Soapbox features enable our individual writers and contributors to voice their opinions on hot topics and random stuff they've been chewing over. Today, our video host Alex Olney has some ideas on how to make Pokémon Scarlet and Violet better...
The Pokémon series is slowly, painfully evolving its games into open-world exploration games, rather than the linear route to the Pokémon League that they used to be. Pokémon Sword and Shield had wide, open areas, but was still a linear path; Pokémon Legends: Arceus had more open areas, but each one was separate; now, we have Pokémon Scarlet and Violet, the first "proper" open world Pokémon games, which promised us from the beginning that we could do things in any order we liked.

Except it turns out that that's not quite true. You start at the bottom of the map, work your way up to the main city, and then you can go anywhere — although most places will contain Pokémon stronger than you, and obstacles you can't overcome without some late-game traversal mechanic. It's technically true that you can go anywhere... you just won't get far.
So, how could The Pokémon Company and Game Freak improve the open-world experience for next time? Our video host Alex has some thoughts...
How To Improve Pokémon Scarlet And Violet's Open World
Start in the middle of the map, or at least not at the edge

In an open world where exploration is the main drive, it’s important to give the player the agency to reach a wide variety of different locales.
This sort of happens in ScaVio, but you’re largely discouraged from going North due to the giant crater of Area Zero. By plonking the player in an area that has intrigue regardless of direction, you allow them to forge their own path, and ultimately their own unique adventure. Pokémon has always tried to achieve this with the Pokémon alone and the party that you make, so adding in another element of agency is only going to heighten that.
Give the player the ability to go almost anywhere virtually immediately

Don’t lock required movement abilities behind progress. It artificially restricts the player’s exploration possibilities.
That doesn’t mean players should be encouraged to go literally wherever they want as that can upset the flow of the game; something that is already an extremely difficult thing to balance in open world titles. Instead the game can apply soft gates, such as high level Pokémon, or obstacles that are possible to scale but very difficult to do so without some variety of optional upgrades.
This will let less experienced or more cautious players know that they’re likely not equipped to be here, but also signal to more daring players that whilst you probably shouldn’t push further, you’re welcome to try.
Use sprawling landscapes instead of extreme verticality

The sense of scale is important in giving players the feeling that they are in a truly gigantic world. Seeing landmarks and points of interest from great distances is only possible with gradual, more sweeping landscapes, even if they aren’t that accurate to real life.
This can be further amplified by having the camera higher up, allowing the player to see more than their in-game character would be able to. Give players the chance to see something and want to explore it, rather than feeling trapped within a certain locale.
Give the player health

Not strictly an open-world mechanic, but it plays into the way the world is experienced. In ScaVio the player is merely an agent for the Pokémon they catch, and is essentially absent from any meaningful interactions, partly due to their silent nature.
Giving the player health like in Legends: Arceus makes the player feel as though they themselves have a genuine presence in the game. Wild Pokémon should try to attack you personally, rather than simply forcing a battle with whatever you’ve already caught. This means that having no healthy Pokémon doesn’t result in a white-out; rather losing all your health does, encouraging a wider variety of playstyles depending on the surrounding monsters.
This can be fraught with its own problems of course, one of which is players simply damage-boosting through powerful foes to reach high-value rewards, but this can be mitigated by making health recover gradually, or limiting your movement when ‘injured’. The Pokédex tells us that some of these creatures can level mountains or melt stone, so give the player a reason to fear them.
Don’t lock players into trivial battles they don’t want to take part in

Trainers won’t interrupt you in ScaVio, but many small Pokémon are almost impossible to see due to their diminutive stature. It’s all too simple to just run into one and be locked into a tedious battle that’s too easy; the player should always be the one to decide if a wild encounter turns into a battle.
Have weaker, smaller Pokémon actively run away or keep their distance from the player if they get too close, even if it’s a ‘friendly’ or ‘curious’ one. More powerful or aggressive monsters should attack the player directly if they feel threatened, knocking them off their mount and forcing the player to decide whether to engage, or run as best they can.
