>>39267733>Pokemon popping into existance etc.Do you just mean spawning in the overworld?
>Wingull doing the weird hover thingGo read the Pokedex for Wingull. That's an intentional choice, and it has been represented as such in every piece of media it has ever been in.
>tank control NPC interactionsLike when they turn on a dime? Maybe they still think of that as signature Pokemon style, but I do agree this could use some improvement.
>the bike clipping into the groundHaven't seen anyone mention this. Examples please.
>berry trees popping into existanceTypical for open world, especially before optimization before release.
>all newly loaded Pokemon poof out of the ground???
>no way to actually see Pokemon from a distance so it looks like you just wander around aimlessly till you bump into somethingAll open world games do this. It is just a different of the distance at which they load. Pokemon has no binoculars type item, so it can get away with loading from shorter distances.
>sandstorm particles etc.This is the most minor nonissue I've heard yet. You're really reaching to be bothered by this.
>lakes having an incredibly rigid waterfrontAgain, have heard nobody complain about this.
>floating wallWill be fixed by release.
>shadows not making sense or being there at allStyle choice, although a really stupid one I don't like either. They're clearly trying to save on processing power here though.
>animation quality was way better in from smaller companies with lower budgets and weaker hardwareThose games had many more years of development time, and they had less entities to work with.
>Corviknight not being in frame for battles.Camera clearly needs work. Valid complaint.
>LGPE having better textures and gym backgroundsRemake of a game that already had most the basework done. All that actually wasn't enough considering how little they changed. Those games are still full of jank, like ride Pokemon zippin back in their ball when you get too close to something.