,
and it’s just really, really dull to execute. There are benefits, of course there are! Breeding
lets you trade your friends a rare Pokémon like a starter without having to give it up or start
a new game; that alone makes it worthwhile. But I think the series can have its cake and
eat it here; I’m sure there must be dozens of ways to preserve the benefits wit
hout the tedium.
Look, I’m not the only Pokémon fan in the world, and I’d like to stress anew that making
ridiculously long videos doesn’t make my opinion more valid. I guarantee there’s a ton of people
that have played these games a lot more than I have. I’ve gone into a lot of detail trying to
explain my problems with the mechanic, but I can’t shake the feeling there’s something I’m missing;
I don’t think I really get breeding. “Yeah, we can tell!” But if you’re a staunch defender,
I’d be
genuinely interested to know why? What is the appeal of this system that I’m not getting?
Anyway, despite my misgivings, here’s our boy now. I’m calling him VHS because of all the fuzz
and static. In fact, this is another thing, why do you have to nickname them before you
get a look at their summary? Surely it would be better if you could confirm this is
the one you want before nicknaming it? As before, we’re just going to trade
off the excess. A Geodude for an Elekid? That’s not worth it,
we’ll just trade
that off too—sigh. Wonder Trades, man. I joked earlier about Cynthia having a reputation
for being useless, and this is a prime example. Why send someone to help the Psyduck if
you’re just going to follow them here anyway? I always got the feeling that was
the point. Cynthia’s your senior, having been sent on the same Pokédex quest by
Professor Rowan when she was your age. She’s watching over you but not doing everything
for you; she’s giving you the opportunity to grow an
d prove yourself. She even asks you to
deliver an Old Charm to Celestic, coming up with an excuse for you to explore Route 210 and find
some rare Pokémon – like Geodude! Although part of that seems to be that she just doesn’t want
to be bossed around by her gran. Fair enough. It's been a few years now that Pokémon
has done away with having to teach your team HM moves. Here, they're Pokétch Apps –
you use the Pokétch to summon wild Pokémon. I think removing HMs is the right move. I can
now
use the Pokémon I want and the moves I want when I want with no concern about whether
I need slots for moves I don’t want to use. This was particularly fiddly in Sinnoh, which
had no less than 8 HMs – unless you knew what was coming ahead of time, two entire team
slots would be dedicated to getting around unhindered – that’s not including Flash! If
you didn’t, you’d run the risk of having to backtrack to a Pokémon Centre. Very disruptive.
HMs, then, were a peculiarity for the series. Pokémon
teambuilding offers the player unlimited
choice. But HMs restricted those choices. You had to keep specific moves on your team to be sure
you could progress. That often meant you had to keep certain Pokémon on your team – ones
that could learn the HM moves you needed. A Water-type Pokémon was pretty much a necessity
on every team for the first six Generations to ensure you could use Surf, Waterfall,
Whirlpool, and/or Dive when you needed to. Now, normally I’d be the first to argue that
bo
ttlenecking the player can force them to think about their priorities, make tough decisions,
engage more with the game, and blah blah blah. But these decisions weren’t interesting. If
you had to cross a body of water, for example, you had no choice but to use Surf. The only
decision you got to make, then, was which of your party members learned Surf. At most you may
have had to decide which Pokémon to switch out of your party for a few minutes; exchanging a Pokémon
you cared about for one y
ou didn’t. In an absolute best case scenario, this body of water would be
optional, in which case you get to decide if you can be bothered adjusting your party in the first
place. None of these are compelling decisions. The only time this system ever made any kind of
sense to me was all the way back in Generation I. There were only 5 HMs; movepools were far more
shallow, meaning most Pokémon could comfortably find room; and most importantly the non-linear
structure meant acquiring HMs and t
heir associated Gym Badges had you picking a route through the
game. If you wanted to catch Zapdos as early as possible you would have to make a beeline to
Fuchsia, completely altering your path through the game. Again, it isn’t elegant, but this is where
it at least makes sense to me. As the games became more linear HMs became more tedious to use.
So overall I like that there are fewer restrictions now. Yet they’ve never found a
replacement I’ve found satisfying. Generation VII had Poké Rid
es, where you would hire
a Pokémon almost like a taxi service, and most of the obstacles were removed in Sword
and Shield, with everything else being handled by your bike. But HMs’ strength was that it
was your Pokémon performing these feats, and I think that’s a core part of the fantasy.
You were on this journey with your Pokémon, training them up and overcoming challenges
together, and that doesn’t just mean fights. If you needed to crest a waterfall, you and
your Pokémon had to overcome
a rite of passage, and then you had to teach them how to do it. It
made you feel more like a team working together to overcome these trials, and it gave your
Pokémon an opportunity to show off their powers. Of course, like I say, this was undermined
by the idea of an “HM slave” – a Pokémon you didn’t really plan on using for battles
that you stuck in your party nonetheless to get around the overworld. Brilliant Diamond
effectively canonises that – a random Pokémon, usually a Bibarel, comes
along, helps you out,
then goes away. They both share the same issue: neither are quite as compelling because you
aren’t growing or training with it. It’s the Pokémon equivalent of a contract worker.
The problem, of course, is that the modularity of the core teambuilding mechanics makes it
effectively impossible to bring your monsters into the overworld in a meaningful way. Sure, yes,
your Pokémon are following you on the overworld, but they have no way of interacting
with it. It’s that co
nceptual space problem I was talking about earlier; it’s
difficult to imagine these creatures as part of this ecosystem, part of their surroundings.
Let me try and explain myself more clearly. The essential fantasy is that you’re working together
with your partner Pokémon to overcome obstacles. You encounter a river you can’t cross, and so you
get your Water-type Pokémon to ferry you across, or a Pokémon with claws to fell a nearby tree to
create a bridge, or a tunnelling Pokémon to tunnel u
nder the river, or a Bibarel to dam it up, or –
you get the picture. Taking the magical animals at face value, in a tactile world, you would
have physics and chemistry giving you almost limitless numbers of ways to tackle the problem.
But Pokémon isn’t a tactile world, Pokémon isn’t real – sorry to be the one to break it to you –
it’s a game. So to capture that fantasy exactly, each of these possibilities would have to
be imagined by the developers, planned, programmed in, animated properly
, sound effects
added, bug-tested with every single Pokémon, and probably a lot more besides. You get the
point, that’s an unfeasible amount of work. How do you reconcile this? How do the developers
allow the Pokémon to exist in the same space as the player, interact with the terrain and
environment and have an impact on and a presence in the world around them, without limiting
the player by forcing them to use specific kinds of Pokémon? The answer Brilliant Diamond
reaches is to just hand
-wave it. A random Pokémon helps you out, superficially keeping the focus on
Pokémon without capturing the underlying feelings of teamwork and growth. All things considered
it’s an acceptable compromise, but it’s still not ideal. It’s just that done is better than
perfect, so if it carries on like this I’m happy. Brilliant Diamond is also struggling
with that same old identity crisis: the levels having been designed for Gen IV’s
mechanics even though it’s a Gen VIII game. The limitations of
the HM system went beyond team
management – most were, and still are, just boring to use. You’d see a breakable rock, walk up to
it and press A, and continue playing the game. In the original games, that was at least an
obstacle. I don’t think it was a very good obstacle as we’ve discussed but it was, at
least, a factor in your decisionmaking. Now you always have the HM on you no matter what.
Cut and Rock Smash are completely pointless in this game past their respective introductions.
The
re is no point in any of the rocks existing past Ravaged Path because you cannot reach
that point without having Rock Smash always available. Look at this tree on Route 209. It’s
impossible to reach this part of the game and not have Cut on you. There’s no decision
to be made here, no challenge to overcome, no interaction with any of the other mechanics;
what obstacle does this tree now represent? In what situation would you not want to cut this tree
and see what’s behind it? And yet, to re
move these obstacles outright would be to remove some of
the few opportunities the player has to interact with the overworld. Do you see the dilemma?
Funnily enough Defog actually remains one of the stronger examples in the game, just
because it’s optional. It’s conceivable that a player would come here, realise that they
can’t get past without a lot of difficulty, go exploring, and come back with the HM,
which is a small arc, it’s some kind of accomplishment. Bolstering that is the fact the
re
is an alternative – you can just brute force your way through here with limited visibility.
You’re not honestly telling me I’m coming out of the Brilliant Diamond video saying Defog
is the best HM; I did not expect that going in. It was around this stage that I realised how
many Pokémon were available thanks to the Grand Underground, and so I made a rash decision –
or should that be, a rasher decision, ho ho! My original plan was to catch a Garchomp to
round out my team of 6, but then I
remembered how adorable Swinub was and all those plans
went out the window. Look at its wee face. I’m not made of stone. Unfortunately we won’t be
seeing much of the wee lass – it evolves into its final form fairly quickly. I always loved
Swinub, but was never so big on Piloswine. I’m so glad Mamoswine came along and helped rocket
the entire line to one of my all-time favourites. Look at this good piggy girl.
We’re calling her – and this is my favourite nickname – Boarealis.
If Hoenn’s majo
r theme was land vs. sea, how the environment shapes people and the way
they live, then Sinnoh’s major theme is mythology. Celestic Town is said to have been here since
the very creation of Sinnoh. There’s etchings of Dialga and Palkia, a mural of the Lake Trio
inside the cave – even the Mart here is themed, being run by an elderly couple out of heir home
rather than the sleek franchised blue building we’ve come to recognise. The centrepiece of
the town is a small shrine, presumably in trib
ute to a kami – in this case, likely one of
Sinnoh’s legendaries. Like the statue in Eterna, like the church in Hearthome, we have another
location dedicated to showing how myth and religion influence the people that live in Sinnoh.
Celestic Town is very much stuck in the past, with myths being kept alive and passed down through
rituals and traditions. The very fact there is a village Elder – Cynthia’s grandmother – says a
lot. This more of a tribal heirarchy than a city. So of course Team
Galactic are going to blow the
place up with a bomb. Which seems a bit mindlessly destructive even by Team Galactic standards,
especially as Cyrus shows up two minutes later and decides it’s not really worth bothering with.
Keep this moment in mind, we’ll get to it later. Like much of the region, Route
211 is bisected by Mt. Coronet. The mountain draws a straight line roughly down
the middle of Sinnoh. This is usually used to explain the two forms of Shellos and Gastrodon
– West Sea Shello
s are pink with a crown, while East Sea Shellos are blue with little
pigtails. It’s a neat touch – especially for a scrapped Gen III Pokémon – grounding it and giving
it a stronger relationship with its environment. More interesting to me is the relationship between
Celestic and Eterna. There’s a little bit of soft storytelling to the level design here; they
both have a focus on history and tradition, even sharing that same music track I like so much.
The mountain acts almost like a mirror
– while both are ancient settlements, Eterna is
constantly plodding forward into the future, while Celestic remains rooted in tradition. I
don’t think it reveals a huge secret about the setting or anything, but their proximity invites
comparison. While Eterna City has forgotten about its festivals and even the shape of its deity
Pokémon, Celestic still passes down folklore and in some small way keeps its legends alive;
while Eterna allows Team Galactic to build a giant evil building slap ba
ng in the middle of
town, Celestic’s Elder isn’t having any of it. Brilliant Diamond doesn’t go into enough specifics
to really foreground these ideas – we’re pretty much done with Eterna City for the rest of
the game – but it’s still a nice detail on the level designers’ part.
Route 212 is muddy and damp and it annoys everybody.
The thick mud appears only in the Great Marsh and a third of Route 212, and yet it
made such a negative impression that it’s become a staple of Gen IV criticism. It
would be an
extraordinarily contrarian act to defend it. So here goes: I love it. I’ve always loved it.
Route 212 is my favourite Route in the game, and that is not remotely an objective
assessment. Through sheer chance, the level design and theming come together to
create something I find uniquely evocative. See, I grew up on the lip of a nature
reserve with a lake at its centre, and there are loads of forested paths all looping
back around on themselves and feeding back into each other.
And my favourite days to walk
the dogs were always the rainy days. Sure, you’d have to tramp through the mud, but otherwise
it’s very peaceful – nobody else is around, the rain creates a nice veil of privacy, there
are no bloody midges to annoy you, and once you get back in you can get dried off and warmed up
which is always cosier than having to cool down. And, while I’ve not exactly been looking very
hard, the closest I’ve come to finding that experience in a video game is right here on
Route 212. Multiple paths layered on top of one another give the player tons to explore in
a linear space. That level design is strongly contextualised: raised wooden platforms allow
people to easily cross the marshes and swamps without disturbing the local wildlife.
I’m also smitten with this Route and the mud because they’re both tactile. Not
only are these surroundings familiar, but my character is actually interacting with them.
Dropping into the mud isn’t just a visual quirk; you have
to manually shuck yourself free
each time. That would get frustrating if you were contending with it for entire Routes
at a time, but the level design is reserved. It keeps the mud only where it makes sense,
and usually gives the player a way around it. Considering how much everyone seems to hate it I
hesitate to recommend the series add more stuff like this, but it gives Route 212 a believability
a lot of other Routes lack. If you want to know what I mean by that, look at these plants: it’
s
constantly raining here and yet they still have to be watered. That’s bad context; that makes
the world feel less real. The mud is frustrating, sure, but it’s authentic, and god only
knows Brilliant Diamond could have used more of that authenticity.
Technically you can only catch Drapion in the Great Marsh (and Grand
Underground), but since we’re all muddy I thought I’d talk about version differences.
Here’s a bit of behind the scenes trivia for you: this video was originally going to be “
An
Exhaustive Look at Pokémon Shining Pearl.” Pearl was the version I always went with, all the
way back to 2007 – I always thought Palkia was cooler than Dialga. The original plan was to
use Magmortar in place of Electivire, and Drapion in place of Scizor. In the end I couldn’t get the
team to fit together properly, so I decided to go with Brilliant Diamond instead. Had I known how
off the rails the teambuilding would go anyway, I’d’ve probably just stuck with Shining Pearl,
but that’s ne
ither here nor there at this point. I don’t necessarily think that having two versions
is an entirely cynical decision – although I’m sure it doesn’t hurt their bottom line. I can kind
of see what they’re going for. They’re forcing the player to engage more with the game’s systems;
even with online trading making everything easier, trading would be demonstrably less rich if you
had access to every single Pokémon in the game. I guess I don’t really see it as predatory because
I’ve never had
the impression you’re expected to buy both versions. Through my partner, I
have access to both versions of this game, yet I’ve never felt compelled to go for that
second playthrough – you’re still getting the entirety of the experience by playing just one.
There was some controversy recently when hackers learned that you could change Brilliant Diamond
into Shining Pearl just by changing an internal flag. I get it’s a bit of a slap in the face
– the cartridge you own essentially includes the
entirety of both games on it – but I don’t
think that’s a problem in and of itself. The two versions have always been almost identical, and
from my limited understanding of game development changing a flag strikes me as an efficient way
to implement that feature. Either way it’s beside the point: it could be a hundred times more
complicated for hackers to change the version, but that wouldn’t make the two version system any
better or worse when played as intended. I say all this to establis
h that I don’t really have
a huge moral problem with Pokémon releasing as two separate versions. Again, FOMO is an inherent
part of a series with this premise, and you can always trade for something you want. I’ve played a
lot of games with far shadier business practices. But that doesn’t mean I’m a fan. I feel like
the dual versions weaken the games in some ways, particularly when it comes to storytelling.
Every game with two versions inevitably has two box legendaries as well, each with t
heir own
discrete theming. The story of the game always has to account for a thematic dyad; two separate
themes, meaning it can never truly delve into either. Dialga and Palkia are themed around time
and space, respectively. I feel like Dialga does a much better job expressing the game’s themes:
time is closely tied to a game so concerned with history and mythology. I have a harder time
justifying space as part of that – Sinnoh doesn’t really seem to be about space. Team Galactic are
space
men, but that’s a superficial similarity, one just as easily justified by the word
“futuristic” instead. So both versions suffer: if you’re playing Shining Pearl, Sinnoh’s themes
may not come across so strongly to you, but it’s not like Brilliant Diamond players have a markedly
more interesting story. Because the game has to concede for Shining Pearl, Brilliant Diamond
can’t ever really explore the idea of time. While a unique selling point when the series
was starting, mechanically the sys
tem feels redundant at this point. Quality of life
improvements have narrowed the differences to the point of being irrelevant: breeding
makes previously valuable Pokémon disposable, and trading is no longer a social event
as it can be done anonymously in seconds. The only relevant difference between the two then
is if you have limited access to the internet or don’t want to trade for whatever reason. In
those cases, the two version system doesn’t really present a fun dynamic. You have to
either spoil some of the game’s surprises for yourself or make a completely blind decision
about which version you want. Call it wrong and the only way to correct it is to drop another £60.
The game does a fantastic job forcing the player to make meaningful choices elsewhere – it’s
literally the first thing you do in every Pokémon game. There’s a reason everybody contests
the best starter so hotly, yet in all my years of playing this series I’ve never had anybody
ever argue about which is th
e best version. Of course, it feels a bit futile to be criticising
it at this point, because I can’t see it changing: it’s a business decision first and foremost. None
of my criticisms are damning either – the series is not carrying its own cross by releasing as
two versions. But even giving it the benefit of the doubt, I have to ask myself one simple
question: would I have had a better time if I’d been given the chance to catch every available
Pokémon? And the answer is, unsurprisingly, ye
s. The Pokémon Mansion is owned by Mr. Backlot
– the same gent who owns Amity Square. Backlot’s not up to much just now, but
in the post-game you can catch a bunch of rare Pokémon that don’t ordinarily appear
in Sinnoh. The game knows how much of a tool the guy is – using altruism as an excuse
to boast about the cute and exotic Pokémon that don’t live in his Trophy Garden. Caught
in a lie, he tells his butler to go and add that creature to his collection, giving you an
opportunity to go an
d catch Clefairy, Meowth, Eevee, and so on. It’s fun context for a daily
mechanic that also justifies Amity Square’s weird limitations. You love to hate Backlot – he’s
a terrible person, but a wonderful character. The Pokémon Mansion is a deceptively
small area – there are plenty of doors, but the player can’t go through them.
It’s a bit of a monkey’s paw: an effective way of making the area feel
larger than it actually is that can also leave the player feeling a little short-changed.
Games
are about interactivity, and while we all love to joke about barging into strangers’ houses,
the best way of letting the player experience the world is to let them interact with it. Often, if
a player isn’t intended to interact with an area, it’s abstracted away. Take your house, for
example – your bedroom takes up an entire floor and there’s no toilet. I don’t
think we’re to take that literally, I just think the toilet isn’t really relevant –
there’s no shitting mechanic in Pokémon. I hope
I’m not courting too much controversy when
I say that’s probably the right decision. Having these doors here, then, resulted in
a sense of anticipation that the game never intended to pay off. It isn’t really a problem,
more just a level design quirk, but this is the kind of stuff playground rumours are made of.
Players want to see what’s behind the door! While we’re back in Hearthome, just outside the
Berry Master’s house, I thought it’d be a good opportunity to talk about Berries and Hon
ey Trees.
Berries’ underlying systems are impeccable as always, striking the right balance between context
and involvement; everything works as you’d expect, but Pokémon never tips over into being
a farming sim. But the devil is in the details, and Brilliant Diamond’s Berry
management is hampered by its map design. I suspect if Brilliant Diamond and Shining Pearl
had been more ambitious remakes, they would have included a dedicated gardening area like in
Omega Ruby and Alpha Sapphire. As th
ere isn’t, agriculture involves a lot of backtracking
and flying around, which can get tedious. There seems to have been some consideration about
this – the Berry Master is in a central location, which is great. But with one weedy wee patch
of soil, he can’t exactly be your Berry hub. I also found the graphics really misleading.
Watering a patch of soil actually waters all the plants in that same patch – there’s no reason
not to water them, so that’s a great little timesaver! But the colour
s are all wrong. The game
outright states that darker soil indicates a plant has been watered. Turns out it’s lighter soil that
indicates this – I compared the values and yeah, that seems to be lighter. Yet more confusing, once
Berries reach a certain stage of development, the soil stops changing colour. The game fumbles both
of these simple pieces of conveyance so badly that I spent my first playthrough thinking I was doing
something wrong. But no – Berries work exactly how you’d expect, a
nd exactly as they always have.
And while we’re on the subject of running around Sinnoh to tend to trees… we have perhaps
Sinnoh’s greatest misfire, the Honey Trees. Pokémon has constantly strove to make the act
of finding Pokémon more considered than just wandering around in the tall grass. Headbutting
trees to knock down hanging Pokémon like Aipom and Pineco; fishing to catch deep water Pokémon; and
now slathering Honey on trees to attract Combee, Heracross, and Munchlax. It ties these Pok
émon’s
designs together with their environment – just through their capture method you get a better
idea how they live. There’s continuity there that better locates them in the world.
So while I really like that basic pitch, and would love to see more stuff like this, the
issue is once again the execution. You slather Honey on a tree to attract wild Pokémon, and then
return between 6 and 24 real world hours later to see if you’ve found anything. If that sounds
torturous, you’ve not heard th
e worst of it. Your reward for this is overwhelmingly likely to
be something you don’t want – it could be nothing, a Wurmple or its evolutions, or a male Combee
which are unable to evolve. And if you want a Munchlax in particular? Good luck. Four trees
are randomly given heightened chances of giving you rarer Pokémon. There’s no indication given
which these are, and they’re randomly selected when you start a new game. Slathering Honey on
these rare and randomly selected trees gives you a 1%
chance of spawning a Munchlax. A 1% chance
every six hours – and that’s assuming you found the correct tree in the first place. Earlier I
said Pokémon like Munchlax functionally may as well not be in the Sinnoh ‘Dex, and this is what
I meant. The conditions for getting one are so stringent that I’ve never heard of anyone
even bothering. Heracross is rare enough, going from a 1% chance to a 3.5% chance on special
trees – oh, okay, just when I’m complaining about it. The one time I wouldn’t
be happy to
get a Heracross is when I get a Heracross. None of this is new, we’ve all been moaning about
the Honey Trees since 2007, and yet here it is, in 2021, completely untouched. Well, okay, no,
that’s not true – besides Heracross, the Grand Underground just includes all the rare Honey Tree
Pokémon as a matter of course, so you’ve got even less of a reason to use this system! I mean,
I kind of respect it as a preservation effort? But yeah, if the game’s all but telling me not to
bothe
r, we’ll just not bother, we’ll just move on. That brings us back around to our
second major visit to Hearthome. The location would suggest this is supposed
to act as the game’s main “hub” of sorts, similar to Mauville in Hoenn. Mauville
accomplished this by having a ton of useful vendors and features so you’d want to make
frequent visits and being in a central location so it was easy to make frequent visits. I’m a big
fan of that – defining the player’s relationship with the city entirely
through the level design.
Getting Fly so early in Sinnoh diminishes the need for a centralised hub, so the region
instead has towns prioritise specific features. Hearthome is dense with vendors
and NPCs who assist you with preparing for the Contests – that makes perfect sense both
mechanically and narratively. It would make no sense either for the people or the game design
if the Poffin House was located in Jubilife. Before I start with the Contests proper, I feel I
ought to spare a few wor
ds for their introduction. Contests are an optional activity, and
appropriately their introduction is short and economic. Sure, it’s all very convenient –
you save someone’s Buneary, she just so happens to know your mother, who just so happens to be in the
city at the same time – but coincidence is not the enemy of effective storytelling. Like when Rowan
asked for your help with Team Galactic earlier, it’s expanding its narrative and mechanical
possibilities through existing relationships.
I found myself far less resentful of Contests
here than I did in Omega Ruby thanks to a brisk introduction and optional tutorials.
You’re even allowed to participate sight unseen without any further instruction – the
game advises against it, you’ll probably get trounced without preparation, but it respects
your intent. Many people learn better just by throwing themselves in at the deep end.
Preparation mainly involves cooking and feeding your Pokémon little treats
called Poffins – essential
ly this game’s Poké Blocks. I like Poffins better
just because of the name though. “Pokémon” and “muffin,” but a lot less conspicuous.
The difficulty with talking about Poffins, smoothness, contest stats, and Sheen is that
they’re all governed by arcane terminology that requires me to first explain in order
to discuss. Otherwise I’d very quickly leave most of you behind. Sorry, everyone, this next
segment is going to be a bit of an infodump. Poffins increase your Pokémon’s looks –
literally
, the stat is called “Sheen,” or “fur sheen” in Japanese. There are five
kinds of contest – Cool, Beauty, Cute, Clever, and Tough. Each Pokémon has five corresponding
contest stats, which are increased by feeding them one of five Poffin flavours – Spicy Poffins
increase Coolness, Dry Poffins increase Beauty, Sweet increases Cuteness, Bitter increases
Cleverness, and Sour increases Toughness. Depending on interactions between your Pokémon’s
Nature and the flavour of the Berry used, your Poké
mon will either like it more or less. Pokémon
with a Modest nature like Dry food, so it’s far easier to raise them to enter Beauty contests.
This becomes relevant because your Pokémon’s overall Sheen acts as a hard cap to how often you
can raise these stats. If you’re looking to enter a Beauty contest but your Pokémon hates Dry food,
you’ll have a tougher time raising it. If you play suboptimally – say, because you’re still figuring
out the terms and conditions – there’s a risk you’ll max ou
t your Sheen before you max out the
Beauty stat. What the game never shows you though is that feeding a Pokémon Poffins it doesn’t
like also lowers its Friendship. Incidentally, along similar lines, herbal remedies, which
are described as being extremely bitter, will even lower the friendship of Pokémon
that like bitter flavours. Are you confused yet? I haven’t even gone into smoothness, which
affects the feel that governs the overall Sheen of a Poffin, and is completely distinct from
the
unrelated stat firmness which does nothing. The Very Soft Pecha Berry and the Super Hard
Chesto Berry both have a “smoothness” of 25. I need you to understand something here –
I haven’t actually done any criticism yet. This may have sounded like I was criticising
it for being too secretive and complicated, but I wasn’t. I was just describing how the
system works. This is me criticising it: this is all too secretive and complicated. All
of this information is of nebulous relevance, scattered
across a dozen different menus, vendors,
and NPCs. Even with multiple guides and years of experience playing these games, I have a tough
time. Maybe that’s fine for those of you that love bitter flavours, but I always feel like
I’m just throwing things at the wall. I suppose it’s to the game’s credit that I’m still able to
succeed, but then what is there to keep the folk that actually know what they’re doing coming back?
I feel like the issue here stems from Pokémon’s admirable reluctance t
o reduce the monsters
to numbers and stats. It would be incredibly disillusioning if the game explained
the underlying mechanics directly; like real animal trainers, you’re working on
instinct and experience rather than objective numbers. But the context needs to be a lot
stronger to get away with that. For example: I would have an easier time understanding what
I was doing given the option to groom my Pokémon instead. Personally I don’t feel particularly
beautiful after scoffing half a do
zen muffins. The cooking minigame itself is well-presented,
but likewise would benefit from stronger context. The act of cooking makes a lot of sense. You
stir slowly at the beginning to prevent the mixture from sloshing over, and quickly at the end
when it’s become firm, to prevent it from burning. The burner underneath is a graceful visual
indicator of when you should be changing speed. It turns out, though, you can put in a perfect
performance and it doesn’t matter. If you use more than
one of the same kind of Berry the
Poffin will turn out foul no matter what you do. You can use four Berries with completely
different flavours and that’s more likely to be successful than the Pokémon equivalent
of a blueberry muffin, which makes no sense to me. Unless you’re positively catastrophic at
spinning the analogue stick, playing the minigame only optimises already successful Poffins. And if
you’re looking to do that, may I suggest doing it in Amity Square? The more Pokémon you have
with
high friendship standing around while you cook, the better quality Poffins you produce.
Once you figure all this out you can get it right every time. But that only introduces a new
problem: making Poffins is boring. Consistency is good, of course, but it also makes the minigame
repetitive and predictable once you have a feel for it. In the originals, this was mitigated by
the novelty of the DS’s systems – touching the screen to swirl the batter had an immediate
tactile feel that made
it a simple pleasure. You could even invite friends and play together.
Both of these are absent in Brilliant Diamond, and the game is poorer for it.
With all the prepwork out of the way, it’s time to enter the contest itself. We’ll
be entering Back Garden in the Coolness contest to start. I was going to enter her in the
Toughness contest because she’s a tortoise, but she seemed to want to go this way instead.
I learned while editing what the problem was: flavours cancel out the flavour counte
r-clockwise
to them. I was feeding Back Garden Spicy-Sour Poffins, but since Spicy overwrites Sour,
she ended up Cool rather than Tough. Bizarre game. So aye, there we go, now you know.
The first part is a simple beauty contest – the higher your Pokémon’s Coolness, the more points
you get. It’s impressive that the game will actually account for your Ball Capsules here, and
award extra points if they fit the theme. That’s a really clever bit of depth for what is otherwise
a completely option
al bit of personalisation. The second part, rather than being a move
showcase, takes the form of a simple little rhythm game. You can use a move: different
moves have different effects and you can only activate them once so you have to be
strategic, but that quirk aside I don’t feel the need to explain this bit. You already get it.
So contests are no longer the chore to play they once were, but the problem is they’re still
not rewarding. I understand this minigame is a tertiary concern, but
it isn’t even complex
enough for that. And despite how simple it is, it’s still fairly sloppy: the sound of points
tallying overwhelms the background music, and the animations are frankly embarrassing. They wouldn’t
have the time to create choreography for every Pokémon in the game, of course they wouldn’t,
but that doesn’t mean it looks any better when the camera lingers on the Pokémon just standing
around vacantly. That’s not that cool, is it? I really don’t want to dismiss contests.
Last
time I said they seemed like a waste of time and development resources, but like
I say I’ve since realised it’s foolish to try and reverse-engineer somebody else's
creative process. Like the Underground, they’re a wee bonus befitting a handheld game.
You can chip away at them for ten minutes here and there rather than dedicate yourself to a big
adventure. I also got a few comments from people telling me that they do enjoy the contests, and
that’s great! Pokémon can and should account for d
ifferent fantasies – people work with
animals in a huge number of different ways, and there’s value in reflecting that in Pokémon’s
mechanics. Contests are about showing your Pokémon off in a more flamboyant and theatrical light than
the more valorous one-on-one battles allow. That’s not what I focus on personally, but I’d love to
be brought around on the idea; I know first-hand the appeal of games where the ultimate goal is
customisation and self-expression. A Pokémon version of that seems
like a recipe for success.
While I’d like to honour other perspectives, though, ultimately I can only speak for myself,
and contests have never found a way to draw me in. I find the preparation obtuse, the minigames
boring, and the theming kind of muddled – we seem to be moving away from a Crufts-style pet show and
more into idol territory. It’s a good thing the game never forces you through them, but it also
means, all told, there’s just not much reason for me to care. The game is packed w
ith far
more compelling ways for me to spend my time. Her domain conquered, it’s finally time
to meet Fantina on more familiar terms. If we were playing Pokémon Platinum we would have
fought Fantina our first time through. I see what they were going for here; Fantina refusing to
fight makes the world feel a bit more alive, less like it’s there for your convenience,
and it gives Fantina more of a presence as you anticipate fighting her. It’s kind of a similar
setup to your father in Gen III
– it’s even the fifth Gym. The series must have decided this was
a formula worth experimenting with. Unfortunately it’s far less effective as there isn’t any real
emotional connection with Fantina otherwise. The structure of Pokémon Platinum arguably has
more forward momentum, and creates a sense of mastery when you work your way back around.
Sinnoh’s Gyms have some pretty weak theming. Gardenia uses Grass-type Pokémon, so her
Gym has trees. Maylene is a martial artist, so she's in an athle
tics centre. Crasher Wake
uses Water-types, so his Gym's a swimming pool – even though he seems to be based mainly
on a luchador. As for Roark, you may recall that I said at the time I thought it made more sense
to fight him in the mine. Compare these examples with Roxanne’s Gym in Omega Ruby. She’s a
student, she uses Rock-types, so her Gym is themed around a museum – the perfect setting
that justifies her design and type affinity. Fantina is the worst offender in Sinnoh because
she’s so
close to getting it spot-on. She uses Ghost-types, and is elegant and fashionable.
There’s plenty of room to make something of this – if I had to imagine a setting just
based on her character design, I’d imagine abandoned mansions, spooky big halls with elegant
chandeliers, a setting that’s both graceful and dilapidated. Maybe she prizes a kind of elegance
and grace she feels is dead? It doesn’t matter, because in reality her Gym is themed around
simple mathematics. It just doesn’t add up.
Incidentally, the only way to fight Fantina’s
underlings is to deliberately get the questions wrong. If you want to fight the trainers here
and get that juicy Exp. you practically have to mess up – as if the maths questions weren’t
easy enough, you also have a calculator on your wrist. The game all but assumes you're
doing it deliberately if you get it wrong. This is a problem because it means there’s not a
huge amount of character to either the environment or the characters themselves. Thi
s was a missed
opportunity to give the Gym Leaders – the game’s major bosses – more texture and impact. Without
that additional context in either their character or location to draw players’ attention and flesh
out the Gym Leader, we get a very unclear picture of them as people. I have no idea who these people
are supposed to be because, as I said before, I don’t know what Gyms are supposed to be. I could
describe them to you, of course, but I couldn’t tell you how they work. Presumably you
have to be
a fairly reliable trainer to become a Gym Leader, yet I’ve met children that could thrash Roark
no problem. It’s easy to account for that discrepancy structurally, but it contributes
to a kind of vagueness around the game’s main quest that leaves it feeling kind of hollow.
With Electivire and Mamoswine now in our party, this seems like a good time to bring up the
topic of Pokémon designs and evolutions. Generation IV is infamous for introducing a
huge number of new evolutions fo
r existing Pokémon. Magneton, Lickitung, Rhydon, Tangela,
Electabuzz, Magmar, Eevee, Togetic, Aipom, Yanma, Murkrow, Misdreavus, Gligar, Sneasel, Piloswine,
Porygon2, Kirlia, Nosepass, Roselia, Dusclops, and Snorunt all got new evolutions in Generation
IV. And while I evidently seem to like them, suffice it to say they’ve been met with a far
more mixed response from the fanbase at large. This gives me the admittedly kind of flimsy
excuse to talk about Pokémon designs. Now, I’ve been with th
is series a long time. I’m old
enough to remember when people took the hump with Numel and the rest of the Gen III designs
because the Pokémania craze had died down. I was there for the buzz about Electivire and the rest
of the Gen IV evolutions. I was there when people flaked on Vanillite and Trubbish got trashed.
I was there asking “why” when Mega Evolutions were introduced in Gen VI – you may remember last
time. I was there when people were giving Bruxish lip. And I’m still here seeing E
iscue getting the
cold shoulder. My point is, there’s never been a new Generation of Pokémon that didn’t come
with some backlash towards certain designs. Ultimately I’m going to end up defending Pokémon
designs right up until the present day. In order to do that we first need to establish what I’m
defending them from: we first need to examine what people’s problems with these Pokémon are. Don’t
worry, this isn’t going to be a strawman: it’s not like I love every Pokémon ever made or anythin
g.
On a surface level, the major complaints are valid. There are quantifiable differences in
the design philosophy between Generation I and Generation VIII – of course there are.
These games are being made under entirely different circumstances, presumably by
entirely different personell. That inherently means they’re going to have a different approach.
One of the most contentious changes is the greater focus on what I’m going to call “activities.”
Entire Pokémon species will embody a hobby,
sport, job, or other human activity. Let’s compare, for
example, the Fire-type starters from Generation I and Generation VIII. Charmander is a baby
salamander with smooth features, tiny claws, and big eyes; Charmeleon changes it into a
tougher, meaner looking lizard with a horn and larger claws; and Charizard is essentially a
dragon (even if the Type says otherwise). You have to make room for your understanding of Pokémon for
them to suddenly grow wings, but otherwise what we have here is a
fairly straightforward maturation
for a fantasy fire-breathing lizard: child, adolescent, adult. Scorbunny goes through much
the same process, but it now also incorporates a football motif – I would say soccer but it’s
Galarian. Scorbunny is energetic and constantly moving – an excited child just getting into
the sport; Raboot takes it more seriously, wearing a thick sports hoodie which evokes the
image of it training even in bad weather; and Cinderace has trained hard and is now wearing i
ts
football togs, literally kicking pebbles around to turn them into giant flaming footballs. It’s not
subtle – its Shield Pokédex entry makes reference to pro football’s ostentatious celebrations,
and its Hidden Ability is even called Libero. To be clear, I’m not saying Cinderace is badly
designed, it isn’t. I’m saying there’s a clear difference in design priorities. Charmander
didn’t have to distinguish itself from anything else – it being a Fire-type starter was novel
enough because the
re had literally never been a Fire-type starter before it. Scorbunny not only
had to distinguish itself from its 7 predecessors, it also had to embody the specific themes
this new Generation of Pokémon was using to distinguish itself from the last 7, all while
under the incinerating pressure of being one of the new faces of the most lucrative franchise
in history. Of course these two monsters are not going to be designed the same way. Football
seems like a good choice: it’s the most popular
sport in the world pretty much everywhere but
America, giving Scorbunny a global appeal. I don’t have a problem with Pokémon
taking after human behaviours. After all, the first batch of Pokémon came complete with a
monster called Mr. Mime, and one of the new fan favourites is a line of miniature spartans
called Falinks. But there are two problems associated with them that the series has never
found a satisfying way of accounting for. One: if a player isn’t interested in that
activity, the
y’re less likely to be interested in the Pokémon. This isn’t a problem for, say,
Mr. Mime, because it’s easily ignored: if you don’t like it, don’t catch it. It’s a much bigger
problem for the starter Pokémon. If you, like me, think bunnies are cute but have no interest in
football then you might feel a bit alienated when Raboot evolves and your trusty partner Pokémon
ends up as a narcissistic showoff. Personally, having grown up surrounded by horror stories
of the Old Firm and its associat
ed violence and sectarianism, Cinderace having a football
motif turned me away from ever wanting to use it. Compare with Charizard. The strength of
its simple animalistic qualities is their broad appeal. Starter Pokémon are said to be designed
after certain personality types; while Charizard is said to have prideful characteristics,
without specific motifs or associations you’re free to imagine its temperament how you please.
The second problem is, the games don’t always do a good job justif
ying these behaviours.
I understand there’s a futility in taking a series about magical cartoon animals too
literally. But Pokémon, broadly speaking, is excellent at using its monsters to create
a coherent and investible world. This is the main reason the series has kept my interest right
through to the present day. Here’s the catch. The more specific the ideas get, the more work the
game has to do to justify those ideas. Why has Cinderace evolved to imitate football players so
closely in
action, temperament, and look? That’s not a trick question, and nor is it rhetorical
– I think it would increase Cinderace’s appeal to learn this answer. I understand how ridiculous
this sounds. The reality is, Cinderace looks and acts like a football player because it’s a cartoon
character. But judging how invested people are in this series and its world, and judging by how
cagey people seem about this kind of design, I think there’s value in selling the idea.