Don’t scatter items quite so freely

It makes little sense for so many man-made items to be so readily available just lying on the ground everywhere from a lore sense, it makes the game too easy in a mechanical sense, and gives off the impression that these items are litter.
Instead, have more natural environmental items such as herbs, plants, berries, and other natural resources that players can use in order to heal their Pokémon. Legends: Arceus did something similar, but locked it behind a crafting mechanic that merely added a step to things, but the idea is sound.
The flora should also be visible from a distance rather than inexplicable sparkles on the ground. Players should be able to spot something from a distance and think ‘Ah! Green Leaves with faint yellow stripes, I can use that to heal my Pokémon!’ and give them agency and an –admittedly piecemeal – objective to reach organically. Crafting or processing could potentially be used to improve the potency of a plant’s healing properties if required, allowing more health/status effects to be healed in a single interaction rather than requiring multiple doses. A healing herb could be combined with a healing mushroom to provide greater benefits than the sum of their parts, much like the cooking mechanic in Breath of the Wild.
Man-made items can still be present, but significantly rarer, and most commonly broken. Broken TMs, Poké Balls, lures, they could all be repairable for a nominal fee, or using your own expertise. The latter of which could be an optional upgrade to the player’s skillset. You don’t tend to walk the countryside or a city and find intact and untouched bottles of medicine wherever you go.
Make trainer battles an event

Trainers just hang around strangely waiting for someone to battle them, and when you do engage with them it’s often barely different from a wild encounter.
Trainer battles would be far more interesting if there were fewer of them, and their party was of a greater size. Give each trainer a pool of Pokémon to pull from, and take the player’s gym badges and highest level Pokémon in their party into account when pulling from the pool somewhat randomly. Whilst it makes no logical sense for a trainer at an early section in the game to match your skill level if you’ve been training for dozens of hours, the strict levelling system doesn’t make any logical sense either; it’s a mechanic that provides an illusion to streamline gameplay.
However, this can in turn run the risk of presenting inexperienced players with too much of a challenge; if a player takes on a trainer and loses, then trains up further to try and take them down only for their opponent to suddenly match their improved Pokémon, they’re likely to feel cheated, and as though their grinding was for nothing. This can be worked around by locking an enemy trainer’s party once it is generated, and keeping it that way until the player defeats them, or the player increases their number of gym badges as a distinct marker of progress.
Scale encounters

An open world is no fun if the difficulty can’t adjust itself in order to keep the push/pull balance in order throughout. Scaling Wild Pokémon is something to keep in mind, although some areas should naturally have weaker monsters than others so that the scaling can be ‘hidden’ to some degree.
Perhaps using too strong a Pokémon to take out too many weaklings can trigger an enraged parent or ‘related’ Pokémon of a much higher level to appear suddenly and attack the player, immediately and unexpectedly bringing an element of difficulty to an otherwise simple area, and only triggered by the player’s brutish actions that can come only from being too powerful for the common fauna.
But far more importantly Gyms absolutely need to be scaled. Using the same system we mentioned for Trainer battles, they should pull from a pool of available Pokémon at semi-random, using the player’s total number of gym badges and highest level Pokémon as values to determine the eventual leader’s party, with a small degree of randomness thrown in to keep things exciting.
Again, once decided, the Gym Leader’s party should be locked unless the player acquires more Gym Badges from elsewhere. This could even be easily explained in lore, as the Gym Leaders consider your number of badges and select a party befitting of your current ‘ranking’. This has even been addressed in official media, namely the mini-series ‘Pokémon Origins’.
Make traversal fun

Exploration is made infinitely more enjoyable if the mere act of moving around is fun. Giving the player the desire to use the landscape to change and accelerate or improve how they explore will help the player become familiar and invested in the world.
