D
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I have been playing Pokémon BDSP alongside SMT V for a couple of days now and I'm having a blast, so much that it really cemented something I suspected ever since I played Sword and Shield in 2019: Pokémon is at its best when it's top down and linear.
Sinnoh's route are much smaller than any Wild Area in SwSh and DLC, but it plays to the strenght of Pokémon. Every route feels different and fun to explore, with small rewards (in forms of items carefully placed in small side-deviations in the routes that requires small detours to be obtained) and NPCs populating it making them feel "lively" and "handcrafted".
In comparison the open spaces of SwSh/DLC never really felt like anything more than huge, overly flat wastelands populated by roaming Pokémon that never felt like they were really "roaming" being tied to their fixed spawnzones.
One of the biggest benefits of the top down approach is also how much more the game can pack in a much shorter travel distance, and what benefit the most from this is the cities that no longer need the filler window dressing that many of SwSh cities used to increase their size to match the visual feel of a proper city.
I also noticed how BDSP's artstyle is more coherent with itself.
The world of Pokémon lends itself perfectly to a chibi, diaorama like style as opposed to the more realistic artstyle of SwSh (and the upcoming Arceus) that often had this really ugly visual look given by the more realistic looking, low quality models and texturing conflicting with the much more detailed and very popping colors of the monster.
BDSP is a less advanced, less "ambitious" experience that ends up proving how Pokémon's strenght was always its "bite sized" (in terms of dimensions) charming simplicity. The newer formula on the other hand feels like a compromise that sacrifices what made the old style Pokémon games actually great and gets almost nothing but the downsides of other contemporary JRPGs, something underlined even more by just how much more I'm enjoying the world design, artstyle and visual capabilities of Shin Megami Tensei V compared to the very underwhelming Sword and Shield.
Sinnoh's route are much smaller than any Wild Area in SwSh and DLC, but it plays to the strenght of Pokémon. Every route feels different and fun to explore, with small rewards (in forms of items carefully placed in small side-deviations in the routes that requires small detours to be obtained) and NPCs populating it making them feel "lively" and "handcrafted".
In comparison the open spaces of SwSh/DLC never really felt like anything more than huge, overly flat wastelands populated by roaming Pokémon that never felt like they were really "roaming" being tied to their fixed spawnzones.
One of the biggest benefits of the top down approach is also how much more the game can pack in a much shorter travel distance, and what benefit the most from this is the cities that no longer need the filler window dressing that many of SwSh cities used to increase their size to match the visual feel of a proper city.
I also noticed how BDSP's artstyle is more coherent with itself.
The world of Pokémon lends itself perfectly to a chibi, diaorama like style as opposed to the more realistic artstyle of SwSh (and the upcoming Arceus) that often had this really ugly visual look given by the more realistic looking, low quality models and texturing conflicting with the much more detailed and very popping colors of the monster.
BDSP is a less advanced, less "ambitious" experience that ends up proving how Pokémon's strenght was always its "bite sized" (in terms of dimensions) charming simplicity. The newer formula on the other hand feels like a compromise that sacrifices what made the old style Pokémon games actually great and gets almost nothing but the downsides of other contemporary JRPGs, something underlined even more by just how much more I'm enjoying the world design, artstyle and visual capabilities of Shin Megami Tensei V compared to the very underwhelming Sword and Shield.