I've played with it on "set" for years, reasoning it's more authentic to the "role-playing" aspect. In a duel of any type your opponent wouldn't pre-emptively declare what they were going to do and then ask if you'd like to try countering it, they'd just make their move.They should make the "switch/set" choice more obvious, it's in the options screen alongside stuff like dialogue box borders and text speed and makes a world of difference without going overboard with difficulty for the kiddos.
I've played with it on "set" for years, reasoning it's more authentic to the "role-playing" aspect. In a duel of any type your opponent wouldn't pre-emptively declare what they were going to do and then ask if you'd like to try countering it, they'd just make their move.
Opponents certainly have the capability to use items in battle. Been there since Generation I. You won't often see it (or Pokemon switching in any capacity, much less in response to a switch of your own) outside of special opponents. Think the Elite 4, your Rival, the Champion, etc. Why, did they gimp the fuck outta the AI too, at some point?Same reason why I never use items in battle.
Opponents certainly have the capability to use items in battle. Been there since Generation I. You won't often see it (or Pokemon switching in any capacity, much less in response to a switch of your own) outside of special opponents. Think the Elite 4, your Rival, the Champion, etc. Why, did they gimp the fuck outta the AI too, at some point?Same reason why I never use items in battle.
https://nordic.ign.com/pokemon-sword-nintendo-switch/31215/review/pokemon-sword-and-shield-reviewIn fact, compared to previous Pokemon games, they look fantastic – and there’s no sign of the framerate stutter that was so common on the 3DS during battles. Some of the new unique attack animations are really damn cool (Nintendo doesn’t want us to talk about them in detail quite yet, but take my word for it). They really stand out against some of the older moves, which can be stiff and plain.
https://nordic.ign.com/pokemon-sword-nintendo-switch/31215/review/pokemon-sword-and-shield-reviewIn fact, compared to previous Pokemon games, they look fantastic – and there’s no sign of the framerate stutter that was so common on the 3DS during battles. Some of the new unique attack animations are really damn cool (Nintendo doesn’t want us to talk about them in detail quite yet, but take my word for it). They really stand out against some of the older moves, which can be stiff and plain.
I love Pokémon fusions. I love obscure prehistoric animals.
I never fucking asked for this.
Pokemon has been grim since Gen 1 but this is something else entirely. What the fuck? No seriously, what the fuck? Who fucking thought this was okay? Is it supposed to be a metaphor for the game itself, maybe? Whose fucking idea was this?
It's not a good satire of early paleontology. The concept is there but the execution is not. It's not a bad design, since it's pretty hard to impale a head on a spike and call it a Pokemon, but holy shit, fuck the person who made this. It's not funny or spooky like past creatures—it's just downright cruel. There's plenty of disturbing Pokémon, and the fossil ones have never been particularly accurate—but these are fucking clueless. It's mean-spirited. The only thing that would get me to buy the game at this point is if it would let me blast this poor thing's brains out with an elephant gun. Jesus fucking Christ.
I never liked that option, I feel like it's making the game harder in a really dumb way. Instead they should have an option so that the game doesn't tell you what pokemon your opponent will use next while still being able to switch at the same time. I always thought that was fucking dumb, why would you know beforehand what they will use?They should make the "switch/set" choice more obvious,
It's an RPG... and I get it, I really do. But this looks so fucking boring, the static animations make this look even MORE static than having static sprites. I would simply go back to animated (yet static) sprites. Anything else requires too much work because of GameFreak's retarded idea to have 1000 Pokémon.
One thing that annoyed the shit out of me in Ultra was how long it takes for a battle to start and end compared to the length of the battle itself. When most trainers you meet have only 1 pokemon, and if you knock them out in 1 move the fight takes 10 seconds but all the animations and screen transitions take like 40 seconds total (and that's with move animatinos off).
The revived fossils being fucked up because the scientists mixed them up during the cloning process is pretty funny in a dark way already, but what seals the deal are the bullshit pokedex entries.
Why are you resetting when you can change natures with items nowI just reset the game 46 times for a female Adamant Scorbunny. Problem is I wanted Jolly but can't complain about what I got.
Laziness/boomer convenience. The nature mint or whatever it is stops working if you put it in a box and take it back out, which I imagine I'll be doing often to play with different teams for in-game/Battle Maison/VGC, etc.Why are you resetting when you can change natures with items now
Always figured 3d Pokemon models were a mistake. Sugimori's art style was not created with 3d rendition in mind, and translates poorly.IIRC they've been using those animations for similar attacks since 3DS. https://www.youtube.com/watch?v=jyjJPy7ZiZU
https://nordic.ign.com/pokemon-sword-nintendo-switch/31215/review/pokemon-sword-and-shield-reviewIn fact, compared to previous Pokemon games, they look fantastic – and there’s no sign of the framerate stutter that was so common on the 3DS during battles. Some of the new unique attack animations are really damn cool (Nintendo doesn’t want us to talk about them in detail quite yet, but take my word for it). They really stand out against some of the older moves, which can be stiff and plain.
It's an RPG... and I get it, I really do. But this looks so fucking boring, the static animations make this look even MORE static than having static sprites. I would simply go back to animated (yet static) sprites. Anything else requires too much work because of GameFreak's retarded idea to have 1000 Pokémon.
https://nordic.ign.com/pokemon-sword-nintendo-switch/31215/review/pokemon-sword-and-shield-reviewIn fact, compared to previous Pokemon games, they look fantastic – and there’s no sign of the framerate stutter that was so common on the 3DS during battles. Some of the new unique attack animations are really damn cool (Nintendo doesn’t want us to talk about them in detail quite yet, but take my word for it). They really stand out against some of the older moves, which can be stiff and plain.
It's an RPG... and I get it, I really do. But this looks so fucking boring, the static animations make this look even MORE static than having static sprites. I would simply go back to animated (yet static) sprites. Anything else requires too much work because of GameFreak's retarded idea to have 1000 Pokémon.
This game doesn't even have the 1k roster.
It wouldn't take much to remove the static feeling shown in those videos to boot, you don't need intricate animations to make the scene come alive, look at what SMT Nocturne did, from the game series that pioneered the idea of collecting things in the first place :
Nocturne had close to 200 demons. That's half of the roster of pokemons in shield. I'd think a company that sells 16 million copies of a game (stats for the previous entry) can afford to put more of an.. effort.
I had fun as a youngun playing the original GB pokemon against other people IRL but that series has never really improved with gamefreak just rehashing the same thing over and over even harder than Activision does the Call of Booty.
Oh come on, you know half of those are pallete swaps and most of the rest are either sharing a skeleton with something else or are barely animated to begin with.Nocturne had close to 200 demons.