Examples include using steep slopes to slide down and ramps to launch from, tall vertical structures that can be climbed and jumped from to provide greater air time, and a moveset and toolkit that allows multiple methods of traversal. This feeling can then be heightened in specific sections where this freedom is taken away from the player, like the slippery Shrine walls in Breath of the Wild.
Quickfire:
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Change the camera’s position, you can either see the landscape ahead of you or the tiny Pokémon right in front of you, which is a really irritating problem, possibly designed to limit your field of view and make rendering ‘easier’. Whatever the reason, we don't need to see our character’s shoes 100% of the time.
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Just let us catch Pokémon by throwing balls like in Arceus. If they’re too tough you have to battle them anyway but there are an awful lot of the sods around. Let’s Go streamlines battles so let us streamline catching… like you did before.
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Think about the purpose of towns and villages before making them. There’s one early on that’s literally just four houses, and you can’t even go in any of them. What’s the point?
Do you agree with Alex? Which of these ideas would you like to see in Pokémon and Scarlet the most? And what are your ideas to fix the open world? Tell us in the comments, and make sure to read through our Pokémon Scarlet & Violet walkthrough guides if you're having trouble with the game!
Comments 68
Really enjoyed Alex's video, he articulated my feelings on modern Pokémon games so brilliantly.
The games barely released and already talking of future installments.
Am the only one with 'Open World' Fatigue? I skipped out on Sword/Shield but tempted to pick that up over SV since they seem like a more traditional Pokemon game. I'm not a huge fan of the "get completely lost and do whatever you want" concept like in BotW.
@AstraeaV You bet there’ll be some lazy remakes next year.
Our character cannot swim or jump from the get-go. That's a problem.
@Cool-Breeze It's a little reminiscent of the GTA era where every single video game needed to be open world or the Uncharted era where every single game needs to have climbing mechanics, even though these mechanics didn't fit with most games, they were just a gimmick.
Gamefreak was pretty slow to adopt new changes in their games in the GBC/GBA/DS/3DS era, so I like seeing the shift to something non-traditional where new mechanics are added, but it seems like every time they veer from the norm, they botch the execution.
I think creating an Open World Pokemon game is certainly profitable, as this is a fantasy I've heard about from others since the 90s. It's just a little strange other developers mastered Open World games in like the 2010s and Gamefreak is still struggling to create a smooth Open World experience in 2022 after attempting it twice now.
3rd time's a charm, I suppose, we'll see what next year's Pokemon title brings.
@EaglyTheKawaiiShika Excellent point!
Xenoblade Chronicles X (sadly dead on Wii U for the moment) did a great job with traversal and introducing you to the vast open world.
You start on your feet walking the massive land, then get some land vehicles to speed it up a bit, and then finally get the flying mod for your mech suit and now you can fly just about anywhere and it's an amazing feeling.
Even Skyrim's janky wall-climbing horses made the world a blast to explore.
Open world games are useless if you can't traverse them smoothly and stylishly.
I miss the days when games were more concentrated and straightforward. That is what made the OG games good imo. Replayability was so easy to start a new run. Now I have to sink over 70 hrs just to do another one. Open worlds are getting old imo. I also miss good old pixel art Pokémon. Lazy 3d era sucks.
@Diogmites Definitely. I think the ability to jump in order to avoid something or get to a certain place a little faster goes a long way. I find it hard to believe that those working on the game didn't consider adding this very simple mechanic.
@Cineologist I wasn't too surprised about no jump but the whole "touch water and instantly die" mechanic should be retired from videogames.
At least throw in a timer to get back to shore...
@AstraeaV
How are fans going to survive if game freak doesn’t release twenty games per year.
@Bizzyb I didn't like that either! But to me it was less annoying because bodies of water are limited. Still, I'm absolutely with you on this one. Again, something so simple that could--and should--have been implemented.
Just put it in the hands of modders. They seem to care more than GF!
@Cool-Breeze I think the issue is that a few games perfect a concept and then everyone tries to match it. Metroidvanias are the same in recent years. I like open world freedom in a game but there is a vast difference between doing open world and doing open world well.
