Friday, April 14, 2023

A look back at: Pokemon Voda Red

Walkthrough here. And my team was: Mega Blaziken, Alolan Raichu, Ludicolo, Claydol, Aurorus, and my starter, Arbok. Plus a Noivern for Fly purposes and a Mega Garchomp which I used a few times. What's also interesting is that every single Pokemon on my main team had a Special Attack-increasing nature. EVERY SINGLE ONE.

Pokemon Voda Red. It's honestly a mess. I really don't know what I should think regarding this crazy hack. It's clearly some sort of difficulty hack, but there are so many things that I guarantee will rub off the wrong way. So let's list format things for the sake of fun!

1. I don't have a freakin' clue what "Voda" is supposed to mean. Voda? Vodka? What? Confusing title and it doesn't even show up on the splash screen. So what is "Voda"? I'm never getting an answer to this, aren't I?

2. I could not find much backstory behind this hack. It mentions that the default names for the player character are Mahian and Sabrina. Mahian23 is the maker of this hack, so I guess the male one makes sense. But why Sabrina for the female? We actually have the gym leader Sabrina in this hack.

The next points all have to do with the type chart because GOD it is a mess.

3. So first up, the Bug type. It...has no weaknesses. There's not too much in the regards of good Bug type Pokemon here, but wow, no weaknesses is ridiculous for the usually underwhelming type. A secondary typing does mean that a Bug Pokemon could get weaknesses though. As for offensive capabilities, Bug is strong against...just one type. Dark. Not Grass. Not Psychic. Just Dark. Really kind of lame considering both Silver Wind and Signal Beam are quite well-used with many Pokemon in this hack. Oh by the way, a Dark/Psychic Pokemon like Grumpig or regular Mewtwo will have no weaknesses (apart from one type I'll talk about later on).

4. The Grass type I feel got nerfed, which is problematic due to Grass as a type in general already having tons of types resistant to it. Okay, it's not weak to Bug anymore, but it keeps the rest of its weaknesses, but the main nerfs are that it's resisted by Ghost and is also no longer super effective against Rock, adding on to troubles it already has.

5. Speaking of Rock, that's another type that got wrongly nerfed. Normally good offensively, while it's not weak to Grass anymore it's got the remaining weaknesses left and is now resisted by itself and Psychic. And is no longer super effective against Flying and Bug.

6. But you know what Rock is actually ineffective against now? Ghost. I guess that makes sense, throwing rocks at ghosts wouldn't normally do anything. But not only that, Ghost is also immune to Ground (which thankfully wasn't nerfed nearly as bad as Rock was). And with those in mind, Ghost has a whopping FOUR immunities, adding on Normal and Fighting. Cool, isn't it? Well, it's still not the best offensively since it's still only strong against other Ghosts and Psychic types, and is even resisted by Bug. I should mention though that a Fighting/Psychic's only weakness is Ghost.

7. Flying...is interesting. All of its moves are now 115 base accuracy, which is weird, but we'll get into that in a moment. Ice now resists it, which is cool, but guess what? Flying is only super effective against Grass. Yep. Bug and Fighting no longer are weak to Flying.

8. Speaking of Fighting, um, it's got a bit weird. No longer is it strong to Ice, which honestly doesn't make much sense to me. However, it's also only got Psychic as its weakness. Fighting's also not good against Water, while Electric and Ice are both resisted by Fighting. Now it seems like Ice and Fighting are the types that resist each other here.

9. Remember how overpowering Psychics were in Gen-1? Well, prepare yourselves, Psychic types are quite overpowering here, well as long as the Dark types are kept at bay. That said, Psychic wasn't great on the resistance side in the original game, but here, Ground, Rock, Bug, and Normal now are resisted by Psychic. Offensively it stays the same but to think that Psychics got more defensive is gonna make things harder.

10. There's no Fairy type, which would be a sin in itself, but then again, Dragon is ineffective against Dark as a repercussion for this hack. Okay I guess. Dark itself is ineffective against Fire. This probably makes a little more sense, but it definitely can lead to some annoying moments for me, which I'll describe later on in the Pokemon section of this writing.

