>>33144260>>33144229>>33144195>>33144164>>33144118>>33144067>>33144055>>33144043>>33143954I think the non-very-memorable anon has the point, Game Freak has series toruble learning to program for the DS, and it really shows.
Most of Sinnoh's memorable areas were repititions of things from previous generations, but more so, or weren't in the towns at all.
For example, Hearthome city is supposed to be a grandoise hub, being the halfway point of the game, and the location of the Foreign Building, the Contest Hall, and Amity Park, and other sightseeing locations. But the contest hall isn't particularly memorable because it wasn't introduced this generations, and unlike in RS there's only one. Amity Park i found to be notable initially, but since HGSS did walking so much better it now feels very uninteresting. Fantina in DP refused to fight the player at first, but the reason for it is very arbitrary; it seems to be there to keep tradition of having one Gym a generation be closed when you find it at first. Hearthome, and the other big town, Jubilife made attempts at being big metropoliton hubs, but future games had far better, bigger, and more memorable Big Hubs that had a lot of sights and camera tricks.
The other towns seem to stretch their sights really thin. For example, Sandgem town is Rowan's home town, but since its such a short walk away from Twinleaf and previous gens had you in the same town as the professor, what's the point? Floaroma Town felt like it should have been Gardenia's gym town, but with Eterna right next to it and the flower shop as the only point of interest, it could have been part of the route itself. Places like Fuego ironworks, Mt. Coronet, and all the locked content like the flower path and the islands stick out to me, but a lot of it was unavailable normally or optional.
Not every region needs to constantly wow the player, but Sinnoh really falls flat with needlessly repeated ideas, and a lack of original ones. I could go on.