I can tell them how to fix it without an entire article...
Don't released rushed unfinished games in time for the holidays you greedy swine.
See, easy.
I disagree about the "start in the middle". The whole point of were you start and moving to the city next to the crater is that the area is used as a tutorial!
Level scaling is the biggest thing this game needs, without it you don't truly have the freedom they're promoting in this game. Being able to challenge gyms in any order is near meaningless if you have to beat a gym leader 20-30 levels higher than you, a near impossible feat, in order to do so. You should be able to pick which gym leader you want and have it be appropriate to your team level and badge count.
The lack of level scaling for the gyms is my biggest gripe, ESPECIALLY BECAUSE NEMONA SCALES HER TEAM FOR YOU AFTER A CERTAIN NUMBER OF GYM BATTLES! Which means they CAN scale the gym battles, they just chose not to do so for some reason.
Have I gone back in time, what year is this?
Jumping, Enemy Level Scaling, Intuitive Map Structure, Intuitive Map Traversal, Optimized Camera Movement, and Seamless Towns are all Open World concepts that have existed since like 2000s and have only been improved since then.
Morrowind, an open world game that included all of this was released in 2002
Oblivion, an open world game that included all of this was released in 2008
Skyrim, an open world game that included all of this was released in 2011
And here in 2022, we have the first "true" open world Pokemon game and they didn't even include the ability to jump.
@eaglebob345 The reason is simple - time. Having one trainer scale with you takes less time than nine. This game obviously needed more time. Whether it was Game Freak not knowing how to fix the game's issues in time or (far more likely) Nintendo not wanting to delay a main line Pokemon game to a post-holiday date, the gym leaders not scaling doesn't seem like a deliberate choice to me. I believe if this game was allowed to be completed that at least major trainers would scale with you.
I think the core design was fine, it just didnt have any of that nintendo magic during the first 30 hours
The game has only been just released, and we are already on the millionth article about it, Nintendo life sure knows it's audience, and these outrage articles for clicks are like catching fish in a barrel.
@johnvboy yeah they hate pokemon for clout, its not a secret
Nintendo is giving refunds.
https://www.msn.com/en-us/entertainment/gaming/nintendo-is-now-reportedly-accepting-refunds-for-pok-c3-a9mon-scarlet-and-violet/ar-AA14qqvT
@Mr_Gamecube
I utterly disagree.
Since pokemon blue I've dreamed of an open world. If you and I go down the same gated path, we have the same pokemon at the same time, fight the same gym battles, have the exact same experiences. . .
Suddenly my friends' stories are completely uninteresting and I don't want to duel them Neenah we have the same 'mon.
Pokemon is the one game that absolutely should've been open world from the beginning. Otherwise, the pokemon catching experience is kind of pointless.
@Kiwi_Unlimited Suddenly my friends' stories are completely uninteresting and I don't want to duel them Neenah we have the same 'mon.
This is what's important, your friends Pokémon stories? Guess I have been playing it wrong.
Otherwise, the pokemon catching experience is kind of pointless
I MUST have been playing it wrong. I should have been calling my friends everytime I caught a new Pokemon!
'Hey Jeff, I just caught a Bidoof, I named him Bucky'
At least learn from Final Fantasy XII world style.
@johnvboy
Peoples have rights to feel upset when they got half baked games with a lot of bugs and glitches.
Some peoples are not sugar coating everything and they just being brutal honest with their experiences.
@Astral-Grain 😂 You're expecting way too much from Gamefreak...
@Astral-Grain Seamless towns are in S/V and um nearly every town/city in Elder Scrolls is locked behind a loading screen, you have played ES right? Jumping isn't important, Assassin's Creed also restricts jumping and that's what S/V does it restricts it as you can still jump its just limited to your rideable Legendary.
