It's crazy how Sana exploited video-game geometry to climb to a place she wasnt supposed to get to and catch a Togekiss much earlier than she was supposed to.
It's crazy how Sana exploited video-game geometry to climb to a place she wasnt supposed to get to and catch a Togekiss much earlier than she was supposed to.
Skyrim is at least open world, so there isn't that much you can sequence-break screw up by climbing a mountain you were expected to go around. Getting a level 60 pokemon in the tutorial zone or bypassing whole chunks of plot by just walking around the broken bridge can mess up a linear story, however. (Not that Pokemon games are exactly hard to begin with, as you can easily curb-stomp everything with just your starter.)
Getting a level 60 pokemon in the tutorial zone or bypassing whole chunks of plot by just walking around the broken bridge can mess up a linear story, however.
Not that devastating for Pokemon. The game has a level cap for the pokemon you can use like the one SwSh had for capturable pokemon and all the older games had on traded pokemon.
The ledges and jumping in the game is horrendous. I've tested it multiple times and I can safely say that whoever worked on the verticality of the game, like the mountains and cliffs, either fucked up somewhere or is just plain incompetent not knowing how game physics work. Or it could be something to do with the game engine or how the said cliff geometry works because there are a bunch of times where if you try to jump and climb with the Deer, even if it's the right height to reach the ledges, you will not be able to collide and fall back down. You know this when you see it's freaking head clipping right through the "ledge". Then there is the invisible barriers, the type you see when you try to climb something you're not suppose to, that are in places and not in some places sometimes, usually just a centimeter away from the same spot, so you end up actually climbing up to mount fucking Coronet.
But perhaps I'm wrong and its suppose to be like that but that's even worse cause who in the right mind would purposely fuck up game physics like that outside of Bethesda? Either way, fuck that spot near the Diamond Clan's in the second map.
Game is fun, but gameplay feels like a discounted and rip of BOTW but with Pokemons. The male character even makes the same noises as Link, as well as there are sounds that are used from there (the picking up item, just a bit) and don't know why we have an invisible stamina system (when you do a dash, your character gets tired after a while. You can hear them breath heavily and they stop dashing, and when you try to dash again they stop). The controls also makes me want to vomit with rage, the deer's dash button so close to the camera, the fact there is no zoom in when you ride so you can't see anything but a face full of trees, and the jump button being so close to the B button so anyone without the small hands of a 5 year old can eat shit and even if you do, you will have to eat double shit since jumping while dashing will be impossible if you're using a pro controller (which you will and should be using to play with since the controls with the switch's controllers does not want to be your friend).
Also, fuck the Autosave.
*Edit: Okay, after reaching and passing a certain point in the game, I understand why the cliffs and ledges were so janky. Without giving much spoiler to the game itself, I can confidently say with 99% certainty that the game itself is supposed to be a reskin of Zelda BoTW, or at the very least uses the same assets, physics and etc. with changes and Pokemons added it. Its pretty much like a mod to said Zelda game.
Not saying its bad however, since BoTW was a damn good game, and this game is still plenty fun.
It's crazy how Sana exploited video-game geometry to climb to a place she wasnt supposed to get to and catch a Togekiss much earlier than she was supposed to.
And now she's decided to play a whole run using pokemon that are outside her level cap.