11. Finally, the ??? type. Yeah, this mystery type that is only reserved for the move Curse now is used for special, unknown Pokemon and/or moves, usually the moves Selfdestruct, Explosion, Horn Drill, Egg Bomb, and Magical Leaf are the ones to look out for, but there's also an annoying signature move that the Mewtwos get for this type. As for the type itself, it's got SIX types its good against: Dragon, Psychic, Grass, Fire, Dark, and Ghost. As if some of these typings aren't nerfed enough. But you know what? That pales compared to what this type resists. Grass and Poison cannot affect it at all (Poison still sucks in this game too, still only good against Grass, but now Bug resists it and it's worse now), and it resists EVERY SINGLE OTHER TYPE IN THE GAME. Except for one. Electric. Why? How should I know? But it definitely is telling that me getting an Alolan Raichu ready for the endgame with dealing with the last few trainers is a major importance seeing as it has two typings that I practically need for my team.

The other typings do have issues too but not to the level of those ones up there. So now to the moves of the game, which I'll cover before the Pokemon. Again, this is a mess. My guide covers most of the major changes in the last section.

12. First of all, the status moves are a total mess. Most if not all of them have increases in priority, making it feel like every opponent with a status move has Prankster, and some moves even have priority of +5, higher than Protect and Detect. It can also lead to weird moments in the AI, where they try to use, say, Recover, but it happens before your attack move and they waste a turn. Still, there's a lot here that ends up being excruciating because of the weird increases in priority for status moves. You have to set up around moves like Seal! (the new Safeguard), Destiny Bond, and Endeavor (not so much a status move but it got priority still).

13. Many moves end up with extreme boosts in power that really didn't need them. Hyper Beam is a big one due to some elite trainers using Choice Band-Hyper Beam setups that you want to avoid (though a Ghost type is good for that if you wanna be sneaky).

14. Why does Wrap have to behave like Fury Cutter? That just seems weird to me. Extrasensory also does the same thing, as does Psycho Boost.

15. Horn Drill is no longer an OHKO move but it might as well be one. Same garbage accuracy, but if it hits, it's a 255 base power move of the ??? typing (remember what I said about that typing) and it hits multiple times. Wow.

16. Some attack moves actually go THROUGH Protect and Detect. Namely the Psychic type attack moves seem to do this.

17. Egg Bomb's priority, accuracy, and typing makes it an incredibly annoying move.

This is about as much as I can offer for the moves to be honest. Most of the move changes I'm okay with, or I think they're better. Heck, I didn't even include name changes like Safeguard becoming Seal! and Flamethrower becoming..."Dracarys". Again, my guide offers all the changes. Now to the Pokemon themselves and my problems with them.

18. First, some of the final evolutions for Pokemon are them in their mega forms right off the bat. To me, this doesn't make a whole lot of sense. Other hacks I've played had some method of mega evolution, but this one just skips the regular stage and goes for the throat. Though not all the time. The starters that can mega-evolve can do so, but certain other Pokemon like Gardevoir, Gallade, Medicham, and Manectric don't have this luxury.

19. The base stat totals of many Pokemon have been inflated. Actually, I think all of them have to some degree, but it does mean battles can be a lot tougher than before.

20. Actually on that topic, some of the stats for certain Pokemon cap out at FREAKIN' ZERO. My Arbok for example has zero Special Attack, so its Special Attack-boosting nature is useless unlike the rest of my team which was more balanced. The Mega Mewtwo variants are similar, the Y one has 0 Attack and the X has 0 Special Attack. Granted, these cases use exclusively Special Attack and Attack respectively, but gosh it makes zero sense for certain stats to be zero.

21. Evolution methods I'm mostly okay with, since trade evolutions are usually level evolutions now and so on. Eevee's two Johto evolutions require the Sun and Moon stones for example, while Feebas needs a Water Stone. Kirlia's evolution into either Gardevoir or Gallade isn't good though mostly because it's similar to Tyrogue's on balancing Attack and Defense. Clamperl is far worse as it relies on the "personality value" mechanic that Wurmple has, but at a higher level. I'm also okay in general with certain lines like Slugma or Koffing, which usually evolve late, to evolve at much earlier levels, but at the same time, other lines like Pidgey evolve much later. But the worst part HAS to be the new mega evolutions for Pokemon like Flygon, Tyrantrum, Starmie, and Lapras. You have to evolve these things at high levels, like Lv80 or Lv90. It's a lot of effort.