Because we so rarely see these
Pokémon as part of their surroundings – because they just
magically apparate out of thin air when it’s time for a battle – it’s a lot more difficult to get an
idea of how they’re supposed to behave. I’m loth to pick on Gen VIII starters again, but I can’t
resist talking about the design that kicked this whole thought process off, and my erstwhile choice
for least favourite starter Pokémon: Inteleon. Half sniper, half wetsuit, Inteleon is obviously
combining a secret agent with a chameleon,
hence the name – intelligence and chameleon. The
basic idea is obvious, and I think, really strong, but I had a difficult time imagining how this
thing moved and acted. That was, until I imagined its habitat. Picture, if you will, an Inteleon
living upstream, maybe near a waterfall or some rocky rapids. It could snipe prey downstream, and
then glide down to retrieve them. All of a sudden, its design makes perfect sense; maybe that
was the whole idea in the first place. Again: the more spec
ific the ideas get, the more work
the game has to do to justify those ideas. All it took was a little bit of justification
and I was turned around on Inteleon. This problem is especially pronounced for starter
Pokémon as they don’t appear on the overworld. But it potentially applies to every Pokémon ever
made. To give you a more relevant example, before this turns into An Exhaustive Look at
Pokémon Shield: I used to hate Hippopotas until I realised its periscope eyes allow it to see while
it’s submerged in sand. An absolutely perfect cartoon representation of evolutionary adaptation,
and it took me years to appreciate because I never got to see Hippopotas in the sand where it lives.
Evolution presents another challenge. I’m sure we’ve all had a moment where we’ve
caught a cute or cool looking Pokémon, only to end up disappointed when it evolves.
This problem is especially pronounced when Pokémon evolve into their activities; see the earlier
example of a cute little rabbit bend
ing it like Beckham when he grows up. A lot of recent starter
Pokémon in particular evolve to share a body type; the more specific their mimicry, the more human
they have to look. I wouldn’t say any are generic, but if you aren’t a fan of that humanoid
body type it really limits your options! So you may think this problem is fairly recent.
If you were a big fan of Rowlet and Dartrix being round little dapper gentlemen, you may have been
put off by Decidueye becoming a Robin Hood-style figur
e. And of course, the most infamous example:
if you chose Litten because it’s a scrappy little fire cat, you may have found your enthusiasm
doused when it suddenly became a plantigrade biped, grew a six-pack, and started behaving
like a professional wrestling heel. You may love cats but have no interest in professional
wrestling. Or the other way around, I guess. But while Incineroar is perhaps the most
extreme case of this happening, it’s inevitable, to a certain extent, with all evolution
. You
may like or even love a Pokémon’s first form, but find yourself put off by what it changes into.
Even Bulbasaur, perhaps the most linear expression of the evolution concept, suffers from this
to some extent. If you chose Bulbasaur because you loved its cute wide-eyed appeal, you might
find yourself put off by Venusaur’s warty skin, small eyes, and half-lidded glare. Squirtle
and Wartortle begin as a representation of the minogame, a turtle that lived for millennia and
trailed a tail o
f seaweed behind it. Blastoise loses the tail and instead sprouts cannons from
its shell – the result of the designers mashing two evolutionary lines together so there weren’t
two turtle families in the original 151. Dratini and Dragonair are elegant depictions of eastern
dragons; Dragonite has been often compared to Barney the Dinosaur. Remoraid is a fish; Octillery
is an octopus – their gun evolving into cannon motif obscured through revision. The list goes on.
The problem is not just that
these Pokémon exist – the problem is that they also preclude
other potential evolutions from existing. Incineroar, as the most extreme example, is the
perfect case study. If you were anticipating an actual tiger rather than Tiger Mask, not only do
you get the disappointment of a Pokémon you didn’t want, that disappointment is compounded when you
realise the Pokémon you did want literally doesn’t exist. There’s a lot to be said for managing
your expectations, of course, but the fact is peop
le were only so hyped up because they loved
Litten so much. I don’t think getting them to care less is an appropriate solution. I had the
opposite problem. I love Incineroar’s energy. The association between a cat and a wrestling heel
is fun and original: both pretending that they don’t care what people think when of course
they thrive on others’ attention. But for me, the idea could only go so far because it was
stapled onto the Fire-type starter. The concept is just begging to be a Fighti
ng/Dark type, but
we’re never going to see that concept taken to its logical conclusion. If that seems unfair to you,
I agree – let’s put a pin in it for the moment. The Gen IV evolutions are almost like prototype
Incineroars. The intent was noble: to give a bunch of underused Pokémon a new lease on life. But the
very fact of giving them new designs fundamentally alters their theming and people’s relationships
with them. Before, if you liked Murkrow you liked one singular design with specif
ic ideas behind
it. After 2006, liking Murkrow sees you bridge the gap between witch’s familiar and mafioso.
A part of this problem is the juxtaposition of different design priorities. It’s the same
paradigm I described earlier with Charizard and Cinderace, but this time shoulder-to-shoulder as
part of the same evolutionary line. Rhyperior is a prime example. Rhydon is the first Pokémon ever
designed, and its concept is as simple and elegant as can be. The hard skin of a rhino becomes
Rock-
type, and the association is further cemented with a fantasy twist: a drill in place of a horn.
I think it’s a great design. But as the series went on, the idea of a rock animal became kind of
passé: a rock rhino, a rock snake, a rock tree, and of course, a rock. Rhyperior really needed
to do something to distinguish itself, and so it doubled down on that construction theme with
armour that vaguely resembles a high-vis jacket, a hard hat, a wrecking ball for a tail,
and piledrivers for arms
. It develops its predecessor’s theme, while also giving a
clearer idea how it functions mechanically: rock-hard defences thanks to an Ability that
reduces incoming Super-Effective damage. It’s a good design, I think, but Rhydon’s appeal
is completely lost. The series could get away with Rhydon’s simpler design because of a lack of
competition; a decade in, Rhyperior really needed to double down on its own niche to stand out.
The other problem, of course, is that until this point Rhydon was
thought of as already being fully
grown. Many of the most successful evolutionary lines clearly indicate the Pokémon growing from
childhood into adulthood. Maturing, basically. The best designs complement this idea by making the
intermediate stages an awkward middle ground. This is why I’m a big fan of Quilladin, not despite
how goofy it looks, because of how goofy it looks. When creating new evolutions after the fact, new
designs effectively have to expand on designs that were already cons
idered “complete” – in other
words, a fully grown Pokémon has to become even more fully grown. In a best case scenario, you get
Togekiss, whose overall shape makes it feel like the egg-themed Togepi line was always heading this
way. Otherwise, you get Pokémon like Electivire, who exaggerates Electabuzz’s traits even
further and risks becoming overdesigned. It’s even hairier, its Popeye arms get even
bigger, and its stripes go from lightning bolts to electrical sockets. I love Electivire,
b
ut I totally get why someone wouldn’t. Some later revisions also struggle to carve out
a niche against the original design. So far this has all been pretty rhetorical, but I’m going
to take a break from playing Devil’s Advocate and talk about a design I truly dislike.
Aipom is an all-time Pokémon design to me: a cheeky little monkey, with its prehensile tail
being exaggerated into an actual hand. Ambipom, despite its great name, fails to really evolve
the concept: instead of one prehensile
tail it has two. Its bowl cut hair is unappealing, the nose
adds nothing to its expression, and – and I can’t believe I’m saying this – there’s too much purple,
lending poor definition to its extremities. This is speculative to be sure, but I have to imagine
that at least part of the problem was in adding to an idea that was already so well-realised.
The common thread between all of the complications I’ve discussed so far is evolution.
I don’t see many people defending Eiscue, for example, bu
t I also haven’t seen anybody
really upset about Eiscue either because it’s so easy to ignore. If you dislike Eiscue, you simply
don’t catch it. It’s when evolution changes a person’s relationship with a Pokémon design that
we run into trouble. And unfortunately there’s just no way of eliminating that problem entirely.
Your mileage may vary on everything I’ve said here, of course, because there are basically as
many ways to get a Pokémon wrong as there are people playing. I think people’s cr
iticisms
are legitimate. I even agree with a bunch of them. There are a lot of Pokémon I’m not
that keen on. What I never see talked about, though, and what I want to talk about, is
Pokémon’s absolutely astonishing success rate with these monster designs.
I can sit here and pontificate about Incineroar’s “missed potential” all I like, but
the series absolutely should not care. Millions of players fell in love with this goofy guy,
and that’s not meaningless. Even accounting for Pokémon’s ins
ane popularity, there’s no obligation
to like Incineroar even if you love the series. Just as I can’t go through every Pokémon
design to criticise it, I can’t go through every Pokémon design to praise it, but I think
it’s worthwhile examining some of the techniques Pokémon uses to make its designs appealing.
One thing the Pokémon series gets almost universally right is its use of theming.
Generation IV is a prime example. The story and setting are both heavily concerned with mythology
and re
ligion, and many of the Pokémon designs reflect that. Bronzor and Bronzong, for example,
seem to be based on an old Japanese myth wherein priests asked women to donate their bronze
mirrors to create a new bell for the temple. The Sinnoh starters are my pick for the best
of the bunch, and that’s due in large part to their reflecting their region’s theme. All
three start out as a simple elemental animal, before evolving smoothly into their mythological
inspirations. Torterra takes its inspira
tion from the image of a turtle embodying the world that
appears in Hindu, Chinese, and Native American mythologies. Empoleon’s trident-shaped beak
and position as an emperor of the water calls to mind Poseidon. And Infernape seems to be
based on Hanuman of the Hindu epic Ramayana. Sidebar, because I already see you lot typing:
a lot of people have interpreted Infernape as a reference to Sun Wukong from the Chinese epic
Journey to the West: here’s my supposition. Hanuman is associated with
martial arts, is
often depicted wearing gold, and cannot be harmed by flame. One of his most famous feats
is having his tail set on fire by the demonic Ravana, escaping his bonds with his incredible
strength, then running from rooftop to rooftop, burning the city down with his flaming tail.
Then there’s the 1993 Indian-Japanese animated adaptation: Ramayana: The Legend of Prince
Rama. Note Hanuman’s white fur, which gives him a resemblance to the Japanese macaque –
another point of commonal
ity with Infernape. Infernape does still resemble Sun Wukong, of
course, with his strength and gold adornments, but then that’s to be expected: the resemblance
between the two mythic figures is well noted, with some scholars believing Hanuman was the
inspiration for Sun Wukong in the first place. As it stands, without the gold circlet or magic
staff I find the resemblance more fleeting, but things can be inspired by more than one thing.
There’s a wee ticket of wisdom for you, “things can be
inspired by more than one thing.” Good one.
Of course, it’s irrelevant to my overall point anyway: whether you believe it resembles
Sun Wukong or Hanuman, either way Infernape is inspired by world mythology, and
thus fits nicely into Sinnoh’s theme. Strong theming can even help vindicate some
Pokémon designs. Galar is a fairly industrial region, so many of the Pokémon designs seem to
have responded to humanity’s influence by taking on man-made characteristics. If you like this
theme enough
, it may help justify idiosyncratic Pokémon like Carkol, Appletun, and Polteageist. Of
course, I’m not saying you have to like them. As with a lot of things, execution is important,
and Pokémon like Toxitricity, Barraskewda, and Copperajah manage to embody that theme more
subtly which makes them easier to imagine as living creatures. Galarian Corsola and Cursola
take it even further by also serving as a subtle criticism of man’s involvement with nature. Read
into these designs too much and
Galar is imbued with an unvoiced queasiness. Nature is warped
and corrupted by man’s influence, perfect for the birthplace of the industrial revolution.
Alongside theming, context is important for making sense of these creatures. Here’s
some of the ways Pokémon gets it right. Some people seem leery about “man-made”
Pokémon designs, but the majority are extremely well justified. I wouldn’t dream of
setting “Pokémon must feel like living natural creatures” as a hard and fast rule. Magnemite,
Voltorb, Porygon, and Mewtwo are classic, quintessential examples of Pokémon, and all of
them appear to be or literally are man-made. It’s also kind of futile to put down “living
creatures” as criteria when Ghost Pokémon exist. Nevertheless, context is important. Porygon and
Mewtwo work perfectly because their origins are literally part of their design. Magnemite and
Voltorb have to do a little more work. The best Pokémon designs make sense for their surroundings
and the overall world. Of c
ourse, Pokémon’s fantasy setting affords it a lot of wiggle room in
what “makes sense”; if they can make me believe a magnetised clod of iron is a creature, then they
can make me believe anything. It just depends on how it’s justified. One of the first things
that the artists do when designing a Pokémon, apparently, is first figure out what it eats, and
I don’t think I’ve ever heard a better litmus test for grounding a fantasy creature. Magnemite feels
a lot more alive when you realise it’s
found near power lines and a power plant: without a mouth,
you’d have to assume it consumes electricity. The explanations don’t even have to be explanations –
one of my favourites is Voltorb, whose existence and resemblance to Poké Balls bewilders
even the scientists of the Pokémon world. While we’re on that subject, then, we absolutely
have to talk about the undisputed king of locating Pokémon within their surroundings: Generation
VII. One subtle touch is that a lot of the native Alolan P
okémon are incredibly rare. Mareanie
will only occasionally appear if Corsola calls for help, and will then attack the Corsola – a
completely unique interaction that demonstrates the antagonistic relationship between the two.
Yungoos and Rattata also have an adversarial relationship – Yungoos having been introduced
to combat the growing pest problem only to fail spectacularly because it’s diurnal whereas
Rattata is nocturnal. Yungoos has, as a result, become just as big a pest itself. This
story draws
inspiration from actual events where small Asian mongooses were introduced to Hawai’i to combat
the rat population. And these examples are to say nothing of the Totem Pokémon and the Tapus.
Rattata and Yungoos present a great way of justifying Pokémon: by exaggerating real world
events and phenomena. It’s funny how many of Pokémon’s cartoonier designs are dismissed when
they actually have a strong basis in real life. If you think Magcargo is too farfetched, for
example, look up
the scaly-foot gastropod: a deep-sea snail that lives in hydrothermal
vents and literally incorporates iron and minerals into its shell and foot. The funny thing
is, the species was actually discovered after the release of Pokémon Gold and Silver in 1999. If
anyone ever tells you that life imitates art, maybe they’re onto something. Incidentally, the
scaly-foot gastropod is now considered endangered because of underseas mining. Thanks Oreburgh.
While we’re talking about endangered species, I
also want to mention the humble Wooper. Wooper
is based on an axolotl – a neotenic creature, meaning it becomes sexually mature during the
larval stage. Rather than “grow up” into an adult salamander, the axolotl instead remains
in its nascent aquatic form all its life. It also displays a remarkable ability to regenerate
lost tissue. It was this ability that drew the curiosity of André Marie Constant Duméril,
who brought the strange creature back with him to Paris, only to discover that so
me had
metamorphosised into salamanders. It turns out the ability to change had lain dormant, but could
still be reintroduced externally. You shouldn’t actually do this, of course: it results in a host
of complications for the poor little thing, but if I talk about humanity’s treatment of axolotls
I’ll just upset myself so I’ll get to the point. Cartoonish and exaggerated as it is, Pokémon
evolution is not quite so outlandish a concept as it may first appear. Some animals do undergo
a sudd
en metamorphosis – again, the initial inspiration for the series was bug-catching.
Caterpillar, chrysalis, butterfly. If the axolotl is anything to go by, some of these metamorphoses
can even be induced by human interference. Humans have a profound influence on nature.
Domestic dogs have developed an extra muscle in their eyebrows to better appeal to humans.
Foxes have basically entirely changed their behaviour adapting for urban sprawl. Ligers
only exist because of human interference. Red
squirrels basically no longer exist where I
live, having been bullied out of existence by the American grey squirrel. It’s easy to
see how, allowing for a bit of exaggeration and artistic license, Pokémon evolving in
response to humans isn’t all that strange. Good context can’t make up for some bad first
impressions though. I actually think both Vanillite and Trubbish are really well thought
through. The former is an icicle-like Pokémon that ends up covered in snow and resembling an
ice cr
eam through sheer coincidence. The latter is the byproduct of industrial waste, no more
outlandish than Grimer which is, and I quote here, “Sludge that was transformed when exposed
to X-rays from the moon.” The problem is, even with these explanations, the inspiration
is too obvious, which makes them difficult to abstract. Explain it all you like, that’s an ice
cream with eyes. That’s not a problem, Pokémon can more than accommodate for that, but it makes the
design difficult to imagine as
a creature and not a mascot. It feels intentional, it feels designed,
even though I don’t think it’s necessarily better or worse than any other given Pokémon! I think
the design is well done, and there’s clearly work gone into justifying it. It’s just that
first impressions count for a lot: even with the greatest context in the world, a lot of people
aren’t going to go back in for that second look. Pokémon isn’t always perfect at context,
of course. As we’ve discussed, Pokémon like Hippopot
as feel like they’re missing a page,
and Inteleon was almost ruined for me because it felt like it was missing an entire chapter.
That lack of context even applies to some of our party members here. I imagine Electabuzz evolved
to become hairier and more yeti-like in response to Sinnoh’s colder climate, but imagine
is the operative word there. Nevertheless, I’d recommend sometimes looking into some
Pokémon designs you might think are outlandish or stupid. Sometimes you can be caught out
by
how well thought through they really are. All of this is, of course, incredibly subjective,
which is so obvious I feel daft even pointing it out, but I do so because the final point I
want to raise is how we, the Pokémon community, discuss these Pokémon designs.
I’ve seen a number of thinkpieces putting forth a criteria for what qualifies as
a legitimate Pokémon. None of them have reached a satisfying conclusion for me, and I’ll tell you
the reason why. There is no objective criteria for cr
eativity. There’s no formula here, there’s no
rule that you can establish that the series cannot break or has not already broken. If you do find
a formula, what then? If an artist imagines a new monster that has to break those rules to realise
its design, do you homogenise it so it fits? What about, say, the Ultra Beasts, Pokémon
literally designed to appear alien and uncanny? Is the series just not allowed to try
that? If you’re about to say, “it doesn’t fit the theme,” yes it does! It’s a
sci-fi take on
invasive species. Alien species being introduced to an ecosystem through human interference is a
topic Alola is explicitly concerned with! If you think that’s me getting smug because I happen to
like all these Pokémon, my response is simply to state the fact that I don’t like the Ultra Beasts.
But I don’t think that means they’re not Pokémon, I think it just means they didn’t click with
me! Oh, well. Better luck next time. It’s absolutely possible to simply not like a Pokémo
n!
Funnily enough, that kind of prescriptive analysis seems to be the exact opposite of Game Freak’s
approach. There are stories of Pokémon designed deliberately to challenge people’s conceptions of
what a Pokémon can be. Without that truculence, we wouldn’t have gotten personal favourite Blaziken!
The fact is, we can’t categorise so rigidly around 1,000 designs made across 25 years by a small
army of artists often working under stringent and weirdly specific constraints. Early
Pokémon desig
ns were comparatively simple: was that because the franchise was still
in its early years, or was it because the Game Boy screen was a black-and-white 160x144
resolution? These designs also have to account for the mechanics – which moves can each Pokémon
learn? What about their types and Abilities? About 15% of all Pokémon are Water-type, and that’s
because so many designs lend themselves to that type – they have to fill all those lakes, ponds,
rivers, and oceans with something after all! S
ome Pokémon are made or broken by their types,
but their types are justified by their designs. Steel/Fairy Pokémon are at a significant advantage
before we even account for their stats, Ability, and movepool, and that’s determined by how they’re
conceived and illustrated. Designing characters for a game is a very complicated proposition.
Even if we could neatly categorise everything, it would be futile, because those artists will
be growing and changing all the time! That’s how creativity wo
rks. Sometimes an artist will
know they could do better as they’re creating; sometimes the stars will align and lightning will
strike and you end up looking back on a work, having no idea how it turned out so well.
Perfection is the enemy of good, they say, and this is why I felt my Incineroar critique
was so unfair. From a top-down view, sure, maybe it would have been neater and tidier
to split Incineroar into a Fire starter and a Fighting/Dark wrestling heel cat Pokémon, but
creativity i
s never that linear or logical. This is speculation, but the wrestling heel idea
probably only ever came about because of the association with Tiger Mask. Honouring that spark
of inspiration is, in all likelihood, the clearest way to convey the idea to the audience as well.
But even if not, I can’t imagine Sun and Moon had the time to second-guess themselves too often.
Even when it comes with the risk of failure, allowing creative people to be creative
is important. For all their faults, I’v
e rarely if ever felt a Pokémon design
was played safe or phoned in – that’s pretty impressive for such a lucrative franchise!
I’d much rather this than they started watering designs down for mass market appeal.
Of course, we, the audience, change too. Five years ago I knew that the Omega Ruby video
was going to be my last word on Pokémon, and here I am, 5 years later, retracting half
the things I said. Who’s to say that tomorrow you won’t discover something about your least
favourite Pokém
on that makes you love it? Your opinion can change based on the stupidest little
factors. One of my least favourite Pokémon is Mr. Mime, and most of that, I think, is its localised
name. Apparently Nob Ogasawara felt similarly, as he recalled: “if they ever introduce genders we’re
hooped.” So if I were Japanese or German, I’m not even sure I’d have an issue with Mr. Mime at all!
Don’t get me wrong, criticism is important. I think Pokémon’s batting average is astonishingly
high, but I don’t l
ike every Pokémon, and discussing what we like and dislike can
help us understand more about these games and more about ourselves. If nothing else,
hopefully it’s useful feedback for artists. But sometimes I feel like basic criticisms are
made into bigger issues when the simplest answer is usually more useful and more honest:
sometimes you just don’t like a Pokémon! After the fourth Gym, you’re not really
travelling to completely new areas of the map, but instead branches of areas you’ve al
ready
seen. This is perhaps the biggest shortcoming with Sinnoh’s unorthodox structure.
Obviously these branches are new in and of themselves, but it lacks a singular thrust,
the forward momentum of moving across the map. Instead you’re Flying back and forth to fill
in the blanks, which is a bit less romantic. Still, the pacing is deceptively good. Early
on the player has a lot of space and free time to discover the map at their pace. Gyms 5 and 6
reuse the most content – Hearthome is a rep
eat visit and Canalave is about 20 seconds from
Jubilife. Like with Hoenn, this is a little speed boost in the middle of the game to keep you
going. Afterwards, we pick back up with Gyms 7 and 8 being longer branches that have been blocked
off for most of the game. These take you to the northernmost and easternmost parts of the island
respectively. It’s not perfect, but it’s good. So, how about that Surfing animation
eh? Yep, we weren’t going to get away with doing a video on Pokémon Gen VI
II
without talking about the animations. The dilemma facing the Pokémon series
has always been the same. How do you animate such a huge number of Pokémon, each
with unique body shapes and capabilities, performing such a huge number of moves?
In Generation I, the solution was simple. Pokémon were completely static, so all the game
had to do was create generic animations for each of the moves. The Game Boy’s comparatively
modest processing power actually did the series a lot of favours at thi
s stage. This whole
setup – static 2D images on a tiny little monochromatic screen – is inherently abstract.
It’s so clearly not a literal representation of what’s going on. That makes it much easier
for our imaginations to fill in the blanks by latching onto the morsels of context offered by
the descriptions. I talked about comics earlier, and Pokémon battling practically was a little
comic book: strong poses and accompanying descriptions sold movement and action despite
being completely
static. This is also why it was easier for Pokémon to create closure back then,
to create a better sense of conceptual space. Your imagination was doing all the heavy lifting.
If you were into the fantasy of Pokémon (as many of us were) it was easy to imagine these static
images blinking and disappearing as cool battle scenes in your head. The blank background let
you fill in the surroundings appropriately. It also helped that the Game Boy wasn’t known for
being a graphical powerhouse – in
fact, that was practically its selling point. The Game Gear
featured a larger backlit screen and 32 colours, which meant it was more expensive and chewed
through batteries like nobody’s business – not exactly ideal as a cheap way of keeping your
kids quiet in the back of the car. Pokémon’s graphics seem less remarkable when everything
on the system looks so modest by design. I don’t think it can be overstated how big an
improvement Gen II was. They’re some of the best-looking games on the h
andheld. The changes
were simple but impactful. Gold and Silver used an identical approach to Generation I, but the
sprites were so much cleaner. Strong colours and controlled use of dithering contrasted with bold
blacks, lending the sprites a lot of impact and definition, making them readable even on the
tiny screen. Crystal went above and beyond: strong poses and lovely little hand-drawn
animations when the Pokémon burst out the ball gave a clearer indication of their movement
and person
ality. It did this without undermining the abstractions that let the player’s
imaginations fill in most of the blanks. Pokémon could still remain static while battling,
with all the same advantages as Generation I. That’s where we sit for the next two Generations,
even though they released on much more powerful consoles. The Game Boy Advance’s higher resolution
meant that every single Pokémon had to be redrawn for Gen III even as they added more, and that’s
perhaps why it took until Emerald
for the sprites to start animating again. Even then, those
animations were two frames warped and stretched, doing a poorer job communicating the creatures’
behaviour. The competition was also stiffer – the GBA is home to a lot of incredible spritework
that made Pokémon look primitive in comparison. Despite another hardware jump, these teething
issues seemed mostly ironed out by Generation IV, but it faced its own problems. These games
attracted a lot of criticism for the incredibly slow pa
ce of the Pokémon battles. There seemed
to be a short delay between every action, which was a small annoyance, but the speed at
which health depleted was the real problem. From what I understand, the health bar’s speed in
Generation IV was based on actual hit points rather than percentages. If a Pokémon had
200HP, it would take twice as long for its health to drain as a Pokémon with 100HP. In the
most extreme case, OHKOing a level 100 Blissey would leave you watching a bar deplete for about
26 seconds. The most engaging part of Pokémon, mechanically, happens at the beginning of
a turn when you’re making your decisions: choosing your moves, Pokémon, or items. The rest
of the turn isn’t worthless by any means! It shows the results of your decisions and provides
context as a basis for further decisions, as well as building a bit of tension as you wait to see if
your risky gambit paid off. But it’s not the most engaging part. Lingering on it for so long gives
the player more tim
e to get bored, more time for the fantasy to lose them, and thus more time to
register just how rudimentary the animations are. Perhaps in response, Generation V gave us, for
me at least, the best-looking battles the series has seen to date. All the Pokémon are constantly
moving, displaying their personality and giving the battles a sense of energy and aggression.
Their animations would slow down when they were weakened, the camera zoomed in and out to
accent certain attacks, and the whole
thing moved blisteringly fast. Less time spent dwelling
on your decisions meant more time making them instead. Combined with the constant movement and
eye-catching camera angles, Gen V gives us fewer chances to pick at the seams in its presentation.
It gives itself less opportunity to lose you. All this, and the game still preserves the strengths
of its forebears. The 2D Pokémon are animated independently from the attacks; it’s clear this
is not literal. The way the game managed this is a r
eally economic use of resources. Rather
than hand-animate every Pokémon from scratch, the game instead repurposes a lot of sprites from
Gen IV, adding joints to create puppet animations. You may not like this approach, and that’s
totally valid – the puppeteering can’t quite match the charm and personality of full hand-drawn
animation, and the sprites get pretty pixellated when zoomed in. Again, for my money, this is the
best the battle screens have ever looked. Even if you disagree I hope t
he advantages are clear,
because we’re about to talk about Generation VI. Generation VI dragged the series kicking and
screaming into the third dimension, but it’s not like they had much of a choice here. We simply
wouldn’t have accepted another 2D Pokémon game, especially on a console called the 3DS. Pokémon
has been a system-shifter for every Nintendo handheld, and there’s no way Nintendo would
accept the series not taking advantage of their new console’s unique selling point. Even the mo
st
enlightened of us would have called that a missed opportunity; who knows how the mass public would
have responded. I know for a fact I wouldn’t have taken it gracefully. I say “kicking and screaming”
because, as I said earlier, we inherently understand 2D images as abstract because they
physically cannot exist in our reality. 3D models register differently; they feel more tangible and
thus less abstract. It’s still clearly fake, but on some level your brain is trying to understand
the m
odels as physical, tangible things. This made the proposition of animating these
creatures and their attacks a hundred times more complicated. The series could no longer
get away with the Pokémon wiggling in place while the attacks manifest in front of them.
Now, each and every Pokémon needed a 3D model with an animation for emerging from the Poké Ball,
idle animations, multiple attacking animations, animations for taking damage, animations for
fainting, and probably more I’m forgetting. Th
ose animations were then strung together with
the move’s animation; a call-and-response that saw the attacking Pokémon attack, the move go
off, then the defending Pokémon respond. It is, again, an economic solution. You can imagine
how they would do this: each Pokémon is given a custom animation for, say, a physical attack,
and when Tackle is called the game simply plays that Pokémon’s physical attack animation
alongside Tackle’s unique modifiers and effects. The unfair thing about this is
the animations have
had more work put into them than any mainline game that came before. But their procedural nature
combined with the more intelligible 3D space made the cracks easier to see than ever. It works, for
the most part, but certain combinations of Pokémon and moves are really weak. Physical moves suffer
the most as the Pokémon doesn’t cross the screen to make physical contact, presumably because of
the risk of the two models clipping into each other. This robs the move of all it
s impact. Some
circumstantial combinations look weak as well: Blastoise’s Hydro Pump, for example, doesn’t
shoot out of its shoulder mounted water cannons. I have to imagine those things are
specifically for using Hydro Pump. Instead the water just materialises in front of its
belly. Again, I have to stress: Blastoise has never fired anything from its cannons in
the main series, but it was a lot easier to imagine that happening back in the 2D games.
Nevertheless, Pokémon got through the 3DS
generations without much issue. Like the DS and
Game Boy before it, the 3DS was never heralded as a graphical powerhouse. Pokémon’s shortcomings
weren’t spotlighted enough to do heavy damage. I’m sure Pokémon Amie and Pokémon Refresh didn’t hurt
either, every Pokémon bursting with personality. That all changed with Pokémon Sword and Shield. A
wayward comment by an on-the-spot Junichi Masuda lit the fanbase aflame, illuminating all of
the series’ shortcomings. It was impossible not to be aw
are of how rudimentary
the animations were when they were being used as an excuse to cut half the Pokédex.
Of course if you actually think about Masuda-san’s comment, you’ll realise… yeah, it makes sense.
Not only are they having to port the existing Pokémon over to an HD console, they’re also
having to create about 100 new ones. In total, there were 400 Pokémon in Sword and Shield (not
including different forms) that all had to be modelled and animated. That’s already an insane
workload ev
en with these rudimentary animations. And that’s ignoring that this was a comment
made off-the-cuff, on-stage at a live event, that had to be quickly translated. It’s easy to
misspeak even with a fraction of the pressure. Two days after Masuda made that comment, he gave
another interview that I think makes an important distinction. Quote from USGamer: “There are
a couple of different parts to the thinking behind that [Dexit], but really the biggest reason
for it is just the sheer number of
Pokémon. We already have well over 800 Pokémon species, and
there’s going to be more added in these games. And now that they’re on the Nintendo Switch,
we’re creating it with much higher fidelity with higher quality animations.” To clarify, that
doesn’t mean they were cutting back the numbers to focus on animations. It means it takes more
work to create the same visuals because of the Switch’s higher resolution. Which, so far as
I understand it… is objectively true. Sorry, I know that’s not
what a lot of you want to hear.
Even if Masuda hadn’t said anything, though, I still think there would have been a lot
of dissatisfaction. For the first time, we were seeing Pokémon in full HD. No longer was
the series competing with comparatively modest handheld games but with the absolute best this
industry has to offer. God of War released a whole year before Pokémon Sword and Shield, and it looks
like this. Is that an unfair comparison? Sure, absolutely, I think so! I mean, take your pi
ck
here: different priorities, different age range, different budget, different rosters, different
dev times, different hardware, different games from top to toe. But you could still pop into
Ye Olde Game Shoppe and see them side-by-side on the shelf. One game prizes its animations so much
that Kratos will actually correct for the player’s positioning, potentially undermining the strategy
to ensure the models line up. The other game seems to care so little that you tap “Headbutt” and
Dubwo
ol kicks. If you’ve been with this series for the 20-odd years it’d been around in the West,
the fact that you were still waiting for your childhood fantasy to be realised was a kick in the
teeth. No, I said kick- oh, for goodness’ sake. That brings us back around to Pokémon Brilliant
Diamond, which inherits all of Sword and Shield’s problems. It even adds some of its own for good
measure. The colours are really washed out, perhaps to play better with the more realistic
lighting. The action
is framed with a static camera as if these are still 2D sprites. Poses
and animations don’t reflect the Pokémon’s skills or personality; somehow static 2D sprites convey
more movement and character than the animated 3D models. Eyes are often 2D textures on otherwise
flat surfaces; cartoony and expressive when handled well which they often aren’t. Physical
attacks lack impact. Missed or failed moves don't animate at all, completely deadwalling the
drama. Moves that hit multiple Pokémon insp
ire a hit reaction even if they miss or the Pokémon
is immune. Flying Pokémon suffer from awkward idle animations – being airborne allows them to
convey their mechanics better, but often results in them either flapping desperately or essentially
T-posing. Scyther is literally too big to fit on the screen. Scizor’s Bullet Punch, a rapid series
of jabs, is a clumsy swing. Scary Face doesn’t change the Pokémon’s expression. Surf and Dig’s
animations look horrendous, presumably because they can
’t create custom swimming or digging
animations for every Pokémon that can learn them. Some Pokémon have always looked kind of awful;
Typhlosion is a huge victim. Its design is defined by its blazing collar; having it flare up only
when attacking is a really caring touch, I love the idea, but it makes it look like a soggy weasel
in its idle animations. Et cetera, et cetera. This is a problem because, well, because
animations are important. Games rely on visuals to create the fantasy, to con
vey the actions and
sell their impact. Many of Pokémon’s moves don’t: even with the 3D games’ greater
focus on animations, you’re still relying on text boxes to make sense of the events
This isn’t the first time we’ve been here either. It’s become a bit of a cliché, when discussing
modern Pokémon’s animations, to bring up the Pokémon Stadium series and its descendents.
Pokémon Stadium had 3D Pokémon as well, and low-poly models aside, they did a much better
job of capturing the Pokémon’s pe
rsonalities and capabilities. Not only does Blastoise shoot
water from its shoulder mounted cannons, but it also retracts them when not in use, a
lovely little detail that gives a much better idea of how this creature behaves! In a lot
of ways, Blastoise has never looked better! But I feel that Pokémon Stadium doesn’t
present a workable alternative. If anything, it suffers from the exact same problems that the
series is facing today. Because Pokémon Stadium is not Pokémon Stadium: it’s Poké
mon Stadium 2.
The first game was Japan-exclusive, and featured a far smaller roster of just 40 Pokémon. The game
was seemingly created, at least in part, for early Pokémon tournaments – to fix some balance issues
and create a more interesting viewing experience. Blastoise could get these bespoke little
details because, not only was the game to be viewed by an audience, it wasn’t jostling
for attention with over 700 other Pokémon. When Pokémon Stadium 2 released – our original
Pokémon Stad
ium – all of these Pokémon retained their animations from the first game. And then
they did it again for Pokémon Stadium Gold and Silver – our Pokémon Stadium 2. And then they did
it again for Colosseum. Then XD: Gale of Darkness. It did get updated for Pokémon Battle Revolution
on the Wii, albeit with a lot of missing details. Obviously it’s not the same model, but it has
so many of the same quirks it must at least be referencing the Stadium model. And yet, some
animations are missing – mo
st notably, it no longer retracts its cannons. And Blastoise isn’t
an outlier here. Many Pokémon, like Kangaskhan, saw even fewer updates to their models and
animations. Think about that for a minute. Blastoise and Kangaskhan were given minimal
touch-ups over eight years – eight years in which the industry saw perhaps the most
rapid increase in graphical fidelity it’s ever likely to see! These models and animations
were created to compete with the PlayStation 1, and variations on them were
still competing
with the PlayStation 3. Keep in mind that’s when the roster was roughly half of what it
is today; when the console’s grunt was weaker; when SD televisions were the standard; and when
the game was literally dedicated to Pokémon battling in 3D. These animations are the whole
reason Battle Revolution exists, and yet much of it had to be repurposed from the Nintendo 64!
My point isn’t that “they were just as lazy back in the day” or “these animations are
bad,” or whatever the fu
ck. My point is, these animations were reused across five games
and three generations of consoles. Isn’t that the exact same thing we’re complaining about now?
Oh, and don’t get me started on Pokémon Snap. It’s literally on-rails. If you think about
it for more than a picosecond you’ll figure out why its animations look better.
Here’s a bitter pill to swallow. If you didn’t see this coming at least in some
form, then you haven’t been paying attention. Pokémon is an insane logistical undertaki
ng.
It’s been staring down a ballooning workload in one form or another since it went from a game
to a series. Because Pokémon’s only meaningful way of adding new content is to add more Pokémon.
The workload becomes exponential: every new generation – especially when that generation
was on new hardware! – meant increasingly more Pokémon that needed to be rendered in increasingly
more detail. Keep in mind that the series’ first major hardware jump also saw it take a step back
graphically ev
en with a higher resolution: Crystal had short animations when the Pokémon emerged;
Ruby, Sapphire, FireRed, and LeafGreen did not. That Pokémon would fail to live up to expectations
on its first HD system was kind of inevitable, at least without an enormous gap between generations.
I know what the response to that is: delay the games until they’re as polished as possible.
Personally, I’d be totally happy with that: I’d be happy to wait an extra year or two if I knew it
meant I was getting t
he best possible experience. The biggest heartbreak with these games, for me,
is when they have a lot of potential they don’t quite get to realise. It’s a nice thought, but
I get the feeling it’s practically unfeasible. The Pokémon games are in the driver’s seat of
the most lucrative media juggernaut in history; a juggernaut with so much momentum that it can’t
suddenly change direction. What I mean by that is: each new Pokémon game is accompanied by lorryloads
of merchandise and licenses. A
nime, manga, movies, card games, plushes, action figures, pyjamas,
underwear, toothbrushes, shampoo and conditioner, ice lollies, kids’ meals, and hundreds if not
thousands of other products. Delaying a game to polish it up a bit may bring the entire media
franchise to a screeching halt. Is that worth it when it’s only a small fraction of hardcore fans
that care? Is that worth it when the games make up such a comparatively small amount of Pokémon’s
overall intake? It’s the merch that’s the
main moneymaker so far as I know – merch that relies on
the game developers designing those mascots in the first place. We’ve seen the consequences of delays
fairly recently. Nintendo’s stocks plummeted when they delayed Animal Crossing: New Horizons by
a few months, and it’s not like that game had nearly as much at stake. I can’t imagine how much
money they’d lose if they did that with Pokémon. I know what the response to that is too. If
it’s the most successful series in the world, they s
hould be able to throw more money and
staff at it. Meanwhile at TPCi they’re all slapping their foreheads, “why didn’t we think
of that?” I hate to burst your bubble there, but putting to one side the possibility
that more staff just means more bloat, this is still fallacious. It’s a fundamental
misunderstanding of how capitalism works, and that’s not said as a radical political stance,
but a statement of simple fact. Pokémon is not the most successful franchise in the world because
it’s t
he best necessarily, but because it’s the most profitable. And it’s the most profitable
because it regularly releases relatively cheap products that sell absolute gangbusters. God of
War, with its beautifully rendered animations and environments that must have cost a mind-boggling
amount of money to make, was still comfortably outsold by the basic-looking Pokémon Sword and
Shield. That means Pokémon’s profits are so much higher, and that’s even before you factor
in all the merchandise, lice
nsed products, and the two sequels and multiple spin-offs Pokémon
has managed to squeeze out in the intervening time. Why would they spend exponentially
more time and money developing the games when there’s no financial incentive to do so?
