An oddly fabricated hack considering nothing as far as sound effects, graphics, or game mechanics (including many broken moves... fire spin comes to mind) goes. So rather than rate those, we'll get right into addictiveness, story, depth, and difficulty.
Addictiveness: 4. The hack tries to give an arcade style feel to pokemon, where a random selection of six "starter" pokemon are at your disposal, among them you choose three, than go on to battle random trainers you would have normally met in the game. (Like fishers, bug catchers, super nerds, etc.) This PvP style gameplay between player and A.I. is probably what a lot of people have been looking for in a pokemon game. Being able to just stat for stat, battle without differing level conditions. And the point is to accumulate as many "wins" as possible to show off with like a highscore.
Depth: 3. As described in addictiveness, you pick three, than when you defeat an enemy you may switch out one of said three for one of their pokemon. This random fantasy football sort of play style might seem like great fun at first, but you'll quickly find your team build is either grotesquely inefficient, or all powerful. Either way it will bore you unless your interest is specifically in high scores.
Difficulty: 4. Depending on your build, you could either lose the first round, or never lose. The thing is though it's all so random which does not work well in turn based combat and rock, paper, scissor formats like pokemon. Another cruelty factor is once you lose a battle, you must start from the bottom at zero and earn your way back up to beat your old high score. (Though I suppose you could just save in between battles and than reset if you lose.)
But dirty tricks like auto-saves won't do you any good if the dice gods just aren't in the mood that day. And even if you get an elite team, considering how pokemon battles tend to go with 1001 variables involving status ailments, binding loops like wrap, or all too convenient A.I. critical hits... it's basically playing craps but with a lot more animation and intensity.
Overall: 4.3. Not a bad idea, but maybe Pokemon just was not the place for it, or at least not before tweaking certain attacks, types for the pokemon, etc. Red/Blue, as is... was already very lopsided as far as elemental advantage and power builds, let alone when you cannot control what you obtain and have no potions to fall back on. Perhaps this would have been better as a player vs player sort of game where two human contestants get their random three pokemon and bout. But even than, that's very dependent on what they "roll". Not a bad premise though. And actually somewhat makes competitive pokemon play make sense. An oddly fabricated hack considering nothing as far as sound effects, graphics, or game mechanics (including many broken moves... fire spin comes to mind) goes. So rather than rate those, we'll get right into addictiveness, story, depth, and difficulty.
Addictiveness: 4. The hack tries to give an arcade style feel to pokemon, where a random selection of six "starter" pokemon are at your disposal, among them you choose three, than go on to battle random trainers you would have normally met in the game. (Like fishers, bug catchers, super nerds, etc.) This PvP style gameplay between player and A.I. is probably what a lot of people have been looking for in a pokemon game. Being able to just stat for stat, battle without differing level conditions. And the point is to accumulate as many "wins" as possible to show off with like a highscore.
Depth: 3. As described in addictiveness, you pick three, than when you defeat an enemy you may switch out one of said three for one of their pokemon. This random fantasy football sort of play style might seem like great fun at first, but you'll quickly find your team build is either grotesquely inefficient, or all powerful. Either way it will bore you unless your interest is specifically in high scores.
Difficulty: 4. Depending on your build, you could either lose the first round, or never lose. The thing is though it's all so random which does not work well in turn based combat and rock, paper, scissor formats like pokemon. Another cruelty factor is once you lose a battle, you must start from the bottom at zero and earn your way back up to beat your old high score. (Though I suppose you could just save in between battles and than reset if you lose.)
But dirty tricks like auto-saves won't do you any good if the dice gods just aren't in the mood that day. And even if you get an elite team, considering how pokemon battles tend to go with 1001 variables involving status ailments, binding loops like wrap, or all too convenient A.I. critical hits... it's basically playing craps but with a lot more animation and intensity.
Overall: 4.3. Not a bad idea, but maybe Pokemon just was not the place for it, or at least not before tweaking certain attacks, types for the pokemon, etc. Red/Blue, as is... was already very lopsided as far as elemental advantage and power builds, let alone when you cannot control what you obtain and have no potions to fall back on. Perhaps this would have been better as a player vs player sort of game where two human contestants get their random three pokemon and bout. But even than, that's very dependent on what they "roll". Not a bad premise though. And actually somewhat makes competitive pokemon play make sense. |