22. And that's also taking into account the fact that some lines are missing evolutions or pre-evolutions. Bisharp and Aegislash are examples in one way, you can never get their pre-evolutions. The Sinnoh starters also can be caught in the wild, usually as rare encounters but always in their final forms. Bellossom is another one, somewhat egregious considering it's the ONLY member of its evolutionary line left. Then you have mons like Wailmer and Tentacool, who's evolutions are taken up by other Pokemon therefore they CANNOT EVOLVE and are useless for anything aside from the dex.

23. Oh and speaking of Bisharp, it and a handful of mons are essentially shinies, but without the sparkles. So you WILL be seeing blue Bisharp no matter what, making it much less cooler. There are other mons like this, like the Voltorb line.

24. Shedinja's only got one weakness, and it's Dark. Makes dealing with the Wonder Guard somewhat annoying.

25. I don't understand why Squirtle's line is Water/Dark. Maybe I just don't see it being a Dark type at all. Sure, Squirtle itself has shades but it removes them upon evolving and the shades don't really make the mon.

26. Butterfree got a mega, a Bug/Psychic one which looks like what I would expect its Gigantamax form to look like but it also replaces Xatu making Natu useless.

27. Charizard once again got too much on its plate. Regular Charizard megas into its Y form at Lv70, but Mega Charizard X is now called...Xairus. What? Does that mean anything? Why can I find these in the wild and why does it not come from Charizard initially? And it can further mega-evolve into...Zardiax. I still don't understand, but hey it's Dark/Dragon now. Still, what?

28. Vulpix and Ninetales are in this hack, but so are their Alolan forms, which are named...Pixi and Verulia. They are Ice/Psychic, since Fairy is not in this game, but the names, I don't know what or where they came from.

29. Speaking of Alolan forms, sure, Raichu and Marowak have them, but their regular forms are nowhere to be found.

30. Vulpix and Ninetales itself can be problematic to defeat due to their Fire/Psychic typing. They're immune to Dark thanks to Fire, and Ground and Rock do normal damage thanks to Psychic. Water is the answer, but even this is nerfed due to them having the ability Drought.

31. Certain other abilities can make one have foolish mistakes every now and then. The Magnemite line has a chance to have Levitate, so I'd personally pack Fire and Fighting moves for them. Infernape has frickin' Water Absorb, so Water's off the table with that mon. Gastly's line is all Ghost/Dark (weak to only Bug in this game) but Shadow Tag is extremely annoying once you get to the Pokemon Tower.

32. Why are all the Johto starters part Normal when they start out? It's not that great to have them be like that, giving them an extra weakness (plus Ghost is actually not ineffective against Normal in this hack). Meganium got an advantage now being Grass/Electric, but so did Feraligatr now being Water/Dragon. Typhlosion just became pure Fire though.

33. Speaking of Water/Dragon, both Gyarados and Milotic got this treatment, and this even goes into Mega Gyarados. Milotic however seems like a better Pokemon due to now being a Drizzle setup.

34. What the heck are Izikiel and Seameore? These are two fakemons that ONE trainer has with her, and yet they don't appear anywhere else. Would have been amazing easter eggs if I could get them.

35. Pyroar doesn't have Litleo before it, but both male and female forms are rare encounters. Two problems. One, female Pyroar is useless due to it not evolving into Solgaleo at Lv80 (which I think is ridiculous too by the way) and two, their abilities are Plus and Minus making them very niche.

36. The Kalos starters are in their final forms only but making them all ??? types is incredibly odd. Plus they are super rare anyways.

37. Moltres and Deoxys both get Wonder Guard for their ability, but they deserve far better than that.

38. Cobalion and Virizion can apparently evolve into...each other via certain stones. It's strange and unnecessary. Tauros evolves into Terrakion with Moon Stone, which is somewhat cool though.

39. The gender ratios for the Pokemon are incredibly strange. My guide does dictate these at some point and they are probably not that important apart from breeding but it seems strange that every Gliscor you find is female, every Geodude and Makuhita you find are male, etc.

