>>41181235Okay imagine you are a small indie dev studio founded by a handful of otaku nerds obsessed with video games but didn't pay much attention to their programming classes back in college because they were too busy reading manga instead.
Now imagine striking it big out of sheer luck and happenstance with a franchise like Pokemon, and on handhelds no less.
You have less workload on a handheld. So your skill is masked by the limitations of said handheld. Whereas the old guard of Nintendo did witchcraft magic making great games like Metroid II and Link's Awakening fit on that brick of a shitty handheld, GF's only threshold to reach is a simple, static JRPG with turn bvased combat.
Now imagine doing this consecutively for years on end for 20+ years straight, to the point where you leave 3D assignments to other companies instead (Stadium/Colosseum/XD/PBR what have you). Because you are so fucking shit at game development and so complacement you'd rather just stubbornly stick to 2D capabilities at all costs.
And then imagine being dragged by your feet, forced to make a 3D game against your stubborn will, because the passage of time and technology development supercedes your own ignorant complacency.
Imagine working on a 3D title for the first time, with 20 years of no 3D experience, and any 3D experience that was done, was done as a microscopic level and glacial pace (Wow! Now 1 city has 3D polygonal buildings in 2011!!!! Amazing progress!!!! Meanwhile SM64DS, a 3D platformer, launched with the DS in 2004).
Of course X/Y are gonna look like shit. Of course they are so incompetent with coding and optimization that trainers have to be still static images of artwork portraits as opposed to 3D models. And then SuMo comes out as their little "experiment", their little playground, a stop gap gen with little to no stakes, because they seriously are behind the pack when it comes to talent and technical prowess. 4 split small islands, shit routes... It's no wonder.