“Hold on a minute here, are you simping for the big corpos?” No, not at all! I’m not saying any
of this is good! I’m not saying you’re wrong to be disappointed by the way Pokémon looks – I sure
as hell am! I’m saying this is a systemic issue, rather than t
he fault of the developers or even
really the corporations. I mean, what else are they going to do? If I were a shareholder and I
was told we’d be reneging on the Friedman doctrine because Johnny Two-Tits on YouTube wants his
Shiny Fuckachu to do a little dance, I’d seriously consider investing my millions elsewhere,
maybe into that promising new baby-eating startup. Jokes aside, the system rewards
commercial interests, not artistic ones. There cannot be a productive conversation
about thi
s series that doesn’t acknowledge these realities. And I haven’t found the
conversation around it particularly productive; in fact I’ve found it downright toxic. Every
decision has been taken in the worst possible faith. I’ve seen invective about day one patches
as if those aren’t standard practice in the modern games industry. I’ve seen fans ignore input from
industry professionals if it meant they had less reason to be outraged. I’ve seen people basically
make stuff up about the developer
s to justify their hatred. And of course, I’ve seen a fanbase
hound Junichi Masuda for four years because they never learned to read. All those moments will be
lost in time, like Cheeto dust down a keyboard. Don’t misunderstand me here. I’m not saying TPCi
or any company is flawless. What I’m calling for is more honesty from the fanbase. If you want to
have a conversation about late-stage capitalism, sure, let’s have that conversation. But somehow
I don’t think that’s the conversation you’r
e starting when you bleat about the Pokémon Sword
tree. You can just… dislike a game, you know? That doesn’t have to be a moral outrage?
I hope my assessment of the state of the series doesn’t sound defeatist.
Are there solutions to Pokémon’s logistical issues? Almost certainly! But once again: I
don’t know what the series’ priorities are; I don’t know what’s going on behind the scenes;
I don’t know who’s making what decision. It seems futile for me to offer advice to this enormous
multinati
onal corporation about how they should handle their business. Especially so when the
fanbase’s speculation seems so ignorant to the realities of both business and game development.
It seems like a waste of energy for us armchair analysts, whose only real qualification
is liking Pokémon a whole heck of a lot, to be fretting about how to run this business
successfully. Quicker, easier, and more accurate, I feel, to simply say what we mean: that the games
look pretty bad and we’d like them to
look better. In that spirit, I’m going to
focus up and talk more in-depth about Brilliant Diamond’s animations.
Creators are often very clear about how useless it is to instruct them on how to create.
It makes sense. Creativity is, funnily enough, creative: no two people’s ideas will be
the same. It’s never neat and tidy either: we have no way of knowing what went into
the decisions being made. Nevertheless, sometimes the most effective way to express your
problem is to express how you’d li
ke it to be instead. I’m about to make a few suggestions
of my own here, but please don’t take this as “here’s definitively how the developers should
do their jobs.” Instead, take it for what it is: a vector for me to express what I feel are the
shortcomings with Brilliant Diamond’s animations. The main thing I’d like to see is an increased
battle speed. Battles can be horrendously slow sometimes, what with all of the mechanics.
Abilities, buffs and debuffs, status conditions, held items, a
nd affection mechanics, all activate
an animation and then a separate clarification. I feel the animations and accompanying text
boxes draw too much attention to themselves: an animation plays and then a text box explains to
us what we’ve just seen. In a worst case scenario, if a Pokémon buffs multiple stats at once, the
game stops to painstakingly explain how each stat has changed individually. While I think the text
box is necessary for accessibility and clarity, with better audio-visual
feedback I feel both
could happen at the same time. If stat buffs were accompanied by an insert that shows what stage all
of the Pokémon’s stats were at, there would be no need to explain it any further. If critical hits
were accompanied by their own unique sound effect, there would be no need to pause afterwards
to explain it was a critical hit: the box could just appear simultaneously, and after the
first couple of times the player would associate the sound with the effect. We’ve already
seen the
benefits with weather effects: a text box appears when the weather begins, and the weather remains
a visual effect until it dissipates. The benefit of speeding the battles up is the same as it was
in Gen V: it relieves the burden on the animations to keep people engaged. Instead, they spend the
majority of their time focusing on the game. Clever direction can help disguise some
rough animations. Aqua Jet, for example, sees the Pokémon morph down into a ball of water
in a really un
convincing way; all I see there is the 3D model standing in place and being shrunk
as if by a slider. If the camera cut away earlier, not only would the move be snappier, but we’d
have less opportunity to see behind the illusion. There would be closure between the two shots
– you’d easily imagine the ball of water was supposed to represent your Pokémon, especially
if you weren’t given much time to dwell on it. Simpler execution could go a long way too.
3D is inherently less abstract than 2D
, but that doesn’t mean there are no abstracting
options available. Stronger posing and less animation can be better at conveying the fantasy,
by allowing people’s imaginations to take over. If you’d like an example of what I mean, look no
further than Retaliate, which conveys all the drama of the technique with minimal animation.
At least in Gen VII; Gen VIII makes some great additions but completely fumbles it at the end.
That’s the main problem, I think: the players aren’t involved in the
drama. I don’t mean
the character drama either, I mean the drama created through the combination of context
and mechanics: the drama created by the game. I think addressing that problem isn’t so
much about addressing the animations in a vacuum as it is acknowledging some of the
problems with Pokémon’s structure. Fact is, the series could have animations that are
twice as polished and twice as characterful, and it would still become tedious because of
the sheer number of battles. It’s impo
ssible to be emotionally invested in every fight
when so many of them are fodder by design. If you want proof, go back and actually
play Pokémon Colosseum rather than just watching the animations on YouTube. It
makes Gen IV look positively breezy. Those super characterful animations lose
all their charm on the hundredth battle. There’s a problem that not just Pokémon but
practically every turn-based RPG faces down, and that’s repetition. The first time you encounter a
random Pokémon, the s
ting of the theme kicking in and the screen flashing and wiping might create
some tension. The hundredth time, it’s more of a nuisance. By the end of the game, it’s downright
exhausting. Yet the game is still maintaining that same intensity – you could fight a level 2 Bidoof
with a level 100 Arceus, and that fight will still kick off with the same pomp and circumstance
as when you fought it with a level 5 Turtwig. Trainer battles fare a little better sometimes.
If they have a decent team th
en the time spent gearing up for the battle feels appropriate! Not
so much when they have a single Staravia. I said earlier that I’d like to see less delineation
between the overworld and the battle screen, and this is why. By the end, it just becomes
a pacebreaker. I feel that battles should be as streamlined as possible to minimise time spent
waiting on what is usually a foregone conclusion. None of these criticisms just apply to the
Pokémon’s battle animations either. Trainers now appear
on the battlefield – initially added
for Z-Moves, this still has inherent value because it locates them and their Pokémon in the same
space. But they pop in and out of existence when Pokémon use their moves; hidden by a camera cut in
singles, but conspicuous as hell in doubles. They have a lot of awkward quirks besides. The Galactic
Grunts repeating identical animations in double battles only draws attention to the copy-pasting.
It’s as if they’re waiting for the camera to be on them to re
act. If one had slumped and the camera
had panned across to their partner in the exact same pose, that would have read as a joke instead.
Similarly, one Waitress in the Café Cabin tells us she loses with an unusually big smile. That’s
not the story her animation is telling. I could be mistaken of course, but this reads to me more
as an oversight than a joke; the game reusing Diamond’s script even when it doesn’t fit the new
animations. Evolution sees the Pokémon and its evolved form shrink
and grow to exchange places
– the kind of generic solution that robs some Pokémon evolutions of a lot of the excitement.
The animations for Pokémon eating a Poffin are very basic, especially disappointing after we were
spoiled by Pokémon Refresh. The idle animation on your guy loops too fast, making them feel restless
even in tranquil surroundings. And, of course, the Surfing animation is horrendous. One of the
advantages of having wild Pokémon use the HMs is they have a much smaller pool o
f Pokémon to
animate. That Bibarel floats so lazily no matter what speed it’s going is a lot more difficult
to justify when it’s the only Pokémon that had to be animated Surfing. The engine is left to
do all of the water effects as well, clashing hard with the exaggerated cartoony style of the
rest of the game. Such obvious problems stymie our ability to immerse ourselves in the fantasy.
If there’s a conclusion here, that’s it. Pokémon has never been a graphical powerhouse, and
considering
the baggage the series has to lug from game to game I don’t think it ever will be.
The reason we never cared that much before was because it was so easy to involve ourselves
in the fantasy. It seems like the series is fighting an uphill battle recapturing that in
3D. I hope that doesn’t sound too preachy. I genuinely do agree with the overall point: that
the animations are pretty subpar. I just don’t think the solutions are as simple as what have
been put forward, because we haven’t really
been looking at why we’re playing these games in the
first place. Nobody’s ever been out here saying, “I play Pokémon for the graphics,” right?
Hopefully the series can resolve those issues. I know it’s possible for sure – you
don’t need the highest-quality AAA graphics to get people invested. Abstraction,
illustrative techniques, strong writing, and clever direction can’t replace bespoke
animation outright, but they can make it so a lack of bespoke animation is less keenly felt.
There’s a
couple of choice bits of level design here in the port city of Canalave.
Of course, the only way to get here is to get Surf, so as soon as you enter there’s an
NPC who subtly brings up the beach near Sandgem Town. Getting Surf opens up so many new nooks and
crannies to explore it can get a bit overwhelming trying to remember them all. Directing the
player’s attention towards one of the major ones is a great way to narrow that possibility
space without reducing the player’s agency. The hidden
Route to the south is one
of my favourite little secrets. Again, a nearby NPC spurs your curiosity, but the “hidden
path” itself is deceptively simple. You just have to notice there’s enough room next to this Sailor
to Surf. I think I like this so much because the game isn’t breaking its own rules – you just
kind of assume the water’s decorative here, but of course, it isn’t! There’s another secret
like this on Route 209 that I didn’t realise existed at all until this playthrough.
This pa
th has stayed hidden from me for about 15 years – I think that’s pretty cool!
Canalave Gym is led by Roark’s father Byron. Just as Roark works in Oreburgh’s mine,
Byron used to work in the nearby ore mine on Iron Island. As a coal mine justifies
Roark’s use of the Rock-type, an ore mine justifies Byron’s Steel-type preferences.
But the type choices also communicate the relationship between father and son. Both are
tough, but Steel is a little more tempered. You can tell this guy’s old-school
. Canalave
Gym looks like a health and safety nightmare, install some railings Byron for fuck’s sake!
The maze the lifts present isn’t very interesting. It’s possible to go the wrong
way, but it becomes obvious it’s the wrong way so quickly it feels more a waste of
time than any test of spatial awareness. It doesn’t help that the suddenness of the
lifts made me a little dizzy, and I think that’s because there’s no acceleration.
Let me explain my thought process here, keeping in mind this is
going to be an incredibly
amateur explanation. The human body is capable of travelling at incredibly high speeds, but
accelerating or decelerating too quickly is likely to cause injury. It’s why we have
seatbelts in cars – to stop sudden deceleration, such as in a crash, from sending us hurtling
through the windshield. The distance between the floors in Canalave Gym seems much greater in
Brilliant Diamond than it did in the originals. But the timing of the lifts seems roughly the
same. To
cover this distance in the same time, we need much higher speed – speed equals distance
over time, basic Pythagorean Theorem – so the acceleration is far more sudden. If someone were
dedicated enough to useless trivia, they could probably use Newton’s Second Law of Motion – Force
equals Mass times Acceleration – to figure out how much force this lift would be applying. I got
stumped at the first hurdle, personally, but if you’re a bored mathematician and you’re desperate
to get started on
that problem, I can give you the avatar’s height and weight: he’s 142cm tall and
weighs 38kg. Either way, my stomach dropped every time I used these lifts. I don’t think it would
kill someone, but I feel like it’s fast enough to cause some bruises at the very least, either when
you crumple at the bottom or launch into the air at the top. Also I know it’s not Pythagoras, it
was a joke. No, no, don’t delete the comment now! Since Gen VII, battle screens will now tell
you a move’s effectivenes
s before you use it. I initially balked at this – accessibility,
in my children’s video game? – but the more I thought about it the more sense it made. Rather
than having to memorise a complicated type chart or look at an online reference every two seconds,
the game now cuts out that busywork and does it for you. It’s unreasonable to expect players to
have memorised every single Pokémon’s type when there are almost a thousand of the buggers
now. Of course, if you’re a real Poké Chad you hav
e all this memorised anyway, in which
case this feature doesn’t matter a dot. You already know your moves are Super Effective,
especially when it comes to the ladies. Still though, it does kind of
preclude experimentation a bit, and I think there was a better compromise to
be reached here. The game only shows you the type matchups after the first time you encounter
that species. I think perhaps if the type chart only updated based on which moves you’d used
against that species, that would
still allow for some experimentation but without forcing
players to memorise everything. So, for example, if you used Flamethrower against Steelix, all Fire
moves would now read “Super Effective.” Of course, if it’s even slightly more obtuse that may send
players back to the guides, maybe the only way a feature like this justifies itself at all is to
go all-in with it, but even so, there’s something about just being given the answers with no chance
to figure anything out that I find dissati
sfying. The problem with it – at least in this game –
is that it’s often incorrect. The readout will only reflect one of the two targets in a double
battle, at least at first, meaning it can read “No Effect” when it is in fact Super Effective
against your target. It also doesn’t account for Abilities – attempt to use a Ground-type
move against a Levitating Bronzor, for example, and it’ll say “Super Effective” even though it
does nothing. The reason for this, I suspect, is that the game can’
t tell you what Ability to
expect without undermining its own systems. One way to outsmart your opponent is to choose between
a Pokémon’s two different Abilities – Bronzor can either be immune to Ground moves with Levitate or
take less damage from Fire moves with Heatproof. If the game accurately reflected these Abilities
before the move was even chosen, then this extra little layer of depth would be completely paved
over. I get it, but as far as I’m concerned it’s one thing for the game to
withhold information,
it’s another for it to offer incorrect advice. Anyway, with that, Byron gives us
the Mine Badge. Mine badge now. Barry instructs us to go to the Library as soon
as we leave the Gym, but doing so essentially kicks off the story’s climax – a lengthy
sequence of events that carries us well past the seventh Gym. Perhaps Sinnoh’s greatest
strength is the wealth of optional content, and ideally I’d have liked a little bit of time
to go wandering before the game pressures y
ou into finishing the story. But honestly I can’t
think of a more elegant way to indicate you’re supposed to go to the Library next, and besides,
it’s not like the game forces you into anything. You can stop for a muck about whenever you
want. Still, for the purposes of this video, I’d like to do a bit of exploring
before things really start heating up. There’s a hidden entrance to Wayward Cave
below one of the struts of Cycling Road. You may be asking how you’re supposed to figure
out thi
s is here, but there’s actually a hint to this entire lower floor in the main entrance.
There are a couple of rooms you can see but can’t access that give you a clue where to start
searching. One can be seen as soon as you enter. I’ve no idea how the lower floor has better
lighting than the main cave, though. Actually, I’ve just thought about it as I’m saying that? And
it’s perfectly conceivable that there’s a crack in the wall or something. Never mind.
We’re down here to get the seventh mem
ber of our team – Gible.
I think Wayward Cave is a great solution for hiding the game’s pseudo-legendary. Rather than
lock it behind endgame conditions like Bagon and Larvitar before it, Gible is instead hidden very
well. It gets even better in Platinum, I feel, where the Strength boulders are removed and so it
can be accessed after the second Gym. Its final evolution coming at level 48 means you spend a lot
of the game raising the wee spud in a weaker form. That’s the kind of dedication to
a drawback
that makes its eventual power feel earned. I never ordinarily use 7 or more Pokémon – I
was always too anal about maximising experience, and besides, I didn’t like the idea of putting
team members in the Box. A lot of subtle changes to the mechanics have me revising this policy.
With the new Box Link giving you access to any of your Pokémon anywhere you like, and the new
experience system giving you diminishing returns the higher your level, the game seems to be
encouraging you
to raise a larger group of Pokémon than just 6. What eventually brought me round on
this arrangement was thinking about it this way: in the old games, you had a pool of 6 you could
access at any time, but only the first one would gain experience. In this game, you have an almost
unlimited pool of Pokémon you can access at any time, but only the first six gain experience. It’s
the same principle, just with bigger numbers. Now it’s not my preference, personally I prefer the
stronger bond forg
ed by having to actually raise those Pokémon through battle and blah blah blah,
but the series has made it clear by this point what direction it’s taking; all I’m really doing
by being stubborn is hampering my own enjoyment. Let’s put a pin in that for a few hours.
This does mean that my team is packed with Ground-type physical attackers. Torterra,
Swampert, Mamoswine, and now Garchomp. Is that a Sinnoh thing or is that just a me
thing for this playthrough? Either way, I’m glad I didn’t take
it too seriously
– I still had a fairly comfortable time even with all the Ice-types we’ll be facing.
Speaking of which, with the Fairy type introduced, Garchomp is facing more threats than
ever before, so I’m quickly breeding it with Bastiodon so it can learn Iron
Head. This wouldn’t normally be feasible, since Bastiodon learns the move at level 51, but
then I did get these Rare Candies from Wonder Trading. None of this was the plan, I’m full-on
winging it at this point, and it’s pretty f
un! In that spirit, we’re calling Gible
Giblets. Ferocious wee thing isn’t he? Remember earlier I told you to jot down that we
needed a Bike to clear Oreburgh Gate? No? Well, that’s alright, it wouldn’t have mattered anyway.
Asking players to come back to an older area with a new item can be a powerful motivator, but it
suffers badly from diminishing returns. Lean on this trick too much and the player just gets fed
up, or worse, begins to distrust the level design. Oreburgh Gate requires fou
r different
items to clear: Rock Smash, a Bike, Surf, and then Strength. Each time, the only way to
really figure out you need the next item is to have already returned with the previous item.
The fantasy is, of course, exploring this cave and discovering its secrets, and the way the
game expresses that mechanically is by putting obstacles in your way. In the fantasy there are
dozens of ways to deal with any given problem, but games are complicated, and so its obstacles
and solutions take t
he form of simpler, lock-and-key affairs. The only way to unlock
the “door” of this ramp for example is to come back with the proper “key,” in this case the
Bicycle, which you get by getting further in the game. Thinking of it like that, the problem with
Oreburgh Gate is obvious: if you finally get to unlock that door only to find another locked door
behind it requiring another kind of key, you’d begin to wonder if someone was playing a cruel
joke. And if the game is willing to do this once
, what’s to stop it from doing it again? What’s to
stop there being another locked door behind this locked door – a nesting doll of disappointment?
Those misgivings inspire some very cynical decisionmaking. As a game, the player understands
implicitly that every puzzle must have a solution, even if they don’t have access to that solution
for the time being. Eventually you realise, thinking of it as a game, the most efficient way
to explore this whole area is simply to return once you’ve coll
ected all of the possible
keys. So unless you know what’s coming, be that because of a friend, guide, or memory,
you’ve got less reason to thoroughly explore the map between your first visit and the endgame.
As it stands it’s essentially just gating your progress through the cave with your progress
through the game. There’s no opportunity to explore outside the constraints of the
level design – there’s no advantage to be gained exploring this area that the game
hasn’t accounted for. That’s
not bad per se, but it does rob exploring of a bit of the romance.
Nevertheless, Sinnoh’s greatest strength is its abundance of optional content. One such optional
area is Fuego Ironworks. It’s pretty small, it’s not a hidden mega dungeon or anything,
but it’s a worthy inclusion for a few reasons. As games get more advanced, they take
exponentially more time to make. Even adding limited colour in Generation II would
have massively increased the artistic workload. Generation IV of course woul
d have had even more
to do than that, but for whatever reason the games could justify including some optional areas like
this: areas that only a fraction of the playerbase are going to find. I feel like that’s a much
trickier proposition for a game that has to render the overworld in full colour high definition
3D. I could be wrong, I’m not speaking for anyone there. It may just be that the designers
have lost interest in this sort of thing, or there are disadvantages that I don’t know abou
t.
Regardless, I think there’s some value to this kind of little cranny you have to go out of your
way to find. I do tend to miss them when they’re not there; they rewards a player’s investment.
Fuego Ironworks does a lot of worldbuilding. You can imagine that a smelting plant that uses
ore from Mt. Coronet would be located a lot closer to the mountain – maybe near Eterna City or
something. But it’s actually halfway between Mt. Coronet and the now-defunct mines of Iron Island.
They obviousl
y used to get their iron from Iron Island, but switched over when the mines closed.
I really appreciate this attention to detail. It gives the world a more grounded quality, where
the culture and setting make sense considering the established geography and history. Even
if you don’t consciously keep the complete big picture in your head, this kind of thoughtful
design still makes the world feel more coherent on some level. This is speculation, but it may be
a result of basing the game’s wor
ld so closely on a real-world region. Later games condense
an entire country down into a Pokémon region, which gives them a kind of tourist-y feel – you’re
only really seeing the highlights, rather than the more rounded experience of living there.
Giving the player a wider world to explore not only benefits the narrative but also
the mechanics. I mentioned earlier that the overworld is essential for giving
context and texture to the Pokémon battles, but it also feeds into them more directly.
You’re
encouraged to explore because it may result in you growing stronger. The Fire Stone Mr. Fuego gives
you is literally useless just now – you can’t get anything that needs it until the post-game,
but the Flamethrower TM is very welcome! I can only speak for myself, obviously,
but this is what I want from the series. Rather than a focus on new mechanics like
Mega Evolutions, Z-Moves, and Dynamax, I’d much rather have a robust map with plenty
to explore that’s mainly focused on the cor
e mechanics. Which isn’t to say they should just do
this every time, of course – the games are already on thin ice when it comes to stagnation, and
honestly if I really want this kind of game I’ve already got like five Generations’ worth of it to
go back and play whenever I want. Nevertheless, if you were to ask me what I prefer… it’s
this. What can I say? I like what I like. Another game, another optional sea route where
I'm trying to level up a Dragon/Ground type. It’s like poetry, they r
hyme. Like I say, I
consider Sinnoh to be the strongest map in the series, and that’s mostly down to consistency.
There’s definitely stuff other maps do better – it doesn’t quite have the highlights of, say, Hoenn’s
first half – but the map maintains a high standard throughout. It doesn’t have, for example – and
take a drink – an abundance of sea routes that diminish the quality of the latter half.
Instead, we basically get 2 dedicated water routes: Routes 219 and 220.
I think my biggest prob
lem with Hoenn’s sea routes is the monotony. You’re
essentially doing one thing, travelling across one kind of terrain, for the majority of the
back half of the game. Sinnoh’s two optional water routes are instead a nice change of pace:
there’s nothing else really like them in the rest of the game. This is another of the region’s
strengths: the Routes tend to be pretty varied, mainly visually, but sometimes even mechanically.
If you were to ask me which HM I’d be happy for the series to keep
no matter,
I’d have to answer Surf. It’s one of the few that has a mechanical
implication beyond just checking to make sure you’re far enough in the game to access a
particular area. The levels need ponds, rivers, lakes, and seas to look natural, and Surf
takes advantage of that. Not only does it allow access to new locations, but it also makes
existing levels richer, adding an extra layer to explore without feeling as naked as, for example,
a rock in the way. At the same time, it also ad
ds the chance of encountering a wild Pokémon on any
tile. These Pokémon are likely to be Water-type, so you can even strategise before dipping your
toes in. It’s not a seismic mechanical revolution or anything, but it’s an organic wee change.
It is a little difficult to tell where the sea ends and the beach begins, though,
which means a lot of time wasted as you hop on and off your Pokémon. Again, a
bit of streamlining would go a long way. I also can’t resist pointing out a little change
th
e series has started making since Gen VII. When battling on the water, the battle
screens will show everybody standing in the shallows – some attention to detail that makes it
that bit more believable. This is what I mean by conceptual space – before, I had no idea what was
going on when I sent Blaziken out on the water, but now I can actually imagine a Fire-type
like Blaziken battling in the shallows. The ultimate goal of this little
detour is to find Ramanas Park. We can’t get in here yet
though. I’d
apologise, but then you are watching an eleven-hour Pokémon video. At this point
I just assume you want your time wasted. Take a boat from Canalave and you can travel to
Iron Island, the site of the old ore mines. The mines have been long since shut down,
so people come here to train and play. Riley, the stat trainer for this area, considers
it to be a waste of time, which is a bit cheeky. What do you think of people spending 11 hours
listening to someone else talk about peopl
e training Pokémon then? He’s slagging you off,
guys, are you gonna sit there and take that? Riley accompanies you through the island
with his Lucario – teasing the Pokémon he’ll eventually give you. Lucario was marketed pretty
heavily during the run-up to Diamond and Pearl, even appearing in his own movie. I’m not
sure if it was the design, the backstory, or just a random choice, but the marketing
created a bit of a mystique around Lucario that it doesn’t quite live up to. It is – or
was
– one of the few non-legendary Pokémon to learn Aura Sphere, but the same is true of
Togekiss and it didn’t get its own movie! Speaking of which, we find the Shiny Stone
at the end of this dungeon, meaning that, despite having been backbenched for the majority
of the runtime, Scramble can finally evolve. I think item- and location-based evolutions are a
really cool idea, both for the context they give the Pokémon, and also because of their balancing
potential. If a single evolutionary item
can potentially be used on multiple powerful
Pokémon, then the player needs to make a careful decision between the two, even if just
temporarily. If an item can only be accessed once a certain point is reached, or – more directly
– if a Pokémon can evolve in a certain area, then the game can keep certain Pokémon from
the player until they overcome a challenge, explore a dungeon, or, at the very least, reach
a later portion of the game. So long as they’re well contextualised, any of these ca
n help
to make evolution feel more meaningful. The game doesn’t always follow through. The
availability of evolution items is inconsistent, narrowing viable options. I never found a
Moon Stone playing Brilliant Diamond. Had I chosen to use my wee darling Clefable
I’d’ve had to pick my poison to get one: hours grinding in the Grand Underground
or hours grinding Thief on wild Cleffa. Stone evolutions’ specific drawback isn’t
always enforced. The idea is evolved forms stop learning moves alto
gether, forcing you to
carefully choose when to evolve your Pokémon. Too early and you have to rely on TMs for a decent
moveset; too late and it struggles in its weaker form. It’s an inspired idea. If you get to
choose exactly when to evolve your Pokémon, you need to have a good reason to choose not to.
The problem is, it’s always existed as just that: an idea. Roserade, Mismagius, and Clefable
are beholden to this limitation; Honchkrow, the Eeveelutions, and Froslass are not. As such
they
continue to learn new moves; go ahead and evolve them whenever you like. Sometimes
this even applies without evolution items: Breloom misses out on Spore if you evolve it
before level 40. There’s a strong argument to be made in favour of all these choices. Of course the
Eeveelutions need to learn new moves; of course Breloom shouldn’t get the best sleep move in the
game for free. But it’s this kind of inconsistency that has me punching “Bulbapedia” into the search
bar whenever I make even t
he slightest decision. While Gen VIII doesn’t fix the problem outright,
it seems to have made cushioning it a priority. Pokémon can now re-learn all the moves they
missed upon evolution. The Heart Scale cost is prohibitive, so you still need to make
tough choices if you don’t want to grind, but mistakes are never permanent. It’s this kind
of design that makes me unclench my buttocks and get absorbed into the game a little more.
If I mess up, ah well. I can fix it later. I mentioned in the l
ast video that having certain
Pokémon evolve in certain areas was a potential logistical issue. “Going forward, every game
would need to invent a high-magnetism area for every game that has Magnemite, for example.”
But really that’s bollocks, because it can just make up whatever excuse it wants! In the
next game, Magneton could evolve by feeding it three Irons and then throwing your Joy-Cons out a
window if the game wanted it to. And in fact, it probably should! I mean, maybe not throwing y
our
Joy-Cons out a window specifically, but it can and should change how certain Pokémon evolve, when
appropriate. There’s no point in grandfathering in an evolution method if another option would
work better for whatever the game is trying to do. I said last time that Kadabra’s evolution
should have something to do with the TwistedSpoon, and I still think that makes a lot more sense
than just trading it. If, in a future game, there’s a new area or bit of context that
would justify Togetic
’s evolution better, I hope the series takes advantage. I hope
it isn’t locking itself into these evolution methods just for the sake of continuity.
As thanks for helping to get rid of Team Galactic – they were doing Team Galactic stuff,
it doesn’t really matter – Riley gives us an Egg, which contains our eighth team member.
I realised halfway through Iron Island that, despite being a big Sinnoh boy, I had literally
never used a Lucario in any of my playthroughs. It felt a bit sacrilegious to
go to all this
effort making an exhaustive look at Sinnoh and not even use the region’s prodigal son.
Still, because Riolu is a baby Pokémon and because you can only get one, I was pretty much
locked in to whatever nature and Ability this fella had. I didn’t want to go to all the
trouble of hatching it, then raising its friendship to evolve it just to hatch it all over
again. It’s a good thing I decided that early on, too – Brave Nature (+Attack, -Speed) is not ideal
for a Special Attacker
, and if I’d given myself the excuse I would have taken in-game Natures way
too seriously. I ended up using Kelpsy Berries to raise its friendship while making sure it
wouldn’t inherit any Attack EVs at the very least. “Bandage” is probably the most generic name I
came up with – I told you, I was winging it at this point. I was asked if it was a reference to
mummification – there’s a link there to ancient Egypt, with Lucario bearing some resemblance to
the jackal-headed Anubis, the God of t
he Dead. Or technically the God of Enbalming; Osiris was—you
know what, Google it. I wish I could tell you I had such lofty allusions in mind, but in reality,
he’s called Bandage because he’s black and blue. With that, it’s finally time to kick
off the story’s climax, which starts at breakneck speed with a trip to the Library.
I’m kidding, of course, but I actually think Canalave Library is a pretty smart bit of pacing.
It’s a short palate cleanser that re-establishes a lot of the thematic g
roundwork the story
will be building on. As we’ve established, mythology is a core part of Sinnoh’s
theming. Bookshelves on the top floor of the Library will give you little insights into
Sinnoh’s history and mythology when inspected. A lot of these texts take inspiration from various
world mythologies. Take Sinnoh’s creation myth, The Original Story, for example: it seems to take
inspiration from Taoism. It reads: “From itself, two beings the Original One did make. Time started
to spin. S
pace began to expand. From itself again, three living things the Original One did make. The
two beings wished, and from them, matter came to be. The three living things wished, and from them,
spirit came to be.” Here’s the relevant passage from the Tao Te Ching, translated by Victor H.
Mair: “The Way gave birth to unity, Unity gave birth to duality, Duality gave birth to trinity,
Trinity gave birth to the myriad creatures.” You can see the parallels: one becomes two becomes
three becomes le
gion. The idea of Arceus being born from an Egg of primordial chaos and dividing
creation also contains some parallels to the Chinese myth of Pangu: “Heaven and earth were in
chaos like a chicken’s egg, and P’an Ku was born in the middle of it. In eighteen thousand years
Heaven and the earth opened and unfolded. The limpid that was the Yang became the heavens,
the turbid that was Yin became the earth.” Sinnoh Folk Story 1 seems to draw from Yupik
and possibly Ainu mythologies. It reads: “Pi
ck clean the bones of Pokémon caught in the sea
or stream. Thank them for the meals they provide, and pick their bones clean. When the bones are
as clean as can be, set them free in the water from which they came. The Pokémon will return,
fully fleshed, and it begins anew.” Yupik myth tells that their game all possess souls stored in
the bladder: an annual tradition in Alaska was to release seal bladders back into the sea that
they may be reborn. This wasn’t just a mark of respect for their
prey, but also ensured their
own survival: after all, if there weren’t more seals they wouldn’t have anything to eat. Replace
“animals” with “Pokémon” and “bladders” with the slightly more universal “bones” as a symbol of
death and the myth is practically identical. There’s also some resemblance to the practices of
the Ainu people, the native people of Hokkaidō. They believed in a symbiosis between aynu¬ –
man – and kamuy – spirits or gods that appeared clad in the form of animals, among o
ther things.
Eating meat would often involve a “sending-back” ritual where the kamuy was returned to
the spirit realm with man’s blessing. The flip-side of Sinnoh Folk Story 1 is the fable
called “Veilstone’s Myth.” A young man carelessly slew Pokémon by his own hand, driving them away
and leading to food becoming scarce. He embarks on a journey to find them, and when he does, they
give the following warning: “If you bear your sword to bring harm upon us, with claws and fangs,
we will exac
t a toll. From your kind we will take our toll, for it must be done. Done it must be to
guard ourselves and for it, I apologize.” I can’t find a real-world inspiration for this myth –
although I’m no scholar, a lot of this information is coming from Wikipedia – but I don’t think it
really matters anyway. Knowing the inspiration behind Diamond and Pearl’s mythology is cool, but
it’s trivia. The more relevant question, I feel, is why these myths were adapted in the first
place. What do these
myths say about the world and the story that these games are trying to tell?
Pokémon is a utopia; technology is used to deliver this world from questions of ecology and
sustainability. Discussions about the logistics of this world are marginalised – depictions of
people eating Pokémon are rare and often morally unambiguous. You’re not supposed to see Team
Rocket harvesting Slowpoke tails as anything but exploitative. You may think the question is
dodged because it’s a child-friendly franchis
e made to sell Nintendo systems, but that doesn’t
account for the many, many times that Pokémon chooses to grapple with these problems of its
own volition. The series has surprisingly robust worldbuilding. The Pokédex often mentions
predation and ecological concerns, and the mythology here proves that sustainability was,
at one stage, a concern for the people of Sinnoh. We, as players, aren’t often concerned with
the logistics of the Pokémon world because it’s just not relevant to what we’r
e doing.
There’s no hunger or survival mechanics in Pokémon – there are no toilets in Sinnoh. In
kind of the same way, questions of how Tesco sources its chicken aren’t relevant to this
video even though I ate some over the course of making it. If you think that's hypocritical or
wilfully ignorant, I'd have to agree. The world we live in is filled with cruel contradictions.
I love my pets even though I’m not a vegetarian. And that’s only so absurd because my love is
genuine. I exist as a b
ody that requires the destruction of other life to sustain itself, and
yet, I also seek companionship with other life. I have no reason to believe this fictional mirror
of our world doesn't work the same way. Sure, the game never explicitly brings the subject up,
but we can tell a lot about the people’s concerns and ideologies through the stories they tell.
Sinnoh’s mythology suggests that the people of this fictional world were struggling with the
exact same moral quandaries as we are in t
he real world. Not only were these people trying to
make sense of the world but they were also staking moral claims: they created an ethical framework
to justify eating meat. There’s even shades of Abrahamic mythology worked in there. The Sinnoh
Folk Stories draw a lot of parallels between people and Pokémon: in English the text reads
that people and Pokémon ate at the same table, but in the original Japanese it was said people
and Pokémon would marry. Ha ha, yes, furry jokes, very good, bu
t the point being made in both
cases is that there once wasn’t a distinction between the people and Pokémon. So far as I know
there isn’t a Pokémon equivalent of Adam and Eve, but at some stage, humans were burdened
with knowledge and therefore morality, distinguishing them from the beasts of the world.
If the Pokémon world truly is a reflection of our own, then it must be just as hypocritical too.
And if that's the case, eating Pokémon doesn't undermine the series’ core narrative: it doesn’
t
undermine the genuine affection the characters share with them. The idea of being vegetarian
seems a more complicated proposition in the Pokémon world where the plants sometimes come to
life. And yet, the stories in the Canalave Library are laced with many of the same misgivings
about eating meat we have in the real world. I used to be of the mind that Pokémon had to do
a better job explaining this stuff, a better job justifying its own setting. But as time goes on,
I realise that we're
probably not going to find the resolution to the bizarre contradiction that
is human existence in a Pokémon game. I think the Pokémon world is more textured and more authentic
for having these kinds of contradictions: that is, after all, how our reality works as well.
I feel like these were all things the staff were concerned about during development. Masuda
tried to galvanise the developers at Game Freak by pitching Diamond and Pearl as the “ultimate
world.” “Overall, I wanted to depict an
ideal world, which was peaceful with no environmental
issues or racism. The relationship between human beings and Pokémon characters is much closer
than the owner-pet relationship, which is what I envision to be the ideal relationship. I want
everyone to feel something when interacting with this world. In Japan, people sometimes don’t
give up their seats for the elderly on a train. I wanted to show a world of kindness. It’s
not just about what’s good and what’s bad, I wanted to show that th
ere are even better
ways to act than normal. For instance, the Pokémon Celebi is said to only appear when you
help nature to flourish in a forest in the Pokémon world. Another example I’ve imagined is despite
the normal reputation that electronics like refrigerators and trucks damage the environment
or waste energy, these devices would be something closer to nature in the Pokémon world.”
We don't live in that kind of perfect universe, that “ultimate world,” and we never will. But
even with
all the limitless possibilities of the Pokémon world, humanity still struggles with
some worrying questions about its own nature. That’s what it means to be human, I guess.
Pokémon evolution is an abrupt and sometimes extreme metamorphosis, but it also serves to
give the world a surprising amount of texture. Professor Rowan wonders why some Pokémon evolve
and others don’t. The boring metatextual answer is, of course, that some Pokémon evolve and others
don’t depending on the designer’s goals
. Again, rather than side-step the question, Pokémon
leans into it. Professor Rowan is troubled by the implications of Pokémon that don’t evolve;
could those Pokémon, like the Lake Trio, be considered “perfect” beings? That’s interesting!
Can we be considered perfect beings? Or in a few million years will the six-toed and seven-fingered
descendents of humanity look back and see us as a bit primitive? I’m not saying these musings could
hold up to rigorous academic review, of course, but the
fact that there seems to be some kind
of thesis underpinning Rowan’s musings gives the world a lot more depth. It’s a wonderful little
bit of sleight-of-hand on the part of the writers. We’re asked to investigate the three Lakes
said to house the legendary Pokémon. We’ve come full circle: our task now is the same
as it was at the beginning of the game, when it was just you and Barry. But!
