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Criticizes some routes, forests, and caves because of them being too linear, too long, too many HMs, too empty, and other reasons. Cannot think of many places pointed out as examples of areas with good gameplay. Brings up things like music and visuals sometimes (which are fair factors). Hoped to hear about other gameplay elements too. Was there a lot of explore? Does something happen there? Why was that particular area interesting to go through?
Specifically asks for places that are not cities or towns, to be clear. Typically sticks more activities in those places. Accepts places like the Kanto Power Plant, the Ruins of Alph in Johto, or the Lost Hotel in Kalos. Functions similarly to some caves.
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Thought of two areas:
Specifically asks for places that are not cities or towns, to be clear. Typically sticks more activities in those places. Accepts places like the Kanto Power Plant, the Ruins of Alph in Johto, or the Lost Hotel in Kalos. Functions similarly to some caves.
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Thought of two areas:
- Route 15/16 (X/Y): Consists of a large pier, a few directions to wander, an optional mini-dungeon, and some places to revisit with Waterfall. Gave the trainers here good Pokemon variety. Sees Sky Trainers, Roller Skaters, Pokemon Rangers, Hex Maniacs, Fairy Tale Girls, and Fisherman between the two routes, including a double battle on each route.
- Glimwood Tangle (Sword/Shield): Likes the atmosphere and lighting. Sends you down the twisting paths for extra items. Could also hang right and leave the area in a few minutes, if so desired. Kept it pretty light on trainers (three battles). Never felt too dark to navigate either, unlike some other dark areas.