Message me and I will rescue you on any pmd game 💜

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"I'm Dorothy Gale from Kansas"

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@exploring-the-sky
Message me and I will rescue you on any pmd game 💜
that’s great, cryogonal
the escort missions in pokemon mystery dungeon are so funny like yeah of course we'll protect you and help you reach your friend!! but we're multitasking missions so we're taking you along to confront several aggressive and dangerous outlaws along the way. you have to fight them with us. or just try to stand in a corner or something. sorry.
average internet friend group
Do you like this Video Game Song? #603
I like it and I've definitely heard it before
I like it and it sounds familiar
I like it and this is my first time hearing it
I don't feel strongly about it or have a complex opinion
I don't like it and I've definitely heard it before
I don't like it and it sounds familiar
I don't like it and this is my first time hearing it
Created a footprint runes font from in-game sprites.
★ Available until January 13th
★ Free to download
Footprint Runes.otf
This is the only time of year you can reblog this.
Dude!
the largest stickbug ever recorded was the size of a whole bush and looked much the same. scientists theorize that there could be stickbugs the size and shape of trees
ohhh i'm so excited, i finally got a wii so I can play the pmd adventure squad games >:O
Tales of Dungeons and Starvation
i feel like every pokemon design that interests me from generation 6 and on is always like. a poorly statted pokemon that you use for two setup moves & thats it
the downside is you can really only justify one of these at most in a team and thats why i dont really get into the modern games
i think for me, the shift to more of a multiplayer focus is why i don't click as well with modern pokemon.
The roleplaying/expressive elements of the series used to be primarily through the rpg mechanics right? Like, what pokemon you chose for your team and why, what moves and stat spread you gave them and how they interacted with the rest of your team all reflect you or your character. It's a system that rewarded pre-planning going in since your options to get specific moves onto a pokemon often required a fair bit of a time investment through breeding chains for stats or egg moves, or through single use TMs/move tutors (until gen 5). Both of which lent a weight to every decision you made in forming your team, since it was punishing to waste a TM or spend a lot of time on a build that ended up not working. That weight and permanence to every choice drew me in, and the time required benefited the roleplaying as I got more attached to the pokemon that i was invested in using or optimizing. In my opinion this is why older pokemon has near infinite replay-ability for me too, since the single player challenges were entirely different depending on your party composition and there were so many different approaches available. Starting in gen 6 especially, pokemon were able to get competitive moves right off the bat just by level up (at lower levels than ever) and maxed EVs were easier to attain using the super training minigame so that you could more or less immediately jump into multiplayer battles that were scaled to level 50 by default, while the intended vehicle to roleplay through shifted away from mechanical expression onto a more story driven narrative (which, didn't necessarily start in gen 6, gen 5 and 5.5 had some of the best stories in the series and the stakes have been consistently raised since gen 3). The EXP share becoming an EXP all by default is also reflective of this, letting you shift out team members as you go through the story rather than getting attached to one party you planned in advance. There are more cutscenes which makes replaying them more tedious, no decision you make is ever permanent, and there's not really any risk anywhere in the process which most people seem to prefer.
This is also the gen where there started being scarcely *any* post game single player content, with battle frontiers being scrapped for the battle maison that was largely copied and pasted from gen 5's battle subway with almost no consideration given to the new mechanics changing the way someone might approach these. There were no longer expansive extra post-adventure challenges you could use your teams in like pokemon stadium or battle revolution, and even the gen 3 remakes didn't have anything resembling emerald's battle frontier. Mega evolution and subsequent gimmicks made the dominant team building strategy setting up a sweeper before your opponent with your other team members being a way to shut down or slow your opponent.
So now we're left with games that have an entirely different design philosophy all around, which isn't necessarily a bad thing since pokemon is as popular as ever, but all the elements of the games that made them interesting or special to me have been gutted. People talk about fans of the older pokemon games as 'hating convenience' or 'just being nostalgic', but I really think there's just a misunderstanding in what's being mourned by people who preferred the older design style.
Waterfall Cave - Pokemon Mystery Dungeon Explorers of Time, Darkness, and Sky