Sunday, June 14, 2020

A look back at: Pokemon Snakewood

Everybody has played a game in which they like or are okay with certain things about it, but there's just that one part of the game that people detest so much it makes them question whether they want to ever experience it ever again. Snakewood frankly has a lot of these, and it's crazy to think of it that way, but it's quite true.

While the setting is Hoenn, the unorthodox progression is definitely something, having to surf since Mr. Briney's services are unavailable, having to take the long way to get to Fortree City proper since everything is blocked off on one side, lots of moments where you just end up at the S.S. Cangrejo at random, the diving spot that leads to the top of the waterfall at Ever Grande City, and just trying to get into Sootopolis by way of an abandoned mine where Sky Pillar used to be. There were some sad moments, such as hearing the backstory of Rayquaza being poached, the sense of possible dread that you may not find your brother the champion or his girlfriend, as well as having to kill gym leaders Winona and Norman as the two are zombified (even worse with Winona, since her brother Veracity was there). The spectacle of Wattson being an Inquisition member, a murderer, and a hopeless boss fight is also quite big.

Then this is compounded by all sorts of silliness, much of it anime and pop culture references. The Madio Pokemon are horrible, most of them knowing Teleport only and just being bad at everything. Kingmadio takes the cake though. Just WHY would you have a Ghost/Dark type with Wonder Guard?

Also what's with these weird Egg mons? What's with those Denjuu? What's those Glute mons doing as a consolidation prize for a pet that dies in Fort Draco's endless plains? What IS the endless plains? Why are the Deadly Seven members so silly and have ten members? Why couldn't I catch most zombie mons? How come Senex is a catchable mon who is an old gentleman? More importantly, what kinds of craziness did it take to take down Senex? There's just a lot to take into consideration, and then there's stuff I outright could not believe I saw.

The Inquisition Boardroom alarm tripping maze is TERRIBLE. Also compounded by other parts of the boardroom too, which have those random encounters on X-tiles, plus one that gives a Level 80 encounter. The whole sequence seems never-ending. Having to figure out that you need a mon with Thundershock to power an elevator in the S.S. Cangrejo as well as a Ditto who can transform into a key to leave it will never be seen easily by players. Lots of one-way locations in places like the Madio Cave and Abandoned Mine really hurt progression, and the same with the Necropolis and it's SUPER TRICK MAZE which honestly is the worst maze ever conceived. Making a walkthrough for this was an utter nightmare, but I managed to do it. Here you go.

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