>>55746752>Because nobody here has ever played Kanto before, am I right?That wasn't your point though, but yeah even dusty ass Kanto is much more engaging when the fights are harder, you have more variety, and you got new story elements like Teaming with Brendan vs Archie and Arianna or battling Giovanni with Lance in Cerulean.
>Other Pokemon games don't load you up on instant gratification mechanics right out of the gate if you don't actually feel like playing the game.You're not even making sense. You were the same anon that complained about taking hours to train up new mons? But now the options you missed are instant gratification mechanics? I've grinded for natures and levels a lot in my life, I don't miss doing it one bit, the gameplay is the battles. They're all optional too.
>>55746756>Actually coherent ecosystem and region design instead of fan service spam distributionLike we haven't all heard the Sinnoh fire types meme before, even in Platinum when they improved it one of them was a trade evo[lol], one was a starter, and one was a rare Eeveelution. More mons actually makes this better because you get more diversity between the jungles, caves, forests, rivers, oceans, ect. If you love only seeing Wingulls and Tentacools when half the region is an ocean be my guest. Greatly improves replay value and strategy freedom too.
>Actual exploration to get items instead of the game giving you everything for freeVery romhack dependant. Some like Dio Vento's hacks place emphasis on comp item availability, in most they're still usually rare. In RR you get rewarded for exploration with Mega Stones scattered about.
>Coherent level curve instead of muh rare candy level cap f*ggotryDrayano's SGSS fix Johto (and Kanto's) fucked curve by linearizing the region to great effect. The higher average levels and exp gain means you get access to late-evos sooner. Also level caps are based, you don't need to overlevel to beat CPU opponents, you have everything going for you.