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What are your least favourite places in Pokemon games?

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    I hate these 3 places the most. Oreburgh Gate and City (never went there if I could help it), Mt Coronet (Biggest maze in the history of pokemon) and any defog routes (rivals flash for the stupidest HM ever).
     
    Any route that you can only travel in one direction. Kanto Route 4, Johto Route 45, Hoenn Route 123, and all three of Hoenn's Ocean Current routes. The Ocean Current is especially irritating because, if you don't use Fly, you have to go through a whopping twelve routes and three cities to get back to where you started, and you have to make a minimum of three trips through the Current to get everything.
     
    I may be the biggest Alola defender but man, I hate Mount Lanakila so much. When I first played Sun and Moon I was so excited to use Crabominable and Alolan Sandslash, until I learned Mount Lanakila was literally AN ENDGAME LOCATION. Why limit a new pokemon's evolution or a new regional form to the location that is EXACTLY RIGHT BEFORE YOU FIGHT THE ELITE 4?!
     
    A majority of Kanto routes with a gauntlet of trainers and little change of scenery.

    I even find Hoenn's water routes to be more tolerable. The trainers can be skipped or at the very least are EXP farms if you have the right types, since surf comes late and they use evolved Pokemon sometimes.

    I don't want to fight youngster and his Sandshrew/Spearow combo.
     
    Route 13 in Kalos by far. Features wind that blows you around. Needs to wait for the wind to grind on some rails (which can be a little finicky sometimes). Also pesters you with wild Pokemon you cannot repel. Includes Arena Trap Dugtrios.

    Evil team bases. Throws tons of weak Pokemon at you, minus the boss and maybe an important underling.

    Surf-heavy areas, especially with high encounter rates. Typically moves slowly in those areas. Expands that to any area with high encounters and slow movement, really. Mentions the swampy area in Sinnoh for that.
     
    Anything that's a hassle to navigate and mandatory.

    Kanto: Rock Tunnel.
    Johto: The way the routes are laid out is just annoying in general.
    Hoenn: The routes with long grass between Mauville, Fortree, and Slateport. Just a pain to navigate .
    Sinnoh: Mt. Coronet. Self-explanatory.
    Unova: Pinwheel Forest, Desert Resort, and Twist Mountain. All a pain.
    Kalos: The Winding Woods. Though, admittedly, it's by design.
     
    As a kid I dreaded Rock Tunnel because the first time I crossed it my batteries died and I had to repeat it. Also the annoying zubats. Wasn't a fan of Kanto's Victory Road either (the cave, the part before it was actually pretty cool).

    Mt. Mortar in gen 2 felt like a chore too, specially because, for a completely optional cave, it felt too long and not interesting enough.
     
    Basically any place that swarms the player with wild Pokemon at every turn (like every cave), to the point it's a hassle to navigate. I like caves for their designs and feel like they add a nice variety to the maps, but man, who thought mandatory Zubat spam was a good idea? Basically forces you to use repel, else you spend 10 minutes pressing buttons on auto-pilot to run from the same 2 Pokemon over and over 'till you reach the exit and thank every god for the fact that it ended. Though I do like when caves feature puzzles, like Johto's Ice Path.
     
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    Sinnoh's Victory Road, due the ridiculous amount of HMs you need to get through it. Surf, Rock Smash, Rock Climb, Waterfall and Strength are ALL required here. Not looking forward to when I reach that point in my current Platinum playthrough. At least one of the few things BDSP does better than Platinum is make this place more bearable by removing the need for HMs.
     
    The sandstorm area in RSE. I really dislike the Sandstorm weather effect and getting around the trainers can be annoying. The wild encounters having Pokémon with Arena Trap is also very eh. Not sure if anyone else dislikes this place or if it's just me, but it's the first thing that sprang to mind.
     
    Can't really think of anything besides Mt. Coronet, Routes 216-217, and the large room in Wayward Cave where you find Mira. I understand that Kanto and Unova had some long dungeons, caves, and places to explore but they never felt too overwhelming. Unova has trainers to heal you back to full health and Kanto's didn't overstay their welcome. My problem with Mt. Coronet is that you pass by it 3 times and on the final time it is long with little breaks. I cannot recall correctly, but I think your pokemon don't get healed until near or at the summit. This ties into the problem with routes 216-217 because you came fresh from Mt. Coronet. Combined with the trainers and hail for chip damage it feels like carrying extra baggage when you're already exhausted. Escorting Mira out of Wayward Cave also sucks because you encounter 2 pokemon at once. Compared to the other optional Stat Trainers you rescue, Mira has no reason to be sought after. With Riley you get the Riolu egg and Marley is on the way to route 224 so she might as well be mandatory. Mira is just that forgettable and all the pokemon in the large Wayward Cave room are pokemon you have already encountered.
     
    When I was a kid, I loathed the Ice Path in GSC. I was stuck in there for so long that after I finally figured out how to get out of there to head to Blackthorn City, I did not dare go through it again. While I didn't really struggle with that location when playing Heart Gold, but I still loathed going through it while remembering the amount of time I was stuck in there in the original games.
     
    I automatically detest areas where I am unable to dodge wild Pokémon. Caves are especially egregious, because those tend to have Arena Trap Digletts. 🙃
     
    Routes 216-217 in Sinnoh. Entirely too long for a route with (a) constant hail and (b) slow movement since there's snow and you can't run or ride your bike.

    Route 13 in Kalos. "On Soviet Route 13, Pokemon chase you!" Also Repel doesn't keep them away and say hello to Arena Trap Trapinch!

    The water routes with the currents in Hoenn. I can't imagine what kind of idiot would think "let's design a route where the player has to traverse the thing several times in order to collect everything and defeat everyone" would be a good use of ANYONE'S time, but I do hope that particular game designer lost their job soon after creating that monstrosity.

    Mount Silver, Johto. Let's create a dungeon that requires the use of an absurd number of HMs and your only reward is beating some rando with a weak pushover team. At least Mt. Coronet had the chance to catch Dialga/Palkia at the summit, but this place? Not worth the time or effort. The version in HG/SS was even worse because they decided to add Rock Climb because "screw the players of our game."

    Speaking of which:

    Mount Coronet, Sinnoh. Regardless of what awaits the player at the summit, getting through the place is a royal pain coupled with (again) the ridiculous number of HM moves you need to navigate the place.
     
    The mandatory early-game caves (Mt. Moon, Union Cave, Granite Cave, the first pass through Mt. Coronet, etc), you usually don't have access to repels, which means you just have to put up with the onslaught of random encounters; and they tend to be really generic cavern areas with boring level design and virtually no unique or interesting features.
     
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