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The lads. Unsurprisingly, by the end of the game, everyone else was a glorified support to Umbreon and his titanic 800 Special firing off skullfuck powerful hyperbeams or dark pulses every turn.
>Things I didn't like
The biggest things that bothered me in this game were almost entirely all UI related. Things like being unable to see the level of a wild mon without selecting a single target attack because other dialogue boxes block it to being unable to see who can learn what TMs from the craft screen, spending a ton of resources to craft Earthquake just to find Gyarados can't learn it, to spending 5 minutes scrolling through your entire inventory to find out what this new item you picked up does in an inventory that gets extremely cluttered with no sorting features, to the repel reuse dialogue only letting you select repels of the same type. None of these are individually a big deal but over the course of the game the annoyance slowly builds and I do wish they put a bit more care into letting you sort items or preview learnsets in particular.
>Stuff that's worth discussing but I don't see as good or bad
This game apparently has a hard mode in the PC that raises the difficulty of the rival fights and major bosses. This sounds great, but I found out it's on by default and what I had been playing so far (after the first badge when I discovered it) felt like it should've been the normal mode. In short, the hard mode doesn't live up to expectations of being a hard mode. Because it's on by default, I suspect that "normal mode" is actually an easy mode the devs tacked on later, but I think better transparency would be ideal if that were the case. Regardless, this game's combat system is great and while I wish some of the fights pushed me to have to strategize more, I think the dev got great milage out of all of his systems and mechanics.
Alright that's the gripes and nitpicks out of the way, next post will be mostly gushing.
1/2