@Astral-Grain Actually you can jump, you just need to be be on Miraidon/Kuraidon for that which can be done at (almost) any time
Also seamless towns are in those game, the only exception is Mesagoza
@Crono1973 This is the most non-article I've ever seen. It's a single sentence, no actual information or research. The entire article is a picture of Mela and this:
"The performance and visual issues that are plaguing the recently released Pokémon Scarlet & Violet games are no secret, and it seems some fed-up players requested refunds from Nintendo, which were actually granted."
I trust this article about as much as I trust Elon Musk with Twitter's future.
@Bret Ok Bret, I won't lose any sleep over it though.
@Crono1973 I'm just sayin' don't take it as fact.
@Crono1973
Exactly! You have been. Glad you understand, now.
@Bret I got my refund before I bought it. It's a PSA for others.
@Mr_Gamecube
Ahh, that I can get behind. The series has a bit farther to go to get open world right.
@WallyWest "Seamless towns are in S/V "
Oh, I didn't mean to imply these basic open world concepts don't exist in Pokemon S/V, I only meant to say these concepts were perfected over a decade ago and it is therefore embarrassing that they are executed so poorly now at the end of 2022.
"um nearly every town/city in Elder Scrolls is locked behind a loading screen, you have played ES right?"
I've played all 3 games, have you? Morrowind, Oblivion, and Skyrim all have plenty of towns you can enter that don't require a load screen because they are part of the open world map. Granted, some cities exist behind a loading screen, but saying "nearly every town/city is locked behind a load screen" is patently false.
"Jumping isn't important, Assassin's Creed also restricts jumping and that's what S/V does it restricts it as you can still jump its just limited to your rideable Legendary."
Interesting to compare AC to Pokemon, they're almost nothing alike and AC handles jumping/platforming far better, but okay.
Assassin's Creed is basically a free-running/parkour simulator, so you never need a "jump button" when you have a "get over just about anything button", which unless I am mistaken, Pokemon S/V doesn't have a free-running/parkour feature like this.
Just like with Arceus, Gamefreak wanted the ridable Pokemon to appear more useful than they actually are, so they took regular abilities like jumping and climbing and locked them behind ridable pokemon.
I understand using "Cut" or "Fly" abilities are a staple of the franchise, but it's odd that the human you play as has perfectly functioning legs and still is required to mount a Pokemon before they can jump over a small fence or rock.
I’m having a great time so far and no glitches yet.
However, the picnic egg hatching is terrible.
@EaglyTheKawaiiShika,
It's all subjective opinions based on ones own point pf view, to me the game is fun and more than acceptable, as I have said a patch would be nice, but not the end of the world if the game does not receive one.
@Anti-Matter,
Never said they could not, merely pointed out myself and others were not as upset, and on the whole most of the Pokemon fanbase would not care all that much.
Make a Super Nintendo Switch
Anyone else miss when in-game Pokemon maps only showed a few colours and town names, rather than detailed illustrations of locations?
@Astral-Grain In ES nearly all major city or town place is hidden behind a loading screen, yes sure smaller town areas aren't but anything of a noticeable size isn't part of the main open world, in fact pretty every cave is also behind a loading screen as well even smaller ones.
I wasn't comparing PM to AC i was showing not every open world has a jump button, the Arkham games don't either nor does the recent Gotham Knights or the semi open God of War Ragnarok.
@EaglyTheKawaiiShika,
Why, the people complaining know about it, hell it's all they talk about on each and every Pokemon comment section, the belief that any of this vital information is reaching anyone other than the core minorities is delusional.
@johnvboy
I don't even think the Pokemon fanbase will tolerate the issues level from Pokemon Scarlet / Violet when literally the games itself are already messed up and they will not just accept the games happily like it doesn't matter at all for them. I called it pity for them to eat whatever came from Pokemon franchise even the products are really messed up.
I believe at some point they will not sugar coating anymore and start to show their disappointment.
It's not a rainbow and cupcake anymore when literally the games have indefensible glitches.
I personally will not enjoy the games with a lot of bugs, glitches and serious performance issues even from the franchise I like.
