>>50928104original OP of what you were replying to here, If I were to list every aspect of what I liked I would just post the rom download. I truly believe there are no cons to this game (that are not intentional).
I really liked the design concept of making the game unNuzlockeable. Really emphasizes how every slot on your shitpost team matters, even losing one member in a battle impacts how you can proceed with the rest of the fight.
every text of dialogue has meaning, whether from a reference that a subjective audience would understand, a clever joke is constructed regardless of social acceptance, or just a flat out shitpost. Very few games are constructed in a way that has the player not skip through text.
But what I enjoyed from Clover the most vs official Pokemon games is the sheer amount of content that can be experienced. Extra Gyms, Ebin Islands, numerous dungeons and puzzles to tackle, postgame is essentially required/part of the maingame, and a ton of legendaries to catch (albiet the low catch rates and RNG from catching pokemon will always suck). Even when game developers from gen 3-5 constructed what most fans consider the "golden age" of the franchise, the features that were included in those games came from a sense of obligation. Gamefreak HAD to include a lengthy campaign with numerous amounts of features and side content not just because they really wanted to, had high standards, or took pride in their work, but because they had to make sure these games couldn't be beat in a few days in order to counter the video rental market of the time and Nintendo's slow adoption of the modern woes of the game industry (Online multiplayer issues, DLC, predatory consumer practices, etc.).
Clover feels like a Pokemon game developed in an era when enjoying the game mattered more than selling it. Because that is exactly how Clover was developed, and excelled further than most fan projects.
>or maybe I'm just fucking autistic