Before people get too far in the game, know that for the first time in the series' history in-game trades are not shiny locked.
https://twitter.com/0GodWhyMe/status/1063455086737805312
I've also heard a rumor going around that to unlock the Red fight you have to fight the Master Trainers with Mew and Melmetal, and that doesn't seem to be the case. A Youtube streamer only got 10 ranks and unlocked him, and a Japanese player says he beat Blue 10 times (which to reset the Leader rematches you have to beat the E4 again).
https://twitter.com/mattyoukhana_/status/1063480595152437248
Optional Team Preview, let's add that to the list of things not getting carried over. Also, no hack checks.
https://twitter.com/mattyoukhana_/status/1063489652340908033
Nice to hear that remaster of the GB Printer error music from HGSS
https://youtu.be/dhroezD0pkc
I love localizers having fun like this, the spanish localizers sneak funny references too in dialog and I love every minute of it
https://clips.twitch.tv/AmazonianPricklyWallabyAMPEnergyCherry
The magikarp just flopping behind you is amazing
Enjoying my time with the game, but a little miffed on sensitivity with catching.
Sometimes I will make the throw motion, and there will be a 1-2 second delay between the ball being flung. And sometimes the ball will either veer off to the left, or way
over the Pokemon's head.
Secondly, I don't like that I waste time grinding up to make a Charmander/Squirtle appear, only for it to run away almost immediately, killing the chain.
Current team:
Pikachu
Mew
Charmeleon
Ivysaur
Nidorino
Pidgeotto
On my way to Vermillion!
Even though a lot of stuff is simplified or stripped away, Let's Go's encounter method in particular feels like a straight upgrade over the normal random encounters to me. When I was a kid, this is actually kinda how I imagined it would work in the future.
I assume the purists would hate to see it in the main-series games, but I honestly don't get what the downside would be.
less opportunities to battle is not an upside
I should specify that I'm referring only to how finding them in the overworld works. I prefer the older style of the actual encounter itself with options to battle.
Me too, I would love to have them taken to the core series. Although I'd like the shaking bush to make a return for 'uncommon' wild battles. Surprises are still welcome.
https://twitter.com/SunyshoreStore/status/1060761325175898112
Here's that plush set that has all the Gen 1 Pokemon. Crossing my fingers they do well enough that newer gens get sets too.
You know, for all the hand-holding they do in Let's Go, it doesn't look like they kept the tooltip saying your attack is effective or not in battles.
https://youtu.be/AmV2pM4zPgU
This begs the question: what are they smoking? Was that feature widely frowned upon?
The tooltips did so much for helping me get back into Pokemon. There were so many different moves added after the generation I stopped playing and it helped a lot to remind me how the new fairy type worked. I'd say it was almost essential for how I enjoyed my playthrough of Ultra Sun, and I'm a returning player.
So yeah, what the hell are they smoking not bringing that feature back in for a game intentionally directed at new players? It was immensely useful.
I don’t own the game, but from videos I watched there does appear to be an info button on the attack screen
Man I hate how the catching mechanics in Go work. Throw a ball and the instant it touches the pokemon it does an attack and the capture cancels.
Well, that's how it is in Pokemon Go, so makes sense it would be the way they do it for Let's Go, since it's more of a weird..... spinoff-collab type thing. Mixing the mechanics of Go and the mainline games.
It's also why in Let's Go you start with 50 pokeballs. because you're likely to waste a lot, and your main way of leveling up is just catching more pokemon
I still stick to my previous statement that, with a little further refinement/nuance, the Go capture mechanic would be a great side mechanic to reappear in the mainline series.
I'm really enthused about the wild pokemon encounter mechanic though. I definitely hope that reappears in the mainline series, perhaps some middle ground between how it works in Let's Go and the mainline games, with a dash of dex nav thrown in there? I mean, imagine: patches of grass still produce random battles. But these encounters aren't as emphasized as the roaming overworld encounters, which would be full of super common and weak pokemon.
Then you layer a dex-nav like mechanic on top of that, allowing the player to hone in on a specific patch of grass to encounter a rarer, more powerful pokemon for that route. Combined with the overworld pokemon mechanic, you could include a fun, gimmicky feature like having to chase them down or something.
Either way, this presents three layers to how you can encounter pokemon, and all of those layers could be tweaked to have their own pokemon pools. It'd allow the future mainline title to really jam in the pokemon availability without the routes feeling 'cluttered.'
In effect, this basically means that simply passing through routes, caves, etc, means darting past weak-leveled, common pokemon you usually don't want to encounter. You'll still get cornered and catch a few encounters here and there, but it'll be manageable without repels. Then the (presumably rarer) tall grass tiles could be reserved for more 'dangerous' areas, areas where you want to force the player to encounter a few pokemon. Then finally, when the player is ready to really search out the pokemon they want, they can use the dex-nav like feature to hone in on one.
I also hope for the capture mechanic to return in the next title. It's so much less grindy to be able to instantly throw pokeballs at the Pokemon. And given the amount of Pokemon to catch now, fighting them all the time would become absolutely exhausting.
The middle ground could be that only very powerful Pokemon have to be fought against.
Quick Balls, Dusk Balls... it isn't hard at all.
Why not have both styles, let the player choose.
But like, it's not even all that different really, the other style just has motion controls bolted to it.
I'm not super in love with the Go capture mechanic, but it's pretty different. Even with motion controls turned off and simply using button inputs, there's timing and position to consider, all of that.
I think it'd be a great inclusion in the mainline games, not just as a "why not?" type inclusion, but as a really good compliment to the actual capture system. The Go capture controls could be, optionally, geared towards early area play, and give bonuses to friendship and affection. Let the early players get a good boost on with pokemon they put the effort into catching.
The Go capture mechanic could be outright unavailable to wild pokemon leveled higher than yours, and become increasingly less useful as the wild pokemon you encounter grow stronger. Legendaries would straight up laugh at your ball-twirling.
Eventually, by the end game, when you're mopping up the dex and training up new teams, you have a choice between two different capture systems that provide their own bonuses and have their own functions. More choice, less tedium in the long run.
You could also just bolt the twirling mechanic onto the act of throwing the ball. Allow the player to twirl the ball during a regular wild pokemon encounter, with the player simply pressing a button if they choose to disable the motion controls.
i'll be sad if the overworld pokemon mechanic doesn't come back to gen 8, i hate random encounters
if dragon quest could get rid of them without any huge uproar, pokemon can
the pokemon go catching needs to go though, it makes grinding significantly more tedious and is a major requirement for even completing the game