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Route thread

No.55572467 View ViewReplyOriginalReport
Sinnoh's routes are really fucking great.
This one isn't even one of the ones that people normally talk about, it's like a medium tier Sinnoh route overall, but it encapsulates the design philosophy of DPP quite well.
While gen 3 had some depth tricks, gen 4 uses its 3D to the fullest by layering its route design. Here, instead of mostly being aesthetic, the bridges are uses strategically to show the players what's coming up next by looping over later parts of the route.
It also incorporates time specific trainers, a gen 2 staple, and permanent rain, a gen 3 staple feature, as well as a potential double battle, something emerald specifically introduced, showing how DP try to bring together all the ideas from previous games to fulfill its role as the "ultimate" pokemon game.
It even uses the rain to interesting effect mechanically; for example the ruin maniac at the beginning of the route has a Bronzor that loses its only weakness on this route, which can be very annoying to kill, but his Shieldon has its weakness to water boosted in rain. This reflects how these games try to include a mix of both mechanical disadvantages that the player needs to play around, and mechanical advantages that smart players can use.
And finally, there are a few cut trees around, which reflect how Sinnoh often places optional items and shortcuts around so that players who keep their HM user on them consistently are appropriately rewarded.

You guys may think that Sinnoh seems bland, but that's because it focuses on mechanical design over aesthetics a lot of the time. Even stuff like the deep snow on route 217 makes it harder to navigate consistently and dodge the skiers.