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Pokémon Snap 2
Mechanics
>Developed by Sega.
>Theme of wilderness and natural environment as opposed to urbanized human-Pokémon interaction.
>Massively open world loosely based east Africa, centered on an optimist futuristic Nairobi, Kenya. - Surrounded by coastal swamps, Serengeti plains, jungle, and anarchist pirate hellhole owned by Team Skull.
>Physics like HD-era action-adventure games; running, jumping, climbing, walking at human pace. Graphics not as important as physics. Something like Yakuza 4 is what I have in mind.
>Pokémon exist as 3D objects on the map.
>Pokémon have a wide network of interconnectedness based on abilities and real biology. Magneton's magnet pull will attract electric types. Breeder groups will surround each other and breed in the wild. Based on temperament some Pokémon get in more fights or behave as crowds.
>Perma-death exists for Pokémon, but to avoid offending your sensibilities it's not called that.
>Battling is optional. At first catching works just like in the safari zones until you have your own Pokémon and from then on you can choose either method.
Plot
>A chronically depressed 16 year-old native of Fuschia City whose only real skills are operating a camera, you are recruited by your uncle the safari warden and Professor Oak to come study safari Pokémon in their natural habitat: the Haramba region.
>The only tutorial is a Twilight Princess - esque camera mission at the beginning of the game in Fuschia city, takes twenty minutes to learn what Pokémon are and how to use a camera and catch them. Tutorial is "try it yourself" based than dictative.
>You arrive to the stunningly futuristic metropolis of N'beru and are allowed to run free from then on.
>The main point of the game is to photograph Pokémon in the wild to build a regional pokedex for the professor.
>But you can also get involved in an anti-poaching quest to take down team skull. (Poachers and Somali pirates in-one.)
[comment too long, that's about it anyway]