>>409613832/3* sorry
I found important to account the director in charge for the games cause these kinda choices along love take time n investment, so are taken into consideration for the project planning n management phase; being Morimoto for HG/SS n Masuda for Black2.
Morimoto also directed Emerald, a version i found not that much but peskily corrected from R/S n was the introduction of an ever bigger Battle Frontier on a more challenging era for competitive induction, which along the type of memorableness ive felt and read of HG/SS, solidified the perception i had of how the likes to deliver his products.
Not glad with how Masuda has matured and taken his role up to these times which shows more of his burden than his passion, but do recall when i got to read his public entries about the emotional state he was in during B/W development, and through as concise n generic as their responses tend to be, he did thought of it as his opus prime, n thats at least partially believable for the results n what could show the 5th as a generation.
6th n 7th, though distinctive enough, felt like sorta mildly void or wrong-will constructed exp. Being it the forceful 3d transition they weren't capable of enduring, director’s inspiration/morale/ambition or traditional/outdated/out of touch ideas, management exploitation/corporative pressure/ulterior motives, or whatever, the ppl can feel this missing soul from simple yet unmissable choices that go against the principle of creative work ‘don’t tell, show’, cause personally felt like they were going for less on mostly every visual/functional aspect they have shown to be able to deliver.