The fact that a lot of what you requested here is seen in Legends Arceus has renewed my decision to stick with that one. The tiny dex (They didn't even add the OG forms of the starters!) is disappointing but the game design in general seems good.
@WallyWest I guess your memory is fuzzy, let me help you remember.
Skyim (2011) includes 7 large settlements that can be entered without a loading screen, which doesn't even include Orc Strongholds, castles, inns, and other buildings that are all accessible from the overworld map.
Oblivion (2008) includes 39 settlements that can be entered without a loading screen.
And finally, in Morrowind (2002), every single city, town, and settlement can be entered without a loading screen.
These are just Bethesda games, but there are plenty of other examples if you want more, Breath of the Wild does this really well with almost no load screens. The same goes for The Witcher 3 with endless interiors that don't need loading, and both of those games run great on Switch.
Gamefreak is the only company I know that can get away with being a decade behind everyone else technology-wise and still be praised by fans.
@N8tiveT3ch
Agreed. I'd love to see something like HG/SS size — a couple regions so there's more than 'just' 8 badges, and a decent post game. But give it to me in something like HD-2D style.
3D has been a great advancement in gaming. But once in a while I'd love to see some more 2D releases mixed in.
New HD-2D Zelda game? Sign me up.
New 2D Mario game (closer to SMW than NSMB style)? Hell yea.
We don't always need the 100+hr sprawling open world games. Mix it up.
@Astral-Grain Fine sure but S&V have a mostly seamless world, 90% of the world be explored without a loading screen, in fact its more open then Skyrim going by your facts so 🤷♂️
I don't deny the game is behind in a lot of areas (hell its behind Legends in some ways) but giving us a seamless world is not something they're behind in. They promised us an open world and we got one even if it could be much better.
@Cool-Breeze open world has been around for 20 years lol
@WallyWest We can agree they technically delivered an open world Pokemon experience.
Though as you mentioned at the end, it is an experience that leaves a lot to be desired.
@Astral-Grain I wouldn't say they attempted it twice. Swsh had a good in between towns. Ocarina of time did the exact same thing as the wild zones. And I refuse to let anyone pretend that Arceus isn't just a monster hunter ripoff. They're big zones, but essentially it's no different than rises maps.
I would say my number one suggestion is don't link ability to catch or use high level Pokemon to how many gyms you've beaten. In Violet, they should have either taken that out or linked it to total number of badges/goals, not just gym badges. It really kills your immersion when you are beating your own path but then suddenly have to go back and beat some easy gyms because you can no longer catch Pokemon.
Relatedly, some type of scaling would be great. Perhaps have a certain percentage of wild pokemon scale to your pokemon's average level rather than what is normal for the area. As for gyms (and other events/goals) it would be neat if they changed the order of difficulty based on which order you go - e.g. if you go to lightning first, maybe make them first-gym-level. Basically this would be scaling based on how many badges you already had, but if they let you have difficulty levels (e.g. make gym as hard as badges + 2 ) that would also be fun; doing harder gyms first in Violet was really nice and actually challenging.
@Xansies Oh no, I don't consider Sw/Sh open world, I'd say that game is closer to X/Y in format and how you travel the world.
I was referring to:
Attempt #1 - Arceus (2022)
Attempt #2 - S/V (2022)
Better luck next year, I suppose.
What I’d most like to see is more substantial flight/gliding stamina.
The overworld capture mechanic from Legends: Arceus would have been fun to keep around as well. The targeting in these games isn’t the most responsive.
Still having a ton of fun!
Can we bully NL into not posting about Pokémon SV for the sake of saving face on their review?
Probably not, but we can damn well try.
