The Poké Pelago is QoL heaven. Implemented really, really smoothly, and rewards the player for catching ’em all. I could at least get something done at times where I couldn’t pick up the game, helped keep my various B-team mons from falling too behind, and it’s easily my favourite take on berry farming thus far (though X and Y come close in this regard.)
Almost EVERY Pokémon design is amazing. Wholeheartedly concur with
>>36304609 here, and even though Incineroar isn’t my thing personally, I can really appreciate how a design like that has so many genuine fans, and how the other two who are my thing personally also have so many genuine fans. The Ultra Things are some of the most creative designs I’ve seen in the series and do a great job of looking legitimately alien, especially Circuitry. Alolan Exeggutor is honest-to-god one of the series’s best, most unique, and most memorable designs, not just despite looking ridiculous, but because of looking ridiculous.
Photo Club is a lot of fun, but it’d be better if they let you move the trainer and not just rotate them. Poor Gyarados has to be on its own to get a good shot.
I appreciate that they tried to do something about HMs, but really don’t appreciate how they did it; I’d much rather see field moves fixed than thrown out altogether, and I agree with
>>36305254 here too.
>>36304779The in-story implementation, though, is quite possibly the biggest case of bad game design I’ve ever seen.
>Surprise battle that forces you to use the first mon in your party only>Fight three other level 20s>Story progresses whether you win or lose>You’re encouraged to try it out again>If you do, the lowest rank has level 50 fully battle-ready mons>Anything below level 50 isn’t brought up to this point>LolbyeTo say nothing of how ridiculously hard it is when you’ve actually got level 50 mons to fight with since it’s all the BS of the Battle Tower times three.