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The game also has a heavy focus on strategic elements, as each creature has its own type that's either strong, weaker, or equal to creatures in other types. The idea of creating an element of catching creatures for their collection makes players feel more connected to the adventure, and offering up a bunch of hard-to-catch critters makes it even more desirable to grab them for their personal cache.
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It's a tremendous game hidden under a heavy layer of cuteness that could scare away those worried about hurting their masculinity.īut what is it about the Pokemon series that makes it so good? It's such a solid and satisfying role-playing design that really gives the player a feeling of personal satisfaction. It wasn't just hype, either, because the game's design was so perfect for the Game Boy platform that, back in 1999, even I gave the game the highest rating we can give. The foundation for doing such a thing is definitely sound the Red/Blue series literally resurged the Game Boy market out of its somewhat obscure casual gaming position and into a "gotta have it!!!" status, and no game since the original Tetris had the power to do this. Enter FireRed/LeafGreen, the latest in the RPG series. It was a devious ploy: offer another adventure one year later that will finally reunite the Pokemon freaks with the original batch of Pocket Monsters. Oh, sure, the cartridge is brimming with more than 350 critters to catch, trade, and battle, but the original hundred-plus beasts that were a part of the series from the beginning went MIA. The main Pokemon theme - Gotta Catch 'em All - just wasn't possible in its Ruby/Sapphire iteration, as the team purposely restricted which Pokemon showed up in that adventure.
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It was obviously all a plan from the beginning: when Nintendo and its Pokemon development studio Game Freaks set out to break Pokemon out of its 8-bit Game Boy home and finally set it free on the Game Boy Advance, the team didn't give the audience a complete picture.