Pokemon sequel is under development for DS

I wish they would just modify the Pokemon Ranger engine for its graphics.

P3060383.jpg
 
Big One said:
It comes from CoroCoro, not Famitsu. Drastically different magazines.
Oh, well that is indeed a valid point. I thought this was going to be one of those "People say you can't trust Famitsu so this news is fake" things
 
JSnake said:
They're actually awful.
I have been out of the pokemon loop for a long time, going from original GS to HGSS, and now that I'm seeing Gen IV pokemon, I'm sometimes really scratching my head in surprise how they came up with some of the pokemon, and for some regular person to design all these pokemon, of some are which are pretty neat, I can say that he's done a good job.
 
I wouldn't really want the Ranger graphics or engine. The Ranger graphics feature a lower resolution in sprites than the main games do. What I'd like to see is that level of animation featured in the spinoffs in the main games. The size, perspective, and design of the sprites are already fine imo, they just need multiple frames of animation.
 
Please don't make the team I'm training in SoulSilver right now useless GameFreak!

Battle system sounds awesome. Love that they stuck with sprites.
 
Andrex said:
Please don't make the team I'm training in SoulSilver right now useless GameFreak!

Battle system sounds awesome. Love that they stuck with sprites.

If it's for the greater good, it's for the greater good! Sacrifices must be made, Andrex!
 
Gravijah said:
If it's for the greater good, it's for the greater good! Sacrifices must be made, Andrex!

OK I'm willing to sacrifice you not playing B/W if it means I keep my team.
 
Gravijah said:
I would personally gut every single one of your Pokemon. :D

I'd slaughter you and your Babymon. >:3

Ookami-kun said:
I do hope it's just more than "camera changing angles"

First, whoah when I went to quote you your avatar's "?!" popped up at the exact moment. :lol

Second, there's "realistic shadows," more detailed backgrounds, and full-body sprites in addition to the dynamic camera angles. It sounds like more than the battle system has changed vanity-wise since double battles were introduced.
 
Andrex said:
I'd slaughter you and your Babymon. >:3

I will send my elite group of kamikaze geodude underneath your house, making them all self destruct, taking everything you hold dear with them!


In regards to the dynamic battles... Really need to see it in motion.
 
So what exactly happens when you have a pokemon too high of a level for your badges? Do they just plain ignore you? Do only some attacks go through? Do you get rid of the pokemon as soon as it fucking listens to you so it can get it on with a ladyzard?
 
MNC said:
So what exactly happens when you have a pokemon too high of a level for your badges? Do they just plain ignore you? Do only some attacks go through? Do you get rid of the pokemon as soon as it fucking listens to you so it can get it on with a ladyzard?

If it's anything like gen one when I tried it last, they only listen to you like 50% of the time. They act like Charizard in the Indigo League arc of the anime.
 
1up is going off the same screens we are and making conjecture off of it. They say it quite plainly in that article. Nothing is confirmed.
 
My best guess is that the website will update at possibly either Noon or 1PM Japan time, or 11PM EST and Midnight EST respectively.

Because the other B&W thread was posted at Midnight EST on the spot, so I guess they wanted to open the site at 1PM instead at Noon sharp? Odd.

To put it simply, 4 or 5 more hours and 11 minutes to go.
 
MNC said:
So what exactly happens when you have a pokemon too high of a level for your badges? Do they just plain ignore you? Do only some attacks go through? Do you get rid of the pokemon as soon as it fucking listens to you so it can get it on with a ladyzard?

Wasn't that only traded Pokemon? Ones you caught yourself always listened, I thought.


Though it wouldn't surprised me if it was broken. Gen 1 had a critical hits buff that actually reduced your crit rate. I think a programmer messed up and confused "*(1.25)" with "*(0.25)" :lol

Then there was that bullshit about Ghost types being effective against Psychics which was totally bugged, even though every Nintendo material said so and even several episodes of the show revolved around Ghost types being effective against Psychics.
 
EmCeeGramr said:
Wasn't that only traded Pokemon? Ones you caught yourself always listened, I thought.


Though it wouldn't surprised me if it was broken. Gen 1 had a critical hits buff that actually reduced your crit rate. I think a programmer messed up and confused "*(1.25)" with "*(0.25)" :lol

Then there was that bullshit about Ghost types being effective against Psychics which was totally bugged, even though every Nintendo material said so and even several episodes of the show revolved around Ghost types being effective against Psychics.

