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Comments
That sounds like a good plan.
I liked B/W's gameplay the best. Sure, it seems more linear than other games, but Pokemon isn't fucking Fallout. It was never intended to be open-world.
The story and setting are horrid, though.
I think the series' gameplay is probably best in HG/SS, myself.
I'm in agreement with regard to B/W's story being pretty bad, but I actually quite like the setting. It feels organic; it's the little details that do it for me, like Durant and Heatmor.
HGSS did have its own problems, though. Like level distribution (which was carried over from G/S, so there's that)
B/W had that problem after the endgame too, going from low 50s to 60+.
On the other hand, that just registered a "challenge accepted" for me.
^^Yeah, that's a fair point. But I think it has the best engine.
Now, if we're talking about the best generation in terms of what it contributed to the series, that has to be III. The world design led to a lot of the game being pretty dull to work through, but the discontinuity between the Game Boy and Gameboy Advance let the designers go nuts making overall systematic improvements, and started the tradition of remaking the earlier games.
Fuck I remember that shiii
3 had the best setting/atmosphere, but WATER ROUTES EVERYWHERE
It might not be open-world, but it's also not as exploratory as the previous games. Above, I explained why i think exploration is good for Pokemon games.
Black and White still did alright at that, though.
^^^Personally, I wouldn't rate Gen III all that highly, then again I'm biased because I never liked Hoenn.
I think that HMs, properly used, would add to the sense of exploration Cygan's talking about.
Of course, their main purpose was to check if you had like how many gym badges.
...I think I just figured out a major problem in my article.
Exploration applies to the Pokèmon series in two different ways. There's the directed exploration of advancing through the plot, seeing more of the world and discovering new Pokèmon, and there's also the more freeform exploration of looking for secrets and stuff. When I revise the article, I need to talk about that distinction.
Hating Hoenn is irrelevant. Gen III is the one where they had to completely rewrite the engine. If they hadn't done that, the series would still be working off a modified version of the Red/Blue engine. Disaster.
y-
Anyway, yeah, they would. They're really under-utilized, but they'd need to be redesigned to not suck in order to be properly useful.
Another major rewrite was the phys/spe split.
I always loved Hoenn...
It wasn't as much of a game changer as changing Special to Sp. Atk and Sp. Def.
Gen III also marked the transition to 3D environments. And trick bikes.
Oh, and probably the best thing. They made the box system not stupid.
The phys/spe split theoretically could have happened without a complete engine rewrite, but I'm not sure separating the special attack/special defense IVs and EVs could have.
They split Special into 2 stats in Gen II anyway. Eelektross was talking about the Physical/Special split for attacks.
They did, but to preserve compatibility, the two stats shared one IV and one EV.
I am waiting for an update
Yeah
I was out of town without the ability to edit the post for several days, and haven't been able to finish yet. Hold on; I'll get it done soon.
Buffer, man. Buffer.
The plan is to get maybe five or six articles out, then go back and fix them all up as a sort of relaunch thing before I try to spread word of the site beyond this forum. While I'm doing that, I'll be able to build up a buffer.
My english is failing me right now
what's a buffer
a queue or something?
Yes.
In a more general sense, a buffer is kind of like the concept of a shield, but taken outside the literal shape and technical usage of one. A buffer is really any device or technique used to protect something. For instance, the driving rule that says you should have at least the length of a car (and preferably more) between yourself and another vehicle could be considered a buffer, because it aims to protect drivers from error by increasing the time they have to react if something goes wrong.
On a more literal level, you could look at the edges of bumper cars, which are designed to react in such a way that they deflect impact (which has the side effect of being super fun, too).
Or, you know, shields. Bucklers. Fortresses. A good sword parry. All that fun stuff. These are buffers, too.
You know, if someone had presented that sentence to me utterly without context, I would have known that you'd written it.
<_<;
New post.
Posted a Dark Souls survival guide for starting players.