The explosion at Lake Valor changes our plans: now, we have to rush out and…
investigate the Lakes, oh,
that was lucky! Generally I think this bit is really well paced
like I say, but the explosion is so poorly framed as to rob it of any tension. I feel like it
should be a much bigger event: the atmosphere sucked out of the city as everyone responds to
what seems to be a pretty grim disaster. But nobody really seems all that bothered – it doesn’t
interrupt Canalave’s laid-back theme, and the NPCs in the Library are just cracking jokes. They’re
pretty good jokes, to be fair, but still! Bandag
e doesn’t seem at all impressed, either – I know
that’s unfair, I know these responses are random, but it’s not half adding insult to injury.
I think the remedy to this admittedly very minor problem would have been to have the
explosion occur when you’re closer to the Lake. You were on your way there anyway after
all. Maybe if it had been set to trigger on Route 213 or 214 it could have drawn more attention
to itself. Proximity would increase tension, and you’d already be anticipating a conf
rontation
with Team Galactic after the events earlier. I really like how Team Galactic
are handled here – they toe a very tricky line between comical and dangerous.
It’s difficult to build much tension with such comedic villains. The Grunts, who represent the
majority of Team Galactic’s on-screen presence, have the comic air of career criminals who just
aren’t very good at their job. Easy defeats let all the air out of their tough guy façade.
The retro sci-fi aesthetic calls to mind mad sci
entists, space invaders, and experiments
gone wrong, which all seems fitting but also means they look really goofy. I don’t think any
of this was unintentional. It’s a Pokémon game, after all: too much narrative pressure would
stifle the player, or else turn away some of the kids that are the series’ core demographic.
Nevertheless, when the comedy spaceman stumbles and farts and Three Stooges his way over to Lake
Valor, it leaves this plot point ticking away in the back of your head. What a
re Team Galactic
up to here? And what was in that package? Both of those questions are answered
here. The danger is established with surprising clarity. I think this is where a lot
of other Pokémon villains fall down. Last time, we had Maxie break an ancient seal unleashing
the power of a mythical primordial behemoth. Now, I understand what both of those things are
conceptually, but the threat doesn’t have much punch. I have no experience with ancient seals
or primordial monsters, so the i
mplications and consequences can’t be as tangible. In Brilliant
Diamond, Team Galactic blow up a lake! I know what a lake looks like, and I know what a
crater looks like. It’s a lot less abstract. And so when Team Galactic say they’re going to
do the same thing to your hometown, you believe the threat! They’re bumbling idiots, sure, but if
anything their blind dedication only makes them more dangerous. We’ve just finished reading about
the lengths people went to live in balance with nature;
Team Galactic’s wilful carelessness seems
especially heinous in contrast. The juxtaposition is remarkably effective: I really did not think
I’d be saying this coming in, but that’s good writing, and not just by Pokémon standards either!
Another strength is how personal the conflict has been with Team Galactic throughout. They’re
often messing with your friends or blocking you from progressing, which gets you into
conflict with them in an organic way. Even now, they’re threatening to blow up
Lake Verity
not because of any personal vendetta but because of its well-established connection
with their goals. The personal dimension to this conflict is created by the level design.
My point is, you’re never really treated as the hero in Brilliant Diamond. You’re never the
centre of the universe or the focus of anyone’s goals. And without the game telling you you're
the hero, your heroic deeds have to have actual context. It’s a weird kind of paradoxical
quality of stories - we're ente
ring into this knowing that we're playing the role of
the protagonist, but if the game acknowledges that I find it takes me out of it.
Important trainers in Sinnoh will have a “signature” Pokémon of sorts.
I like this a lot – it says a lot about the character’s personality, suggests some
of their history, and in some cases clues the player into the existence of rare
Pokémon they might be interested in. But the desire to use that signature Pokémon as
the climax of the battle can result in the
AI behaving rigidly. Lots of times I'm fighting
what is supposed to be a tough boss and they refuse to send out their ace even when it would be
advantageous because they want to keep it for the climactic turnaround. But that's useless - Pokémon
is very much not a game of linear strength. The exception to this, for some reason, is
Mars. In both of our fights she was absolutely comfortable switching into and out of Purugly. I’d
love to see more of this – Mars is only made to feel more compet
ent and Purugly more threatening
by taking full advantage of their options. With Valor and Verity accounted for, all that’s
left is Lake Acuity, at the northern tip of Sinnoh. To reach it, we first have to travel
through the northern part of Mt. Coronet. Again, weird little bit of non-linearity I
didn’t know about: you can actually head to Lake Acuity before clearing Lake Verity
and Valor. There isn’t much reason to, mind you, you skip two fights you have to
come back and do anyway, but th
e game finds no reason to railroad you and I appreciate that.
This underground lake is the only spot in the game where you can find Feebas. So we’re going fishing.
As I said earlier, I think fishing does a great job creating continuity between the
overworld and the battle screen: I have a much clearer idea of the scenario
here than I do encountering a previously invisible Pokémon in the tall grass. I have a
couple of nitpicks. Maybe the method of fishing could be a bit more interesting? I don
’t really
understand why your guy reels the rod back in so quickly – surely if you don’t land a fish you just
wait longer? But these are the kind of threads you can pick into holes only when you’re really
bored. Which brings me nicely back to Feebas. Feebas, in its first two appearances in Gens
III and IV, was known for its incredibly obtuse encounter requirements. While Omega Ruby made it
far easier to find, Brilliant Diamond extends no such courtesy. Feebas appears on only four tiles
in
this entire massive lake – four tiles which shuffle around daily. On those four tiles, it
has a 50% encounter rate – even if you’re on the right tile, it’s a coin flip whether or not
it’s going to be a Feebas at the end of your line. It massively extends the time spent fishing –
if you want to be sure you’ve not missed it, you have to land a fish on each tile a good three
or four times. I have Machoke here because its No Guard Ability increases the chances of landing a
Pokémon. Otherwise, t
here are no shortcuts, and it is excruciating. If you want an indication of
just how long this took me, well… yeah. I managed to find a full-odds Shiny, the final word in rare
Pokémon, before I even caught whiff of a Feebas. The complaint being that it took me hours to
catch the little bugger, and for me personally that goes beyond the pale. The fantasy the game
is trying to fulfill, or at least so I think, is that of you tracking down this creature that’s so
rare as to almost be legendary.
Even if you heard about it in the playground, there’s a lot of room
for doubt here with these mechanics. Of course, for me, that fantasy is stone dead – I know Feebas
is here and furthermore I know the exact inner workings of how and when it appears. That’s not
a black mark against the game in and of itself, in fact, it’s a positive thing that I care
enough to know that. But it is a black mark that I have to know that, I have to kill the
fantasy, to have any chance of finding one. I feel t
he game went too far. There’s no way you
tracked this thing down under your own power: you either got incredibly lucky or you were told how
it works second-hand. The alternative is that you, for absolutely no reason, decided you were going
to fish on every single tile of this underground lake in a single day just because. There are
absolutely no clues anywhere in the game about how this works – again, a single NPC talking
about a rumour could have remedied this. Even if you see Feebas becau
se a trainer has it, its
Habitat isn’t registered in the Pokédex. It was in the originals; this was likely an oversight, but
that’s neither here nor there. Even if you knew, somehow, that it only appears in this single
body of water, you’d have no way of figuring out exactly how the capture method works. If you
assume it works like literally every other Pokémon in the game, you’d probably just sit in the same
spot casting your rod over and over – that being a complete waste of time. I can’t
stress enough how
time-consuming it is – I knew it was here, I knew the optimal method of tracking it down, and it
still took me a good three hours at least. That’s more than enough time for the novelty of fishing
to wear off. What a little bastard. A Feebastard. And yes, don’t worry, I know what you want
to see. Here’s me catching the Barboach. Break out the good headphones, because
Route 216… is banger territory. There are a lot of clichés employed when
it comes to snow levels in comput
er games. Gently falling snow, sleigh bells, slippery
ice physics, that sort of thing. I really don’t mean to do a drive-by in saying
that: they’re clichés for a reason, they obviously work. But their effectiveness
is diminished by having seen, heard, and played these kinds of levels so many times before.
I love, love, the atmosphere on Routes 216 and 217 because, like Route 113 in Hoenn, they
clearly think through how this kind of climate would actually work. There’s nothing gentle or
rela
xing or Christmas-y about this – even with the walking pine trees. It’s a harsh, unforgiving
environment. Visibility is limited; it's sleeting sideways. Your mobility is limited when you have
to wade through deep snowbanks. And your Pokémon are constantly taking damage if they aren’t
Ice-type. Again, like Route 212, the fantasy of this area has not just aesthetic implications but
mechanical ones as well. That’s how you sell it; that’s how you make it seem wrong for your
guy to be out here i
n a shirt and a beret. All of that is complemented by the excellent
music. A single note, and a twinkle on the piano – a blank white canvas, and the sheen of
new snow. It’s a classic example of a winter theme. But then, after some buildup, the song
kicks up a notch. Violins and synths doing a call-and-response at the same time, voices being
whipped back and forth as if by the wind. The roll of the snare imitates the crunch of snow, a
less decisive rhythm to evoke the feeling of your feet fa
lling through the top layer to compact the
snow underneath. The white of the snow is not an inviting blank canvas, but an exhilarating whirl
of activity. It’s always in danger of descending into chaos, with the heavily syncopated rhythm and
the instruments all drowning each other out. And while that never settles completely, the song –
and your character, presumably – catches up with its own rhythm as it goes along. It decides on a
more standard beat – more relaxed syncopation on the drums,
and the sax responding to the synths
harmoniously. It’s still energised – the snare is still rolling – but it feels a lot more
in control of itself. There comes a point, when you’re out in extreme weather, when you
get used to it. The shock of the cold wears off, or the wind dies down a little. At that point,
it’s much easier to find your feet. I feel like the music captures that moment perfectly.
Sinnoh, man, I swear to god. What a soundtrack. These Routes are of course
the game’s dedica
ted Ice area. Areas with a natural inclination towards
a particular type, or “mono-type areas” as I’ll be calling them, present an interesting
design challenge. The game has two conflicting priorities here, between level design –
creating an investible world – and game design – creating an interesting play experience.
I say “conflicting” because broadly speaking I think having a greater variety of Pokémon
is better for the game. If you randomised all the Pokémon, the player couldn’t rely on
a
one-size-fits-all counter for a particular route, and they’d be able to find Ice-types to add
to their team before reaching this area. But I don’t think that’d make for a better
experience. Not every Pokémon makes sense for every area. It would confuse our understanding of
the world if, for example, you found Charmander here – an area where its fire would constantly
be at risk of blowing out. That may seem trivial, but it’s something the series clearly takes
very seriously. I can’t think
of a single time a Pokémon has seemed like a poor fit for its
environment. It's such a priority, in fact, that I find that some regions include anachronistic
biomes on purpose, seemingly to justify including certain types in the Pokédex. Like deserts in
the middle of otherwise temperate climates, for example. Considering the complaints about the
lack of variety in Sinnoh, I’d say this approach is probably better overall, but nevertheless it
makes the world that tiny bit less investible for
me. I think one of the reasons I love Sinnoh
so much is because it fits together so well. Nevertheless, you see the dilemma. Having a clear
relationship between Pokémon and environment allows players to make educated guesses about
what kind of Pokémon they’re likely to encounter there. But then the map has to be designed very
carefully to lend those designs the full weight of that context. Grouping a lot of Pokémon
with similar types can present an interesting challenge – I’m almost certai
n Gible was only
made available right before a long stretch of Ice-types for this very reason. But the trade-off
is, encountering almost exclusively Ice-types for two Routes a row (followed of course by the
Ice Gym) runs the risk of getting monotonous. You’re going to be seeing the same small
handful of Pokémon for the next wee while. I described all this as an interesting design
“challenge,” and I’d say that, on the whole, the series has risen to the challenge admirably.
It may lean sligh
tly too far one way or the other sometimes, but with one notable exception (take
a shot) I’ve never found mono-type areas outstay their welcome. One way the series maintains
this balance is by considering more than just type when choosing where to place each Pokémon.
It makes perfect sense for Machoke and Meditite to be honing their minds and bodies in such
harsh conditions, and Graveller seems hardy enough to weather the hail. Or not.
But then, Hail was always the worst weather condition, f
or me.
Sun, Rain, and Sandstorms bestow advantages on multiple types, allowing creative
players to design teams that would take advantage of them while limiting their adverse effects.
Hail is the only one that feels undercooked. There’s no scope for experimentation as
it only benefits Ice-types. Other weather conditions limit teambuilding mechanics as well,
but they have enough interactions and effects to force a player to consider their options more
deeply. Sun benefits Fire-types, of cour
se, but it also benefits Grass types with Chlorophyll
or Solar Beam. You may also find that another type of Pokémon can fill a niche or cover a weakness
on a Sun team, even if it doesn’t benefit from the weather itself. Hail has no such scope –
you’re locked into making what is essentially a mono-Ice team, which doesn’t seem like the best
idea considering how woeful they are defensively. Poor Ice-types, man, they’re still being punished
for the war crime that was Blizzard in Gen I. Blizzard
s don’t seem to affect Snowpoint City
nearly so much – presumably this is why they built the city here and not further south.
The hail has turned into gently falling snow, and the music has calmed down to match.
I like this theme a lot in principle – the stillness and loneliness of such a remote
settlement allowing the melody to echo, quiet enough for wobbling vibrations of
the accompaniment to be heard clearly. There’s a short glissando twinkling away on
the percussion in the background so
metimes, perfect for a town shaped like a giant snowflake.
There’s a strong contrast between the bluster of Routes 216 and 217 and the solitude of Snowpoint
City, and that’s reflected perfectly in the music. Nevertheless, this song never landed that well
for me. Perhaps I didn’t really resonate with the emotional arc the song was creating; perhaps
it’s because it always sounded a little more creepy than it did relaxing. It’s a very frosty
and hollow sounding melody even with the harmony. I
wonder if it has anything to do with its
similarities to Sector 5 from Metroid Fusion. Take a listen. Either way, even if it doesn’t land for
me, I don’t think that has anything to do with the quality of the composition or anything like that.
There are a couple of NPC interactions in Snowpoint I feel obligated to point out.
One is a cute little detail added in the remakes: you’re rewarded for changing into your Winter
clothes when coming up to Snowpoint. There’s no concrete benefit to wearing
appropriate clothing
otherwise, so I absolutely love that the game rewards you for taking its setting so seriously.
The other NPC is one of the most infamous in the entire series. This lass offers to trade you a
Haunter for a Medicham. I’m not even going to pretend to build up to the punchline because you
already know what it is – the Haunter’s holding an Everstone so it doesn’t evolve. Look, you know
by this point there’s no love lost between me and trade evolutions, I don’t like them that
much. But
frustrating as it was back when I couldn’t trade that easily, I’d be mad if they took this out
honestly, it’s a really fun little practical joke. Candice is the Ice-type boss at
the end of the Ice-type area. Her Gym sees the player using momentum to
break the giant snowballs that block the path directly to her. The analogue controls make
this slightly awkward, but it’s a really great setup – a fun twist on sliding puzzles that has
a bit more visceral satisfaction. You want to se
e the snowballs smash apart more than you want
to see a block land on a switch or whatever. Ice often enjoys a prominent position as
a late-game threat, which is unfortunate as it’s broadly considered one
of the weakest types in the game. Ice-type moves used to be Dragon’s only
weakness (except of course from other Dragons). But Ice-type Pokémon themselves struggle
to overcome their numerous weaknesses to Fighting, Fire, Rock, and Steel. The only thing
Ice resists, in contrast… is Ice. The
balancing isn’t perfect. But does it need
to be? Is it a problem that there exist types that are worse than others? That might sound
like a stupid question with a clear answer, but obvious advantages aside, a perfectly balanced
game doesn’t necessarily mean a more enjoyable game. Eliminating disparity only makes things more
homogenous. Ice-types lacking defensive options doesn’t strike me as a balancing oversight but a
clever bit of theming. It characterises Ice-type Pokémon as being fragi
le, which makes sense! Using
them feels that bit more expressive because their extreme strengths and weaknesses convey the
type’s physical qualities. I’d prefer a bit of disparity than every type having the
same number of strengths and weaknesses, and each getting a 90 Power 100 Accuracy
staple you can just splash on without thinking. Balancing is a really tricky proposition. If
a buff were to make Ice that bit more usable, that would also result in an indirect nerf
to Flying, Ground, Gras
s, and Dragon types. Dragons are already in a precarious spot thanks
to Fairy, and an indirect nerf to Grass could potentially mean an even more indirect buff to
Water-types (especially Water/Ground types like Swampert). It’s a delicate ecosystem and
I see why they’re reluctant to upset it. A big part of the problem seems to be that, while
Ice has been balanced to be frail defensively but powerful offensively, that doesn’t make sense
with Pokémon’s mechanics. If you know anything about how
Pokémon works, you immediately see
the problem: you don’t have to be an Ice-type to use Ice-type moves. Adding insult to injury
is that any Water-type worth its sea salt will learn a ton of Ice moves. It’s really easy
to pair one of the best defensive types in the game with one of the best offensive types.
So, you know, maybe Ice could do with a little buff. At the very least stop trying
to make them defensive walls. I mean, how do you think I feel – Aurorus is a top
three Pokémon for me an
d the poor thing’s Ice and Rock! If it gets looked at funny by like
half the types in the game it just keels over. I really like Candice’s little
speech at the end of her fight. She doesn’t act how you’d expect an Ice-type
trainer to act – that is to say, cold – but she is who she is. She’s the opposite of Flannery in
a lot of ways, which means she lacks an arc but also means she’s a more distinct character.
If you had forgotten why were up here in the first place I wouldn’t really blame you
–
the game seems to have forgotten as well. Your first time passing through Acuity
Lakefront on the way to Snowpoint, two Grunts are blocking the entrance. Okay,
that’s fine, I get that the game needs you to investigate the other Lakes and beat the 7th Gym
first. But there’s no excuse given, no dialogue that suggests your character has any motivations
of their own whatsoever. You’re here to fight Team Galactic – or so I thought – and when you
get here you just don’t fight Team Galactic. T
hey’re treated like an incidental detail,
rather than your entire reason for being here. So after all that, you beat the Gym, come back,
immediately get told to head back to Veilstone, and that’s it. You don’t get the chance to avenge
Barry, you don’t get the chance to fight Team Galactic, you don’t even get a “you’re too late!”
speech from Jupiter. I’d be happy to take her gloating on the chin – that’s clearly the point,
they’ve won this round – but your character is so passive for no reas
on it’s difficult to care.
But then, that’s Team Galactic all over, isn’t it? They just don’t live up to their potential.
The consensus seems to be that Team Galactic are among the series’ weakest villains. Before
this video, I would confidently agree. Despite being the world’s foremost Sinnoh fanboy –
keep in mind you’re listening to a fella who defended the mud of all things – I likewise
dismissed Team Galactic as generic clichés. The wonderful thing about making videos of this
length thou
gh is it forces me to engage with every part of the game. It feels like the least
I can do. Examining even the greatest media this closely is inherently unfair, in my opinion,
because it’s such an atypical way to experience a creation! Artists, writers, game designers,
musicians – all are trying to evoke something, to in some way connect with other people
through their work. Such a thorough, clinical post-mortem of a game is the antithesis
of that. It’s possible to find flaws in anything if
you look closely enough, and dissecting a
game just to display those flaws like a grisly trophy completely rejects the humanity of creating
art. The only way a video like this is worthwhile, to me, is if it can illuminate some of the
artistry that may have otherwise gone overlooked. Such is the case with Team Galactic. I don’t
think I ever gave them as much credit as they deserved. They’re not perfect by any stretch of
the imagination – the fact it took until this ridiculous deep dive for
me to figure out that I
actually liked them is a flaw in and of itself. But conceptually I think they’re very strong.
Team Galactic are written really inconsistently. I thought that was just because they were villainous
clichés – doing anything at all to demonstrate that they were evil. But that inconsistency, as
it turns out, is actually written into the story! Galactic Grunts have unclear motivations. Some are
petty thieves. Some are mindlessly destructive, gleefully indulging in acts of t
errorism. More
still seem keenly aware that they’re just the tropey cliché comedy villains. But many are
magnetised to vague promises of something better. Posters and text repeated by the
Grunts tell of Team Galactic “setting its gaze beyond the stars,” “creating a new world
order,” harnessing new forms of energy. “Look to the stars – they belong to Team Galactic!”
I don’t know what that means, but it sounds like you’d want to be on their side, right?
That’s the point. Team Galactic are not
dedicated to a singular vision; they’ve been manipulated
into joining by a charismatic leader. None of the Grunts can tell you what Team Galactic’s
goals actually are – they just pay lip service to the genius of their leader’s plans! They’ve
already thrown their lot in with Team Galactic, so they now have a personal stake in seeing Cyrus’
plans through. To admit they don’t actually know what they’re up to would make them seem stupid.
It gives the Galactic Grunts a pathetic edge, in both se
nses of the word. They’re pitiful,
but also I kind of get it. I don’t think it’s stupid to want to be a part of something
greater – the human is a social creature after all – just that it’s possible for charismatic
individuals to exploit that to their own ends. Of course, if the Grunts knew what Cyrus
was actually planning I reckon they’d be less keen to go along with it. The Scientists
at the heart of Veilstone HQ are the perfect example. They’ve been talked into creating the
Red Chain bu
t they’re disgusted with themselves afterwards. I suspect Cyrus’ rhetoric
sounded more noble than the reality. I think it’s a really interesting pitch
for a villainous team – one that’s not really a team in the first place. They
aren’t united by common goals or values, but joined by the manipulations of a single
individual. No other villainous team is quite so self-defeating as this one. What a great writing
trick that is. I’m stealing that – no need for continuity or consistent character m
otivations
if not even your baddies know what they’re up to! So why was this story not more effective? Why
is it that this hypocrisy, intentionally written into the characters as it is, missed the mark for
so many people? I mean, I’ve played these games dozens of times, yet I had to do this to have
anything nice to say about Team Galactic at all! The main problem, so far as I
can tell, is a lack of focus. None of the story beats really land with much
impact. Galactic’s plans are scattered
across a series of seemingly unrelated incidents. Here’s
a rundown of their plan so far: they took over the Valley Windworks to get the energy to create
the Galactic Bomb to blow up the lakes to kidnap Mesprit, Uxie, and Azelf to create the Red Chain
to enslave Dialga. That’s already five degrees of separation, and we haven’t even gotten to why
they wanted to enslave Dialga in the first place. We haven’t even talked about any of their
unrelated plots. You’ll recall that Galactic’s first app
earance has them take an interest in
evolution – that’s why they were after Professor Rowan’s research. This thread is never followed
up. Their subplot in Eterna City seems to just be mindless thuggery: they’re there to investigate
the statue, but the reason you fight them is because they’re also stealing everybody’s Pokémon
for basically no reason. And you only find out why they needed energy from the Valley Windworks
if you talk to a random Grunt in the Galactic Warehouse, on the opposite
end of the map. It’s
a breadcrumb trail of plotting, with the added complication that some of the trails lead to dead
ends. The result is that the player is given no clear through line: no understanding of what Team
Galactic are working towards, and therefore no understanding of what they’re working to prevent.
Again, that’s the point: not even Team Galactic know what their goals are. To tell that story
effectively, then, I feel the game needs to draw better attention to that point. It isn’
t at all
clear that Team Galactic are not working towards a common goal. Take, for example, the Celestic
Town incident. A Galactic Grunt threatens to blow up Celestic Town seemingly just out of sheer
dedication to being a bastard. Moments later, Cyrus appears, implying he wasn’t involved
with the Grunt and explaining he was looking for information here. Now, on a first pass this
scene seems to work, at least in the original games. The remakes introduce a subtle difference
in storytelling:
Cyrus’ ties to Team Galactic are made explicit from the first time he’s introduced.
You can see the Galactic logo on his uniform in the remakes: the originals were a lot more
ambiguous about his relationship with them. But on repeat playthroughs, or any playthrough
in the remakes, this scene raises some questions. Assuming he wasn’t just blowing smoke, why was
the Grunt so eager to blow up Celestic if Cyrus considered it a potential source of information?
Maybe I just have the wrong bead on
his character, but Cyrus doesn’t seem like the kind of guy who’d
blow a place up just because he didn’t find what he needed. He doesn’t seem that vindictive: cold
emotionless logic is kind of his whole thing. The game has an answer to these questions, of course:
because his underlings don’t actually know what Cyrus wants. But without a scene where that’s
made explicit, without a scene where, for example, Cyrus reprimands the Grunt to demonstrate
that there’s some kind of miscommunication,
the player is left to make a lot of assumptions.
Many will just assume it’s a mistake. It’s a Pokémon story, after all. Who cares?
It’s a strong pitch, but the story needed much tighter story and character beats to make it
clear that the contradictions were intentional. With so many holes, Team Galactic leave a weak
impression. And I don’t mean plot holes, either: all of this makes sense. Believe me, I checked. It
makes perfect sense that they investigated Pokémon evolution as a potential en
ergy source before
moving onto something more practical. But stories are just as much about omission as inclusion,
and a lack of focus in each scene clouds the player’s understanding of the plot overall.
Introducing Team Galactic with a thread about Pokémon evolution tricks the player into thinking
this information will be relevant going forward. Having Cyrus’ connections to Team Galactic be
ambiguous for most of the game distracts from the fact that he’s lying to his underlings
as well. T
here’s a lot of fluff. You can understand Team Galactic as a fable about cults of
personality, but they’re much easier to understand as your run-of-the-mill tropey cliché villains.
They’re very easy to dismiss as a result: keep in mind this is the same organisation that often
indulges in those clichés and tropes for laughs. Cyrus’ plans come to fruition at the peak
of Mt. Coronet. I can’t imagine a better climactic dungeon than scaling the mountain
that’s been towering over the entire game.
The level design draws attention to Mt. Coronet
throughout the game – it bisects the region, meaning any journey between East and West has
to cut through its tunnels. It makes the map a little confusing at first, Mt. Coronet having
5 or 6 exits, but it’s easier to understand when you realise the northern section
lets you go to up north to Snowpoint, and the southern section lets you go up the
mountain. That’s how I remember it anyway. Accordingly, it’s now become a key location in
the nar
rative as well. Having it loom over the entire game makes scaling it feel climactic
in and of itself – you’ve been waiting to see what this fabled mountain looks like for the
entire game. And it doesn’t disappoint. The treacherous climb through craggy tunnels,
snow, and lashing winds really creates the impression you’re building towards the finale.
This isn’t a journey people make lightly. Cyrus’ plan is to awaken Dialga (or Palkia,
if you’re nasty) at Spear Pillar, the peak of the mountain
where the world was said to have
been created. He intends to use their power to recreate the universe. Cyrus is the nexus of
the game’s story, the point where Team Galactic’s plotting meets the mythological theming.
In a lot of ways, Cyrus is the series’ ultimate villain. He stands in opposition to the
values of the entire series. His motivation is that he considers emotions, or “human spirit,”
to be a flaw, an imperfection on an objective universe. In creating a new universe through
Dialg
a’s power, he hopes to rid creation of that “flaw.” Let’s call that story what it is:
it’s a cliché. You’ve heard that chestnut before: the villain who believes emotions to be a
weakness and the hero who believes emotions to be a strength. “I have no emotions and I’m
going to destroy the universe” is the plot of pretty much every episode of Doctor Who. Clichéd
as it is, I think Pokémon has a worthwhile take on this story because of its mechanical focus. The
series is all about forging conne
ctions with these wee cartoon critters, and beyond that, forging
connections with other people through these wee cartoon critters. A character outright rejecting
those connections as a weakness is destined to be a villain in this series. He shackles Dialga
with the Red Chain, believing a Poké Ball would only limit its power; if you so choose, you can
catch Dialga yourself and thoroughly disabuse that notion. You learn why he’s wrong just by
playing the game, and prove that emotions make us
stronger by defeating him with your partners.
The legendary Pokémon reflect the two sides of this conflict. Dialga and Palkia represent
objective reality: time and space. The Lake Trio represent the subjective nature of humanity:
Knowledge, Willpower, and Emotion. Their existence inherently implies that Cyrus is lacking
something in his assessment of the universe. He has Knowledge and Willpower, but rejects Emotion.
It’s no wonder your character specifically stands in his way, having grown u
p next to Lake Verity
and Mesprit, the Being of Emotion. It’s no wonder Mesprit lingers before you fight Cyrus. It’s an
all-ages franchise so I’m really not criticising it when I say it’s basic – it’s concise,
effective, and direct, using the legendary Pokémon’s theming to drive home the subtext.
The game knows the story it’s trying to tell. But it means Cyrus is carrying all of the story’s
weight. And unfortunately, he completely buckles. I feel as though there are a lot of pages
missing
with Cyrus; he only puts in a total of four appearances across the entire game.
That’s nowhere near enough for the character that carries the entire story on his back.
His relationship with Team Galactic suffers in particular. It’s difficult to believe he’s a
charismatic manipulator when we never even see him interact with any of his underlings. It becomes
impossible to believe after talking to him: he doesn’t seem remotely personable, let
alone charming, let alone charismatic. I know he is
charismatic, the entire story is
contingent on that point, I just don’t buy it. There’s never a moment where his heartlessness
is juxtaposed with the loyalty he’s inspired. There’s never a moment where he faces the
ultimate irony of his master plan: that he could only accomplish what he did because he was
so good at stirring emotion. The game doesn’t even follow through with his backstory during
your battle – his Golbat evolves into Crobat, even though that’s only supposed to happen if it’s
loved. Instead, he spends his limited screentime blethering to himself about highfalutin concepts,
like a Funko Pop of Xavier: Renegade Angel. These failures matter, to me, because they
muddy our understanding of the themes. I’ve heard it said the game’s theme is
mythology vs. science, but I don’t agree, personally. Cyrus prefers the company of machines
over people, but he doesn’t display any disdain for mythology or superstition. His goal isn’t
to rationalise Sinnoh’s myths as scientific
phenomena or anything like that. If anything he
gives Sinnoh’s mythology a lot of respect – he prizes knowledge of all kinds and is vindicated
when he awakens Dialga. No, I think Cyrus’ alien theming and preference for machinery is
just to demonstrate that he lacks emotion. It may be that this misunderstanding is born
of inherent cultural differences. In the West, we see science and spirituality as kind of
opposite and incompatible. My understanding is that it’s easier to reconcile the two
in Japanese
culture; the literal and the metaphysical are not necessarily mutually exclusive. I could be
completely off the mark here; I’m not Japanese myself so the full implications of this heavily
Japanese story are probably lost on me. Whatever the case, I can only speak as a native English
speaker playing a translated version of the game. For me, the theme seems closer to something like
“tradition vs. progress.” The whole game has been preoccupied with preserving myths and traditions
in an increasingly more urbanised world – another expression of Pokémon’s core ecological
themes (let’s not forget how the series was conceived). We see it in Eterna City, with the
meaning of its famous statue lost to the ages, with its children disinterested in the festivals
the elderly used to enjoy. We see it in Oreburgh, a community created around mining fossil fuels
that is in danger of being replaced by the renewable energy provided by the Valley Windworks.
I think we can all agree t
hat renewable energy is, overall, a good thing, but what does that mean
for the people that have created a community around the old ways? We’ve already seen something
like this happen with Iron Island; Canalave City formed around a mine that’s now closed. Roark is
at some point going to go the way of his father. These communities are changing all the time. The
question that Sinnoh seems to be asking is how to change; how to move forward without forgetting
where it came from. It is, again, w
hy I think Dialga is stronger thematically than Palkia;
time is the unstoppable force of this story. Team Galactic are the villains of this game
because, in forging towards the future, they give no respect to the past. Cyrus is
the most extreme expression of their villainy, trying to erase everything that’s ever
happened to create a new universe that can no longer change – it can only expand,
time and space increasing but nothing else. Of course, that’s just my interpretation.
If we were t
o ask Masuda-san, he’d probably tell us that the theme is “ultimate.” At least,
that’s what he said in the April 2009 issue of Nintendo Power. Here’s the quote: “I decided that
‘ultimate’ was the theme in the beginning. I set myself a task to pursue what was the ‘ultimate’
for Pokémon games, and started to act on this theme when making the games. […] The key element
was to create the storyline around the Pokémon in Sinnoh mythology. The relationship between
all these Pokémon is the key elem
ent. I wanted to express the importance of the balance between
substance — Dialga, the ruler of Time, and Palkia, the ruler of Space — and spirit — Uxie, Mesprit,
Azelf. If the substance becomes too large, the balance of the spirit collapses. I wanted Dialga
and Palkia to become counterparts for a sense of balance. Infinite time and infinite space — that
to me is the ‘ultimate.'” This is what I mean when I speak about inherent cultural differences
creating translation difficulties: I get th
e gist, but I’m not completely certain what this means.
Even if you disagree with my or Masuda-san’s interpretation (which is fair enough), I
think we can agree the game doesn’t really convey any of these ideas especially clearly.
Pokémon Diamond and Pearl have great ideas, but you have to be determined to give the
game the benefit of the doubt. You have to look past a lot of cliché and fill in a lot
of gaps to see what the story is trying to do. This is going to be an odd thing to say, but
that
makes sense, right? I think it’s probably very difficult to tell stories in a Pokémon game.
Where Pokémon succeeds, narratively, is in creating compelling, personal stories through
its mechanics, which are enhanced by little bits of context and history. The story of how you
caught each team member is its own little memory; the location you found it in and the struggle
to catch it helping to define these bits and bytes as their own individual creatures.
Other characters and their teams
present challenges for you to overcome, whether that
be the thematic challenges presented by Cyrus or the personal challenges presented by Barry.
Along the way you travel with your Pokémon from a small town in the middle of nowhere to become
bigger, stronger, more confident; your Pokémon changing in appearance to reflect that growth.
I think the series much less successful when it comes to creating a story out of whole
cloth. A lot of recent complaints with the series have focused on the inc
redible
number of text boxes, with NPCs explaining their motivations in comprehensive detail.
Yet these NPCs are essential because believe it or not you need characters to tell a story. And
your Pokémon are not characters. The resources you use to engage with the mechanics cannot themselves
play an active role in the story. They’re non-verbal, and even if they weren’t there’s
no possible way the story could account for the infinite possible team combinations. So the
problem that every singl
e Pokémon narrative faces, the problem the series has never really been able
to solve, is that the mechanical narrative of catching and raising Pokémon has limited ways to
interact with the story it’s trying to tell. Sure, sometimes the themes bleed over into one another.
But there’s no way for your Pokémon, the vectors for the mechanics, to become part of the actual
plot. Before the big plot twist you press Super Effective attacks; after the big plot twist you
press Super Effective attacks
. Your party doesn’t even change – or else it does which is even worse.
I think a counterexample would help clarify my point. Imagine this plot in a more traditional
RPG. Your party would be full of members, each with their own character arc that could feed
into the overall themes. The cleric is a priest who’s studied the ancient myths and legends.
Later, you recruit a Team Galactic scientist. They both antagonise one another and get into
fights about their opposing viewpoints on a number of
subjects. One views culture and tradition
as an essential part of a person’s identity, the other believes that ideas should be discarded
if they don’t work any more. One believes Dialga to be a God or a spirit, the other sees it as
a scientific phenomenon. Through them, we get a clearer picture of the conflict between tradition
and progress, or science and myth if you prefer, that the game seems to be aiming for. Their
dialogue always feels relevant because it directly involves members of
your party. Character growth
could result in new moves or techniques; mechanics and narrative complementing each other perfectly.
By the end, the two share a mutual respect, and through their relationship the player is left with
the feeling that maybe it’s possible to reconcile these two perspectives. And then they kiss.
Characters are needed to challenge the ideas put forward, to define the boundaries of the
game’s themes. Pokémon just doesn’t have that luxury. The party that engages with t
he mechanics
are essentially your pets, and the characters that appear in the story have nothing to do with
the gameplay unless you are fighting them. So, in recent games, the NPCs have had to
do a lot of legwork to bridge that gap, to expand on the themes and tie them back into the
capturing and battling mechanics. And we’ve seen what happens then: text box city, baby. Your
character is silent, meaning the protagonist can never be an active force in the story unless
something needs kicked
in. Often the story feels vicarious as a result; you’re experiencing other
characters’ struggles and arcs from the outside in. And NPCs stop everything to waffle at you
every chance they get, interrupting rather than enhancing the more effective story being told
through the game. I’m not saying this can’t be done well, just that I understand why it’s a
struggle to write characters in a Pokémon game. The alternative that Brilliant Diamond plumps for
is to undersell its themes. I’ve criticis
ed Cyrus a lot here, but addressing any of these points
would involve giving him a lot more screentime, and a lot more text boxes! Considering how we all
seem to feel about that, maybe it’s better this way after all. Sinnoh manages to impart a feeling
and atmosphere that later games haven’t, maybe because it doesn’t stop to explain it to you.
As you can tell, Sinnoh’s mythology represents an irreversible tipping point for
the scale of the series. I mean, here’s a primordial God recreating th
e entire
universe. I’ve criticised this kind of escalation in the series before. But in the context of this
game specifically I’m a lot happier with it. Pokémon Diamond and Pearl took a lot of cues from
the story of Pokémon Ruby and Sapphire. I hesitate to call it a “retread,” I think there’s a lot of
details that distinguish it, but the similarities are undeniable. Here’s a brief recap: the player
is given a Pokémon by a Professor and tasked with filling in a Pokédex; they encounter a vill
ainous
team attempting to steal important goods around the first Gym; further run-ins over the course of
the game reveal the villains’ plans to awaken a legendary Pokémon and harness its power; the
legendary Pokémon awakening has disastrous consequences; the player battles the team’s leader
and then the legendary Pokémon between the seventh and eighth Gyms; the player then goes on to
defeat the Pokémon League and become Champion. So to distinguish itself, Diamond and
Pearl escalates. Groud
on and Kyogre were climate-based threats; their power endangers the
ecosystem. Dialga and Palkia are cosmic threats; their power endangers reality itself. It’s a
huge step up – the highest possible stakes we can conceive of. The strength of a sequel is
being able to forego introductions and dive deeper into thematic content; less time spent
establishing a tone or a mood means more time fleshing out the ideas. Dive too deep, though, and
you risk taking the initial appeal for granted. Four ga
mes in and Pokémon’s main narrative is
only tangentially about Pokémon. It’s instead focused on a small handful of specific Pokémon
and their thematic associations – time, space, gods and creation myths. It’s still tied back
to the core systems of catching, battling, and resource management by virtue of the fact
that the legendary Pokémon are still Pokémon, but it means the climax of the game doesn’t seem
all that relevant to the premise of the series. In short, it’s easy to see this as the
moment
Pokémon jumped the Sharpedo; the moment the series had exhausted interest in its basic appeal
and had moved onto stunts to generate attention. But I don’t think this escalation was
unconsidered. The game doesn’t just dump gods of space and time on you at the very
end. Mythology is present throughout the game: woven into the script, the level design, and even
the Pokémon themselves. Even the location of the final battle has mythological influences. Dialga
and Palkia seem to be based
at least somewhat on the Shinto creation myth – the deities Izanami no
Mikoto and Izanagi no Mikoto, who erected a great pillar at the centre of the mythical island of
Onogoro Jima using the Spear of Heaven. A Pillar created using a Spear – Spear Pillar. So even
though Dialga and Palkia are the most incredible escalation on paper, it doesn’t feel sudden or
incongruous when you’re playing through the game. But the story is a lot more complicated as
a result. It’s inherently more ambitious a
nd abstract than the games that came before it;
it requires more legwork to justify and more investment to understand. Your suspension
of disbelief is pulled taut; if you’re less interested in Pokémon, this might be the thing
that relegates it to the dustbin in your head. Manifesting myths complicates our understanding
of both the world and Pokémon as creatures. It's asking us to hold in regard these deities both as
mythological creators, and as physical phenomena modern science is trying t
o understand and
control. There’s room for plausible deniability about the true nature of these Gods in the Pokédex
and dialogue, but there’s no getting around the fact that Dialga literally creates a new universe
at the climax! What is that if not a God? I said last time that I preferred it when
Pokémon were only said to be creator gods, and I stick by that. Personally, I think keeping
legendary Pokémon’s status as mythological rather than literal is a stronger worldbuilding
proposition.
