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<blockquote data-quote="NocTurn" data-source="post: 31383" data-attributes="member: 5407"><p>Just finished my playthrough up until the game isn't letting me progress further. As a pre-warning, my review is going to look mostly negative through the much longer con list. That isn't the case- I think this is a very well put together and pretty game that <strong>is absolutely worthy of your time</strong>.</p><p></p><p>Pros:</p><ul> <li data-xf-list-type="ul">The mapping. I mean, it's gorgeous, what else is there to say? Everything felt so organic and lively, Ekat's tiles were absolutely used to the fullest here. That being said, I wasn't a fan of just how much snow there was. It would be nice to see a bit less of it.</li> <li data-xf-list-type="ul">Balancing was on point, I never felt too weak or strong. The levels even scaled after certain story events which was a welcome change. My only moment where I felt off balance was at the beginning, where most things were either Ice, Grass, or Ground type and couldn't really stand up to most Outskirts Pokemon.</li> <li data-xf-list-type="ul">Twizzler! I mean, he's charming, what else is there to say?[SPOILER="Story spoilers ahead"]<br /> The story is always intriquing, and I like the semi-dystopian cyborg/robot era you have going on. I was particularly struck when we first leave the ruins maze and Elia turns to reveal her cyborg half- I was really caught off guard, and it's a moment that stuck in my head and kept with me for the rest of my playthrough.<br /> [/SPOILER]</li> <li data-xf-list-type="ul">Open worlds are always nice, so I approve here.</li> </ul><p>Cons:</p><ul> <li data-xf-list-type="ul">The game design. This is where most of, if not all of my points are stuck. I recognize this is a new type of game for Pokemon, the open world thing isn't really done a whole lot. However there were too many issues for me not to take note of it here. Things of note include:</li> <li data-xf-list-type="ul">Trees being passable from behind and how often that was used for normal progression. I found this very distracting, I was constantly looking through trees to find the next section of route I could actually travel through.</li> <li data-xf-list-type="ul">The runes. The game teaches you through tutorial that they're on giant walls at the start, which I thought was pretty noticable. However past that first rune, they're all found on very easy to miss small 1-wide pillars, and don't have any visible indicators besides a slight green coloring that wasn't too dissimilar to vines. This was made worse by me playing during night-time.</li> <li data-xf-list-type="ul">Vines. During the forest maze, the game clearly taught me that vines = cuttable object. So, logically, I tried to cut all the vines. Some weren't, some were. This was very distracting, and most times disappointing, for me as a player.</li> <li data-xf-list-type="ul">NPCs. All of them were named, and it was very hard to keep track of them. Sometimes they would change their dialogue between story events, too, with little to no physical indication of this. So every time a story event occured, I had to go around and re-check every single house and every NPC. It was tedious.</li> <li data-xf-list-type="ul">Finally, there was the sidequests. Side quests has two words in it, side and quest. These quests were neither side nor were they quests. They were all mandatory to game progression, and I found them all a bit exhausting. None of them even really required anything challenging of me. A good example of how to do sidequests well would be Nightshade, Ekat's game from the last jam. There were a large variety to pick from at any given time and also tied into the story itself with her park ranger-esc duties. Here, these feel like long chores given to you by NPCs that you're forced to do... Because. They don't tie into the story, and they certainly aren't very engaging.</li> <li data-xf-list-type="ul">The music is really distracting. Both the battle music tracks and atmospheric tracks are nice in their own ways, but constantly switching between the super high energy battle themes and the super low energy (basically lo-fi at some points) overworld themes is a bit overwhelming.</li> </ul><p>Overall, I think this is a game that's worth playing. However, there are very too many game design issues for me to highly recommend it until these things are fixed, unfortunately. After the game design is improved a bit, though, I'm sure this will be an awesome game for everyone to play! Even if they don't get fixed, it's still worth playing through to experience all of these issues on your own and see how they can be fixed/avoided in your own games.</p></blockquote><p></p>
[QUOTE="NocTurn, post: 31383, member: 5407"] Just finished my playthrough up until the game isn't letting me progress further. As a pre-warning, my review is going to look mostly negative through the much longer con list. That isn't the case- I think this is a very well put together and pretty game that [B]is absolutely worthy of your time[/B]. Pros: [LIST] [*]The mapping. I mean, it's gorgeous, what else is there to say? Everything felt so organic and lively, Ekat's tiles were absolutely used to the fullest here. That being said, I wasn't a fan of just how much snow there was. It would be nice to see a bit less of it. [*]Balancing was on point, I never felt too weak or strong. The levels even scaled after certain story events which was a welcome change. My only moment where I felt off balance was at the beginning, where most things were either Ice, Grass, or Ground type and couldn't really stand up to most Outskirts Pokemon. [*]Twizzler! I mean, he's charming, what else is there to say?[SPOILER="Story spoilers ahead"] The story is always intriquing, and I like the semi-dystopian cyborg/robot era you have going on. I was particularly struck when we first leave the ruins maze and Elia turns to reveal her cyborg half- I was really caught off guard, and it's a moment that stuck in my head and kept with me for the rest of my playthrough. [/SPOILER] [*]Open worlds are always nice, so I approve here. [/LIST] Cons: [LIST] [*]The game design. This is where most of, if not all of my points are stuck. I recognize this is a new type of game for Pokemon, the open world thing isn't really done a whole lot. However there were too many issues for me not to take note of it here. Things of note include: [*]Trees being passable from behind and how often that was used for normal progression. I found this very distracting, I was constantly looking through trees to find the next section of route I could actually travel through. [*]The runes. The game teaches you through tutorial that they're on giant walls at the start, which I thought was pretty noticable. However past that first rune, they're all found on very easy to miss small 1-wide pillars, and don't have any visible indicators besides a slight green coloring that wasn't too dissimilar to vines. This was made worse by me playing during night-time. [*]Vines. During the forest maze, the game clearly taught me that vines = cuttable object. So, logically, I tried to cut all the vines. Some weren't, some were. This was very distracting, and most times disappointing, for me as a player. [*]NPCs. All of them were named, and it was very hard to keep track of them. Sometimes they would change their dialogue between story events, too, with little to no physical indication of this. So every time a story event occured, I had to go around and re-check every single house and every NPC. It was tedious. [*]Finally, there was the sidequests. Side quests has two words in it, side and quest. These quests were neither side nor were they quests. They were all mandatory to game progression, and I found them all a bit exhausting. None of them even really required anything challenging of me. A good example of how to do sidequests well would be Nightshade, Ekat's game from the last jam. There were a large variety to pick from at any given time and also tied into the story itself with her park ranger-esc duties. Here, these feel like long chores given to you by NPCs that you're forced to do... Because. They don't tie into the story, and they certainly aren't very engaging. [*]The music is really distracting. Both the battle music tracks and atmospheric tracks are nice in their own ways, but constantly switching between the super high energy battle themes and the super low energy (basically lo-fi at some points) overworld themes is a bit overwhelming. [/LIST] Overall, I think this is a game that's worth playing. However, there are very too many game design issues for me to highly recommend it until these things are fixed, unfortunately. After the game design is improved a bit, though, I'm sure this will be an awesome game for everyone to play! Even if they don't get fixed, it's still worth playing through to experience all of these issues on your own and see how they can be fixed/avoided in your own games. [/QUOTE]
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