So I went to Target today and they had a demo of LGPE. I played it for the hell of it so I could see what the capture mechanics were like. And boy, were they worse than I thought. For a game that's supposed to be casual friendly, this game does a horrible job of teaching you how the capture mechanics work. I've never played Go, so I'm not familiar with the Go capture mechanics and they don't really give you enough information on how they work. I assumed that you were supposed to time your throw when the circle is as small as possible, but the game didn't really tell me if you want the circle to be big or small, it just said "pay attention to the rings". Like, I'm sick of the games talking my ear off with tutorials but this is the opposite extreme and it's leaving out crucial information on how the mechanic works. Furthermore, the motion controls seem to be really off and most of the time my throws either ended up way out into left field or pitifully bouncing on the ground in front of the Pokemon. The game gives you no feedback whatsoever what's a good throw and what's a bad throw and it didn't really seem to be consistent. If they insist on continuing with this kind of capture system, they should do the following:
1. Give more detailed information on how the rings work. When's the right time to throw the ball? When it's big? Small? Somewhere in between? It's not that intuitive a system so this is something they most certainly should be explaining.
2. Have a cursor appear on screen that shows where the ball will land when you throw it. This will make it easier to see how your motions are affecting the throw.
I'm open to seeing more of this kind of capture mechanic, there's a lot of ways they can build on this to make it an interesting system in its own right, but it needs to be a LOT more polished and intuitive to really work well. I can easily see the casuals they're so desperate to bend over backwards for getting frustrated with these mechanics and rage quitting after 5 minutes as is. It's a good thing I already wasn't planning on getting the games anyway, because if I was, this demo would've instantly turned me off.
The Let's GO model is almost entirely free of polygonal structure, which a massive advancement for the series. Bolt the Cat's problem is he's expecting Game Freak to jump from 10 to 100 simply because they went to handheld to home console, which shows how little he knows about game development, particularly Game Freak's.
No one in their right mind would've expected Let's GO, or even the Gen 8 title, to have ideal AAA graphics in such little time. A Pokémon game only receives two years of critical programming, and the reason is because we the fans (including every fan complaining about Let's GO) are extremely demanding, and would riot if we went 3+ years without a single Pokémon release. In addition to this, it's been noted more than once that Game Freak has always preferred a slower pace when it comes to progress, because doing so allows them more time to learn, grow, and experiment, and always gives players something new to look forward to in the next installment.
Bolt the Cat, like so many others, got their hopes way too high, and now they're all crashing down. It's their fault and theirs alone for expecting something no one said would ever happen.
Problem is that, like it or not, Game Freak is in a competitive, capitalist market, and when everyone else is at 100 and Game Freak is at 10, they need to make that jump to really compete. It's not the fans' fault for having high expectations if the rest of the industry can meet those expectations, it's Game Freak's fault for being ill-prepared to rise to the level of their competition. Game Freak's development practices simply don't work in the console environment, and they're going to find that out very quickly if they haven't figured it out already. Remaining a tiny developer with 100ish employees working under 1-3 year development schedules simply isn't enough to release a satisfying console game.
The humans in Pokemon aren't the ones doing the heavy work (the player character walks and the NPCs talk, for the most part). Their models don't need to be incredibly detailed, which is not to say that I like them.
And the Pokemon models are any better?
It's a remake, so that is only half true.
Even remakes are expected to look and feel like they belong on the consoles they're designed for. Maybe remasteres can get away with being similar because they're basically just prettied up versions of the original artstyle, but not a remake.
I am just not sure where you're going with this. The features I listed are hardly easy to miss, and their worth is entirely subjective. I personally find the games overpriced, but you should accept that many people are happy with the content. Otherwise the games wouldn't have sold over 3 million units in 3 days.
To me, LGPE have more worth than the other big Switch games, even though it's clear that the latter had longer development cycles and more staff. Opinions don't follow a laundry list.
Well this is what I was saying earlier. When it comes to the quantity of content, their worth is not subjective. A game that lasts 20 hours is worth more than a game that lasts 10 hours. The things that they added don't really take much time, whereas the things that they removed are things you could spend a lot of time on. That's not something people should be happy about, least not in a console environment which tends to appeal more towards people who like sitting down with a game for hours. Nintendo explains the difference between handheld gaming and console gaming pretty well in this interview (albeit they're talking about the reverse, going from console to handheld, but it still shows what the mentality is between the two):
Hayashida
Yes, it was. So there was a lot I didn't understand. For example, you can walk around with a handheld system, so some people can play on the train when you commute. I live a few stations away from the station nearest from my home to the company's, so at first I thought I should aim for light courses that you could clear in about that time and stop playing whenever you got off the train.
Iwata
That's a big difference with the Super Mario Galaxy series.
Hayashida
Yes. To me, Super Mario Galaxy 2 is like the Manchu Han Imperial Feast. (Editor's Note: Manchu Han Imperial Feast refers to one of the grandest feasts in Chinese cuisine history, a full dinner course of which is supposed to be continuously served to the guests by spending two or three days in a row. Mr. Hayashida is figuratively using this term to describe something with great volume that is luxurious in both quality and quantity.)
Iwata
Uh-huh. (laughs)
Hayashida
It's the kind of game that says, "There's all this laid out before you, so eat whatever you want!" To eat it all takes hours, so when you finish eating, your stomach is full. We put in everything that had built up since Super Mario Sunshine and made Super Mario Galaxy 2 to be a game that has everything.
Iwata
You put in more each time and it rapidly grew until it was a luxurious item. But that raised the question of whether that was really all right for all the players.
Hayashida
Yes. So this time, I wanted to make a compact game that, rather than the Manchu Han Imperial Feast, was lighter, like a hamburger you could just gobble down. I decided to start thinking from there.
Iwata
You wanted to make a game appropriate to a handheld system.
http://iwataasks.nintendo.com/interviews/#/3ds/super-mario-3d-land/0/0
And this is the problem with LGPE and the recent games in general. They're designing all of their games to be hamburger type games because they look at mobile and they think everyone just wants hamburgers. However, they're making the jump to a console that leans more towards Manchu Han types of games, is succeeding specifically because of Manchu Han types of games like BotW and Odyssey, and sells games at Manchu Han prices. LGPE, meanwhile, is a hamburger at a Manchu Han price and that's a poor value for both types. Hamburger types of games are usually cheap for an audience that just wants to play them for a little bit and go, whereas Manchu Han games tend to be more expensive to justify the high quality and quantity of those games. LGPE is a high price for a low effort, that's why it's seen as poor value and you see the phrase "cash grab" getting thrown around. What the haters are waiting for is for Game Freak to finally make a Manchu Han sort of experience, a game that is large and ambitious and something they could wander around in and invest tons of time into. LGPE is pretty much the opposite and the series has been heading in the opposite direction, so there's not even much optimism for the 2019 game.