@AlexOlney I want literally the opposite of your first three points and no level scaling in an open world game. My favorite adventures in gaming are from the likes of Witcher 3, the Xenoblade games, Assassin's Creed 2/3, and Skyward Sword, not all of which are open world, but bear with me. All of these games start you off in a smaller, sectioned off area before releasing you into a wider world, and they all give you large areas to explore while gating off certain things behind abilities or story events. I feel like you need a slow opening like that and some forced narrative progress to build any kind of attachment to a 100+ hour game's characters, as well as a continuous rollout of new ways to interact with and explore the world, since you'll usually have zigzagged across most of the map before reaching even 10% completion. Xenoblade X comes the closest to what I'd call the perfect open world design, where you can technically go to every corner of the map from close to the start, but still have large areas that are difficult or impossible to access until you've made a certain level of progress. It also manages to have both extreme verticality and easily visible landmarks by simply designing its world at the absurd scale that the Xenoblade series is known for. Breath of the Wild felt less like an adventure and more like a giant toy box filled with a hundred copies of the same few toys. What it lacks most of all are things to discover. Sure, it has a few high points like the dragons or the lord of the mountain, but its general lack of enemy, weapon, and dungeon variety, as well as the absence of interesting characters, ability and narrative progression, and traversal restrictions, meant you could see and do almost everything worthwhile in the first 20 or so hours. After that, it goes from a world to explore to a checklist to fill out. And as with every other game that implements it, the only thing difficulty scaling did was give the developers an excuse to hand you the same handful of weapons with different skins and bigger damage numbers to kill the same handful of enemies with different skins and bigger health bars over and over again, which in my opinion is a much more glaring flaw than the durability system everyone kept moaning about. With Tears of the Kindom hinting at segmented off floating and underground areas, as well as new enemies and abilities, I'm hopeful that it will return some of the sense of growth and discovery that Breath of the Wild lost.
This is all very nice - and would probably need some code changes - but, the most important question is: who is sharing this with Game Freaks? Maybe most of this could be released with a patch or even a DLC.
My biggest issue with the game is the horribly cluttered map with no filtering options.
There is also no common-sense way to progress in the game. After winning my first badge, I stumbled across the town that appears to be inspired by Al-Andalus, where the gym trainers' Pokémon exceed level 40, and the Pokémon in the cave on the way there were overlevelled, but I pressed forward anyway.
I've since taken a different route, as most of my Pokémon are weak against psychic types, but the relative lack of linearity in this case has been somewhat of a hindrance. Too underlevelled for the previous town, but I predict that I will be quite overlevelled for the next 2-3 gyms (my party Pokémon are all past level 35).
Please note, Nintendo is refunding dissatisfied Pokemon Scarlet/Violet buyers worldwide. Here in my country several people got the refund.
Unpopular opinion, but I feel it would be better if they release an open-world Pokemon game in 2D. I dream it'll have a complete National Dex and Pokemon moves and status effects completely animated for every 'Mon in full HD pixelated glory.
Of course, fat chance of that happening.
There's some good pointers in this article and I have to agree with many of the sentiments made. If anything Game Freak should have had more assistance from other Nintendo studios in their endeavour to create their first open world Pokémon game. While many of the ideas are good, a lot of them could have been fleshed out much better, not to mention the horrid performance of the game. I really hope they're taking notes now and are planning to patch the performance issues. As of now, I find myself waiting for patches before I feel like continuing my playthrough.
@Cool-Breeze No, you're not. I've found myself enjoying a lot of indie games and rogue-likes that can be enjoyed in small bursts, without having the feeling that it's too overwhelming to explore every nook and cranny in fear of missing something important.
@Astral-Grain It's gonna be at least three years til the next mainline pokemon game, that's just the cycle they do. But gen 9 technically is open world. It's just not good. LA was more like monster hunter or sonic frontiers. You chose what big map you got to go on, but they were all separate
@Xansies Ah, thanks for clarifying.
I always have a hard time determining which Pokemon titles are supposed to be "main" titles and which are supposed to be "spin offs" or whatever.
@AstraeaV GameFreak is probably already working on the next one + DLC.
@Crono1973
In all seriousness, though, if friends weren't a factor, why has there usually been two versions of the game? Originally, one couldn't trade across the internet.
@Anti-Matter,
I think the 10 million in sales would suggest otherwise, and that this whole issue is being blown out of all proportion, as it always is.
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