Basically, it was a year to the date from the time I stopped playing Pokemon Go last year to picking it up again around a month ago. In that time, a few changes had been implemented and I’ve found myself enjoying it. We’ll see how long that continues… After all, it still is a “bad” game in so many regards. There are a lot of awesome features to it, too. Anyways, I recorded this a few nights ago after activating a Lucky Egg and evolving as many Pokemon as I could. I was able to generate enough experience to jump to the next level and added a few new entries to my Pokedex. Forgive (or enjoy) the static noise (fan) and My Brother, My Brother and Me in the background.
A spin-off of 2013’s Super Mario 3D World, Captain Toad: Treasure Tracker released the following year and expanded upon a series of one-off stages featured in that game. Designed around Captain Toad’s inability to jump and thereby defeat enemies in a traditional Mario way, each stage allowed the designers behind the Mario games to flex their creative muscles within strict gameplay confines. Impressively, they managed to do so across nearly 80 distinct stages, rarely reusing puzzle conceits. Consistently refreshing and stimulating, it was a joy to play. Continue reading Captain Toad: Treasure Tracker [Wii U] – Review→
How cliché, yet how apt that The Legend of Zelda: Breath of the Wild is a breath of fresh air. The series remains one of the most prestigious in video games but after thirty years, has grown formulaic, stagnant even. Accordingly, it was no surprise when this entry underwent a traditionally extended development cycle before eventually releasing on two platforms (just like Twilight Princess on both counts). What is surprising is how with this entry Nintendo managed to remain true to the core tenants of the series, while bucking tradition in ways that resulted in a game that seems fresh, yet consistent.
At work were an array of gameplay systems and mechanics that coalesced perfectly, forming rewarding gameplay loops of exploration and experimentation. For me, this truly was a game where it wasn’t about the destination, it was about the journey. I’d begin every session with a specific goal in mind but like clockwork, wound up distracted by a million other fulfilling tasks. Hyrule was absolutely enormous but it was packed to the gills with worthwhile things to do. Continue reading The Legend of Zelda: Breath of the Wild [Switch] – Review→
When Nintendo of America announced they had localized and released Picross 3D: Round 2 a year after its Japanese debut, I was over the moon. The Picross series has been a stable time sink for me ever since I first played Picross DS. However, I was a little dismayed that it wasn’t destined to receive a physical release in the west. No, it was only available digitally and I’m one of those weirdos who’s reticent to purchase nonphysical copies of games, convenience be damned. Seeing as I didn’t have a reasonable option for a physical purchase, I willingly plunked in my credit card information and made the purchase. I’m glad I did.
After spending three hours with Pokémon Dream Radar, I can thoroughly report that it more closely resembles a tech demo than a video game. And if spending that much time with a glorified tech demo doesn’t sound appealing, hopefully the prospect of receiving a handful of legendary Pokémon does, because that’s the true purpose of this product. It plays almost entirely with the Nintendo 3DS’ augmented reality functions, tasking players with collecting orbs and catching Pokémon using the forward-facing camera of the handheld. It’s a novel prospect for the first few rounds but it quickly becomes clear that’s all it is: a novelty. Regardless of my Pokémon fandom, the hours I spent playing this purchasable object resulted in little more than a dreadfully boring grind… and legendary Pokémon. Continue reading Pokemon Dream Radar [3DS eShop] – Review→
Roaming Pokémon are the worst. I’ve been nearing the end of my Pokémon Y playthrough and just gained access to one of the few available legendary Pokémon. Unlike the few others that are located in caves, this particular one roams the region. It’s such a pain in the ass to catch though I don’t know that I’ll even put in the time to obtain it. This isn’t a new concept for the series but it is one rarely utilized. I’m generally not one to play armchair quarterback but as my frustration grew Sunday morning, I thought about what I’d do to improve upon the concept. It’s one I theoretically like, especially applied to the Pokémon games, I just wish it was implemented differently in this instance.
In the Pokémon games, beating the Elite Four and champion is one of the core goals; doing so signals that you’re the strongest trainer in the region. Afterwards, there’s additional content that becomes available. It’s generally not much but in Pokémon X and Y, it seems especially barren. Regarding X and Y, every player’s first encounter with a wild Pokémon in the post-game will always be with one of the legendary birds. It’s different based on which starter Pokémon was picked at the beginning of the game. Since I picked Froakie, the legendary Pokémon available to me was Moltres.
