POKEMON BONDING SYSTEM, my proposal in one concise post:
All Amie All The TIme.
The greatest failing of the DS games is that nobody seems to know what to do with the bottom screen. I think the largely useless gadgets and UI menus of generations past should be scrapped and the second screen should be the amie view by default so you could play with your pokemon at any time. You could choose which pokemon you wanted to bond with, and that pokemon would follow you around the overworld ala HG/SS, all the while the lower screen displays a view of them walking after you. Imagine it like looking behind you to check on them throughout your adventures together.
The PSS and trading could be integrated into a Pokegear/nav/poketch like device that would be accessible through the menu. This Pokephone would allow you to register friends and NPC’s ala the match call system in emerald.
Super training could be eliminated completely in favor of
Super Amie minigames.
Super training is great. It’s managed to make entire swaths of the metagame more accessible to a wider audience, and I hate it. The minigame it utilizes for the training is repetitive and unenjoyable for me. It feels like a chore with very little reward. Pokemon have a total of 510 EV’s, and at 4 EV’s a pop you’d have to play the minigames nearly 130 times to fully train your pokemon, excluding the punching bags. That’s not even touching how completely out of place super training feels compared to the rest of the game.
So instead of the separate super training system, I would have pokemon amie minigames that simultaneously EV trained your pokemon. Imagine Super Head it! Guide your pokemon back and forth on the bottom screen to where the ball is going to land, and then tap to bounce it. Different balls would train different stats and your final score would determine how many EV’s you gained. low score? Only one or two EV’s, a high score could mean up to 12.
Having minigames award EV’s instead of pokepuffs would then allow for
Lack of nature based flavor preferences from the pokepuffs system in favor of the “levels” of pokepuffs is the single most mind boggling omission in the entire amie mechanic that I can possibly imagine. Why even have flavors then? It’s completely pointless! They had a perfect opportunity to make it even more immersive and personal by having the players learn each individual pokemon’s likes and dislikes and they squandered it.
So instead of the shallow, half hearted minigames to earn pokepuffs, The entire pokeblock and poffin system could easily be brought back wholesale and given a whole new purpose in the form of Pokemon Baking. Make adorable, personalized treats for your favorite pokemon. The better you do, the higher quality pokepuff you make. Collect berries to make extra special puffs! It’s such a natural fit for the amie system that I’m flabbergasted it wasn’t a thing.
In Mario & Luigi: Superstar Saga, failing the second input in the Chopper Bros. move will cause this animation to play.
Today on “Fire Emblem supports taken out of context”…
Pokemon Diamond/Pearl/Platinum - Sinnoh
"Atlus have sold out super hard man, they only care about milking Persona 4"
27/02/2014 - The day Atlus slam dunked the elitist idiots.
I’m about half way through Bravely Default and, try as I might, the list of things I don’t like about the game has grown far faster than the one of things I do.
On the surface, Square Enix’s spiritual successor to Final Fantasy: The 4 Heroes of Light looks like the second coming of classic Square JRPGs. Its turn-based combat is relatively fast-paced and littered with seemingly exotic attacks, abilities, and magics, each the result of a job system that resembles the much revered ones of Final Fantasy V and Final Fantasy Tactics.
Furthermore, the world the player inhabits is riddled with tried and true JRPG hero archetypes and idiosyncratic JRPG villains, as well as a host of elementally themed towns and instantly familiar dungeon types, including but not limited to: “the maze,” “the dark forest,” and the always much beloved “generic cave #9.”
However, the deeper one plunges into the seductive nostalgia plastered ever so invitingly across the majority of Bravely Default's world, the more one struggles to see how each of these elements is supposed to meaningfully fit together, or why any of them were chosen in the first place.
There’s a really neat tool I found called Universal Pokemon Randomizer. It runs on any US Pokemon rom from Gen1 Red to Gen5 Black2, and completely randomizes the game in a really cool way.
Here’s a list from the site of what it randomizes:
- The Starter Pokemon choices.
- The Wild Pokemon you encounter in grass, caves and other places.
- The Pokemon that Trainers use against you.
- The base stats which define the potential of each Pokemon.
- The elemental types of each Pokemon.
- The abilities of each Pokemon, in games where they exist.
- The moves that Pokemon learn by gaining levels.
- The contents of each TM which can be taught to Pokemon to give them additional moves (HM moves are not changed to make sure you can still beat the game)
- The ability of each Pokemon to learn each TM or HM move.
- The “static” Pokemon which you either are given, fight on the overworld, or are sold.
- The names of trainers & the classes they belong in.
- The moves taught by move tutors, for games within which they are significant enough.
It’s really really cool and I recommend it.