Pokémon is and always has been about humanity vs. nature, and seeing how people
shared stories to make sense of the world around them really contributes to its depth and history.
Not to mention, Dialga’s status as a creator god is undermined somewhat when you capture it and
stuff it into a tiny little ball, or when battle your pal and find out they’ve got one too.
But while it’s a stronger worldbuilding proposition, having Dialga’s power just be a
story told between people is not necessarily
a stronger storytelling proposition. Because
legendary Pokémon are already stories being told between people – as we established earlier,
Pokémon is fictional. Scrutinise the series for all worldbuilding abberations and you risk losing
the basic childhood fantasy of keeping a powerful monster in your pocket. Some Pokémon are described
as destroying mountains, causing volcanoes to erupt, levelling cities, creating black holes,
kidnapping children. So far as I know they don’t actually do thi
s, at least in the games, but
how tedious would it be if the Pokédex had to walk back every claim it made? How anticlimactic
would it be if Cyrus’ plotting came to nothing because Dialga appeared and everyone realised,
“oh, this guy’s shit actually, nevermind.” If we become too pedantic about the rules of this
world, we also limit it. Like I said earlier: we shouldn’t have rules for creativity; the second
we know what Pokémon can and cannot do or can and cannot be is the second imagination
dies, it’s the
second this series becomes bland and homogenous. That having been said, I really do like the
Pokédex entries for these kinds of Pokémon. Dialga’s Dex entry strikes a perfect balance.
It reads: “[i]t has the power to control time. It appears in Sinnoh-region myths as an
ancient deity.” That language is some absolute masterclass world-building; it’s so specific.
Two statements, side-by-side, that are very terse and objective – these are both facts about
Dialga – but they both
say so much more. Sure, it can control time, and that is remarkable
enough on its own. But is it a universe-creating time deity? We’ll never know, because nobody in
the Pokémon world can say for certain either. With Team Galactic defeated and Dialga
captured, the road to Sunyshore City is finally open. This fella’s been blocking
the road since the first time we came through Hotel Grand Lake, before the fourth Gym.
It’s a sunny beach Route, there’s rich kids and Sailors and Tubers and cabins,
all that, but I
will forever and always associate Route 222 with the moment Pokémon was ruined for me. This was
the Route I was on when my friend first told me about Effort Values, or EVs. I didn’t believe
him at first – honestly, I didn’t really want to believe him, I didn’t want to believe that
I’d spent the entire game raising my Pokémon wrong. But no, of course, he was right, and I
never looked at this series the same way again. If you don’t know what I’m talking
about, here’s a brief
rundown. Each Pokémon has an array of stats and options
that affect them in subtle ways. These make each Pokémon unique. Slight fluctuations in these
values will result in a Pokémon’s stats being slightly different, even if they’re of the same
species and at the same level. So no two Pokémon will be identical without precise co-ordination.
Manipulating these stats allows a player to “customise” their Pokémon: to confer on
them variable strengths and weaknesses, and in some cases adopt diffe
rent strategies.
Natures, Abilities, and EVs are all great. They unquestionably enrich the game, allowing a player
to consider each of their Pokémon more deeply. Without them, all of a Pokémon’s strengths and
weaknesses would be determined by its species; decided for the player before they
even catch it. The game would become more rigid and knowable, with less scope for
unique builds, surprises, and predictions. By allowing a player to tweak their
Pokémon’s proficiency and specialty, the ga
me massively increases its
strategic depth. It encourages you to really focus on your Pokémon’s strengths
and weaknesses, to come up with strategies, to pay attention to it in a way that could forge
a greater fondness for that Pokémon. Building a Pokémon is more fun and more satisfying than just
slapping moves and stats on it wherever they fit. I don’t even mean a “meta” build necessarily –
whatever “meta” is in-game – if anything it’s even more fun to try out something goofy! I think
it’s
more satisfying because you’ve spent time and effort really engaging with your Pokémon!
But my knowledge of these mechanics – born of sincere enthusiasm for the series!
– has, if anything, made my play experience worse. Natures confer inherent
strengths and weaknesses to your Pokémon. Each Nature comes with a 10% increase to one stat
and a 10% reduction in another. An Adamant Nature, for example, means your Pokémon has 10% more
Attack and 10% less Special Attack. You see how that balances o
ut. If you want to build
your Pokémon to be more physically offensive, you’d give it an Adamant Nature; if you
want to build it to be physically defensive, you’d consider an Impish or a Bold Nature instead.
It’s a brilliant system; with each upside comes a downside that forces you to think more deeply.
The problem is, these Natures aren’t chosen by the player; they’re generated alongside the Pokémon.
If, as a random example, you were given a Lucario you planned to use as a Special Attacker,
it
would be a real scunner if it had a Brave Nature, wouldn’t it; lowering its Speed but raising the
physical Attack stat it’s never going to use? If you’re stuck with that… hard cheese. The items
that change these stats are difficult to come by. Abilities are passive effects that allow
a Pokémon the chance to distinguish itself from the competition. Even a mediocre Pokémon
can carve out a niche with the right Ability. As a simple example, you might remember Vice
Vespa has the Technician A
bility to boost the power of Bullet Punch. Without this power boost,
Scizor would either have to choose between a less powerful Bullet Punch or a more sluggish speed.
So if your Scizor has the Swarm Ability instead, you may choose to build it more defensively;
bringing it to low health to power up its Bug-type attacks. And that’s just a simple “numbers-go-up”
example; some of these Abilities get pretty wacky! So these Abilities make the Pokémon more distinct.
Not only can an Ability charact
erise a Pokémon by introducing a mechanical impact to its morphology,
but it can encourage a player to invest in that context. They ask players to learn and understand
each creature. Coming up with a strategy that takes advantage of your favourite Pokémon’s
unique skills is very rewarding; in some cases, understanding a Pokémon’s unique ability can be
what makes it a favourite in the first place! But, again, these Abilities are generated
alongside the Pokémon. And I feel like some Abilities
are just plain better than others. Take
Scizor: with Swarm it can be brought to low health to power up moves of a niche offensive type;
with Technician it just gives you a concussion at 90 miles an hour. I haven’t done the legwork
on this, admittedly, but I’m fairly confident Technician is the better Ability. If your Scyther
has Swarm, or, hell, even if your Scyther has Technician and you want Swarm… hard cheese. The
items that change its Ability are difficult to come by. Where have we hea
rd that before?
There is a solution to all this, of course. If Natures and Abilities (and genders, if
relevant) are chosen when a Pokémon is generated, the answer is to simply generate Pokémon
until you get the one you want! Run around in the grass or hatch more Eggs until you
get the right combination of Nature, Ability, and gender! Which, of course, makes catching
Pokémon a lot more tedious than it used to be. Let me paint you a monochrome picture of
catching Pokémon in Generation I. You
find the Pokémon you want to catch, and you catch
it. It doesn’t get more immediate or satisfying. Success or failure are a very clear binary.
Catching Pokémon now is a lot more fiddly. Can I see its Ability? If yes, I’ll have
to make sure it’s the one I want; If no, I’ll need to catch it and find out. I’ll also have
to check its Nature is acceptable – you don’t want to end up with an Adamant Nature on a Gengar,
after all! But with 25 Natures to choose from, the definition of “acceptable” is
changing all
the time. Unless you land on the perfect Nature, you’re always balancing standards with patience.
There’s been a few times I’ve just taken a Nature I’m not happy with because I simply can’t be
bothered re-rolling the dice – look at Bandage! And keep in mind I’m considering this
in aggregate; I have to consider Nature and Ability and perhaps even gender all at
once! Landing a decent Pokémon can feel not so much like rolling a dice but rolling 3.
So: to re-stress, I like these s
ystems a lot. But you see how they’re also
making my play experience worse. Effort Values have different problems.
Unlike Natures and Abilities, EVs aren’t set from the moment a Pokémon is generated; they’re instead
developed over the course of your training. Think of them as “stat experience.” Without going
too far into the numbers and mechanics, the more you fight certain kinds of Pokémon, the
more your Pokémon grow in corresponding stats. For example, Gyarados has a high Attack stat,
so
defeating a Gyarados raises every Pokémon in your party’s Attack. With me so far?
There’s an overall cap to EVs. You can balance your distribution however you like,
but you can, at most, raise 2 stats to their maximum. So you have to think carefully
about how you want to distribute your EVs; which stats you want your Pokémon to excel
in, and which you want to leave weaker. Again, basic example, if I want Bandage to hit as hard
and fast as possible, I’d pour everything into Special Attack and
Speed. If I wanted it to be
more survivable instead, I’d pour some points into Defence. It’s a thoughtful limitation, again
encouraging deeper engagement with the Pokémon. But you already see the problem, right? If I
fight a Gyarados with Bandage in my party – like this! – those EVs are wasted. Thankfully
there are ways to revert them, but even so, what am I supposed to do here? I know this is,
for lack of a better word, wrong, but there’s no reasonable way to do anything about it!
I have
a few major issues with this. One: it’s really poor contextually. I don’t
understand how defeating your opponent transfers its strengths to your Pokémon. The Vitamins
that also raise EVs make a lot more sense to me. The poor context feeds into problem number 2: poor
communication. The system is not intuitive, and it’s never made clear the relationship between the
opponents you fight and the “Base Stats” on your Pokémon’s stat page. It’s even more difficult to
gauge how much impact your EVs
have on your stats. You would have to do a lot of experimentation
to figure out how the mechanic actually works. Third: EVs mean a freshly-caught Pokémon
is weaker both in level and, independently, in stats. Pokémon already have a number that is
supposed to enumerate their strength – that being, of course, their level. If their level is
up to par and they’re still underperforming, a lot of players are just going to assume
that Pokémon is a bit crap. I wonder if this contributes in some smal
l way to the phenomenon
of players sticking with their starter throughout the entire game. The modern Exp. Share helps
with this problem, of course, distributing EVs to your entire team for every Pokémon defeated,
but there are probably less extreme solutions. Fourth: the decisions to be made are often
obvious. Nowadays, it’s kind of an expectation that every Pokémon will have available
at least one powerful STAB running off its stronger attacking stat. STAB, or Same-Type
Attack Bonus, mea
ns that a move is stronger if used by a Pokémon of the same type. In the earlier
Generations, when moves were split into Physical or Special based on type, players would have to
choose between sub-optimal solutions. Gyarados, for example, had to give up on STAB Water moves to
take full advantage of its dizzying Attack stat. Mixing in Hydro Pump or Surf would maybe have it
investing something in Special Attack instead. When moves were split into Physical or Special
based on move rather than
type in Generation IV, Dragon-types dominated the next couple of games
so hard the series had to introduce a whole new type to slow their roll. You no longer have to
decide if STAB or coverage justifies a Special Attack investment on Gyarados; just use a Physical
Water move instead. The Physical/Special split was unquestionably the right choice, mind
you, just that it also resulted in linear decisionmaking that maybe doesn’t encourage
players to build their Pokémon their way. It doesn’t all
ow the EV system to really shine.
The big problem, though, is that the system is so discouragingly tedious. To make sure
your EVs are where you want them, you have to fight dozens if not hundreds of Pokémon, or
grind money to buy plenty of Vitamins – 26 per stat at $9,800 a pop means at least $254,800 per
Pokémon. If you’d like a more nuanced stat spread, if you’re not trying to max out certain stats, you
have to manually keep a tally of how many Pokémon you’ve fought or Vitamins you’ve fed
them. The
graph on their status page doesn’t give you any concrete information. And that tedium combined
with the lack of information makes it impossible to tinker in the way the system enables! If
you didn’t hit a damage threshold you wanted, was that because your EVs are poorly distributed
or was it something else? If it was the EVs, can you really be bothered fixing them?
Like, I’m getting bored explaining this, let alone doing it. It’s a huge stumbling block
for a game that is otherwis
e so good at keeping battles about context rather than stats.
Now, of course, you don’t have to care about any of this if you just want to get through
the single-player; it is not going to matter. But again, my problem is not that I don’t like
these systems… it’s that I do like these systems! They enrich the game tremendously,
but they also make my play experience worse! They’re often cryptic, usually complicated,
and always tedious. Their advantages are lost not only on the players that don
’t know about
them – I sure as hell wasn’t paying attention to fluctuations on the stat screen when I was
a kid – but to everybody, even the enthusiasts, doing a casual playthrough. Unless you’re
willing to catch the same Pokémon over and over and over to get the perfect combination
of Nature and Ability; unless you’re willing to fight at least 126 specific Pokémon per team
member to tweak your EVs, or else grind cash to afford all the Vitamins; unless you’re willing to
make the game a cho
re; you can’t engage with these systems except on a very rudimentary level.
Making these systems so prohibitive means players cannot engage with them casually.
Or, in other words, they’re just not fun. And that makes people more rigid and less
experimental. You don’t want to waste your time coming up with a kooky new strategy if it’s going
to take hours to even get to see if it works! And that makes players complacent. Many
of us aren’t thinking for ourselves, experimenting with these excell
ent mechanics
and coming up with unique playstyles. We’re instead reading guides and copying established
strategies if we’re bothering at all. It’s a huge waste of a really interesting system.
And of course, there’s another stat I haven’t mentioned. Individual Values, or IVs – that’s
right, there’s more! – are a hidden value that randomly increases each stat from
0 to 31 when the Pokémon is generated. I didn’t include IVs because, unlike the
other systems, fundamentally I just don’t like th
em. They have all the min-maxing
tedium of EVs, but with absolutely none of the decisionmaking. Because, unless you’re
doing a specific competitive build, you want IVs to be the highest they can be. That’s all.
There’s no flexibility or tradeoffs like there are with EVs; you just want bigger numbers.
The narrative this is supposed to create is that all Pokémon are individuals with their own
qualities; their own strengths and weaknesses. You, the trainer, have to pay attention and take
the t
ime to help them realise their potential. But there are huge flaws in practice. Giblets
actually has 0 Attack IVs – the worst they can be. But even if I leaned into this, a Physical
Garchomp is potentially so much stronger than a Special Garchomp. He is, basically, just
worse at being a Garchomp. Taking that to its logical extreme, imagine you and your friend
both caught the same Pokémon. Both are identical, except yours has 0 IVs across the board, and your
friend’s has perfect IVs across t
he board. Your friend’s Pokémon, then, is objectively better.
There’s no workaround or alternative strategy, it’s just stronger. If you notice this difference
at all you’re just going to be made keenly aware of your Pokémon’s shortcomings, what with
your bastard pal rubbing it in your face. So rather than make each Pokémon special, IVs
just make them disposable. I’m not encouraged to overcome its flaws or tap its hidden potential
– it’s just a shortcoming I can’t fix. The system is a failur
e on two levels. Either the player
doesn’t notice these minute differences, in which case these stat fluctuations
aren’t creating their intended narrative; or they do and they realise just how disposable
their Pokémon is. The mechanical narrative, in the latter case, is honestly kind of sinister.
Rather than the story of two partners working together to overcome their flaws and realise
their potential, it becomes the story of the sire of a rigorous breeding programme undergoing
strict trai
ning to become the Kwisatz Spinarak. The common problem with all these systems –
and a common problem with games in general, honestly – is that understanding
the systems erodes the fantasy. Become too familiar with a game’s mechanics
and you’re no longer engaged in the drama; you “see the Matrix” and everything
is reduced to values and stats. But that problem is by no means unavoidable!
There are surely alternatives that are less obtuse and indulge the fantasy better! Simplicity and
transp
arency founded in strong context can enhance both the narrative and mechanical enjoyment!
Of course, iterative quality of life changes have improved these systems a lot.
Pokémon makes these improvements at a glacial pace, but Gen VIII is finally in a place
where you can change almost everything about a Pokémon after it’s been caught. Mints change
Natures; Capsules and Patches change Abilities; EVs can be changed even at level 100; and
Hyper Training can max out IVs. The game will even show yo
u your Pokémon’s EVs and IVs
now. With enough time and energy, you can bring out any Pokémon’s full potential. Great stuff.
Of course, this stuff is all post-game and still gated heavily – you have to put in an insane
grind after you’ve already finished the game to avail yourself of these items. I think
it may actually be faster in some cases to breed for Nature and Ability than it is to
save up enough fake fake money for Mints. And that practically makes the whole endeavour
pointless. Once
again, with feeling: I like these systems (well, except IVs), I want to engage with
them, but the time investment is so prohibitive that I don’t! This isn’t fixing that issue, it’s
just pushing the tedium into the post-game! It is stronger by virtue of the fact you can improve by
battling with your favourite Pokémon, but… well, we’ll find out when we get there, eh?
The game already has a better way of making Pokémon unique: incidental details.
The Ball you catch it in, its Original Trainer,
the location it was caught in, its habits,
its nickname: all of these tell a little narrative and help contribute to the idea that
your Pokémon is an individual. Furthermore they don’t confer any objective benefits.
I think the proposition of being able to change these is more complicated. If you can change
absoutely everything about your Pokémon then they feel fake, like toys for your amusement. I think
context is important. I have no issue being unable to change its Original Trainer, its l
ocation, or
its personality quirks. All of these feel like history, immutable fact. One sober little detail
I really appreciate is using a Mint doesn’t change a Pokémon’s Nature itself but its corresponding
stats. It still likes the same flavours it did before and everything; you’re not overwriting
its personality. Of course that encapsulates the problems with the way Pokémon handles this
stuff all by itself, but I love that it’s trying. I’m more mixed on nicknames and Poké Balls.
You’re u
nable to change the nickname of traded Pokémon in Brilliant Diamond and Shining Pearl,
presumably because you couldn’t in the original games either. Pokémon Sword and Shield actually
changed this for the first time in the series: the player is allowed to change a traded Pokémon’s
nickname… once. Frankly I have no idea what they were going for with this, it neither allows the
player to change their Pokémon’s name however they like nor preserves the Original Trainer’s intent.
Either way, it i
sn’t in Brilliant Diamond so it’s not really that relevant, but I do still think
you ought to be able to just change the nickname however you please, if for no other reason
than to prevent the possibility of griefing. I think if anyone was going to be offended
by you changing a nickname, they wouldn’t have traded it away in the first place.
Poké Balls are also unable to be changed. You may have noticed this and maybe it even
bugged you: most of my Pokémon are nice and uniform in their tidy r
ed Poké Balls, but Kipz
is stuck in a Quick Ball, which I think is a poor fit – a lightning motif on a Ground-type
Pokémon. I’d like it on some level if it were a holdover from its Original Trainer – you can
practically see the scenario in your mind’s eye, coming across a Mudkip in the Grand Underground
and just chucking a Quick Ball rather than risk fainting it. But there’s a slight problem: I’m the
Original Trainer. Kipz is a descendant of the one I got in that Wonder Trade. There wasn’t
any Quick
Ball showdown… I just bred it. Again, any quibbles I may have had about preserving storytelling are
quashed by sheer convenience. I’d much prefer to just be able to choose which Ball I keep it in,
especially if they’re going to have Poké Balls that do a big pump when you throw them.
You can customise the inside of your Poké Ball though, with Stickers.
Now, look, I don’t think this is a must-have feature going forward or anything like that; I
think it’s a bit weird that we get to cu
stomise the inside of the Ball but not the outside.
But I kind of love this. Your Pokémon really feel unique when they’re accompanied by a custom
made light show. That’s how you distinguish your Pokémon from your pal’s: not through some obscure
little detail hidden away in the stat screen, but through a personalised visual flourish.
Many of Sunyshore City’s roads are made of solar panels, suspended in the air to make
maximum use of the squashed and uneven terrain. It’s a really cool bit of c
ontext! Strong
grounding allows it to have a fantasy flair without becoming completely unhinged. I feel
like there should be a pillar here supporting this bit at the bottom left though? That’s
it, ladies and gentlemen, we’ve found the nit-pickiest comment in an eleven-hour video!
Thank you, thank you so much for coming. Sunyshore Gym is the first Gym in the game
where you’re ahead of Barry. You’ve finally overtaken him, which makes sense both for
your rivalry and for Volkner’s backstory. S
o the story goes that Volkner, the toughest
Gym leader in Sinnoh, is listless because of a lack of worthwhile challengers. His
friend, Flint, encourages you to track him down and challenge him to fire him back up.
The pacing at this stage is strained to the point of almost breaking. Defeating Team Galactic
and battling God at the peak of the region was the narrative’s big climax. With that done,
the game is now scrambling to build towards the actual finale basically from scratch. There are
tons of hurried references to the Pokémon League: Flint is a member of the Elite Four; the
League can be seen through binoculars at the top of the lighthouse; and Volkner decides
if he can defeat you he’ll challenge the Elite Four himself. It’s effective at refocusing you on
your new goal, but it’s not particularly elegant. Volkner has become infamous locally for
tinkering with the Gym in his boredom – his latest experiment being the cause of
that whole power cut in the first place. He’s do
ne a bang-up job to be fair, decent
wee puzzle. Themed well and with good pacing – it gives you pause for thought
without being a massive interruption. I mentioned earlier how important theming was
in the Gyms, to help give us an idea of the characters and their affinity. Part of the credit
has to go to the story, but I feel Sunyshore Gym gets it right. The giant gears and platforms are
so over the top, so extra, you get the feeling that Volkner throws himself into everything he
decides to
do. You get the impression of him as restless and driven, but also feeling kind of
trapped, like a tiger in a cage – appropriate, considering his ace! This is an advantage of
the Gyms essentially being theme park rides: their exaggerations can offer insight into the
Gym Leaders and their character. They use every part of the Bouffalant, and that efficiency
is needed to convey the Gym Leaders’ character with such little screentime. It’s just a shame
that so many of Sinnoh Gyms aren’t as wel
l done. As for the battle? Fuck you Volkner,
I have four STAB Earthquakes! Remember, I wasn’t planning on using Swampert
or Mamoswine going in! I don’t know why I’m taking such an apologetic tone, it doesn’t really
matter, as Sinnoh’s emblematic flaw swings all the way back around into improving the game. Volkner
doesn't actually use many Electric types as there are only a small handful in Sinnoh. It’s a real
blessing in disguise of the limited ‘Dex – bosses have the chance to use Pokémon a
nd moves that
can cover for their weaknesses. I thought I could just use Razor Leaf on this Octillery –
of course, I was forgetting about Aurora Beam. That’s the problem with mono-type trainers,
right? It’s not even a difficulty issue, it’s a fun issue – it’s not that fun to select
the correct move once and then just tap A until the fight is over. It’s not that fun to fight
the region’s tiny pool of three or four, say, Ghost Pokémon back-to-back-to-back. Pokémon is
turn-based; it’s not a g
ame of reactions, it’s all about making decisions! If those decisions
are extremely obvious, then all you’re really doing is pressing the correct button over and
over like history’s most lucrative Skinner Box. So essentially one of this game's big problems
fixes another of its big problems. Of course you can have your cake and eat it, I'm not saying this
is ideal, but it’s a happy coincidence isn’t it? While we’re here, I just want to
talk for a moment about poor Luxray. I mentioned last ti
me that, on my first
playthrough of a game, I always ended up with a Pokémon that I loved that became a bit of
a dead weight by the end. When I said that, the Pokémon I was thinking of specifically was Luxray.
Look, nobody’s more gutted than me, I love Shinx, he’s just a wee lad wearing his trousers, but
despite an impressive 120 Attack in his final form, he doesn’t learn many Electric moves that
take advantage of it. Remember when I said it’s all but a guarantee a Pokémon has a decent
STAB
option running off its better attacking stat? Not poor Luxray. He learns Wild Charge at
level 80, which is 90 Power and causes recoil, and that’s his best option. The next option
down is like… Spark. His speed isn’t that great either. Now that I’m thinking about it
actually I’m just describing Electivire here, aren’t I? Finally got the chance to use the poor
bugger and I see why you wouldn’t. Great coverage, great Attack, but 75 Power just isn’t enough!
Jasmine, Johto’s Steel-type Gym Leade
r, can be found at the north of Sunyshore City. This
was yet another hint about the then-upcoming Johto remakes that were all over the place in
Diamond and Pearl – they’re the inciting incident for the entire game, even! She’ll
give you the final HM: Waterfall. With that, we have all the HMs, so it’s time for the last
little Sinnoh roundup before Victory Road. I think allowing players to explore old
areas with new items is valuable. It creates a sense of permanence and continuity
to the wo
rld: these Routes are Routes, rather than disposable levels. It gives them
a little more depth: you aren’t going to see everything your first time through. Best case
scenario, it can be pretty cathartic returning to an old area and finally being able to explore a
bit of the level that was tantalising you earlier. But it’s a tricky business. Leaving aside
the problems with areas like Oreburgh Gate, backtracking is inherently less interesting
than exploring new areas because, obviously, you’v
e already seen most of what there is
to see! You know what to expect and have proven you can overcome the challenges there.
I think the trick is wasting as little time as possible in getting to the new and interesting
stuff. I’m less fed up exploring the waterfall on Route 208, for example, because I only need
to wade through one patch of grass to reach it. Exploring the Waterfall on the 4th floor of Mt.
Coronet is much more of a slog because you have to scale this mountain that you’ve alrea
dy conquered.
The uphill struggle just doesn’t have the same resonance when you already know you can do it; the
level doesn’t have any mystery when you already know what to expect. It only makes it more of a
slap in the face when you find a single tiny room and then have to make your way back down again.
The player can minimise wasted time using Repels. The new Exp. system makes fighting weaker
Pokémon less valuable than it was before, so it’s even more worth your while
to use Repels when b
acktracking. The pacing would be unbearable without them.
Repels have a weird pricing quirk, in that the Super Repel is the best bang for your buck.
Super Repels cost $500 and work for 200 steps; Max Repels cost $700 and work for 250 steps. That
works out to $2.5 a step vs. the Max Repels’ $2.8 a step. It may have been worth your while in the
past, as Max Repels would reduce time spent in the menu. But now the game prompts you to use
another immediately. So, you know. Maybe it’s meant to be
this way? I’m not even
sure if this counts as criticism, it’s like halfway between criticism and trivia.
Unfortunately there’s no way to stop the game wasting your time when using an HM.
You strike a pose and a Bibarel flashes across the screen before you use the move.
Thankfully it only does this once per room for each HM, but it still manages to drag
the pace down in Routes and caves with a lot of water. Route 223 has you jumping
on and off Bibarel every few seconds. Victory Road illustrat
es another problem
with backtracking in Brilliant Diamond: the top-down perspective.
Its winding level design is constantly doubling back through the entrance
chamber. It’s fairly straightforward, but has the impression of non-linearity. As you go through,
you’re constantly given access to new ledges and areas you couldn’t access from the entrance.
The novelty is stifled by seeing the chamber from the same flat top-down view. There’s no
mystery to the later areas as you can already see what’
s up on the ledges from below,
and it’s difficult to distinguish areas you’ve already been to from ones you haven’t.
I don’t think it’s poorly designed or anything! It’s more interesting as it is than just being
a straight line. I’m just trying to illustrate a point about the difficulties of reusing areas.
I think the very fact that the camera’s top-down means the designers need to do more work to
distinguish new areas and keep backtracking from becoming boring. You can imagine that
this le
vel would be a lot more interesting with a dynamic camera. The upper floors would
retain a bit of mystery; reaching them would give you a bird’s-eye view of the level; and the
two would be more distinct for that difference. Game difficulty has become a
contentious topic recently. It’s, funnily enough, difficult to discuss
difficulty in games because it’s so subjective. A challenge that’s impossible for one player may
be trivial for another. A newcomer might offer an honest appraisal of an a
verage person’s experience
while also misunderstanding some of the mechanics; an expert player may get those details right but
fail to reflect the experience of your average joe. Mechanics that frustrate casual players
may shine after hundreds of hours of investment; mechanics that smooth out a first playthrough
may frustrate experienced players by holding them back. It’s a slippery bastard of a
topic: no sooner do you have a handle on it than it slides out your grasp again.
I say all this
because I feel like I did a poor job covering the topic last time. I
criticised Omega Ruby for being too easy, or, more specificially, for it being “too easy to make the
game too easy.” Nice line, but it doesn’t really approach the mechanics holistically. If you’re
knowledgeable enough to feel the game is too easy, you’re probably also knowledgeable enough to
remedy that problem by turning off the Exp. Share, changing the Battle Style from Shift to Set, or
limiting your levels or team membe
rs. Personally I don’t find it enjoyable to supervise my
own play like that, but this is a heavily customisable series that should be accessible
to kids: whatever argument I made that didn’t acknowledge these options is deeply flawed. Viewed
a certain way, the fact it was so easy to adjust the difficulty in Omega Ruby speaks volumes
about the strength of the game’s mechanics. These criticisms of my approach
are valid. And yet, I have to say, I had a better time with Brilliant Diamond
becau
se I felt the default difficulty was a lot better tuned. I wouldn’t say I had a tough
time, but I found myself engaged throughout. That’s the important point here, for me:
engagement. The discussion around difficulty often becomes defensive because it so often
becomes a pissing contest, as if being better at Pokémon is an inherent measure of a person’s
worth. I’m interested in difficulty only insofar as it makes the game more or less interesting.
Difficulty is an indelible factor in the play
er’s enjoyment of any game. If a game is too easy
it can become boring and repetitive; if it’s too hard it can become frustrating and offputting.
Of course, what will be “too easy” or “too hard” will vary from person to person as we’ve covered.
We’re coming up on Sinnoh’s Elite Four, one of the most infamous difficulty spikes in the entire
series. And while I’m sure there are Pokémon Masters who find them trivial, most of my school
friends gave up right here in the originals. I consider tha
t just as big a criticism as my
finding Omega Ruby too easy. In a lot of ways, it’s the same criticism: the difficulty is so
poorly tuned it hampers the player’s enjoyment. A smoother difficulty curve would help engage
people of all skill levels. This is where much of the series fails. It establishes a trivial
level of difficulty as a baseline, and spikes hard at the end. So either a player will go on
autopilot for most of the game or they’ll hit a brick wall before the end. Both are dissat
isfying
play experiences stemming from the same problem. That problem is a lack of mechanical progression.
Super Effective moves are introduced early – as they should be! – but the game never moves on
from them, instead reinforcing the importance of that mechanic one specific type at a time. The
game, as a result, doesn’t take full advantage of this excellent mechanic. I mean, the whole reason
the type system is interesting in the first place is because you can mix and match! What isn’t
in
teresting is clicking “Super Effective” while the opponent throws Pokémon with a critical
weakness into the meat grinder. Additionally, by not moving past the entry-level tutorials, the
game also doesn’t encourage the player to engage with any of the other excellent mechanics. If the
game was peppered with tougher challenges – tanky Pokémon holding Leftovers, Swords Dance
sweepers, or damage-mitigating Berries, for example – it would be both more involving
in the moment and better prepare y
ou for the Pokémon League’s challenges. It would be tougher,
sure, but not because I think you should have to be a hardcore giga gamer to enjoy Pokémon! Kids
should still absolutely be able to get through it! It’s because, in creating solutions to these
problems, you’re thinking more deeply about the mechanics. The Focus Sash tutorial from Sword
and Shield is a solid example. Not difficult, but overcoming it adds that strategy to the
player’s repertoire. That could allow the game to cash in
on it later. Or, let’s say you
face a Reflect/Light Screen Mr. Mime earlier. Overcoming it would probably demand you understand
those moves and that strategy. You might even be inspired to try it out for yourself. I mean, I
wouldn’t use Mr. Mime personally, but, you know. Challenge runs represent a solution to these
issues. Experienced players establish their own rules, such as permanently boxing fainted
Pokémon, not using items during battle, and never cresting the levels of the next boss
’
most powerful Pokémon. Dipping my toe into these kinds of challenges has been rejuvenating, I
like them! The reason I don’t think they’re an ideal solution is challenge runs demand a player
supervise their own play rather than the game. A player must commit to a set of rules that won’t
be enforced externally; they must choose to make the game more difficult for its own sake. In other
words, that’s not the way the game was designed; that’s not the way most players are going to
experience
the game. Sure, people like me can do a challenge run and probably have a better time! But
if the game isn’t observing those rules, casual and first-time players won’t either, and they’ll
probably experience some potholes and speedbumps as a result. A well-designed difficulty curve
can instead challenge a player to improve without being too taxing, and I think that would be ideal.
Ultimately, though, if I had to choose between Pokémon being too easy and too hard, I’d go with
too easy any day
of the week. Because if the game were too hard, it would stifle creativity. If
the player is forced to make optimal choices to have a chance of succeeding, there’s no point
in even giving them a choice to begin with, undermining the entire point of Pokémon’s
mechanics in the first place. Sure, hypothetically I might get a bit bored, but I can
either do a challenge run or go and play any of the other dozens of games vying for my attention.
Thankfully the difficulty in Brilliant Diamond is su
pervised really well by the new Exp. System.
I want to take you through a brief history lesson here to try and explain this.
In the first 4 generations of Pokémon, Exp. was linear. Pokémon would gain a set
value for every KO, determined by the enemy Pokémon’s species and level. I found this made
it difficult to maintain a team of 6. I’m pretty meticulous about combing the map, and I always
found myself lagging behind on recent replays. I often wished I’d used a team of 4 or 5 instead.
I’d s
ay it’s practically mandatory in Gen II. Gen V changed the experience formula. The
game essentially balanced itself, adapting to different playstyles by making a slight change to
experience calculation. It basically “normalises” the experience. Draw too far away from or fall
too far behind the median and you “snap” back. You gain more experience the weaker you are and less
the stronger you are compared to your opponent. If you’re struggling, the game gives you a boost, and
if you’re tearing
ahead, the game slows you down. This was a great change, I think, discouraging
a player from soloing the game with a single overlevelled starter, and making it easier to
keep a team of six on par with the opponents. If you think about it in raw numbers, you’re
leaving Exp. on the table not switching in weaker Pokémon. Why make 50 Exp. when you could make…
70 Exp? I’m not about to min-max it of course, but you see the principle. It’s a very elegant
solution, a brilliant little bit of contro
l. But it came with its own problems. Experience
gain was dictated now more than ever by the game’s level curve. Even evolving certain Pokémon
into their final stage was difficult considering how high some of the requirements were. It’d be
tricky enough to get a Mienfoo to level 50 before the Pokémon League even before experience
was lowered with every level you gained. The Exp. Share in Gen VI seemed to be a
second pass at addressing these issues. Now, the experience you earned was simply
multiplied;
every Pokémon in your party gains experience even if they don’t fight. It’s a far less elegant
solution, in my eyes, but it is functional: it was easier than ever to maintain a team of 6
Pokémon – or even more! Every single Pokémon in your party would get Experience for every single
battle. Combined with the experience multiplying benefits of Pokémon Amie, it was possible, if
not easy, to crest level 50 by the sixth or seventh Gym. Of course, “easier than ever” was
the operativ
e phrase there, as it overshot the mark by quite some distance. The Gen VI games
are quite infamously the easiest in the series. Gen VII basically combined the two, and that’s
the solution the series has been happy sticking with since. It makes it easier than ever to
experiment and diversify. And like I say, broadly, I think it’s successful. I haven’t really had a
huge issue with Pokémon’s difficulty in a while! I still don’t think the Exp. Share or
the Box Link are healthy for the series.
Because at this point, we’re not dealing
with quality of life improvements; the two don’t represent an uncomplicated positive
change. They are a fundamental change to the experience of playing Pokémon. The Exp. Share
allows you to level an entire team at once, more than tripling experience gained; the Box
Link allows you access to all of your Pokémon anywhere anytime (except in Gyms). With the
rubberbanding experience, it’s possible to keep a much larger number of team members in rotation.
If a Pokémon falls behind, their levels can be normalised just by keeping them in your party
for a while. The principles of team management are exactly the same as they were in the older
games; they just happen on a much larger scale. It’s not my preference, as we’ll see, but
I’d be remiss if I didn’t mention that these changes have had a positive impact on a
lot of players’ experiences. I know a lot of casual players had trouble raising teams
in earlier generations; let’s be fair, it was
quite tedious at the start when you had
to keep switching a Pokémon in and out for it to get experience at all. But I’ve not seen anyone
these days that doesn’t keep a full complement of Pokémon on them at all times. In that way it’s
a resounding success; I can see why the series is so happy to keep the Exp. Share around, if
it means players are actually building teams. Levelling up an entire team at once sands
away friction that existed in Pokémon’s innate mechanics. The games always had a
huge number of
choices, but those choices were limited by the levelling up system. Each new Pokémon you caught
was a new time investment. Assuming you weren’t interested in grinding, that meant you had to
make tougher calls about which Pokémon to catch. The reason I don’t like the Exp. Share or the
Box Link is this: I don’t consider that friction between levelling and teambuilding a criticism; I
consider it essential. Because it is only through the combination of choice and investment that
a
player’s choices become meaningful. Pokémon aren’t real, of course, so meaning has to be foisted onto
them by the player. But the series’ fundamental narrative, of a trainer and their Pokémon working
together to realise each other’s potential, is told entirely through the mechanics. Every
triumph, every failure, every close call, every frustrating crit or hilarious miss, is
another stitch in the tapestry of this fantasy. The old mechanics chart the game-long struggle to
improve: every l
evel has to be fought for tooth and nail. Remember having to switch a newly-caught
Pokémon out so it could share experience? Remember the satisfaction of finally seeing it take on a
Pokémon by itself? So even while the snobs and English lit students are clucking their tongues
and turning their noses up at the story for being cliché ridden dog water, we’re still invested
because we know that’s not the real story. The real story is that swell of pride you get when
you enter the Hall of Fame f
or the first time: not because we think the Pokémon are real,
but because we’re so invested in the drama that the mechanics have created. With the Exp.
