>>49598678>>dungeonA staple feature that was part of the core gameplay formula for every game prior to Sun and Moon.
>>post-gameAn element that was vastly important to extending the singleplayer campaign since the training wheels don't come off until the credits roll.
>>level curveThe aspect of RPG game design that ensures the difficulty flows smoothly without requiring too much grinding or allowing players to steamroll the game as easily as is the case in every game after BW2 not counting Legends.
>>panderingThe absence of any real inspiration for references that ends up in them just spouting the magic K word and showing off Charizard in places where it realistically doesn't make sense. A legitimate issue ever since Gen 7.
>>contentThe whole reason why you play a game and enjoy it to begin with.
>>identityWhat makes the game stand out from others, as opposed to being a bland, formless, cashgrab. Notice how each of the first six regions are distinct up until Alola where the terrain boils down to straight lines and NPC roadblocks and the only thing people can point out that makes Alola differ from Galar is what gimmick they decided to make the flavor of the month nuke.
Cope, seethe, and dilate.