- Joined
- Jul 5, 2017
A few places, but the standout is N's room. Just look at it, and listen to its music.Which places and why?
The music also even got a creepier version in the sequel games.
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A few places, but the standout is N's room. Just look at it, and listen to its music.Which places and why?
Also I may be a "Gen 1er" when it comes to the TCG, or at least I think the game started to get broken after Gen 3. By the Gen 4 TCG, that older consistent approach they used with card design was abandoned. Like ridiculously high HP being thrown around, and 'mons who are Poison type in the vidya became Psychic types in the TCG (instead of Grass). Also attacks started becoming cheap and overpowered.
I don't think the chateau was that creepy. Turnback cave killed me, also the temple with regigigas. Gen 6 has the slenderman reference and the Ghost girl but it feels forced and i can't take the hex maniac serious thanks to lewd artists. But the forest you could get lost forever is creepy af especially with the trevenants.The ones that always worked best on me as a kid were the places where you had an idea something wrong happened, but enough was left up to the imagination to make the worst of it (Emerald Sky Pillar is a lot more imposing than ORAS's, imo). Altering Cave is probably the most extreme example of this, but that's because GF couldn't be bothered to ever do anything with it. Speaking of, being out of the way helps with a location's mystique; you have to go through Lavender Town, but you don't have to go through the Old Chateau. Old Chateau was probably the best of them because it has the benefit of having multiple stuff happening; Rotom, the Gengar, the ghosts you can never interact with, Gardenia hyping it up, etc. Ruins of Alph also did this pretty well by playing with the ancillary mechanics at your disposal by messing with the radio and having your Pokemon start acting weird; generally the less ability someone has to resolve everything in an area with a Pokeball, the better it is. Generally I'd say there are a lot of areas in these games that are good at feeling creepy the first time you'd visit them, but the ones that can keep it up after that first or second visit are a lot more rare.
Ns room top tier i love how he is playing with trains like a true autistic.A few places, but the standout is N's room. Just look at it, and listen to its music.
https://youtube.com/watch?v=SLcOFCpcJ-wBy the way, the text basically says that all the objects have been played with recently.
The music also even got a creepier version in the sequel games.
Pokemon Black & White 2 OST N's Room.mp3
We have these guys. They're Fighting-type, and move kinda like a train.
View attachment 6671098
Just want to say I really like them. One of the few modern Pokémon that's a genuine favourite to me.We have these guys. They're Fighting-type, and move kinda like a train.
View attachment 6671098
>No RSEI saw this, and got reminded that they'll never adapt the best manga arc to anime...
https://youtube.com/watch?v=B_nbzPLt-wE
I did play the translation. The translation isn't as well-polished as the original, but it only served to illustrate how flawed the original is, with the same limitations (I don't know if the original bugs were fixed or not, like the Psychic Confusion bug) with some crummy pacing and clearly running out of steam by the end.If you haven't played it, there's a Japan only sequel with an English TL for GBC: Pokemon (well, Pocket Monsters) TCG 2: Here Comes Team Great Rocket!!
The thing about the Pokémon TCG from Gen IV (and even Gen I if we’re being pedantic enough) and beyond is that there’s always been some sort of gimmick that takes precedent over other mechanics that only change the game drastically but also serve as hooks for collectors.Also I may be a "Gen 1er" when it comes to the TCG, or at least I think the game started to get broken after Gen 3. By the Gen 4 TCG, that older consistent approach they used with card design was abandoned. Like ridiculously high HP being thrown around, and 'mons who are Poison type in the vidya became Psychic types in the TCG (instead of Grass). Also attacks started becoming cheap and overpowered.
The thing about Pocket is that it combined all of the bullshit associated with gacha games and IRL TCGs into one neat little package.so i've played a bit of the Pocket TCG and its so fucking aids. I knew it would be RNG but it still makes me mad. It's not even fun if you ignore pvp.
that said i'm still opening up my daily packs for that 0.01% chance of dopamine.
So I take it the game system of Gen 1 is rather different than how the TCG works now?[...]
It's still the same, imo.So I take it the game system of Gen 1 is rather different than how the TCG works now?
(I learned to play the TCG with the Game Boy game in around 2000.)
As @anliteralidiot mentioned the game still follows the Gen 1 structure but there have been some changes:So I take it the game system of Gen 1 is rather different than how the TCG works now?
(I learned to play the TCG with the Game Boy game in around 2000.)
Gen III had EXs, and the worst thing about EX/Lv. X/etc. was that they effectively priced most people out of the game. A Luxray GL Lv. X was something around $120, and if you didn't have one or an equally ultra-competitive deck there was slim chance of you winning even locals.The thing about the Pokémon TCG from Gen IV (and even Gen I if we’re being pedantic enough) and beyond is that there’s always been some sort of gimmick that takes precedent over other mechanics that only change the game drastically but also serve as hooks for collectors.