This first encounter is just a tease as the Pokémon immediately flees. Now however, the Pokémon’s entry has been somewhat completed in the Pokédex, at least enough to track it and see where it’s currently located. At this point, there’s primarily two ways to tackle this capture: passively try to catch it as the post-game content is naturally completed or while focusing on other objectives, or actively try to pursue it. Since there’s not a ton of post-game content and I’m merely “passing through” this game on my way to Omega Ruby, I actively tried catching it.
The method of actively pursuing a roaming Pokémon I’m most familiar with entails going back and forth between two routes or a route and a town in the hopes that it will appear in the desired route. This becomes a tedious task quickly as the player buttons through layers of menus to get to the Pokédex to locate if the Pokémon is nearby. If it isn’t, cross that border and back into the desired route and check again. Luck is a factor in the sense that it’s rarely on the player’s side when tracking roaming Pokémon. And, something as simple as flying to where the roaming Pokémon is won’t work as it will be somewhere else by the time the player touches down.
If that Pokémon is on the current route, the player can still mess up their opportunity to encounter it. For instance, if the first Pokémon of the player’s party is of a higher level, the roaming Pokémon won’t appear. In fact, if you encounter another Pokémon, say a wild Flabébé 70 levels the junior to the first Pokémon in the player’s party, that roaming Pokémon is now somewhere else. The so-called legendary is afraid to fight something a piddly wild Pokémon will gladly step up to. WHAT!? Even if a weak Pokémon is in the first spot of the party and the roaming Pokémon is in the current route, there’s still no guarantee that it’ll be encountered. And if a wild Pokémon is encountered instead, that roaming Pokémon is likely somewhere else.
It can be frustrating and at the very least, time consuming. The roaming Pokémon in X and Y eventually settles down in a cave after ten encounters. But still, that’s ten encounters when I’ve had trouble getting a second! So, what would I do differently? One implementation stuck out to me immediately and it’s primarily what I’ll posit. There’s plenty of ways to alter this concept too but it’s only now that I’m shifting gears towards constructive criticism that I realize I really just wanted to rant. Still, I’ll elaborate on a different method of including roaming Pokémon that may be less frustrating than the current one.
First off, instead of introducing the roaming Pokémon after the game’s been beaten, I’d instead introduce it during the lead up. I’m of two minds on how to: randomly or through a predetermined encounter. Introducing it through a random encounter would mean a different experience for every player. For some, it may be the first wild Pokémon they encounter; others may not see it at all during their playthrough. This randomness would make the encounter more impactful, like running across a shiny Pokémon, although I’d want the chance of seeing it much higher than seeing a shiny Pokémon (roughly 1/4096 for the current generation). Perhaps the best method would be through a predetermined encounter, with future appearances requiring the hunt; basically just changing the timing of the Pokémon’s initial availability.
The legendary Pokémon almost always appear at a preset level which could break the game’s difficulty if one was encountered early on and somehow caught. They could instead have a scalable level based on when they’re encountered. I’d scale it such that it can still wallop the player’s party but a skilled player may be able to inflict a status condition or throw a Poké Ball. That would entail allowing the player to get a move off whereas currently, the Pokémon flees before the menus on the touch screen even appear. I’ve caught legendary Pokémon by throwing a Poké Ball out as my first move and let me tell you, it’s pretty satisfying!
As I thought, I wound up wanting to rant more than to offer constructive advice. At least, offering detailed constructive advice because really, simply introducing the roaming Pokémon sooner would alleviate a lot of my grief. With my current chase, I feel like actively pursuing Moltres is the only option since there’s so little post-game content. If I was sticking with this game longer, this whole topic would be a moot point. I’ve already got Omega Ruby queued up and if I’m going to spend dozens of hours with a game to complete the Pokédex, it’ll likely be that one since it’s the most recent release. As it stands, tracking this Pokémon down and attempting to catch it is a pain in my ass and likely one I won’t continue to endure.
I’m disappointed with Pokémon Picross. Or rather, I’m disappointed in my expectations for the game. When it was announced in a recent Nintendo Direct, it was fully detailed as a “free-to-start” title: a game I’d be able to download and play for free. Presumably, there’d be some reason to coerce me to input money, but I didn’t ruminate on that or the potential pitfalls associated with the game’s payment model further. My lust for a new Picross game caused blinders to go up, especially considering this was a new one thematically designed around Pokémon. A peanut butter and jelly combination if I’d ever heard one! Having spent some time with the game, I’ve come back down and am firmly grounded in reality.
