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I don't understand the dislike for Diamond and Pearl. I felt like it actually tried to improve upon Emerald minus just having a Battle Tower instead of the Battle Frontier.
Look at Ruby and Sapphire.
>17/34 routes are water routes. Red/Green are 3/25, Gold/Silver are 5/46, and Diamond/Pearl are 4/30. DP may have slow surfing, but you'd spend much more time surfing in RSE due to the sheer amount of water. "Use Repel" is not a solution, because that says you have to cut out the core mechanic of the game to make traveling bearable. Surfing is like traveling through a cave after all.
>Only Pokémon encountered while surfing are Wingull, Pelipper, and Tentacool
>Post-game is Rayquaza, Battle Tower, S.S. Tidal, Latias/Latios, and Southern Island, which is the smallest amount of post-game content next to Gen I. Gen IV almost rivals Gen II in post-game content, but its main game is longer.
>Your rival gives up early and you never see the final form of their starter
>All of Team Magma and Team Aqua are idiots. At least Galactic was unaware of Cyrus' intentions.
>The only difference between Team Magma and Team Aqua is that one used Numel/Camerupt while the other use Carvanha/Sharpedo
>The PokéNav is worse than the VS Seeker
>At the time of release, it was only possible to obtain 200/386 (51.8%) Pokémon through trading between each other. By comparison, Red/Green were 150/151 (99.3%), Gold/Silver were 232/251 (92.4%) and 249/251 (99.2%) with the Time Capsule. Diamond and Pearl were 437/493 (88.6%), 443/493 (89.89858%) with in-game event content (Mew, Celebi, Jirachi, and Deoxys were distributions with no in-game effects in Gen I, GS, and RS) and the entire Sinnoh Pokédex could actually be seen without trading.
I'm not saying they didn't have flaws, just that they were actually pretty good games to start a generation on, better than Ruby/Sapphire, Black/White, X/Y, and Sun/Moon.