Share, that narrative is less potent. The less time a Pokémon has to be part of the mechanical
drama, the fewer chances the player has to create meaning. Any character is going to suffer if they
aren’t given enough screen time. Just ask Cyrus. The mechanics suffer beyond just narratively. If
you’re happy to think of Pokémon as a resource man
agement game, then the Pokémon themselves
are your primary resource. Access to too many resources through the Box Link means less
management is necessary; your choices become less demanding and thus less satisfying to get right.
The game acknowledges this problem in Gyms but it’s a persistent problem everywhere else too.
Of course, that leaves us with a repeat of the valid feedback from last time doesn’t it?
“Well, Seumidh, if you don’t like these systems, why not just not use them?” The
an
swer is, of course, because I have to! It’s not my fault this time, I swear!
The player is now unable to turn the Exp. Share off. I’ve nothing insightful to offer here:
that’s absolutely the wrong move. Even if I was fine with the default difficulty, there
absolutely should be the option to change it. Overall I do think the difficulty in
Brilliant Diamond is in a much better place than Omega Ruby. It’s right that it
skews easier, but I never found it braindead. Perhaps that’s because I chang
ed my playstyle;
mainly I think it’s because of the rubberbanding experience. As we’ve established, though,
difficulty is of secondary importance to the ultimate goal which is engagement. The
Box Link and the Exp. Share streamline the game to the point of creating a less engaging
mechanical narrative. Without that narrative, Pokémon is a much weaker game. And with
fewer options to tweak that difficulty, a lot of players are going to have a less
engaging experience. I can’t see the hardcore
players revisiting these games very often.
With all eight Gym Badges, we finally reach the cathedral at the top of the
waterfall that houses the Pokémon League. It’s a bit more dramatic than I’d’ve expected,
personally, but man, it’s a cool scene. The iconography of an edifice towering over the sheer
cliffs and waterfall makes it clear this is the climax. We’ve struggled hard to reach these
heights – now it’s time to fight for the peak. I said last time you’d expect the Pokémon League
to a
ttract crowds of spectators and fans. I released that video in 2017. The Gyms in Let’s Go
Pikachu and Eevee in 2018 had an audience, and the entire story in Sword and Shield in 2019 was about
the Pokémon League as a spectator sport. I have to ask: did someone watch my video? No, almost
certainly not, but it’s nice to think we were on the same wavelength, even if just on that obscure
point. It’s not really relevant to Brilliant Diamond, of course, it’s the same as in the
originals. Look, I j
ust thought it was cool, okay? As always, a staff member will block access
to the Elite Four before he’s checked your badges. Back in Pokémon Red and Blue, the path to
Indigo Plateau was located next to Viridian City, the second settlement. The checks were in place
to ensure the player had completed the Gyms first. It’s felt a little unnecessary in most cases
since; the Pokémon League is located at the end of the game, and there are already progress
checks through the level design. It’s imp
ossible to sequence break, basically. There’s no need to
ensure the player has the Beacon Badge: they can’t climb the waterfall to get here without it. Still,
I don’t think this fella’s here for mechanical reasons but for context: the game doesn’t take
its level design so literally that any of the NPCs could use the waterfall as an excuse. Besides, it
congratulates the player on making it this far, affords them an opportunity to reflect on their
journey to this point, and gives the Elite Fo
ur some gravitas by implying that you have to be
something special to be allowed to even face them. Speaking of which, you can also polish
your badges using the touch screen like in the originals. Despite the fact that
I’m reduced to the ignominy of recording my Switch through my phone camera, I’m really
glad they kept this pointless little feature around. You can even play a little tune on them.
Barry’s challenge at the entrance gives Giblets and Bandage a last bit of exercise. You can’t
u
se the Box Link during the Elite Four challenge, so I have to leave these two behind.
The Elite Four presents a unique opportunity to push some of the mechanics
further, which also gives us the opportunity to talk about them in-depth.
Short disclaimer before we begin: I’m talking about the in-game application of the
mechanics rather than Battle Tower or competitive. If you’re still willing to put up with me
describing the game in such utilitarian terms, the Pokémon League is the perfect final
challenge
as it presents the most sustained and therefore the most intense segment of resource management.
The Elite Four are made up of, as you may expect, 5 trainers, with 26 Pokémon between them, all
progressively growing in levels and boasting the most cunning strategies you’ve seen yet.
You could argue it’s the game’s only segment of sustained resource management. You have to
defeat all five members without reprieve – you can’t leave, and nor do you have access to
the Box or free heal
ing between fights. It is almost unique in that regard: in
pretty much every other situation, so long as you aren’t on the battle screen, the
Pokémon Centre is only a couple of minutes away. Here, you’re encouraged to carefully consider your
approach. All of your salves and strategies have to be brought in with you, and every move
comes with permanent consequences. Taking damage or even letting a Pokémon faint is not
necessarily a mistake if it allows for some other advantage in the fight.
But here, you
have to think ahead: how often can you afford to make that trade? How many Revives did
you bring in with you? Nothing else in the game presents quite the same problems. Even your
most powerful move won’t get through 26 Pokémon without some kind of PP restoration; especially
as many of those Pokémon will likely resist it. This is where type matchups really shine.
Landing a Super Effective attack is satisfying, of course, but I really, really like
resistances and immunities. The
re are few other games that allow you to select the
target of your opponent’s attack. Making good use of resistances and immunities allows you
to minimise incoming damage, minimising cost and easing the pressure on your resources. In
most cases it will also give you the chance to retailiate with a Super Effective attack.
The impact of these big meaty moves is immediate. Land a Super Effective hit or use a move like
Swords Dance and you aren’t giving yourself a minor buff that’s difficult to
distinguish;
you’re doubling your damage. A huge strength of Pokémon’s battle system is that the effects
of your decisions are keenly felt. You are never dealing with damage sponge bosses where you’ve
no idea if you’re even hurting them at all; a single Super Effective hit can wipe a
Pokémon clean out. It’s really satisfying to predict correctly when the stakes are so high.
It makes the impact of your decisions absolute. Some Pokémon can have two types, which grants
them quadruple strength
s and weaknesses. This is a great idea; different combinations of types
can inherently make a Pokémon better or worse. I don’t think it’s worth getting too hung up on
the balancing to be honest – they’re never going to manage to balance it and the game’s more
fun lop-sided I think, it gives each Pokémon more extreme characteristics to hang your hat
on. But it is a bit of a shame some Pokémon are completely scunnered by their typing. Types like
Water/Ground or Bug/Steel are incredible, givin
g the Pokémon only a single key weakness; types like
Bug/Flying or Grass/Psychic, on the other hand, can make some Pokémon a write-off before they’ve
even gotten started. Just ask poor Aurorus. While strengths and weaknesses are often related,
there are slight differences between offensive and defensive type matchups. Certain types can
have an offensive advantage over other types, but not a defensive advantage. Fire resists
Fairy, but returns hits neutrally; Electric deals Super Effective d
amage to Water, but Water
deals neutral damage to Electric. While Pokémon gain bonuses for using moves of the same type,
they aren’t restricted to those types exclusively. You can switch in a Grass-type on a Ground user,
but if that Pokémon has Ice Fang, for example, you’re in trouble. The type system is often
viewed as very simple, but while it’s easy to pick up and play – say it with me now – it’s got
a lot to master. It results in a wide spectrum of possibilities that complicate predicti
ons.
The major strength of that system is it keeps it real. I complained about stats like EVs taking
you out of the fantasy and asking you to think about your Pokémon as an array of numbers.
But I never reduce the battles to numbers. I’m instead thinking of the battle in terms
of the context presented: I’m thinking that my mudskipper should have an advantage over my
opponent’s fire horse; I’m thinking that using Earthquake on a Digging Pokémon should deal more
damage. That’s the fantasy of
playing Pokémon; that’s the game I fell in love with.
The Elite Four sees the system put to better use than in other locations. Because
there are four type experts in a row (to say nothing of Cynthia), and because the game doesn’t
tell you what type they use before you go in, it’s a lot more difficult to organise a
one-size-fits-all counter ahead of time. Your strategies can’t be as specific until you’ve gone
through at least part of the run. You’re instead challenged to prepare for the gaun
tlet based
on a broader understanding of the mechanics. The Elite Four, again probably due to Sinnoh’s
slightly limited pool of Pokémon, actually have more variety on their teams than many of the
Gym leaders. Aaron uses Drapion – a Dark/Poison type that nevertheless sticks to the Bug (or
technically arachnid) theme. Flint’s team is based around heat rather than Fire specifically. Steelix
is tempered underground by heat and pressure; Drifblim is a hot air balloon. A lot of people
have criti
cised this, another victim of Sinnoh’s limited pool of Pokémon, but I feel it makes for
a more varied and interesting battle while still sticking to a theme. Although I don’t really
see how Lopunny’s supposed to be hot, it—ohh. As great as it is, even here I don’t think the
game quite takes full advantage of its types; the system would pair excellently with more
non-linearity. If the Elite Four could be fought in any order (as they can in Gens V-VII),
a player could decide where to start ba
sed on their own team’s strengths and weaknesses.
I mentioned there about Earthquake dealing more damage to digging Pokémon. If you
didn’t know, yeah, that’s an actual mechanic! Specific combos further reward
a player for taking the context seriously. Earthquake deals double damage to an
underground Pokémon; Hurricane can catch Pokémon in the air. Solarbeam skips
its charge-up turn in harsh sunlight; Thunder and Hurricane gain perfect accuracy in the
rain. I don’t need to explain why; you a
ll get it. I’ve heard the complaint that these strategies are
somewhat obtuse as, again, the game doesn’t even hint at their existence. I don’t think they’re the
most egregious example of Pokémon not explaining itself, but I get it! Again, let’s be honest:
did you discover the Thunder/Rain interaction yourself or did you learn about it online?
You’d have to do some fairly rigorous testing to rule out good luck. I don’t think it’s a big
problem, but nevertheless, an NPC or Tips sign could nu
dge the player into experimenting with
these mechanics for themselves. As it is, again, this lack of info results in a lot of players
reading guides rather than exploring the game. There are further details worth
reconsidering. The UI is left wanting. Pokémon’s dedication to context over numbers
during the battles is admirable, but sometimes this comes at the cost of clarity. The game hides
a lot of useful information. Sword and Shield gave the player access to an information screen,
showi
ng details about Pokémon’s buffs and debuffs, the duration of weather, conditions like
confusion, lingering move effects like Taunt, and more details besides. It’s a great addition,
disambiguating some aspects of battling. As a kid, I ignored some incredibly powerful status
moves because I didn’t quite get what they did. I can imagine this screen would have gone
some way to remedying that problem. It's a huge convenience and something that I feel should
just be a staple going forward, but i
t is, unfortunately, absent from Brilliant Diamond.
Held items are a genius little mechanic unfortunately undernourished.
I love the idea of them; rather than Pokémon’s “equipment” being armor
and accessories that generically increase stats, they instead have more specific uses. Leftovers
give passive health regen ideal for bulky Pokémon; Life Orb boosts power at the cost of health, ideal
for glass cannons that can’t take a hit anyway. Choice items boost stats by a lot but lock you
into a si
ngle move every time you switch in; Focus Sash enables strategies on frail Pokémon. Berries
can mitigate Super Effective damage, covering a key weakness on a linchpin Pokémon, or drastically
boost stats at low health for the ultimate risk/reward tradeoff. All of these choices are
informed by context. When choosing which item to use, I’m thinking about my strategy rather than
comparing numbers and stats. That’s brilliant. Unfortunately few of these interesting options
are available before th
e post-game. The vast majority of the items available are instead items
like Charcoal or Mystic Water, that just confer a flat 20% boost to their respective types. Fine
as an introductory piece, but not particularly exciting. The player isn’t allowed to diversify
their playstyle or test out interesting combos in the safer single-player arena. Abilities
like Guts are so much less rich strategically without the Flame Orb to activate it consistently.
Would that be overpowered? Sure, maybe, but
it’d be another meaningful and expressive option.
But none of these excellent systems are made available before the very, very end of the game,
and I think the game is less enjoyable for it. The Elite Four are a different matter
entirely. The first time a new player is likely to see these items put to effective
use is when they’re getting slapped around by them at the end of the game. It feels a bit rich
when your access to these items is so limited. It also must be noted that Brilliant Di
amond drops
a lot of items introduced since the originals, the Heavy-Duty Boots and Eviolite for example,
which is, again, just a flat negative. Fewer items means less variety and less choice. It’s
impossible not to be disappointed by this. I’d lastly like to touch on the topic of
critical hits. I’m still not convinced by them. Correspondence on my last video, as well as
my own learning in the intervening years, has brought me around on their advantages. First
and foremost, a perfectly con
sistent game is not necessarily the most fun game. Luck adds an air of
exciting unpredictability. That unpredictability prevents the game from becoming “solved,” from
players being able to plan out exactly how the next few moves will go ahead of time - this is
why moves have damage ranges too. It’s not very romantic if you’re in control of the entire game
– if anything it's even more exciting to respond to an upset you weren’t expecting. There was also
a really interesting video from 2016 P
okémon World Champion and YouTuber WolfeyVGC, in which he
expounds the advantages of critical hits in competitive play. They encourage offence, making
for a more exciting game, and, crucially, a more exciting viewing experience. A critical hit can
shatter a defensive player’s buffs, and besides, the more you attack, the higher the likelihood of
you getting a crit. I was enchanted by this latter observation – this is the difference between
an expert and a more casual player like myself. But
then, I think that’s probably the
issue here, isn’t it? My comfort zone is firmly in the single-player, where I’m not
having to think so many turns ahead. Sure, maybe this is just my lack of skill talking,
but for me, in single-player, there are still a number of frustrating cons. In the rare event
of a stalemate, fishing for crits feels tedious and desperate. You’re not making any meaningful
decisions, you’re not outthinking the computer or mentally working your way around this challenge,
you’re just battering away at them. Otherwise, crits so rare that relying on them doesn’t feel
like you took a calculated risk. Playing around them often leaves me feeling like I’m making bad
decisions the game sometimes happens to reward; otherwise, I feel like I’m making good decisions
the game sometimes happens to punish. While that can be kind of hilarious sometimes,
overall there are a lot of frustrations. Because an exceptional piece of bad luck can upset
the battle and allow the com
puter to destroy you in a way that feels unfair. Unlike in multiplayer,
that frustration isn’t potentially equalled by the commensurate exultation from the other player: in
this case, the human experience is all negative. You can account for this possibility, of course
– many people let me know that playing Nuzlockes well means taking crits into account every
step of the way. That’s an impressive feat, but a very clinical way to play. Players
that strive for statistical perfection are obvio
usly operating at a much higher level
of efficiency than I am, and that’s great, but it’s not much fun for me because, again,
it doesn’t really capture the fantasy. These cons are arguably worth the pros. I mean
it. I spent a long time going back and forth on these points so far. I’m still not 100% sure
how I feel: my issue seems to be my perspective, looking at the turn-to-turn micro-interactions
rather than keeping the bigger picture in mind. I think remedying that might be the next step
to
my improving as a player. The reason I don’t think crits are fit for purpose, though, is the way that
they disrupt your plans. I’ll spare a sentence to reiterate that they can really fuck everything
up when you’re trying to catch a Pokémon, but it can also happen in other battles
too. Look at this: a Critical Hit disrupts my plans against Flint because it puts his AI
in range to use a Full Restore. Had I not crit, this fight would have been easier for me.
I understand the appeal of criti
cal hits, and I also understand their necessity: they cover
for some parts of the battle system that would otherwise be weaknesses. But I don’t think that
means they’re perfect. Often this conversation imagines two possibilities: crits exactly as they
are now, or no crits at all. There’s a lot of room between those two extremes. I’m not calling for
crits to be removed wholesale when I say this, but as they are now, I find them
more frustrating than beneficial. Pokémon handles random chance
far better in other ways. Unlike most turn-based RPGs, there isn’t a generic
“attack” command with an associated accuracy roll. Instead, each move has its own chance to hit. As
well as being part of a move’s balancing (more powerful moves can be made more inconsistent),
the chance to hit is simple and transparent. The decision to use those moves is meaningful,
both for the first-time casual player and for the veteran competitor. If you miss 3 Focus Blasts
in a row, that is frustrating, but
it’s also the direct result of your decisions; you risked
missing for the reward of a powerful attack. And that brings us to the sudden (if rather
understated) reveal that Cynthia is the Champion. Man, I love Cynthia. I know now I’ve said
that people are going to be like, “simp, horny, down bad,” but she’s just cool. She’s got
an elegant design, the game suggests a life and her hobbies even with limited screentime, and
it’s cool to have an experienced woman taking you under her wing – stil
l not horny! My point
is, if Cynthia is supposed to be your senior, if she’s been on the same quest for Professor
Rowan that you have, it makes perfect sense for her to be the Champion. That’s where
you’re headed by the end of the game too. While she puts in scant few appearances
throughout and doesn’t do much in them, there can be no misapprehensions about her skill when
you enter the battle. Her expertise is obvious. She’s perhaps the most infamous Champion in the
entire series: her team
are rare, Sinnoh native, incredibly powerful, and expertly wielded. It
perfectly encapsulates that quintessential shōnen trope – gaining a better understanding of your
opponent through battle. Often in these cases, respecting their skill leads to respect for them
as a person which leads to a stronger connection. With Cynthia, it’s more literal: she could easily
have performed the tasks she sent you to do, but she left them to you to give you the opportunity
to grow. Evidently, her approach
paid off. Which makes the music choice a little strange,
to me. Don’t get me wrong, it’s excellent music, it’s truly iconic, both before the battle
and during, but it’s very dramatic. Frantic drums and tense strings call to mind a more
desperate, primal struggle, rather than your friend encouraging you to stand on her level.
It does, however, reflect the tension of the match itself. This battle is always exciting: no
matter how prepared I think I am, Cynthia always puts up a hell of a fight
. Her Milotic is insane
– its Ability Marvel Scale doubling its Defence when it has a status condition, and it holding a
Flame Orb to ensure it gets that status without affecting any of its relevant stats. That
condition also means you can’t Poison it or send it to Sleep yourself. It even has Recover
to account for the chip damage. And of course, there’s that Garchomp – an absolute terror even
before the remakes gave it the Yache Berry, mitigating its only relevant weakness.
The game wraps
up by bringing everything full circle – Professor Rowan appears to
congratulate his two students that have become Champions. I love Cynthia’s line, “you still enjoy
the enthusiasm kids bring to your research, don’t you?” It says so much about him – he started the
game as this intimidating figure, but in reality he’s just a big softie. It’s nothing amazing,
but it’s a sweet little ending – that’s not the colour of bike I chose, actually, game sucks!
The Pokédex doesn’t make a lot of sense, do
es it? You’ve been sent out to fill it in, but it seems
to fill itself in once you’ve caught the Pokémon? My assumption was always that it scanned
the Pokémon and then gave you information based on that, but that doesn’t explain how it
knows about cultural or historic information, or how it knows exactly how many Pokémon are in
the region in the first place. The alternative explanation, that Rowan already has all this
information and is sending you out just to give you something to do, does
n’t account
for legendary Pokémon he'd have no way of knowing about. It’d also just be a bit rubbish.
Of course, it’s a bit of sci-fi nonsense so you can make up whatever excuse you like; the first
result on a quick Google returns some technobabble about deep learning so let’s just roll with that.
In reality it’s there for mechanical purposes, a role it fulfills admirably. It fleshes out
the world and the Pokémon, and gives them an appealing collectible dimension that suckered
in every kid
in the playground back in 2000. Brilliant Diamond’s post-game mainly takes
place on an island called the Battle Zone. You can reach that island just now, but if you
want to see most of it, you have to at least have seen every Pokémon in the Sinnoh ‘dex.
This was unquestionably the wrong choice; it’s a huge pacebreaker. Unless you’ve been
tediously vigilant, you’ve now got to go and fill in the blanks of this game-long checklist if
you want to play any of the fun new content. If you missed Dr
ifloon, say because you didn’t trek
back to the Valley Windworks every day or get some insultingly easy maths questions incorrect, you
may have to wait up to a week to unlock the rest of the game. I’ve no problem with Drifloon’s
obscurity in and of itself; it’d be a bit dull if all Pokémon were equally rare. I do have a
problem when most of the post-game is gated behind this obscure little secret. By the time you find
it, a lot of the momentum has probably decayed. This wasn’t a problem for
me, personally – I
tend to fight all the trainers I can find as a matter of course. That’s right, I was the
tedious bastard the whole time! But I wonder if this game is the reason I do that in the
first place. I like that you can see everything by battling all the trainers – it ties them into
the “catch ‘em all” motif as they act almost like a showcase for new Pokémon, recording them
in the ‘dex so you can catch ‘em yourself. The only Pokémon you can’t record this way
are, naturally, the
legendaries. Cynthia’s grandmother will show you Palkia so you don’t have
to trade, leaving only Uxie, Mesprit, and Azelf. They can, of course, be found at each of Sinnoh’s
Lakes: Lake Verity, Lake Valor, and Lake Acuity. How beautiful is that Lake theme by the way?
I don’t have anything to say about it, it’s just sumptuous. But come on, I’m not going to do a
video like this and not at least mention it, am I? One detail I really like about these lakes is
their names, which all relate to the
Pokémon that live there. “Valor” is great courage, relating
to the Pokémon of willpower; Acuity describes precision and clarity of thought, perfect for
the Pokémon of knowledge; and “Verity” is used to describe values that are fundamentally
true, speaking to the honesty of emotion. They should have called it “Lake Cheezit,”
because Mesprit fucks off as soon as we get there. Mesprit, in this game, is what’s known as a
roaming Pokémon. These Pokémon require specialised strategies to catch. T
he first problem is that
the Pokémon will run on the first turn. You need a Pokémon with a blocking move (and ideally
a sleeping move) before you even try to track it down. The second problem is that the Pokémon
zooms all over the map. You have to chase it down, hoping all the while it doesn’t fly
into the Hail routes, or the sea routes, or waste your time by crossing Mt. Coronet. Fly
and its position randomises; try and head straight for it and it'll often swoop right past you.
I’ve develo
ped a newfound passionate hatred for roaming Pokémon since the last time because
I had to catch all the legendary dogs in Pokémon Crystal. Someone in chat said I wasn’t a gamer.
I really like the idea. Having Pokémon roam the map both characterises them and makes them
feel more like part of the world. But the execution – having the Pokémon change tile as you
do, randomising positions, and running away on the first turn if it can – leaves a lot to be desired.
As it is, there’s only one soluti
on if you want to get it done within the year. Getting you both on
the same route at the same time is infuratingly fiddly, and no other problem demands as specific
an answer as Mean Look or Block. Maybe there is an alternative approach, but everybody I know of
approaches it the exact same way. You use Block, and then just treat it like a regular legendary.
But approaching it that way basically removes everything unique about the encounter.
Better that than wasting your time, but you can’t h
elp but wonder: what’s the point then?
I just don’t know what the idea is here. If it’s supposed to be that you’re tracking them down
across the entire region, that isn’t effectively conveyed by your map magically telling you
their exact position. That kind of fantasy would be better realised if the player had to do
some sleuthing of their own. Without that clear fantasy, all I’m really left with is the arbitrary
and frustrating mechanics. Move back and forth and back and forth, rolling the
dice over and over
again. That might be okay for you D&D nerds, but not for me – I’ve got important shagging to do.
These three have a great theme, by the way, but I haven’t been able to take it seriously
since I read a comment pointing out it sounds like “someone hyperventilating into a harmonica.”
Once we’ve caught the Lake Trio, Oak upgrades us to the National Pokédex.
And with that, you have access to a frankly ludicrous amount of post-game content. The game
barrages you with messages her
e at the beginning, letting you know about all the cool stuff
you’ve unlocked. You can try and complete the National ‘dex, go Underground to
see the new kinds of Pokémon and items, rematch the Gym Leaders, go and see Bebe for
that Eevee (finally), go to the Battle Zone, or talk to Dawn’s sister to learn about daily
outbreaks. I used to get daily outbreaks myself, but the ointment’s clearing them up really well.
The Poké Radar is the predecessor to the DexNav; using it spawns rarer Pokémon, a
nd allows you to
play a simple minigame to “improve” those Pokémon. Catching or KOing a Pokémon has a large chance
of starting a “chain,” guaranteeing the player will run into the same Pokémon over and over.
This is supposed to enhance that Pokémon with better stats, Hidden Abilities, and,
if you’re patient enough, Shinies. There’s a catch to this that goes completely
unexplained. The chances of the chain continuing are influenced by two factors: the distance
between your current position
and the rustling patch of grass, and whether or not you caught
rather than defeated the last Pokémon. You have the highest chance of continuing the
chain by using Repels, catching Pokémon, and heading to the furthest patch of grass.
As with most things, the best way of feeling out the pros and cons of a system is to jump
in with both feet. After all, this isn’t A Cursory Look at Pokémon Brilliant Diamond.
Unfortunately, I found it was mostly cons. In the original Diamond and Pearl there was
a 98% of the chain continuing if you played perfectly – a 1 in 50 chance of it dropping
after each Pokémon. In the remakes that’s down to 93% – around a 1 in 16 chance. Chains break for
absolutely no reason with frustrating frequency. I get why they have a chance to break in the first
place: if it were a guarantee it would make Shiny hunting far too easy once you knew what you were
doing. But the only way it can prevent that using the current system is by introducing a random
chance of the
system just not working. You can be punished for doing everything correctly.
Another change made in the remakes is that you’re supposed to start getting perfect IVs the
higher the chain: 1 perfect IV at 20, 2 at 30, 3 at 40, and so on. So far as I understand
it, this isn’t programmed correctly: the perfect IV will only happen on those
numbers exactly rather than those numbers and above. Good luck getting a chain of 40, by
the way, you’re going to be there for a while. Having to catch everyt
hing to continue the chain
means you end up using a lot of Quick Balls. As with a lot of grinds in games, you want to
maximise efficiency, and the Quick Ball has a high chance of catching the Pokémon turn 1. That
won’t be much of a problem if you like the design, of course, but it would be nice to
have more variety in the Wonder Trade. Essentially the Radar is a lot worse than it
was back in Gen IV. That’d be bad enough in a vacuum, but this is Gen VIII: we’ve had massive
improvements on t
he system since! “Seumidh is this just another excuse for you to gripe about the
DexNav?” Yeah, okay, you got me… but am I wrong? To make sure I wasn’t missing anything about
the Radar, I committed myself to catching my next team member: a Shiny Larvitar.
This turned out to be a huge mistake. I tried Shiny hunting as intended for a good
long while, but eventually I got fed up and ended up manipulating the system. You can reset
the Radar at any point if you don't like the formation just by w
alking 50 steps to recharge
it. The Shiny odds can go all the way up to a 1 in 25 chance per Radar use at a chain of 40
and above. But the likelihood of getting that far is incredibly low. The community – and
this is great, I love this – the community has min-maxed it and found that a chain of 17 is
the optimal time to start resetting. That’s about a 1 in 500 chance per Radar use. That’s the point
where carrying on the chain is likely to take you just as long, if not longer, to find a Shiny
.
Shinies use similar perfidious tactics to a lot of modern games’ monetisation practices, with
artificially coded scarcity manipulating players into plugging more money into them. With Shinies,
of course, there is the cushioning caveat that the resource they use is time rather than
money. But even that’s worth criticising. Shinies cement Pokémon’s odd relationship
with its own narrative. Unlike hidden stats, Shinies are just a cosmetic change: they don’t
affect the mechanics in any way. Ho
wever, that cosmetic change inherently has a lot of value
attached to it. Cosmetic differences in games are often defended as being inconsequential as they
don’t affect the gameplay. But that argument mistakenly assumes that humans are completely
rational actors. Through the very fact of their scarcity, Shiny Pokémon are more valuable than
non-Shiny Pokémon. They are more limited than normal Pokémon, and so there’s more prestige
associated with them and therefore a higher demand for them. B
ut that’s artificially induced:
it’s all code, there’s no reason they have to be this rare except to give them value. That value,
therefore, makes some Pokémon inherently more desirable than others. That strategy demonstrably
succeeded: people go to ridiculous lengths to get their hands on these rarities. Again, my
understanding of the series’ principles is that all Pokémon are valuable so long as you take the
time to raise them. Again, the mechanics challenge that notion. If you had the ch
oice between your
starter Pokémon and a Shiny one that was otherwise identical in every way… wouldn’t you be tempted?
I don’t want to give you the impression that I think Shiny hunting is in any way wrong.
But invest enough time and enthusiasm into a game and the fantasy is eroded, leaving only the
exposed, raw code. Reach that point and tracking down Shinies becomes a question of finding the
most efficient way to manipulate the code. It’s a slightly elevated form of gambling. You churn
thr
ough thousands upon thousands of Pokémon; pulling the lever over and over until you land
on all 7s. The only difference is, in this case, the currency used is time. I didn’t stumble
across Larvitar, I decided I wanted it ahead of time and the rest was just… this. That’s not,
like, a story. It’s not romantic or interesting, to me. The only thing remarkable
about this series of events is the time investment. It’s kind of like this video!
It’s kind of an inherent thing about computer games in g
eneral. There’s a balancing act in game
design between the length of the game and the effort content takes to produce; the more stuff
a game has, the less bespoke that stuff can be. Shiny Pokémon attempt to create an emotional arc
through code rather than hand-crafted stories; stumbling across a Shiny can be a huge
emotional spike, a cool story to tell, whether that be of your new favourite, or of the
one that got away. I can still tell you where and when I got my first Shiny – a Gloom on R
oute 229
in Pokémon Pearl, while I was out camping with my friend. I excitedly showed him my DS, but in the
poor lighting he couldn’t see the colour change, and he thought I was taking the piss. That
experience makes Shinies worthwhile all on its own. Besides which, like I said before, “fear
of missing out” is an inherent aspect of a series about collectible creatures. If Shinies didn’t
exist there would be something to take their place – I think the series would lose a lot of
its appeal o
therwise. I don’t think they ought to get rid of Shiny Pokémon or anything.
I just think they come with some baggage. That said, I think cosmetic
changes are a better way of making your Pokémon unique than hidden stats.
The reason for this is simple: visual changes are at once more immediate and incidental. Minute
visual changes are obvious to even the most casual player – one of the earliest games children can
play is spot the difference. If you’re a kid you don’t need to scroll through 7 d
ifferent tabs
to figure out how your Staraptor is different from your pal’s, you can just look at them. At the
same time, that cosmetic change doesn’t inherently imply value; it may even be that, all other things
being equal, you prefer the non-Shiny colours! I know I certainly do for most Pokémon!
The wrench in the works with Shinies, as we’ve discussed, is that all other things
aren’t equal, that their scarcity implies value. If instead every Pokémon had slight visual
changes, players wou
ld have the benefit of owning their own unique – or at least incredibly rare –
variation of a Pokémon. I don’t mean complicated model changes or anything like that – even simple
stuff like minor variations in hue and saturation, size, or expression, would go a long way. Pokémon
Stadium did something similar with tone to great effect. Perhaps your Torterra could have a dozy
expression compared to your friend’s grumpy one, distinguishing them through personality
and inviting you to imagine ho
w they act. An increase in its personal value
without increasing its objective worth. Anyway, I never actually
found that Shiny Larvitar. After a few hours of grinding away on
stream, I woke up the next morning and, against my better judgment just telling me to
move on, gave it another go. After about an hour, I was getting properly depressed – that kind of
“I’m wasting my life” frustration that really upsets me. I’d rather have been doing literally
anything else. So that’s exactly what I
did. I asked my partner to take over while I went to do
the dishes. Folks. I didn’t even make it to the kitchen. I was wearing noise-cancelling
headphones and I still heard the scream from the opposite end of the flat.
So this is our… what, ninth team member? We’re going to call her Avocado.
Because she looks like a wee Avocado. There is another Shiny-hunting method in the
game, of course, but after all that, I’m sorry, I don’t have the patience to show it off. The
Diglett Bonus in the Gran
d Underground doubles the chances of you finding a Shiny from 1 in 4,096
to – oh, turns out that 1 in 4,096 chance is all I need, baby. I swear down this was right after
we got Larvitar too, what a slap in the face. After the fourth Gym, the rest of the map becomes
kind of offshoots of the main Routes. I’d be more disappointed about not getting a big new
area to explore towards the end but for the fact that Sinnoh’s post-game is insane.
What do you get for getting the National Dex, ooh, a we
e certificate, maybe a Battle Tower
if you’re a needy slut? Naw mate: 6 new routes, 3 new settlements, one of the best dungeons in
the game, and a Battle Tower into the bargain. The Battle Zone is actually based on
the Russian territory of Sakhalin. Japan and Russia had been disputing the
island for years before Russia claimed it after WWII. If you’re wondering how Cyrus gets
off scot-free and ends up at the Battle Tower, maybe that explains it. Or maybe there’s just
no law against destroy
ing the universe. Show me the law that says you can’t destroy
the universe. No court would convict me. The Fight Area is home to this game’s Battle
Tower. I thought it’d be worthwhile to take a peek inside and see how things go.
To its credit, it’s actually fairly easy at the beginning. You should manage to
get through at least the first few trainers before the difficulty starts setting in,
which should hopefully allow you to get some Battle Points to start buffing up your team.
The problem
is, it’s a meagre 3 Battle Points for a 7-trainer streak. Sure, that increases
incrementally, but the further you get into this thing, the higher the likelihood of you
losing, whether that be because the trainers get more difficult – Tower Tycoon Palmer is
a particularly nasty difficulty spike – or just because you’re eventually going to run
into some bad luck. The only way to overcome these difficulties is to improve your team...
which you can only do by grinding out BP at the Battle Tower
. I really don't understand
how you're supposed to approach this. Still, though, there’s plenty to see and do
around the island yet. Maybe after we complete the post-game we’ll feel a bit more ready for the
Battle Tower’s challenges. Let’s wait and see! I love this, this is such an energising feeling.
An entire new island to explore at your leisure, with new Pokémon to catch, all of which
can be taken entirely at your own pace. There’s no pressing matters to attend to, it’s
just you discov
ering this new island for the fun of it. At this stage you should have your
team ready to go as well – you’re honing your strength together, rather than starting anew.
Perhaps one of the reasons I love the late-game routes so much is because this is where
the management really comes into its own. When a Pokémon gets low on HP or moves,
you no longer have to scamper back to the Pokémon Centre. Instead, you can tag
them out for another teammate and press forward. That’s Pokémon at its best for
me.
Brilliant Diamond leaves a lot to be desired, but it being such a faithful remake is perhaps
something of a blessing in disguise. I can honestly say I had a better time with
it than a lot of recent Pokémon games simply because it’s happy to let you play it.
The series hasn’t really given you that luxury of late. I think Pokémon Moon has some
of the best level design in the series, but I’m never tempted to pick it back up again
because the bossy characters never give it room to breathe.
I think Pokémon Shield has a
pretty compelling player driven infrastructure, but by the time I’d seen the credits roll I was
happy to be done with it. It felt like the game had spent its entire run dragging me from place
to place, so when it finally stopped, I had no momentum of my own; no desire to see this place
under my own power. Even though I’d argue Pokémon Shield’s Battle Tower is far, far better than
Brilliant Diamond’s bizarrely faithful and archaic rendition, I couldn’t be bothere
d even starting.
These changes have crept into the remakes of older titles. If Brilliant Diamond were a more
hands-on remake like Omega Ruby, we may have had to contend with new character designs and
revised level layouts that I may not have liked as much. If areas had been cut entirely, that
would have undermined one of Sinnoh’s greatest strengths – the amount of optional content.
If characters had been redesigned, we may have lost some of their appeal. I can just imagine
Mars’ miniskirt l
osing its retro-futuristic puffiness in favour of sex appeal. The chances
of anyone cumming to Mars are a million to one, they say. If the remakes were more concerned with
accessibility than faithfulness, we may also have had to struggle through a much higher number of
tutorials. And if the characters had been given expanded roles, they’d need more text to convey
their new personality and motivation. That text can’t help but feel like an interruption, because,
as we’ve covered, no matter ho
w well-written those characters are, they can’t be relevant to
the gameplay unless they pose an obstacle. I don’t mean to slag these games off unfairly; to
be clear, I enjoyed all of them, and all of them have their good points. Just that, all things
considered, I'm actually strangely okay with the way Brilliant Diamond is. I found a lot to
like about this shameless old-school approach; it sort of reminded me why I love this series
so much in the first place. But would I have gotten the sam
e feeling had I dug out my
DS and replayed Platinum instead? Probably! It would have saved me £50 if nothing else.
The quality of the original game’s design doesn’t absolve Brilliant Diamond of any shortcomings.
With some considered improvements the game could have had its cake and eaten it too. Older
Pokémon remakes justified their existence beyond playing the nostalgia card for cash.
Although that was definitely a huge factor. FireRed and LeafGreen launched to help fill
in some of Gen III
’s blanks. Pokémon had made its first leap to new hardware, and with no
way to trade Pokémon between the Game Boy and Game Boy Advance, players needed a way to go
back and catch old favourites. These Pokémon had Natures and Abilities, EVs and IVs, and
were allowed to hold items, reaching parity with Gen III’s revised mechanics; a foundation
the series has been building on ever since. HeartGold and SoulSilver are considered
the gold standard – if you’ll pardon the pun – for Pokémon remakes.
I have a lot
of misgivings about them, but still, yeah, I’d probably agree with that! Heart and soul is
right; you can feel the passion pouring out of them. They made the Johto Pokémon available for
trade with the most modern games; a lot of areas were added or restored; content from Crystal was
included in full; your Pokémon now followed you (493 sprites animated from 4 directions – fucking
hell!); and the Physical/Special split brought all the benefits to Johto it had to Sinnoh.
Omega Rub
y and Alpha Sapphire released in an entirely different context. The core systems were
very similar to the originals, and, while it may have been a tall order, you could trade your
Pokémon from Ruby and Sapphire all the way to X and Y. So instead the games got kind of wacky.
They introduced new mechanics, revised levels, redesigned characters, and even told some new
stories – for better or worse. I have mixed feelings of course but in a lot of ways Omega
Ruby feels the most distinct from its
inspiration. To us long-time fans, Brilliant Diamond and
Shining Pearl feel practically superfluous. Gen IV was the Generation where Pokémon’s modern
mechanics were finalised; for the first time, the remakes are using the same mechanics as
the originals. The map is the same; the story is practically identical. The changes that have
been made are monkey paw wishes: the Underground has more extrinsic value, so it loses a lot of its
mindless appeal; Contests are made more accessible by reduci
ng them to a simplistic rhythm minigame.
In the context of the series overall, Brilliant Diamond and Shining Pearl’s roster
is disapointing. Diamond and Pearl included 493 Pokémon out of a possible 493 – 100%. If
you traded an obscure Pokémon across from the Game Boy Advance, it was a guarantee that it
would still be available. Brilliant Diamond and Shining Pearl include 493 Pokémon out
of a possible 898 – almost half the Pokédex is inaccessible even if you already own them.