Nintendo’s Picrossgames are logic-based puzzlers that task players with filling in a gridded square using numerical hints on each row and column, ultimately revealing a picture. The numbers bordering each row and column indicate how many squares are to be filled in and if they’re connected or contain an unknown space of unmarked squares between them. Using deductive reasoning, one can determine that if a row of 10 squares has a hint of 8, a certain number of squares must be filled in, regardless of where the filled in section begins and ends. Extrapolating this thinking across the entire grid and utilizing squares that have already been filled in is an addictive process with a satisfying sense of completion when complete, especially on the larger puzzles.
Pokémon Picross takes that standard concept and applies some of the mechanics from the Pokémonseries. The puzzles themselves are representative of individual Pokémon that when complete, result in catching said creature. They each have an ability that aids in the completion of puzzles by filling in squares, slowing time, etc. This mechanic ties into another new addition, rewards for completing specific objectives for each puzzle. Each puzzle has a set of unique objectives, such as set Pokémon X or use ability Y. Rewards for completing these were generally Picrites, the in-game currency.
Mega Puzzles make a return after their debut in the digital only Picross e titles, although they’re completely foreign to me. I skipped out on those digital titles not thinking they contained much content (I was wrong, rectifying that mistake… now) but they make total sense in a Pokémonthemed game, considering Mega Evolutions are the new “thing” for that series. Basically, they screw with the hints given and instead combine two rows/columns. Even after going through the tutorial a time or two, I had to wrack my brain to comprehend them. They add a nice change of pace, but are nowhere near as progressive as Picross 3D.
Progression is also portrayed differently, although is structurally similar to previous Picross games. Players navigate the game from puzzle to puzzle as if navigating the varying routes in a Pokémongame, complete with branching paths and different creatures. The difficulty pacing is all over the place, which for a veteran like me is appreciated. While it could be a hindrance for someone unfamiliar with the series (and I could see many newcomers coming for the Pokémonside of the equation), it also further replicates the progression of a standard Pokémongame, e.g. having to return to some cave with stronger Pokémon. Reaching new areas is no small feat and the barriers are twofold: energy and Picrites.
I originally wanted to start this section off discussing one of these mechanics as the lesser of two evils, but they’re both pretty mischievous, but ultimately boil down to one annoyance. Like many free-to-play games, this one utilizes an energy meter. As squares of puzzles are filled in, that meter depletes until it’s empty, halting progress until it’s refilled. The easiest way is to wait for it to refill; this can take a couple of hours and for the player in need of a fix, the quickest way is to refill it (or extend it altogether) with Picrites. As mentioned, Picrites are the in-game currency and are awarded for the completion of puzzles and the completion of objectives. They are doled out in laughable quantities in relation to the amount needed to unlock additional areas and upgrades, heck even an alternate set of puzzles are gated behind a hefty sum of Picrites. The only logical solution is to pony up real money.
This is a free-to-play game (and the core game is damn fine!) but convincing myself to plug in more than a couple of bucks is a tough sell. Admittedly, I’m still one of those luddites who prefer physical media and getting something I can hold in my hands in return. And I understand that many individuals worked on this game and there are plenty of stakeholders who deserve a cut. But, the portrayal of this game as free-to-play is somewhat devious. The amount of Picrites awarded in relation to the tally needed to unlock additional stages is prohibitively high and at some point, progression is gated behind a measly few puzzles that can be farmed each day.
Labels and payment models shouldn’t conjure this much ill will, and I’m perhaps going overboard here, but I would’ve rather seen Nintendo strip away the free-to-play elements and just market a full-price digital title. Obviously they didn’t go that route and I’m sure there’s plenty of evidence to suggest they’d reach more players, and ultimately yield more revenue by adopting the model they went with. And with that “realization” this article has devolved into a codgerly rant about the evolving sales pitch of video games. The kicker is that if you pump in about thirty bucks, all of these elements I’ve whined about go away. I don’t think I’m going to though because I’ve still got a chip on my shoulder on how they marketed this game! The more I write, the more I’m coming off as an entitled asshole, even to myself. So while I’d fit in great in an internet comments section, I’m going to wrap things up here! This is a great game, just go into it with better expectations than me.