>>46784418gen 5 looks the way it does because of how low resolution the DS is, assets don't scale and rotate cleanly. Some people dislike that, and some people aren't bothered by it, and both are fair judgments.
But, in the end, the reason you don't like it is because of the lens you're viewing it through: sub 240p.
I believe the actual sprite art and animation work is very respectable when you consider it past the screen door you're viewing it through.
Again, not saying you have to like how it looks, and you can think that GF made a bad decision going for that style on a console that was bound to have those issues, that isn't what I'm trying to say
I see lots of comment threads that point to jumbled pixels in gen 5 and say bad art, but the art itself is fine.
So yeah, I'm not arguing "uhm actually it looks good if you imagine it not looking bad so you can't compare gen 5 to mario and luigi!" I'm saying that gen 5 wasn't gamefreak giving up in and dropping their efforts to 0 when it came to pokemon battle art and assets.
The overworld areas, again I think should at least be understood from the perspective of what they were working with. They are 3D, on a console that *really* struggles with it. Gen 5 had quite large 3D areas, all while using up a very large chunk of the system's resources for the always on wireless functions.
Gen 5's overworld is more early 3D than 2D. Apples to oranges y'know? It's like comparing early 3D ps1 games to late snes titles
Again, not saying you can't like one over the other, but in its own context, I argue it isn't half bad.
As for comparing sumo to the smash 3ds pokeball assist trophies. Frankly it's a miracle that they're 3D models at all, and not sprites considering how taxing smash 3ds was.
As for albtw vs sumo, this is a far more fair comparison. But bear in mind the albtw is a late 2013 3ds game, whereas sumo is a late 2016 3ds game.
I'd compare albtw to XY honestly, that would be a more fair fight.