We’ve already go
ne over how misplaced the outrage was. Nevertheless, it paints a bleak picture
for Brilliant Diamond’s relevance. Previous remakes were expansive, adding new Pokémon to the
roster, allowing you to use new favourites in old games. Brilliant Diamond is restrictive, locking
out the new Pokémon. It’s not as bad as it seems with context applied – FireRed and LeafGreen
were similarly stingy before the post-game, and the Grand Underground gives you access to far
more Pokémon than in the originals.
Nevertheless, broadly speaking, the game is using the same
mechanics and the same roster of Pokémon. It would have to do a lot of work to make itself
relevant in the face of these shortcomings. What makes this borderline insulting, though, is
that the game retains a lot of problems fixed in Pokémon Platinum. It made a staggering number of
improvements. Adding 60 Pokémon to the Pokédex; making Cyrus more charismatic; giving us a more
satisfying climax; reflecting Sinnoh’s colder climate thr
oughout the adventure; and, relevantly,
distinguishing towns and cities with unique aesthetics. These changes were made throughout the
game, but it’s especially pronounced in the Battle Zone. Unique buildings, palm trees replacing the
regular tree sprites, and a more saturated colour scheme cemented the Battle Zone’s identity as
a unique, distinct area. And that’s not even mentioning the Battle Frontier. Almost none of
these improvements made it into Brilliant Diamond and Shining Pearl, rel
eased 12 years later.
While Platinum is undoubtedly the stronger game in my mind, I actually think Diamond and Pearl
were better in some ways. A lot of the series’ worst habits started here in Platinum. Diamond
and Pearl’s scant few examples of non-linearity are stamped out. The game instead funnels you
from place to place with overwrought dialogue; the kind of “no player left behind” approach
that has made the series a nightmare for any player looking to engage with it at their
own pace. I
, like all good-hearted children, love funny meme man and Tenth Doctor cosplayer
Looker… but he adds almost literally nothing to the story. Even at its worst it’s not as
bad as any of the games that came afterwards, but nevertheless a lot of the series’ more
annoying weeds have their roots here in Platinum. These misgivings acknowledged, Pokémon
Platinum makes playing the remakes more frustrating because it so often is better.
It so often presents workable alternatives to Diamond and Pearl’
s design flaws that the
remakes just ignore. Modern amenities aside, I think Platinum is the stronger game.
Some of these retentions just feel stubborn. The Pokémon Centre still has a top floor and a PC,
even though the player can access both from the menu. Rather than take advantage of the expanded
roster of Pokémon appearing the Grand Underground, trainers still use their original Diamond and
Pearl teams. The game even preserves obscure little details that basically nobody’s going to
noti
ce: Sticky Hold doesn’t increase your chances of landing a bite while fishing, even though that
was a programming oversight when it was in the original games. At this point I wouldn’t have been
surprised if BDSP had kept the battle speed too. If the entire game were super dedicated
to Diamond and Pearl I could at least see the appeal of preserving the original
experience as much as possible. But the number of sweeping changes to the aesthetics
and systems render that point moot anyway. All
of this before we even get into my
misgivings with the practice of remaking games in general. Honestly, regardless of
quality, I just don’t like remakes very much. See, for me, at the risk of sounding like a
wanker, games are art. And like all art, they are made under particular limitations. Those could
be budgetary, those could be time related, or those could be technological. To me, the original
game will always be more valuable than its remake because the art, the mechanics, the level de
sign,
the music, the story, was all created towards a singular goal. Not necessarily a lofty goal,
“make a Pokémon game on the DS,” but a singular goal all the same. Pokémon Diamond and Pearl took
advantage of the DS’s unique features and worked around its limitations, it introduced themes
and characters to tell its story, it succeeded and failed on its own merits. Simply put, it’s
uniquely its own thing: made at a particular point in time by a talented team of developers.
It’s always goin
g to have that intrinsic value. Brilliant Diamond and Shining Pearl’s value comes
from being modern re-interpretations of these older games. But they’re going to lose that value
going forward, if they ever had it. They were never really keeping up with “modern” standards in
2021. But even if they were graphical powerhouses, they’d quickly lose their shine. Like I say, all
art is abstract. The old graphics are abstract, and the new graphics are abstract too. All we’re
really doing by redoing
the graphics to modern standards is kicking that can down the road. Even
if this game looked spectacular, it would still end up looking dated in 5-10 years. What do we do
then? Remake it again? Constantly play catch-up, go back and re-release Diamond and Pearl every
decade or so, making sure it keeps up with modern standards? Do it again and again and again until
it’s “perfect?” Why not revisit Kanto again? We still haven’t gotten that Red and Green remake
with the Physical/Special split a
nd regular catching mechanics, after all! Han shot first
– no, Greedo shot first, no, they shot at the same time! Maclunkey! How depressing. What would
be the point in us talking about the themes and characterisation if they can just change any
time? Even with an almost identical script, we’ve already seen changes to this story: Cyrus’
relationship with Team Galactic is established from his very first appearance in the remakes.
Of course, games face unique challenges other media don’t. From
what I understand, it’s
very rarely “that easy” to port or emulate games on modern hardware. Even a small change in
hardware can have unpredictable and potentially catastrophic results. Play the original games
on a 3DS and you have to choose between an ugly blown-up picture or an awkward blank space around
the edges of the screen. And that’s on hardware that’s almost 1:1 with the original DS! Now we
also have to account for changes to the interface: how do we preserve the originals on a con
sole
with a single screen? Not like this, ideally, but that’s just it, there is no good answer.
How do we account for stuff like Chatot, whose signature move required the use of the DS’s
microphone? All of this before we even contend with anything under the hood – I’m not going
to try and explain it to you because I don’t understand it myself. What I do understand
is it’s a hundred times more complicated to port an old game onto new hardware than any of us
imagine it being. Maybe remaking
the game is truly the only practical option. But even if it is, I
still can’t square away in my own head the idea that the original developers’ work is routinely
“painted over” rather than preserved. I mean, none of the original developers are even credited
in this game. That doesn’t seem right to me. Of course, again, I’m sure the financial reward
doesn’t hurt either. Announce a remake and reap the hype, not to mention charge full price
for it when it’s out. Nintendo are very good at culti
vating an air of prestige. When
they do deign to re-release a game, it’s an event. I mean, hell, I bought it, didn’t I?
I’m not saying any of this to be a killjoy. Believe me, I get it, it’s a bit insufferable.
Count yourselves lucky, I have to deal with this infernal monologue 24/7. Rhetorical misgivings
aside, I had fun with these games. I invariably do with remakes of games I like! That said,
and with the difficulties of game preservation restated for emphasis, I’d probably have been
hap
pier if the original Diamond, Pearl, and Platinum were re-released on the Switch instead.
It’d get a much heartier recommendation from me… even if it were a much shorter video as a result.
The Survival Area is 5 buildings in the middle of nowhere. I guess that’s why it’s the “Survival
Area,” but it’s still a little conspicuous. Part of the disappointment, I think, is just
expectations. If you see this area on the map and are expecting a cool sprawling town filled
with tough survivors, you’re
not really going to get that here. Instead you’ve got what
seems to be a Pokémon Retirement Village. The other problem, I think, is conceptual space.
Creating towns and cities in games is a tricky balancing act. In terms of space, even from your
character’s perspective, Sinnoh is really small. It would take less time for my character to cross
Sinnoh end-to-end than it would for me to cross even the smallest village. What makes it feel
large is the content and pacing. Even if they don't expe
rience a literal journey, allowing the
player to experience an emotional journey is what leaves the game feeling larger than it actually
is. I consider this a very good thing. Think of it this way: if a novel detailed every single moment
of the journey - every step the characters took, every time they ate and slept, all the irrelevant
information between important scenes, you'd think it was horribly paced. That or The Lord of the
Rings. Narratives are all about abstraction, that’s why I’ve
used that word so much,
and I consider games to be the same way. Settlements in these games need to have enough
depth to create the illusion of these being real places that people live, while also being
small enough not to be disruptive. Some cities in the series have been too big for their own
good; they just end up being pacebreakers. The Survival Area has the opposite problem:
there isn’t enough going on to solidify the idea that these people actually live here.
When I say settlements “n
eed to have enough content,” incidentally, I don’t necessarily mean
sheer scale. You could level the same criticism at Twinleaf Town, but I feel its small size served an
important function: focusing the introduction. If Twinleaf Town were a huge sprawling city there’d
be a lot more to get distracted by. Instead it feels more believable because it has a little more
depth. It’s the setting for the introduction: you spend your first few minutes with the game getting
to know the important chara
cters that live there and the story that unfolds as a result of their
interactions. When I think back on Twinleaf Town, I think of three or four important characters
and events. The Survival Area, by contrast, doesn’t have much of anything going on at all.
Sure, there’s an NPC who plays a small role in the Heatran sidequest, but when I say small
I mean small. One line and he’s out of there. Between the ash falling from the sky and the Old
Lady’s Rest Stop reference, I’m getting major Route
113 flashbacks here. This is Stark Mountain,
the game’s only Fire area I alluded to earlier. Poor Barry can’t catch a break – after suffering
a defeat at the hands of Buck, now his best pal has teamed up with the smug arsehole to get
through Stark Mountain. If it’s any consolation to you Barry, I don’t like him either. He just
keeps getting in the way – I can’t fit through the narrow passageways sometimes because we keep
colliding with each other. In the 2D originals, the sprites could simp
ly pass through one
another, the flat sprites making that seem totally fine. That wouldn’t work at all in 3D,
so the models have to “shove” past one another, swopping places and getting in each
other’s way. Going from 2D to 3D, even in a game like this, isn’t a zero-sum change.
The AI really seems to stumble during these later multi-battles, where there’s far more variety in
Pokémon and strategy. I got kind of complacent, deliberately making misplays because I knew I
could get away with it.
I stayed in with Kipz on a Mismagius I knew had Magical Leaf because it
refused to use it on the sensible target for some reason. Buck doesn’t come out looking much better:
his Claydol retaliates by using Extrasensory on the one Pokémon that resists it.
Putting Buck to one side though, I have to say, I love Stark Mountain.
It mainly takes place in an enormous, multi-layered cavern. It’s an elegant marriage
of exploration and puzzle-solving, encouraging a deeper understanding of the level des
ign.
The shortcuts merit paritcular praise. Good shortcuts should allow the player to revisit
a level quickly and easily, of course, but ideally they also should avoid cheapening
the setting by drawing attention to themselves. If they’re clearly there for the player’s
convenience, this mountain stops seeming so much like a mountain and starts seeming more like
a level. Having Buck with you is simple but sound justification for why you can’t use Rock Climb
the first time through. Subsequent
visits are faster and more convenient, but the world remains
consistent and tangible. There’s no magic portal or NPC to whisk you to and from the exit.
At the same time, the Rock Climb walls also enhance the complexity of the existing
level design. Your first time through they draw your attention towards places of
interest while firmly insisting you find an alternative route. The joy on repeat visits
isn’t just on cutting a path through the maze, but also discovering the additional nooks and
crannies. The room is wide, rather than long, so a player can either make a beeline for
their destination and be done in seconds, or spend more time exploring different paths
each time they come back here. This is important as you’ll be going back and forth a few times.
You have to make your way in and out twice each: the first time to retrieve the Magma
Stone, the second time to catch Heatran. The story goes that Buck takes the Magma
Stone from the heart of the volcano, but soon learns t
hat disaster may strike as a
result and goes to return it. He’s reckless, but he’s not a bad lad really. Like with Cyrus,
though, I feel like there are a few pages missing here. There’s nothing to indicate this one house
in the Survival Area is in any way important, let alone for catching a legendary, and once Buck
exits the building, that’s his exit from the game as well. It’s so abrupt that I had to look
it up to check I hadn’t missed something. His headstrong nature feels like it’d make
for a nice
comparison with Barry, but nothing’s made of it. Before we move on, I’d like to give
a quick bit of praise to the music. The slap bass and electric guitar, along with the
march of the drums, express the harshness of the area. It's tough, but so is everyone else here:
it’s not intimidating, it’s more of an electric, frictive energy. I really like the little bridge
on the woodwind, which creates a very hot, hollow sound, perfect for the inside of a volcano.
Route 228 is a perpetual
sandstorm. Like with Stark Mountain, extreme conditions
are weathered by your own mettle. Like everyone else in the Battle Zone, you’ve proven
yourself capable of handling this. Again, the music reflects this very well – it’s
brash, but it’s very upbeat, there’s lots of brass. The wild, exhilarated song is so
perfect at capturing the energy of the scene. There is one NPC here who gets on my tits, though.
“Who cares about levels and stats?” Me, as it turns out! I’d bloody like not to, but th
at’s just
not the game this is! You can’t tell me the stats don’t matter when we’re about to hit a point
where they demonstrably do! Don’t get me wrong, I’m not actually mad; I understand why the
series is the way it is. Just don’t piss on my leg and tell me it’s raining, man, come on.
One thing I really like about the Battle Zone in general is how it distinguishes
itself from mainland Sinnoh. Ideally of course the Platinum graphics would
drive this point home, but there’s still the distinc
t feeling this is a different place
entirely. That comes from the Pokémon selection. Pokémon really are wonderful and underappreciated
storytelling tools. You’ll notice that the majority of the Pokémon the trainers use are not
in the Sinnoh ‘dex: in their place are a lot of Pokémon from the first three Generations. I love
this decision. It leaves you with the impression that this place really is a smörgåsbord of
trainers at the peak of their skill from all over the world. There’s even a guy
on Route 226
who will offer you Pokémon and ‘dex entries in foreign languages. It also makes a nice change
of pace from the Pokémon you’ve been seeing up until this point: even if you’re an older player
who’s seen these Pokémon before, seeing them again in this new context is a nice twinge of nostalgia.
For new players, this must border on overwhelming, realising just how many new Pokémon are
now available. That’s a cool feeling! The only thing of note in the Resort Area is the
Ribbon Syn
dicate. If it were Platinum there’d be tons of things to talk about, but it’s not, so.
Imagine the Syndicate as a toffee-nosed up-market country club. To become an exclusive member
you need 10 different Ribbons. Doing this without trading essentially demands that you
talk to Julia in Sunyshore City once a day, which is tedious. Ribbons are supposed to function
like “achievements,” or “cheevos” if you’re a cool guy that only eats Flamin’ Hot Doritos,
giving your Pokémon another touch of histo
ry by documenting their accomplishments. Beating
the Elite Four, or reaching maximum friendship, are some of those tasks deserving of a Ribbon.
Talking to an NPC every day of the week, on the other hand, is not, in my opinion.
Anyway this place leaves a bad taste in my mouth, it seems very elitist, very, “keep the riff-raff
out,” they’re a bunch of Tories! All you really get access to once you’re in here are really
expensive Ribbons and better massages. Maybe one day I’ll grind out the Gentl
emen and Madams on
Route 212 to get these, or maybe I’ll do literally anything else with my time. I think raising a ton
of money is probably worthy of an achievement, and isn’t this a great way to characterise and
contextualise that? I don’t like these guys, but that’s only because they’re so
evocative! As for the better massages, they're good for quickly growing closer with new
Pokémon. After all, you've probably already proven you can do it to gain access to this place.
Friendship and aff
ection have been amalgamated into a single stat since Let’s Go Pikachu
and Eevee. What at first seems like a sensible bit of streamlining introduces
some complications to certain playstyles. First of all, yes, friendship and affection were
two discrete stats. I’m not going to go into every detail about their differences, but suffice it
to say there was a huge overlap in context. I don’t quite understand how you could have maxed
out friendship with absolutely no affection. Both were on shaky
grounds mechanically too. With
the removal of the moves Return and Frustration, high friendship affected very little about the
play experience; without its associated minigames, affection was in danger of becoming obsolete. So
the series simply fused the two together. High friendship now also confers the benefits of high
affection: Pokémon will perform better in battle, potentially toughing out fatal damage,
curing themselves of status conditions, having higher evasion, and so on.
I don’t
really mind these effects in a game as solid, difficulty-wise, as Brilliant Diamond.
They’re weighing the scales a little, not tipping them over. The added layer of camaraderie feels
worth it to me. But while they’re not disastrous, I’m not completely convinced about their
benefits. While the narrative it presents encourages you to form stronger bonds with
your Pokémon, it also introduces another layer of unpredictability. The overlapping effects
cast a pretty wide net at maximum friendship
, making it more difficult to plan and execute a
strategy. I planned to sacrifice Kipz during the Cynthia battle for a safe switch – it held on
with 1HP, meaning another turn spent in a fight it had no chance of winning. I’m not really sure
how to feel about that. They also have knock-on effects with certain mechanics. Imagine trying
to use a Guts strategy when your Pokémon keeps curing themselves of their status; imagine using
a Counter/Mirror Coat strategy when your Pokémon keep dodging t
he moves. These problems aren’t
enough to make the system a complete failure. It's pretty exciting when your Pokémon comes
in clutch at a difficult moment, giving you another water cooler story to share that increases
affection for these little cartoon animals. But these problems are worth considering nonetheless.
And, uh, that’s it. The final Route in the game, and the highest numbered Route in the entire
Pokémon series. Which is a blessing, honestly, I was really running out of stuff to sa
y!
The Battle Zone is essentially one big loop; you can tackle this in entirely the other direction
if you want! I love that, more of that please. We’re coming back into the Fight Area, and
to Battle Park. So, after our excursion around the island, do we feel any stronger? Any
fitter? Any more prepared for the Battle Tower? No, of course not. What do you mean Numel
has Bright Powder?? Why does it have Bright Powder?? Right, okay, we’ll come back later!
Sinnoh’s theming justfies the huge numb
er of legendaries in the region. Turn off that
Autosave: it’s time for the legendary roundup. How nice is it they gave you
the option to turn that off, though? In a lot of ways I think these “extracurricular”
legendaries – the ones not part of the main story – do a better job feeling… well, legendary. That’s
entirely down to their mechanical context. They’re a mystery rather than an inevitability. Play
far enough into the game and you’re guaranteed to encounter Dialga or Palkia – and it’s n
ot like
their designs are a big surprise, is it? The same can’t be said of Cresselia. It’s not like you
have to decipher ancient Sanskrit or anything, but there’s a world of difference between
investigating Canalave because you want to and investigating Canalave because you were told to.
First on the list is Rotom, who technically isn’t a legendary.
It’s an odd wee beast, this one. Despite being locked to the post-game, it’s encountered
at level 15, and has a catch rate of 60 – you’ve got ov
er a 1 in 10 chance of getting it
just chucking a Poké Ball at full health. It’s worthwhile, though, just because it acts as a
little bit of payoff to the Old Chateau. Not much, not overexplaining the mystery or anything
like that, but a single thing gets solved after all this time and you’re just going
to have to content yourself with that. What I don’t like is how you find and unlock
Rotom’s alternate forms. If you figured this out for yourself you’ll have to tell me how: you’re
supposed
to use the Secret Key on this specific wall in the Galactic Eterna Building. This used
to be an event item; the game would literally tell you to consult a website as you got it. But
there are absolutely no clues in this version, so far as I’m aware: you just have to know.
Spiritomb isn’t a legendary either – boy, this is going well – but it’s probably the
toughest Pokémon in the whole game to track down. You get the Odd Keystone on Route 208 – or in
Twinleaf Town, right here? What a strange
secret, I kind of love it! You can also dig more up from
the Underground if you’re lucky. Slot the Odd Keystone into the well on Route 209, and do one
more small thing, and you can find Spiritomb. That “one more small thing” is a joke, of course:
you have to find and talk to 32 unique NPCs in the Underground. Each one of these NPCs has
a preferred location where they’ll show up, but it’s not guaranteed: sometimes they’ll
appear, sometimes they won’t, and frustratingly, sometimes they’ll ap
pear somewhere they
shouldn’t. I recommend keeping a checklist. It’s an incredible grind; random and unrelated
busywork that just exists to stop you getting Spiritomb without your soul withering away.
This grind existed in the original game too, but in a different form. Rather than talking
to 32 NPCs, you had to talk to 32 other players Underground. These didn’t have to be unique
players either – once we figured out what to do, me and my friend spent a good half hour just
disconnecting and
reconnecting over and over. The frustrating thing is, with all the online
features, if it had just been the same in the remakes it would have actually been fine!
This series really just doesn’t seem to want you having Spiritomb without a huge chore.
One of Spiritomb’s selling points was its Ghost/Dark typing, which, before the introduction
of Fairy, meant it couldn’t be hit for Super Effective damage. Reflecting its spiritual
nature, it’s associated with the number 108, which is considered a
sacred number in Dharmic
religions like Hinduism and Buddhism. Many Buddhist rosaries are made up of 108 beads; 108
is said to be the number of positive, neutral, or painful sensations multiplied by the senses
we experience them with, and so on. I’m the wrong person to ask about how well these inspirations
track onto Spiritomb, unfortunately, but I like how dedicated they are to the bit. It’s formed
from 108 spirits, its Sinnoh ‘dex number is 108, its defensive stats are both 108, it weigh
s
108kg, and – I missed this cheeky wee reference last time – it can be found in Sea Mauville in
Omega Ruby which is, of course, on Route 108. Cresselia is part of Canalave’s
mythology, which centres around dreams. A child has fallen into a deep, nightmarish
sleep thanks to a sinister influence, and only Cresselia’s Lunar Feather can cure
him. I love this kind of thing. It’s much easier for me to make sense of these stakes
– this is a local legend, and instead of the whole world being at s
take, it’s a kid.
Unfortunately Cresselia ruins it by being an absolute bastard. A roaming Pokémon with
a catch rate of 3, a health restoration move, and Safeguard to prevent status. Fuck sake. The
only small blessings are that Moonlight only has 5PP, and it literally cannot do anything to
Bronzong in retaliation. It took me forever. As a series carries on over multiple decades,
unless it is meticulously future-proofed, it starts to buckle under the
weight of unforseen issues. Ramanas Park
embodies one such issue for Pokémon.
Legendaries are stuck in an awkward place. Mechanically each game wants to include as many as
possible, both to allow new players to catch up, and to give the player more stuff to do.
But doing so cheapens them contextually. The challenge of catching a legendary creates
a mechanical climax during the battle itself, but to really feel legendary, they also have
to leave an impact on the world around them. This is where Dialga and Palkia have a
big advantag
e – they’ve left deep marks throughout your adventure. But even Pokémon
like Cresselia enhance, and are enhanced by, Sinnoh’s mythology. No matter how iconic Mewtwo,
or Rayquaza, or the legendary beasts are, they don’t feel legendary when they’re bundled together
in a Pokémon catching theme park. Ramanas Park is essentially a ball capsule machine for legendary
Pokémon. They feel tamed, they feel knowable as a result. I understand why this is: the game
can’t dedicate time and resources to fl
eshing out every Pokémon adequately. But even with that
acknowledged and sympathies extended, this setup still robs them of a lot of their mystique.
Catching them is made more exhausting by the method used to unlock them. You have to go
Underground to dig up Mysterious Shards, which can be exchanged for the slates you need to access
the legendaries. I don’t know how long it took me to get the Shards I needed, I seem to have stopped
counting, but I have it in my notes here that it took me 4 h
ours to get enough Shards to do half of
them. The problem with this is simple: it’s much more exciting to look for rare Pokémon than it is
to spend an hour hunting for 2/3rds of a chance at one. The tedium could have been ameliorated
if you could dig them up throughout the game, but you can’t. They only become available
in the post-game. If, for whatever reason, you dedicate yourself to doing all this, here’s
a tip: the best way to find Shards in the walls is to chip away the tiles like thi
s – each three
tiles apart. That way, you can see all the 3x3 items at once, then decide what you're going for.
If you fail to catch a Pokémon, you have to go and scrape together enough Shards to replace
the Slate. I kind of like this in principle; it’s trying to make it so you can’t just bash
your head off it. You have limited opportunities, so you have decide which Pokémon you want first.
If you fail, you have to go back Underground to hunt for Shards – it's not a hard wall, you don’t
los
e your opportunity forever, but it’s an actual punishment. Or at least, it’s supposed to be. You
can just save and bash your head off it anyway; getting the Shards is such a pain in the arse
that if you couldn't, if you had to stick to the terms the game seems to be establishing,
I think it'd be the bigger issue. I cannot imagine anybody sticking to the letter of the
law here in good faith – Ramanas Park is torture. Thankfully the catching itself
is just as strong as ever. Collecting Pokémo
n is incredibly addictive, and
the tension of the ball shaking still has me on the edge of my seat every time: it’s one of
my favourite developments. Each wobble is its own individual check; the game doesn’t know
ahead of time whether or not you’re going to catch the Pokémon, it is truly random. I know
writers tend to hate the “you couldn’t make it up” cliché but that overlooks the excitement of
an emergent experience that is truly unscripted. The type system marries itself well to catching
Pokémon too – you can modulate your damage by choosing either regular or Not Very Effective
moves. There’s an astonishing amount of synergy between Pokémon’s core systems. It demands
grace under pressure – you walking a delicate tightrope while it’s trying to knock you out.
Each Poké Ball excels in a different area. The range isn’t great – Quick Balls and Timer Balls
seem maybe a little too useful compared to a lot of other options, for example. That’s maybe a
contributing factor in why pe
ople are so fed up of Quick Balls – the fact is, they’re just that
good. Timer Balls used to climb to a 4x catch multiplier over 40 turns. They now reach that
same amount in 10 – even 4 turns into the battle, they're still outperforming Ultra Balls. I’m
not even necessarily sure it’s a bad thing to have a best option, but it doesn’t matter
either way; those kinds of minor teething issues don’t invalidate how good the Poké Balls
are in general. Even if they aren’t balanced at all I’d like to
see even more kinds introduced!
I had a difficult time figuring out how I felt about Critical Captures. Logically I thought
they were just a nice boon, but in practice I found them unaccountably frustrating. Finally I
can back that stance up with cold hard numbers. Critical Captures supposedly raise the likelihood
of capturing a Pokémon; the Ball only performs a single chance check rather than four. The problem
is, even at the highest possible likelihood of getting one, they’re so rare that
your chances
of catching a Pokémon with a Critical Capture is actually lower than getting them with a regular
throw. I’ve had a fair number of times when I’ve gotten a Critical Capture and the Pokémon’s ended
up escaping anyway. It’s a fleeting frustration, but it’s a frustration nonetheless. Does that make
them worthless? Not at all! The game is stronger with this system than without as it introduces the
possibility of a clutch save or unique scenario, another water-cooler moment. Again,
we’re not
logical creatures, and random chance can really help spice things up. Critical Captures aren’t
interfering with anything else, either, so overall I’m really happy with them, I like them.
Now that we’re Champion, we’re finally allowed access to Snowpoint Temple and all the
rare Pokémon inside. Like, uh, Graveler. And Golbat. Candice, are you taking the piss?
At the bottom of the temple slumbers Regigigas. And once again, the Titans end up being
the best legendaries in the game for m
e. Now, obviously I know what to do to awaken it,
I’ve been playing these games for years and am trying to pace a video. But more than likely,
your first time through, Regigigas will create three separate moments of intrigue. The outside
of the temple comes complete with one ruined pillar – removing one of the dotted designs as
if to censor it. If you know about the Regis, this will set your imagination ablaze. Once
you defeat the League, more than likely you’ll come back here and find the
sleeping Regigigas
before you can awaken it – tantalisingly close, but yet so far. “A body of rock. A body of ice.
A body of steel. When gather the three Pokémon, the king shall appear.” Led by this clue, you come
back here with the three Titans in your party, and finally awaken Regigigas. This is the kind of
mystery that I love about the legendaries. They build intrigue in and around existing areas, imply
things about the people that lived here before us. Even now, Regigigas guards a myste
ry: the symbols
on the pillars outside don’t match the patterns for any of the known Regis. What does that mean?
Is that just how people wrote? If it is, does that mean the Pokémon were man-made? If not, does it
imply there are more Regis yet to be discovered? Unfortunately Regigigas’ Slow Start Ability
make it a bit of a tragedy in battle. It’s one of the strongest Pokémon ever stat-wise,
but it gets its Attack and Speed halved the first five turns it’s in battle. Good luck keeping
it on-
screen until then. I like the narrative of it waking up sluggishly from a long sleep, it’s
just unfortunate it also means it’s a bit naff. Appearing off of Route 214 is Sendoff Spring,
the legendary “fourth lake” of Sinnoh. If the name and the music didn’t give it
away, the metaphysical nature of this lake is made apparent by the Pokémon selection. A
lot of them are spiritual – Chimecho, Haunter, Bronzong. This spring is our link to another world
– implied through theming to be the afterlif
e. Turnback Cave is a randomly generated maze – you
need to find 3 pillars before going through 30 rooms or you’re deposited outside and have to
start again. The symmetry of the rooms’ designs gives them a kind of eerie quality, like there’s
a direction here you can’t quite comprehend. Whether through sheer luck or good balancing I got
through first try with relatively little stress. At the deepest point of the cave stands
Giratina, completing Sinnoh’s creation trio. Giratina’s theming is c
omplex and difficult
to understand. The original concept behind the Pokémon included such high-concept ideas as
“matter, antimatter, and Einstein’s theory of relativity.” Antimatter, to give an explanation
I don’t quite understand myself, is like a “negative,” an “opposite” that exists for every
particle in existence. For every electron (with a negative charge), there is a corresponding
positron (which has the same mass but a positive charge). If the two meet, they annihilate each
other. G
iratina’s lore supports the comparison. It is, “[a] Pokémon that is said to live in a
world on the reverse side of ours.” It is implied to be a byproduct of the universe’s creation,
rather than something created deliberately. This literal explanation of Giratina’s origins
doesn’t quite account for its spiritual component, though. The second part of that ‘dex entry reads,
“[i]t appears in an ancient cemetery.” It is surrounded by death. Another part of its original
concept was the more spiri
tual vision of Sakasa Fuji, or a reversed Mt. Fuji – the reflection
of the mountain on the lake. In Masuda’s words: “[t]he mountain exists on the lake through human
eyes, but it’s only a reflection and doesn’t exist.” This inherent, deliberate contradiction
is difficult to get your head around. Giratina is also the only one of its trio not to have a
gemstone associated with it – or maybe it does. The “Gira” in its name, or “jira” could possibly
come from Girasol Opal, a kind of white quartz
that often displays ghostly looking crystals on
the inside called “phantoms.” Maybe it’s more like “gyre,” “Gyre-atina,” like The Widening Gyre
– yeah, okay, let’s maybe nip that, I’m not going to hit you with the Yeats this far into the video.
But it is interesting though, right? If Giratina is associated with death, and it’s implied
to be a byproduct of the universe’s creation, doesn’t that kind of assume intention? That
the universe was created for life—yeah, okay. Again, the scientific
and the spiritual are
competing here. There’s even another layer of theming to this trio of Dialga, Palkia, and
Giratina that you may have missed: their Steel, Water, and Ghost types perhaps reflecting the
solid, liquid, gas states of matter. In that case, “gas,” a physical scientific phenomenon, is being
represented by perhaps the most spiritual type. This may be a problem born of us considering
the scientific and the spiritual to be such inherently different disciplines. Or maybe I’m
not
giving the game enough credit; maybe this is a clever device to avoid concrete explanation.
There’s a lot of information to work with, but none of it is conclusive, and I think
that makes Giratina a lot more interesting. I wish the visuals in Brilliant Diamond did a
better job reflecting its majesty and mystery though. It’s a tiny wee thing, standing
barely taller than your chibi character, and the flat lighting and generic
cave graphics don’t flatter it either. Far more dramatic is the le
vel 100 Giratina
you can fight in Ramanas Park afterwards. It appears as a shadow, in its Origin Form it
only adopts when in its native dimension. Unquestionably the biggest casualty of the
decision to not include any Platinum content, the Distortion World was an incredibly cool area
that helped clarify some of the themes Giratina was broaching. Disappointing as its absence is,
I understand the game not finding a place for it, to be honest. It would involve completely
rewriting the climax
at least. This is a nice tribute at least, to show that the game
still embraces the idea. If nothing else it makes for a far more dramatic backdrop for
your battle with such an important Pokémon. You can’t catch this version of Giratina,
but defeating it grants you the Griseous Orb, allowing you to change Giratina’s form at
will. It’s a cool little boss – having you fight one overwhelmingly powerful Pokémon without
attempting to catch it is a pretty cool setup. Dawn’s family clue you into t
he swarms
of Pokémon appearing around Sinnoh. Dawn gets absolutely bammed up by them
though. Poor lassie! These outbreaks encourage you to come back and play daily.
I found some cool Pokémon – Spoink on Route 214, Electrike in Valley Windworks, Lickitung in Lake
Valor. But man… I wish they didn’t look and feel so awful. I understand that the tall grass
is itself abstract, but it still feels so, so fake to have Pokémon pop in and out in
great numbers with minimal animation. That sensation is
only confirmed when you realise it’s
entirely cosmetic – running into a Pokémon sees it disappear right in front of you. Despite
what you may think going by the visuals, the game is still running on the regular
random encounter mechanics. It’s a disaster. I got a Beldum swarm on Route 228 today,
so I went off to right the wrongs of Omega Ruby and get myself a Metagross.
Beldum is an absolute bastard of a boy to catch – a ridiculously low catch rate of 3 puts
it on par with most of the lege
ndaries we met, and even surpasses some like Rayquaza.
Fortunately, the only move it learns in Gen VIII is Tackle instead of Take Down – yeah,
you can imagine how much of a headache this was back when it was constantly braining itself.
Beldum evolves by joining with other Beldum to create bigger and more complex supercomputer
brains – so we’re calling it Cerebeldum. Our next stop is Victory Road. One of the side
passages was blocked off before we defeated the Elite Four – it’s about time we
explored it.
This side passage leads onto Route 224. I’ll be honest, I forgot about this Route earlier
when I said Route 230 was the last one, but I’m keeping the mistake in because damn,
there’s so much to see in Sinnoh! Even if you’re not its biggest fan, totally understandable, but
I hope I’ve gotten across why I like it so much. I can’t say the same for the last
of the Stat Trainers, unfortunately. Marley is… okay, what’s a polite way to say
“fucking useless?” Arcanine is an amazing par
tner in doubles. Intimidate, Snarl,
and Will-O-Wisp allow it to hamper its opponents’ attacking stats. It also has access to
powerful moves like Flare Blitz and Extreme Speed. Marley’s Arcanine, on the other hand, has Burn
Up, Howl, Leer, and Helping Hand. Howl and Leer both improve physical attacks, while its only
attacking move is Special, and can only be used once. It essentially just uses Burn Up, loses its
Fire typing, and then just sits there buffing your attack while you do all the w
ork. It means each
match takes ages, even before you factor in Sand Stream and Intimidate activating at the beginning
of every match, or Metagross taking about 5 turns to punch a Purugly. Seriously, this is some really
abysmal luck – it’s supposed to be 90% accurate! Marley isn’t even sticking to her stat any more
– she’s supposed to be focused on the Speed stat, with her Arcanine knowing Extremespeed and
Agility in the originals. I’ve no idea what this moveset is going for. At least it sti
ll
kept Helping Hand, which I feel plays off her desire to see Shaymin, the Gratitude Pokémon.
Being in here with Marley is a bit fiddly, like it was with Buck, but this is
enough of an excuse to talk about bugs and glitches. Because I didn’t encounter many.
There were two that I found: the clouds jumped at one point, and the Ball Capsules kept coming
loose from the Pokémon when I’d move them around in the boxes. The former barely warrants mention
and the latter was a minor inconvenience. Th
at was about it, so far as I can remember.
Obviously I’m only speaking for myself, but while I don’t think the game is super polished, I
never found it unstable or anything. I’m expecting a few people to have informed me of a bug that
allowed you to move diagonally in Candice’s Gym, skipping the entire puzzle. I never noticed. Maybe
I wasn’t looking hard enough, but for me, the bugs you have to try to activate don't really influence
my opinion of a game one way or the other. It’s not even li
ke I can offer you the caveat that I
didn’t play it pre-patch; the game came through my door the day before release. Normally I wouldn’t
grass up the retailer, but it was Nintendo UK, so. I’m not saying this to challenge people that did
find the game buggy; I believe them! I’m saying this because I feel like I have to cover my own
tracks. It’s a subject I feel I have to address, rather than it being something I actually had a
lot of problems with. If you encountered a ton of glitches that h
ampered your experience,
that sucks, but that’s totally valid! I just think it would be dishonest to pretend
that your experience was also my experience. Anyway, after all that, there’s nothing even here.
If you have Oak’s Letter, distributed through a limited time event, you can return here to
find Seabreak Path, a long stretch of land that allows you to catch the Mythical Pokémon
Shaymin. Unfortunately I missed my opportunity, so this entire Route lacks a destination.
It’s a bit of a slap
in the face considering how the legendaries are vacuum-packed into this game.
Cresselia only gets a dinky wee island to itself, and yet here’s a cave and an entire Route
dedicated to a Pokémon barely anybody’s going to actually see. Imagine if this Route had
instead been used to build up to a cool legendary, to help create some history and context before you
tried to catch it. Instead, because Shaymin isn’t available in the base game, they spend this time
building up to a payoff that will l
ikely never come. This dead end may have been tantalising back
when the games were still active, but nowadays it’s a stark reminder that neither game – original
or remake – are ever going to be complete again. It just feels like a bit of a waste, you know?
I did play in time to get a couple of Mythical Pokémon, though. Even putting aside my issues
with how they’re integrated into the world, I have a lot of problems with their execution.
Because Mythical Pokémon are essentially just trophies.
They can usually only be caught after
the player has already completed the game, and are unable to be used competitively or
in the Battle Tower. They’re basically there so you can show off to your friends.
For me, they don’t encourage constant participation, either. Without any new scenario
or intrigue, I’m not really interested. In a best case scenario where I’m still in a Pokémon
mood, I’ll turn the game on, download the Pokémon, catch it if I have to, and then bung it in
a box to be forg
otten for the rest of time. Don’t get me wrong, I’m not asking for them
to be gated behind real-world events again, that was a whole other nightmare. But
you know what I mean, at least then, finally getting to see this Pokémon you’d only
read about was a little bit of an event. They’ve become so routine and so easy to obtain
now, they don’t exactly feel Mythical. The only obstacle is remembering to turn the game on
one particular week. It’s not exactly riveting. If anything, these kinds of
timed exclusives
discourage me from getting back into something if I’ve been on a break. Maybe this is the
perfectionist in me ruining my life yet again, but if I poke my head back around the door and
see half a dozen event Pokémon I missed out on, I don’t feel encouraged to stick around, I feel like
I’ve missed out on too much and stop bothering. If they were made available permanently,
I could just dip in and out as I please. They also discourage me from replaying a
lot of the games I’m
fond of. You’ve seen the consequences of it in this very video,
even. I recited Shaymin’s Platinum Dex entry all the way back in Floaroma Town, but that was
second-hand information. I trust it’s correct, but I’m unable to verify it for myself. I had
Shaymin back in 2009 when it was distributed, but keeping that save file would require
I never replay one of my favourite games! I don’t know, I really like the idea of
the series having these Pokémon that are such closely guarded secrets that i
t’s not a
guarantee that every player will get them. But Mythicals aren’t the way to go about it, for me.
