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Quoted By: >>52410612 >>52410643 >>52410654 >>52410807 >>52410817
>started the trend of multiple friendly rivals healing you and giving you revives before and after battle (Gen 3 and 4 had friendly rivals but they didn't heal you or give you max revives)
>started the trend of forcing you to catch the box legendary (Gen 3 and 4 had forced legendary encounters but it only became MANDATORY to catch it in Gen 5)
>started the trend of making the games easier by giving you a lucky egg early and giving you infinite TMs (which should have been postgame only or TRs should have been introduced here)
>started the trend of making the story more important than the rest of the game
>started the trend of interrupting you with mindless dialogue every time you enter a new area
>started the trend of linear, segmented regions and progression from A to B with no variety in play
>started the trend of basing regions on foreign countries and making them look like theme park rides through different Mario stages
>started the trend of regional gimmicks like rotation and triple battles (which in all fairness were underutilized and had potential)
>started the trend of excessive Kanto pandering by making the dex 1:1 and trying to emulate the gen 1 experience in a modern setting (decent enough concept but with mixed execution)
>started the trend of forcing you to catch the box legendary (Gen 3 and 4 had forced legendary encounters but it only became MANDATORY to catch it in Gen 5)
>started the trend of making the games easier by giving you a lucky egg early and giving you infinite TMs (which should have been postgame only or TRs should have been introduced here)
>started the trend of making the story more important than the rest of the game
>started the trend of interrupting you with mindless dialogue every time you enter a new area
>started the trend of linear, segmented regions and progression from A to B with no variety in play
>started the trend of basing regions on foreign countries and making them look like theme park rides through different Mario stages
>started the trend of regional gimmicks like rotation and triple battles (which in all fairness were underutilized and had potential)
>started the trend of excessive Kanto pandering by making the dex 1:1 and trying to emulate the gen 1 experience in a modern setting (decent enough concept but with mixed execution)