THAT always screwed me up. Gotdamn, I didn't even realize that until now. FML
 
EmCeeGramr said:
Wasn't that only traded Pokemon? Ones you caught yourself always listened, I thought.


Though it wouldn't surprised me if it was broken. Gen 1 had a critical hits buff that actually reduced your crit rate. I think a programmer messed up and confused "*(1.25)" with "*(0.25)" :lol

Then there was that bullshit about Ghost types being effective against Psychics which was totally bugged, even though every Nintendo material said so and even several episodes of the show revolved around Ghost types being effective against Psychics.

and poison not being very effective against grass/poison
and fighting not being very effective against normal/flying
 
That was another bug, as a matter of fact. Turns out, type weaknesses/resistances did stack in Gen 1 (e.g. poison would hit grass/poison for neutral damage), it was the battle display that was buggy because it wasn't based on the actual damage multiplier. What would happen is that when calculating damage, the game would check to see if the move used was super effective/not very effective against one of the target's types and if it was either, it would set a flag that chose which message to display (if both were neutral, no message was displayed).

For dual types, it would do it twice, once for the first type and once for the second. On the second, however, rather than checking whether or not the damage multipliers cancelled out and resetting the flag accordingly, a super/not very function call would simply overwrite whatever the first one did.

The damage multipliers were always correct, but the game displayed false super/not very effective messages.

But yeah, Gen 1 was broken as hell. Only offensive Bug moves that did damage based on your stats were Pin Missile and Leech Life. Only Ghost move that did likewise was Lick.

Result? Psychic domination am total.
 
viciouskillersquirrel said:
That was another bug, as a matter of fact. Turns out, type weaknesses/resistances did stack in Gen 1 (e.g. poison would hit grass/poison for neutral damage), it was the battle display that was buggy because it wasn't based on the actual damage multiplier. What would happen is that when calculating damage, the game would check to see if the move used was super effective/not very effective against one of the target's types and if it was either, it would set a flag that chose which message to display (if both were neutral, no message was displayed).

For dual types, it would do it twice, once for the first type and once for the second. On the second, however, rather than checking whether or not the damage multipliers cancelled out and resetting the flag accordingly, a super/not very function call would simply overwrite whatever the first one did.

The damage multipliers were always correct, but the game displayed false super/not very effective messages.

But yeah, Gen
Wow. Never knew this, but I'm sure I noticed it and bitched about it a few times as a kid.
 
viciouskillersquirrel said:
That was another bug, as a matter of fact. Turns out, type weaknesses/resistances did stack in Gen 1 (e.g. poison would hit grass/poison for neutral damage), it was the battle display that was buggy because it wasn't based on the actual damage multiplier. What would happen is that when calculating damage, the game would check to see if the move used was super effective/not very effective against one of the target's types and if it was either, it would set a flag that chose which message to display (if both were neutral, no message was displayed).

For dual types, it would do it twice, once for the first type and once for the second. On the second, however, rather than checking whether or not the damage multipliers cancelled out and resetting the flag accordingly, a super/not very function call would simply overwrite whatever the first one did.

The damage multipliers were always correct, but the game displayed false super/not very effective messages.

But yeah, Gen 1 was broken as hell. Only offensive Bug moves that did damage based on your stats were Pin Missile and Leech Life. Only Ghost move that did likewise was Lick.

Result? Psychic domination am total.
So I was playing blue on nuzlocke challenge and grinding my zubat (>_>) in viridian forest. Leech Life was said to be super effective against weedle but not against caterpie. Is poison weak to bug in this game?
 
The_Technomancer said:
Okay, no, seriously, why is Psychic super effective against Poison? How the hell does that make any sense?

1) because poison's only other weakness is ground
2) because psychic was only super effective against poison and fighting
3) think of a shaman
 
Aaron Strife said:
So I was playing blue on nuzlocke challenge and grinding my zubat (>_>) in viridian forest. Leech Life was said to be super effective against weedle but not against caterpie. Is poison weak to bug in this game?
Are you sure about that? I'd find a way to check if I were you.
 
Big One said:
It comes from CoroCoro, not Famitsu. Drastically different magazines.

1up's preview is I presume based off the two page spread in this week's Famitsu. The screens and information are identical to the CoroCoro preview, but Famitsu included a lot of speculative text analyzing the screens.
 
GamerSoul said:
hmm moving battle camera...If it works like Golden Sun's it could be very dynamic. Eeexcellent

I hope the battles would be as fast as Golden Sun. Wow imagine a pokemon game develpoed by camelot. :D :D
 
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