Once you’ve sussed them they aren’t intriguing or exciting. They just feel kind of hollow.
Our first Mythical sees us return to the locked building in Canalave City. Pokémon is so good at
these creepy little vignettes – the man in the Harbour Inn inviting you to sleep before you’ve
even said a word, travelling to Newmoon Island in your dreams, and of course, you re-emerging to
find that
it’s been closed for the past 50 years. Creepy and impactful as Darkrai is, the poor
thing hasn’t half been dealt a bad hand. Okay, so its signature move is Dark Void, which has 80%
accuracy and puts both opponents to sleep at once in double battles. This incredibly powerful
move was limited by the fact that Darkrai, of course, was unavailable in competitive
formats. That didn’t stop Smeargle stealing the move during VGC2016 and going on an absolute
tear with it. So the move was nerfed in
Gen VII, not only preventing it from being used by
any Pokémon that isn’t Darkrai, solving the problem all on its own, but also lowering its
accuracy to 50%. Most Darkrai now run Hypnosis instead – the nightmare Pokémon’s exclusive sleep
move is worse than the store brand. Poor thing. This isn’t the only time that a single Pokémon
has resulted in sweeping changes to the mechanics, of course – Paralysis and Confusion were both
nerfed heavily in response to Thundurus. It maybe says something
about the series’ infrastructure
that it’s easier for them to make sweeping changes to moves and systems than it is for them to
make changes to individual Pokémon. I don’t know what it says; honestly it makes getting
Confused or Paralysed a lot less annoying, so, you know what, thanks Thundurus!
The second Mythical I was in time for, just to round everything out, was God itself.
This is the other side of the coin when it comes to Mythical Pokémon: this game’s story feels
practically incompl
ete without Arceus. This is the Pokémon that all the myths have been
alluding to, after all – the Original One, the shaper of the world, the ???. Miss it
and a lot of mysteries don’t have a payoff. I love the setting, the colours and the
music here. The transparent stairway warping the perspective more and more as you climb
higher, and then the sting of Arceus’ theme kicking in. The rumble of the drums makes
it clear: this isn’t just another Pokémon, this is an unknowable, overwhelming forc
e of
nature. Imagine yawning in the face of God. We’re careening towards the endgame now. With
Battle Points to be earned it’s time to boot up Pokémon HOME and start fiddling about with
our Pokémon collection. A lot of the fanbase’s complaints seem to be funnelled through here,
and to be fair, I can see why. It’s trying, bless its wee heart, but it’s a wee bit wonky.
Pokémon HOME is a Switch application; the central hub for trading all your Pokémon between games.
You can even send your fell
as from Pokémon GO. It’s overall smooth and easy to use – it’s missing
a couple of quality of life features (better sorting options would be nice) but I’m just glad
we’ll never have to use Poké Transfer again. There is a fee to use this app, but I think the
monetisation is sensible. Of course ideally it would be free, but I’m willing to take them at
face value that the fee is necessary for server space, and besides which, it’s sensible. The
free plan gives you 30 slots, and the Premium plan
gives you 6,000 slots. It’s £3 a month for
Premium, which sets off alarm bells, but I don’t feel it’s particularly problematic: it doesn’t try
to hoodwink you with a free trial or rolling fee you’re likely to forget about. It’s £3 a month
up front, so you decide whether or not that’s worth it for you and make an informed choice.
What makes that fee feel a bit cheeky, though, is Dexit. The only program on the Switch that has
access to all your Pokémon is HOME: the one with the subscription f
ee. If you’ve been curating a
growing collection of Pokémon for generations, now you have to pay separately for that privilege. I
think you have every right to be annoyed by that. Again, though, maybe I’ve just been mistreated
for too long by the rest of the industry, but this doesn’t seem awful. I ended up
spending the £3 once or twice when I needed it, secure in the knowledge that, the rest of
the time, my collection was safe and sound. They don’t delete it if you stop paying or
anything
, you just lose access to them. Again: it’s not good, it’s not progress, but it’s
fine. I get why they have to do it, and it’s nowhere near as gauche as it could have been.
But there are a lot of asterisks and confusing limitations besides. I don’t mean confusing
in the phony, “what were they thinking?” way, but in a way that makes it genuinely unclear
sometimes what you can and cannot do. First off, it took until May 2022 – about 7 months
after the game’s release – for Brilliant Diamond and
Shining Pearl to become compatible with
Pokémon HOME. There’s been some speculation about the delay being caused by difficulties
transferring information between Unity and the custom engine Game Freak uses for the rest of the
series, but again, that’s neither here nor there; I’ll leave them to fret about the reasons why.
All I know is, it was a bit of a frustrating wait. Even once it became available, a lot of Pokémon
were restricted – even some available across the games. Spinda and Ninca
da can’t be sent from
Pokémon HOME to Brilliant Diamond at all. Presumably this is due to some weird interactions
with the algorithm that chooses Spinda’s spots and the fact that Nincada evolves from one into
two Pokémon – the anti-cloning check might have trouble with that. Not a huge issue – it’d be much
worse if it were the other way around – but still, a weird quirk you have to know about.
There’s also the matter of Pokémon Bank. If you wanted to transfer your Pokémon from
the 3DS you’d
have to pay for that service as well. It was a pittance to be absolutely fair
– something like a fiver for an entire year, but it was another program and fee to keep track
of. Juggling all these different consoles and apps, downloading updates and troubleshooting
when they inevitably encountered a problem, was a bit of a farce. Of course, that may not be
a problem for long. The recent announcement of the shuttering of the 3DS’s online services has
sounded the death knell for Pokémon Bank.
There has only ever been a hard cut-off point between
Generations II and III. When Bank goes down, there will be a cut-off between
Generations V, VI, VII, and VIII. Gen VIII is also awkwardly segmented. Like I
say, only HOME has access to everything. I can’t, for example, trade Back Garden across to
Sword and Shield. This is a problem with expectations. Pokémon established a precedent
for a linear increase in scale early on: each new game had to include every Pokémon so far,
every move so
far, and all of the new stuff. That, it seems, is no longer a guarantee. I think it’s
disappointing: that precedent was important to a lot of fans. Part of what made Shiny hunting so
worthwhile was the idea you’d be able to hold onto that Pokémon forever, trading it forward like an
old friend – or at least an heirloom. Now you are paying for a rotating slice of your collection.
It is a downgrade no matter how you look at it. Generational mechanics are another big cut. These
systems appeared
for a single game before being discarded – hence “generational,” I suppose. Mega
Evolutions, Z-Moves, and Dynamax are completely isolated to compatible games. Mega Evolutions are
particularly tragic I think. I had my misgivings with them of course, but all that design work is
now going completely to waste – not to mention the life it breathed into certain Pokémon. If you
disliked these mechanics the high turnover rate means you never need to put up with them for long.
But if any one of the
m really tickles your pickle, it’s disappointing to never see the idea
iterated or at least brought forward. Moves are a particular pain in the arse to
sort out. Pokémon can have different learnsets depending on the game, so their moves will reset
when transferred. I like this normalising effect in principle, levelling the playing field
after years’ worth of event-exclusive moves, game-exclusive Tutors, and generation-exclusive
Egg Moves. Veteran players are no longer at an objective advant
age because they happened to have
access to a particular event. It also means that powerful moves can be reined in – Toxic used to
be practically universal, but now has a far more limited distribution. But it means some movesets
feel hamstrung. There’s no way for Kipz to learn Ice Punch… but only in this game specifically.
He can learn Ice Punch in Emerald, Platinum, and even Sword and Shield, but try and bring it
back into Brilliant Diamond and the game reverts his moveset. He can learn th
e move I want, and the
move I want is programmed into the game, but for some reason I’m still not allowed to use it. The
biggest victim of this seems to be Zapdos – BDSP marked the first time in a long time it wasn’t
a force to be reckoned with competitively, having lost a lot of coverage in Heat Wave. I hope
nobody spent a lot of time getting their Hidden Power type right; that effort is completely
wasted as only Unown learns it in Gen VIII. I don’t especially miss it – getting the typing
right was always like trying to pick a lock with a ladle – but I know a lot of Pokémon do.
These limitations and omissions make the series feel more disposable; less investible
over a longer period of time. If you had been with the series for years, Shiny hunting
and curating movesets, that loyalty is no longer rewarded. New barriers are instead
erected – not maliciously, but, you know, it’s impossible to argue with a wall.
Now, you – or I, let’s be real, it’s me saying this – I might argue
that these
limitations are a good thing in some ways. I think it’s interesting Brilliant Diamond
having a roster of Pokémon and items so faithful to Generation IV but with new moves
and Abilities. Recent powerhouses have been so strong they’ve muscled weaker Pokémon completely
out of contention. I said it hours ago, but a smaller roster allows weaker Pokémon to present
a greater value proposition. Expectations aside, this was always going to happen at some stage.
Pokémon is an enormous log
istical challenge as we’ve discussed; it would be impossible to
indefinitely maintain the standard set about 20 years ago. And, to be fair, they haven’t handled
it horribly. This is maybe cold comfort but it easily could have been a hundred times worse.
But even if you swallow those platitudes it doesn’t solve HOME’s more frustrating quirks.
The simple fact is these limitations are confusing and frustrating for the user.
On a final note: I think Gen VIII’s problems prove how important it is
to have interplay between the games. In previous Generations, new releases
complemented each other. Competition was enriched by new options; collaboration was
made more exciting with a batch of new Pokémon to trade. In Generation VIII, the releases
compete with one another. I said there that Zapdos was no longer a force to be reckoned with
in competitive BDSP, when the truth is BDSP barely had a competitive scene at all. Why bother when
Sword and Shield’s was so much more bountiful? GAME FR
EAK’S Shigeki Morimoto can be
fought at Hotel Grand Lake, which rewards you with the Oval Charm and the DS Sounds item.
It’s a cute little touch, this one, replacing the music with the original sounds. May as well leave
it on if we’re retreading familiar ground anyway. Because it’s time for the
customary rematch roundup. You can rematch regular trainers using the Vs.
Seeker, which works fine, but the recharge time is a little frustrating. Sometimes the trainers
you want to rematch just won’
t respond, meaning you need to wiggle the analogue stick around
for a couple dozen seconds before trying again. Otherwise, you can fight the Gym Leaders once a
day, and Barry and Dawn on the weekends. Which was a bit irritating, honestly – I was busy on
the Sunday, meaning I could either rush through all of this recording on Saturday, wait a week, or
ruin my Berries which I’ll be needing fairly soon. So in the spirit of rushing through things, here
are some one sentence summaries of the rem
atches to get to the stuff we actually want to talk
about. Dawn: I deserved to lose Avocado here; Roark: Bandage destroyed him; Gardenia: Vice
Vespa destroyed her; Maylene: I can’t believe we have to do this puzzle again; Wake: I mean
Crasher Wake; Fantina: this game’s too scary, turn it off; Byron: Head Smash Aggron has
literally no other moves for some reason, I wonder if that’s an AI problem; Candice:
Candice lassie win a Pokémon battle? No; and Volkner: this Avocado switch was a bit
ch
eeky, I really probably ought to have used Set mode for these battles, eh? I don’t want you
to take the tongue-in-cheek nature of this bit as me dismissing them, by the way, I had a lot of
fun in all of these matches. There’s just someone I’m more interested in talking about. He’s been
waiting practically the entire video for this bit. And that’s Barry.
Barry is seen as one of the weaker rivals in the Pokémon series. I certainly
thought so, which is why I was so surprised to realise how stro
ng a character he is. He’s
surprisingly well fleshed out. His dad’s absence (and their similarities, he is his father’s son)
motivates his hurry to prove himself. He’s always one step ahead of you, charging from place to
place, crashing into stuff, and just generally making a nuisance of himself. It almost justifies
the original Diamond and Pearl’s ponderous speed, contrasting your slower approach against his.
It’s annoying, but in kind of a lovable way. Chasing the Galactic Grunt out of Pas
toria
sees you interrupted by Barry. I love how chuffed he is that he didn’t crash into you as
he’s at his most disruptive. When you finally reach the Pokémon League and present your badges,
the tension crescendos and you prepare to take the plunge… and then Barry appears for one
last bout. If you found this frustrating, that was exactly the point: it’s annoying,
but it’s so, so characterful. His popping up at the most inopportune moments creates a real
antagonistic relationship between yo
u and Barry. This is the foundation of your rivalry. The
purpose of the rival is to act as a measuring stick. They’re on the same journey as you, but you
see it from the outside in. So you have to want to fight against them, you have to want to compete,
for them to fulfill their purpose. This is why the adversarial rival is so popular, the arsehole
always lording it over you and goading you into fights. But that’s not the only way to do it.
Even if Barry isn’t always better, he’s faster; he
’s always doing everything before you do, and
making a much bigger impression on everyone you both meet. You have to work to distinguish
yourself against him. That makes him a more compelling rival, particularly at the beginning.
The problem is, the more victories you get under your belt, the less seriously you can take him.
Your approach is vindicated as he loses to you time and time again. He begins to fall in your
estimations long before he starts jobbing to bit-part NPCs. Sure, his loss
at Lake Acuity
sets him up to avenge himself at Spear Pillar, but the story does so little with this and his
epiphany about power that I don’t think it was worth destroying his credibility. I mean,
he loses to Jupiter and her bum face bastard farting Pokémon, it’s a bit of a red neck. Then
he climbs all the way to the top of Mt. Coronet, the peak of the region, enlists your help to
get his payback, and then leaves for no reason. From then on, there’s no friction between you,
there’s no que
stion about who’s stronger. One of you fought a primordial God; the other nipped
off for a Capri-Sun. And after his credibility is stripped away, all you’re really left with is a
very impatient but fundamentally nice guy. And, nice as being nice is, it doesn’t really
motivate you to defeat him, does it? Barry’s redemption comes in the Battle Tower,
where he puts up a much bigger fight in the Master Class Double Battles. But so, so few people
are likely to even reach them, let alone get far
enough into them to battle Barry, that they’re
never going to see this conclusion to his arc. Some prep-work went into the rematches
against the Elite Four. I decided to use the 150BP I got from using Pokémon HOME to
patch over some choice weaknesses in my team. We got Thunder Wave on Scramble, a Modest
Nature for Bandage, and finally, finally, I started paying attention and we got Seed Bomb
on Back Garden. We’ll need every advantage, because these fights are really difficult.
Their difficu
lty is achieved by basically optimising each of their Pokémon, giving them
access to a bunch of items and strategies you’re unlikely to be able to match. That may seem a
little unfair, and it is, but as a post-game, optional challenge? I kind of love that.
It’s also balanced by a couple of factors: you have practically unlimited access
to items at this point, and the AI isn’t amazing – Infernape’s Focus Sash is worthless if
you're going to use a Full Restore, for example. But it’s edge-of-t
he-seat stuff that demanded I
brought all the strategies I had to the table. All of this before we even get to Cynthia: the
absolute summit of Brilliant Diamond’s in-game. My strategy was to set up using Avocado’s
Dragon Dance and hopefully snowball from there. Her Spiritomb doesn't have anything
that can catastrophically damage a Tyranitar, so I’ve got a lot of breathing room to buff
myself. That strategy worked … until we encountered her Focus Sash Close Combat Lucario.
I can’t OHKO it,
it’s part Steel so the Sandstorm doesn’t do anything, and STAB Close Combat is
4x effective on Tyranitar, so that’s a loss, that’s just a complete – oh ho ho ho ho, Avocado
you spicy minx. This is it: call this wrong and I lose all my momentum. If I attack and she uses
Extremespeed I lose; if I heal and she uses Close Combat I lose. The sweat beads. I lick my dry
lips. My finger hovers over the button. You’re mad? I’m mad! I deserved to lose
Tyranitar twice over, come on Cynthia, punish me!
Okay, maybe that’s a wee bit horny.
So after all that, after essentially rinsing all the in-game content, do I feel ready for the
Battle Park? Well, slightly, but really only because of that 150BP from Pokémon HOME. Getting
a footing in the Battle Tower demands a heroic amount of patience and good will for the game.
It’s ridiculously tough; I wouldn’t describe it as a difficulty spike or even a difficulty wall.
For all intents and purposes, it may as well be a completely separate game. Pokém
on and strategies
that carried you through the single-player are useless here; previously worthless moves
and strategies become oppressively powerful. Even catching and raising a Pokémon is
completely different. To prove my point I’m going to be taking you through my experience
raising a Pokémon fit for the Battle Tower. We’re finally going to get ourselves that Vaporeon.
We want an Eevee with the Egg Move Wish, which can only be obtained from its parent. So
first, we need to catch a male T
ogepi and teach it Wish. Since it’s a baby Pokémon, we then we
need to raise its friendship so it evolves. Then we need to breed Togetic with a female Pikachu
to get a male Pichu with Wish. Then we need to raise its friendship so it evolves. Now we need
to breed a female Eevee with that male Pikachu to create an Eevee with Wish. You can keep
doing that until you get the Nature you want, or simply breed that Eevee with a Bold Ditto
holding the Everstone, and there we go, a Bold Eevee with Wi
sh. I called her Slush Puppie!
Next up is EV training – that’s “Effort Value,” not “Eevee training.” I’m grabbing
a standard recipe from Smogon here, both because I’m desperately unoriginal but also
to prove a point. We want 248 HP, 224 Defence, and 36 Special Defence. I understand this probably
isn’t optimal for the Battle Tower; this EV spread is meant to let Vaporeon hit key thresholds in the
Gen IV OU metagame. So, you know, this is bobbins, except that it's a pre-made spread that doesn’
t
max out any of Vaporeon’s EVs! And that allows me to show you how awkward EV training is. As
none of these numbers are maxed out, we can’t rely on the vague graph the game gives us: we have
to manually keep a tally of every EV going in. You have to maintain a constant vigil to ensure these
stats don’t go over their goal; you can’t just stick this on in the background while watching
the telly or something. Make sure you don’t get bored and skip a tally, or get distracted
when the Poké Rad
ar chain inevitably drops, and for goodness’ sake make sure you don’t catch
any random Pokémon you may run into along the way. Catching Pokémon gives you Exp, which also
means it gives you EVs, and with the Exp. Share, all of your Pokémon get them. To be fair, that
does mean I can EV train multiple Pokémon at the same time. I’d been growing EV reducing Berries
every chance I got, so I tanked Vice Vespa and Giblets full of them and am raising their stats
at the same time. I also went ahead a
nd got some of the Power Items using my Battle Points.
But honestly, I needn’t have bothered with any of this. The far easier method
is to battle the toffs on Route 212, ideally with the Amulet Coin, get a ton of money,
then spend that scratch on Vitamins – each one is 10 EVs. Genuinely – it’s a lot faster,
it’s a lot easier, it’s a lot more mindless. With its Natures, EVs, and Egg Move in
place – and its IVs pretty damn good, which was a stroke of luck! – it’s time to level
up Slush Puppie
. Usually the Pokémon League is the best way to grind levels in the post-game,
but that’s not really feasible with them being so difficult. I got her to level 50 which is
standard for the Battle Tower, but there’s no way I’m getting anything to level 100 so that
means there’s no way I can sort anybody’s IVs. You can only do Hyper Training at level 100.
So, for now, we have her item. I’m just giving Slush Puppie the Leftovers, it’s a standard kind
of item for a defensive Pokémon. My plan was
to have her use Wish to heal up her teammates if
necessary, or Wish and Protect to heal herself. Unfortunately the only thing that can’t be changed
about a Pokémon in Gen VIII is its Hidden Ability. The Ability Patch can change to a Hidden Ability,
but not from. That turned out to be a minor problem with Slush Puppie – I didn’t realise
she had the Hidden Ability Hydration instead of the usual Water Absorb. I worked around
it though, eventually revising her moveset to a Rain Dance/Rest setup
. So long as there was
rain, she could use Rest to heal to full without sleeping for multiple turns. I love how much
more accessible the Ability Patch has made Hidden Abilities, but I feel like if we’re this far along
it may as well be able to switch them back too. So that’s it! Again, I feel like I ought to
mention I haven’t done much criticism here: I’ve literally just described to you the process
I went through. If you found this segment boring, congratulations! That was the point.
I sai
d earlier these videos afford me the opportunity to really dig into the games,
to give time and energy to the parts I wouldn’t bother with normally. While I really appreciate
that, there’s a hidden edge to that sentiment: would I really be doing this, forcing myself
to prepare for the Battle Tower, had I not dedicated myself to an “exhaustive” look?
The answer is no, no I would not. Getting Slush Puppie to this point took me about
four hours. To be fair, this is all much faster and easier in
Pokémon Sword and Shield,
and I wasn’t playing particularly efficiently. But even half that time would be steep for a
single Pokémon. I had to grind for ages to be able to play the game I actually wanted to play.
And it’s not like that grind was enjoyable. I don’t find tinkering with all these separate
esoteric systems fun, especially with Sinnoh’s map design. Training a Pokémon late-game involves
constant travel between Solaceon for breeding, Veilstone for TMs, and Pastoria for the Move
R
eminder. It gets exhausting fast. Despite the fact I demonstrably enjoy this series a
lot, I don’t think I’d force myself through this were I not making a video on it. Keep in
mind this was all for just one Pokémon – the other two are going in with whatever stats and
moves I can get my hands on. Don’t talk to me about Giblets’ Attack IVs, that is heartbreaking.
The game does absolutely nothing to incentivise this investment. There’s no tutorial, no
encouragement, no positive feedback of any
kind to demonstrate the appeal of the Battle
Tower to a new player. Instead, all the items you could use to get started are locked away
behind a ludicrous amount of Battle Points you can only earn by doing well in the first place.
It’s a real rich-get-richer setup. And that’s to say nothing of the specialised knowledge you
need: specialised knowledge the game doesn’t provide. At the beginning, you need to make
the effort on the blind faith that you will, eventually, come to enjoy the mode.
Many
players – including me, ordinarily! – just won’t bother. It’s no wonder the battle
facilities have become such an afterthought. Pokémon’s competitive scene is
beyond the scope of this video; I was just doing Battle Tower. But I believe my
sentiments are shared by a lot of the community! Even the most dedicated competitive players
– the ones who will fly around the world to compete in Pokémon tournaments! – can’t be
bothered! So far as I understand it they basically all use “genned” Po
kémon; completely
legal Pokémon that have been hacked into the game rather than obtained legitimately.
If you think that sounds unsportsmanlike, you’re missing the point. They do it to make the
game more fair – to ensure the playing field is as level as possible. Otherwise your success would be
heavily influenced not by your skill at the game, but by how much time you had to tweak this array
of stats. You can argue that’s part of the game, and you’d be objectively correct, but it’s
a part
that isn’t satisfying, interesting, or fun to the majority of players, it seems.
I can understand the series not wanting to lean into these systems, but its prevaricating has
made committing to this section a bit of a farce. A huge part of Pokémon’s target audience is
children; its core fantasy is growing with your favourite Pokémon, becoming friends with them. A
competitive mindset, on the other hand, demands more cynical decisionmaking. That can create
new favourites to be fair. But if the
series put that front and centre, it would probably be
offputting to a huge number of players. That risk is inherent to some extent, but Pokémon also
has a more specific problem. It’s made these two aspects – the fantasy, and high-level play –
mutually exclusive. As we discussed on Route 222, by expressing each Pokémon’s unique qualities
through stats, the game attributes worth: some Pokémon’s unique qualities make them
better or worse than others. Therefore, you cannot improve your Pokémo
n while maintaining
a child-friendly fantasy; you have to make cynical and sometimes cruel decisions to play the game
at its highest level. You have to start a bizarre eugenics pipeline, or force-feed your Pokémon
drugs to change almost everything about them. The game can’t be proud of its competitive
potential because it runs in opposition to its entire remit. So instead the
game sequesters these systems away, trusting that the hardcore audience will root
them out for themselves. Many, of
course, do! But it leaves little room to engage with these
mechanics on a more casual basis. There’s clearly interest in it, as evidenced by all the funny
Pokémon Showdown videos, but there seems to be little interest in getting to that point in-game.
Of course, you may argue that sweating about the stats like this isn’t really necessary,
especially when you’re going up against the AI. Pokémon’s type system diminishes the
need for min-maxing, after all. But you still need to take every adva
ntage available.
You need as much consistency as possible in the Battle Tower. A single “round” has
you fight 7 trainers in a row, each with 3 Pokémon apiece. There are so many fights that
bad luck becomes guaranteed – any possibility, no matter how slim, becomes a certainty over
a sufficient stretch of time. In those cases, you want every advantage in your corner.
Many Pokémon explicitly exploit random chance. I ran into a Weezing with Will-O-Wisp,
Double Team, and Substitute, designed to w
hittle you down as you whiff hits over and over. If you
have a move like Aerial Ace or get some good luck, the fight is already over. Otherwise, you just
have to cross your fingers: not exactly what you want to be doing 20 matches in.
Part of the problem here is the Battle Tower’s ridiculously harsh punishments.
3-on-3 fights mean one false move, bad matchup, or bit of bad luck, and you lose a third of your
team. Lose all three and you’re kicked right back to square one. I don’t mean you have
to fight all
7 trainers again, or get knocked down a rung, that would be fine: I mean you start the entire thing
from scratch. Back to fighting first-form Pokémon; back to earning 3BP for defeating 7 trainers.
It's unbelievably cruel. Imagine if that was how Elo worked. You lose one game against Kasparov
and you’re back to the after-school chess club. It makes losing genuinely stressful. Those
down-to-the-wire decisions or skin-of-your-teeth escapes lose all their romance when they mean a
Sisyphean climb to reclaim your progress. Take this moment, for example: I made the mistake of
underestimating Froslass’ Speed stat and I lost both Boarealis and Giblets as a result. That’s a
learning moment, for me – Froslass is incredibly fast, now I know. But I can’t put that knowledge
into practice in future until I crawl my way back out of the little leagues, unless of course
Slush Puppie can pull something out of the bag. You don’t always get so lucky. On top of that
you’ve also got
to contend with Tower Tycoon Palmer, who represents not just one but two
pretty severe difficulty spikes. We haven’t even unlocked Master Rank, where you can really
start generating BP. If you’re good enough. But of course, you probably don’t have the BP to
be good enough to reach it, let alone compete! On top of all this, there’s the fact that
switching out a Pokémon involves another few hours of prepwork. I tried using Scramble a few
times, but decided her patented para-flinch combo wasn’
t consistent enough to get the results
I wanted. I would have loved to have tried a Yanmega instead – I’ve always wanted to use
Yanmega but never had the occasion. But the idea of spending another couple of hours getting one,
making sure it had the right Nature and Ability, getting the proper moves (either through
breeding or tracking down the limited TMs), making sure it had no weird IVs like Giblets… all
this shit, from scratch, again. I couldn’t do it. After about 20 hours of this,
I wa
s ready to pack it in. Every loss, whether that be from inexperience,
a bad roll of the dice, or both, came with a demoralising and time-consuming punishment.
Learning about one of my team’s shortcomings and switching Pokémon came with another
few hours of prepwork. And I wasn’t earning anywhere near enough BP to correct some of my
Pokémon’s flaws. It may well be that I was just playing poorly! But discovering where I was
going wrong and learning to play better was a miserable experience. T
he gap between recognising
a problem and organising a response is enormous. I genuinely don’t know how the hell
you’re supposed to pull this off. Although, of course… we do know one way.
Pokémon is, of course, a social game. If Pokémon HOME gives you more Points, I’ll
just import my whole back catalogue. If Sword and Shield’s systems are really that much more
convenient, I’ll just ask my partner for some help. They even traded me over a Shiny Yanmega
from Legends: Arceus: meet Damsel! Her a
nd Aplomb got us to our first Master Rank victory! Don’t
ask me how they get so many Shinies, by the way, it’s legitimately frightening. I was worried
this might be going against the spirit of an Exhaustive Look at Pokémon Brilliant Diamond, but
any Look at Pokémon that doesn’t acknowledge the social features can’t really be called Exhaustive.
And I’m glad I did. Because after all this work, I finally got to experience the
battle system at full strength. If you want to know why I’m so frustr
ated with
the Battle Tower, if you want to know why I go on and on about hidden stats, if you want
to know why I nitpick every little thing: this is why. I had so much fun. The
systems are so good. All of its flaws are backgrounded; all of its strengths emphasised!
I got a Doubles team together and went on a tear through Master Rank. You guys were right, this has
made a Doubles convert of me. Although technically this is a Multi Battle which gives you a huge
advantage as you can focus down
a side to make it a 2v1 – but that’s not the point, the point is
I loved it. I was rewarded with huge chunks of BP and items, letting me train my Pokémon for myself.
Master Rank doesn’t reset progress completely on a loss – you have a couple of chances
before being knocked down a rung! Honestly, I started planning new teams even after
all this – I would love to use Venusaur on a Sun team! I finally saw the end of Barry’s
arc! I think it’s lovely, a really satisfying conclusion for your riva
l – see what you think!
This is what I’d love to see more of in these games. Not because it’s difficult – if anything I
think it should be more accessible – but because Pokémon, at its best, is really, really fun.
So, having conducted this elongated look at Pokémon Brilliant Diamond, what have we
learned? Well, nothing conclusive: I wasn’t really driving towards a singular point here.
I hesitate to say Brilliant Diamond is emblematic of the problems the series faces. I think it’s
more a bypro
duct of the problems it faces. Generation VIII has been a transitional period
for Pokémon. It’s seen the series struggle to adjust to new hardware and audience expectations.
It’s had to make an enormous hardware leap in a single stride while continuing to expand.
The release schedule on the Switch has been exhausting – practically annual releases since
2018, even in the midst of a global pandemic. From that perspective, I think it’s remarkable
the games have been as good as they are. And ye
s, I feel the same way about Brilliant Diamond and
Shining Pearl. The brilliance of Sinnoh’s design and atmosphere shines even through modest
visuals. The expanded Pokémon selection improves replayability, and the Switch makes
social features more accessible than ever. But those improvements feel like the bare
minimum. Many of the game’s qualities lie in the strength of the original design; many
of its shortcomings lie in the changes and adaptations. Longtime fans had special cause for
dis
appointment because we’d already seen a version of these games many consider definitive. Even
conceding all the positives, there’s no getting around the Copperajah in the room. I played
a better version of these games back in 2009. And it’s not like Pokémon has ever been perfect
even then. Brilliant Diamond inherits a lot of shortcomings. Drama necessary to convey the game’s
themes feels disruptive; information about moves and stats is obscured by a kaleidoscope of hidden
values; and the se
ries still hasn’t found a way to package digestible tutorials about its nuances.
I don’t think I need to prove that I have criticisms at this point. Unless for some reason
you’ve skipped to that sentence specifically, in which case: I have a lot of criticisms.
The hardcore fans seem to be with me on that, even if we disagree on some of the details.
But I haven’t found the conversation about those problems particularly helpful or
pleasant. It’s been downright nasty at times. I’m not going to
point fingers or name names,
so you’ll have to take my word for this, but I’ve seen a lot of misdirected hostility from the
fanbase: ad hominem attacks that mischaracterise developers as lazy or malicious. Now I can’t
tell you what goes on behind the scenes, but I’d wager one hundred of His Majesty’s finest
quid that nobody’s deliberately making the games worse. If you’re disappointed by recent releases,
that isn’t necessarily a moral outrage. You should be allowed to vocalise your disappoi
ntment, and
it should also inform your purchasing habits going forward. But criticism should not be a way
for us to avenge ourselves upon the developers. Their crime, such as it is, is making a
game we didn’t like as much as we wanted. I don’t mean to lecture you; I get it.
There’s a big difference between my mentality now and my mentality five years ago that I
think has softened my stance on the series. I’ve stopped waiting on that “ultimate” Pokémon
game. I’m happy to take the series as i
t comes; new releases are no longer competing with the
ideal Pokémon game I’ve got in my head. I went into Pokémon Brilliant Diamond with tempered
expectations and enjoyed my time with it. I’m admitting, in a roundabout sort of
a way, that this video is not the best critical approach. A lot of my criticisms are
petty; little things seem a lot bigger when you look too closely. Major flaws are given as much
time as minor nit-picks. You’re bombarded with so much information it’s impossible to
retain it
all. And videos of this length take so bloody long to make the series has often moved on in
the intervening time. Generation IX is now out and I can think of at least one criticism that’s
now outdated. This is almost certainly the last “Exhaustive Look” video I make.
Still though, I had fun. Making it has given me the opportunity to
organise and articulate my thoughts anew. And, flaws acknowledged, I’m left with a newfound
appreciation for Diamond and Pearl, their remakes, and the
series as a whole. It’s not the same
kind of appreciation I had back in the day, of course, but then I’m a very different person
than I was in 2007. I think the only way I could possibly enjoy Sinnoh on the same level I did
back then is if I could somehow go back in time.
Comments
CORRECTIONS and CLARIFICATIONS:- 2:23 I make a point of not acknowledging games released after the game I'm discussing. I ought to have mentioned that in the introduction. 1:37:14 Steelix can be caught in the wild. 2:21:36 CONTENT WARNING: SEXUAL ASSAULT. The "bunny girl" costume is not as benign as I made it out to be. Japan has very high sexual harrassment and sexual assault statistics. Japanese critics have argued that objectifying women in media, even for young children, is a contributing factor to these statistics. Having played so many Japanese games I'm desensitised to a lot of this stuff, which is exactly the problem; nevertheless, it ought to have occurred to me to interrogate it. Please accept my apologies. 2:59:10 Your options are more than doubled in Doubles. 4 moves x 4 moves = 16 combinations in a turn before we even account for switching or items. 5:00:00 This interaction is not unique to Mareanie and Corsola - Sableye and Carbink behave identically. 5:17:33 My understanding of why health depletes so slowly was incorrect. So long as there are more Hit Points than pixels in the HP bar, the game counts down each number in its own individual frame - as the Gen IV games run at around ~30FPS, the game will take 1 full second to take away 30HP. 6:22:56 The Ainu people are still around today; I unintentionally imply otherwise. 10:23:01 Arceus is not an event Mythical; it's locked behind completing all main story missions in Pokémon Legends: Arceus.
A nice and quick 11 hour video!
Just want y’all to know if he made this a show with 30 min episodes, it would be like 22 episodes long. Bro produced an entire show
it’s MY sleepover. i get to decide the movie
Just want to point out how much your scriptwriting has improved since the Omega Ruby video. Feels like going from a uni thesis to a column in the paper. Real wordsmith you've become
"a slag heap is what we call maggie thatcher" "we used to race snails, which was just as exciting as you'd expect" God im so fucking happy we've got a new video. your one liners crack me the fuck up. gonna be so good to dive into this over the next few days
Wanted to show appreciation that this 11 Hour Behemoth is subtitled!!
I'm surprised you didn't talk about Buneary in Eterna Forest. I've always thought that was a brilliant little detail, and an awesome introduction to friendship as a mechanic. Buneary always knows Frutration, and is the only Pokemon who can learn it naturally, a move that becomes stronger the lower your Pokemon's friendship value. Buneary then evolves when it's friendship is high enough into Lopunny, who learns Return on evolution, and is the only Pokemon to learn it naturally, a move that gets stronger the higher your Pokemon's friendship value. It's a beautiful way to let you mechanically feel the otherwise kind of arbitrary feeling friendship stat, as you see Frustration slowly grow weaker, and get rewarded with this hella powerful move at the end of it. And all that comes from the area where you're first introduced to the idea of fighting alongside a friend.
I think there's a pretty elegant solution to the HM problem - contextualize it as a learning moment for the trainer character that enables them to get their Pokémon to do things for them. Something like "You learned the Push command!". Then, when you try to push something, the game checks if any Pokémon in your team can learn Strength (without needing to learn it), and if they can, it tells you "You asked Machoke to push the rock. It did so happily!" - prior to that growth moment it could say "You asked Machoke to push the rock. It doesn't seem to understand you..." or something along those lines. If you don't have a strength mon, then the game can either not let you push (the annoyance of which is mitigated by immediate access to your box - maybe it can even tell you that there's a Pokémon in your box that COULD push and ask you if you want to swap out), check your box and have the Pokemon help out automatically ("No one in your party could... But Machoke heard you and jumped out of the box to help!"), or just default back to having a random Pokémon from the grass help you out (I like this one least), depending on how lenient you want to be. This way you get rid of the weirdness of the growth coming from an item and it still prioritizes that team effort aspect, doesn't force wasted move slots. There's even precedent for your trainer learning to be a better trainer having an impact on mechanics - the traded Pokémon level cap for obedience increasing with each badge in earlier games.
33:20 he was most likely joking, but for anyone wondering, the coin toss landomg on heads that many times was a 1/64 chance lol
IT'S FINALLY HERE
I think there's something very charming and funny about this video's empathetic approach to game development. In this age of internet hot takes, it feel almost absurd to apologize for something as commonplace as calling a dev team lazy or a previous video's unnecessarily strong stance on something. And yet i think it lends a very wholesome and forgiving air to the critique that makes the actual criticism come across as all the more valid, because you know it comes from a place of love for the game and empathy for the devs and fans.
after watching this once through, i think my absolute favorite moment is when you held down a gym-badge for too long and got gym-badge jumpscared. the incredulity was like watching a tiger cub play with its enrichment toy
I've long maintained that your Omega Ruby retrospective was likely the best-written Pokémon video of all time. Now, over 6 years later, we get to tackle an even more controversial entry into the series, and with even more hours of entertainment and insight. Beyond excited to dive in - props to you for creating what I'm sure will go down in community history! (Also I find it very amusing that, commenting 7 hours after it was uploaded, I can know for a fact that not a single individual on Youtube has watched it in its entirety 😂)
Pokemon like Cinderace also feel more like characters than pokemon. They have so much inherent personality for something that is supposed to be an entire species. If one person's fire-rabbit happened to be obsessed with football, and acted very much like a stereotypical football player, that's fine. But the entire species? That is so weird to me.
I wish so badly that ambipom had an ability that let it hold two items. That would give it such a niche that no other Pokemon can compete with, and potentially made it actually decent in battle despite being middling otherwise. It wouldn't help the design much but it would give it a reason for being like that that makes it super unique.
Somehow every single time there's a joke it feels like it comes completely out of the blue and cracks me up, no matter how many times I can never see it coming.
Pierce Brosnan ate Mrs. Fitzsimmons' sea bass
I'm so excited to watch this! My girlfriend used to live 3 and a half hours away from me and I would listen to your Omega Ruby retrospective on the drive up there and back every time I went to visit her. It's one of my favorite pieces of media ever so I can't wait to really dig in to this!
There's literally a mechanic RPGs already have for making sure not every player can catch every legendary: Meaninful choices. They don't even have to be like good/bad endings. Say the volcano heatran lives in is erupting and you can either catch Heatran to calm it down, or go catch Shaymin to protect the wildlife around the volcano. Or, the sleeping kid with the nightmares. Either you fetch Cresselia to heal him, or catch Darkrai to make them knock it off, and once you have one, the other avoids you, fearing it's counterpart..