40. Aurorus cannot learn Rock Slide. I hate this so much.

41. Finally a big one: The legendaries that the elite trainers use, they cannot be used at all. Mega Lugia? Shadow Lugia? A gigantamax Charizard? An armored Mewtwo? A Grass/Ghost Arceus? Zamazenta and Zacian? Giratina and Palkia? Zekrom and a fused Kyurem? Badass! But you can't get them anywhere else, the same with the Izikiel and Seameore fakemons. Boo. Yet you can get other legendaries after eight badges or in eggs and even other lesser legendaries like Heatran and Zeraora in the wild. Please make it make sense.

And now, for the game problems in itself.

42. So the game offers some new characters but some grammar issues always arise. Don't need to go into further detail there.

43. And by characters, I mean new rivals that aren't just freakin' Blue. First is May. She's probably the one you'll be forced to run into most, she's traveling from Hoenn, and she gets involved in the main plot of the game a lot. And by that I mean she's just another character who is useless and doesn't offer much in plot device other than just being an additional battle you must get through to proceed.

44. Oh yeah, the plot. It's...actually the exact same as the original FR/LG. No actual changes besides these new characters.

45. So the other rivals basically resemble other playable characters. You have Donny, Jessica, and Riki, who resemble Red, Leaf, and Brendan respectively. Yet Riki's overworld sprite is the same as Red's, yet May's sprite is the FR/LG May. They could've at least tried to make the sprite like Brendan's. Oh, and Donny bails after Pewter City and you run into Isyindo, who has a Super Nerd battle sprite yet a Red overworld sprite. And for the record, these rivals are always going to be in the cities, sometimes usually optional. Isyindo talks about the so-called elite trainers after you beat him, and yet they are completely post-game and the lore doesn't really mean much since these trainers don't have any notable backstory as does this game.

46. And some of the gym leaders and Elite Four have changes too. Roxanne now replaces Brock. Why? I don't know. Flannery replaces Blaine. Janine replaces Koga. Clair replaces Lance, and Chuck replaces Bruno. I guess it's interesting but it is just kinda meh and doesn't offer much aside from this character visiting from another region.

47. Speaking of Roxanne, why is she in Pallet Town initially? And why can't we surf south to Route 21? I appreciated the nonlinearity of the original game with regards to this stuff but now it's gone! And they do it again between Routes 11 and 12, heck you couldn't even enter those areas without the Soul Badge. This also means the only way to Fuchsia City from the northern part of Kanto is via Cycling Road.

48. And there are...Team Rocket grunts in Oak's lab? What? They function like the aides for some reason, yet aides for the rest of the game actually look like aides. So what gives?

49. They clearly had a sprite for Roxanne in the game, yet in the gym battle her overworld sprite is a female Rocket grunt. Make it make sense.

50. When you get to Oak's lab, you see the Johto starters on the table. Upon inspecting, they are NOT the Johto starters, but they tried something interesting. You get Abra, Machop, and Ekans. Okay cool, non-typical starters. Pick one. Now your Blue-like rival is going to pick one, except he gets a base form PSEUDO LEGENDARY INSTEAD. Again, make it make sense. You pick Machop and you supposedly see him pick Abra, but he gets freakin' Dratini instead. So unfair that the rival gets Dratini, Larvitar, or Gible if it is supposed to be from the same table you chose from. Oh, and if you are choosing Ekans, the Gible is IMMEDIATELY holding a Salac Berry, which is a crazy instance of an immediate early battle where your opponent has a held item.

51. Speaking of held items, be prepared as every rival, boss, gym leader, and Elite Four member can and will use teams that have some competitive viability to them. So they'll have custom movesets and items. And I mean coverage moves, annoying status moves, and the special berries and other held items to ruin normal playthroughs. Special mention goes to the Leftovers healing. There were TONS of it in the post-game. Honestly that might be the most annoying held item your opponent can ever have.

52. While getting the Old Rod early is nice, as well as getting watering holes in Pewter City and Route 2, what does that make of the house where you normally get the Old Rod for? Nothing. There's an old man blocking it, but interacting with him does nothing and I went through the whole game expecting a way past this particular roadblock.

53. Speaking of which, man there were a lot of roadblocks which were dumb. Sure most were the optional legendaries that say "you need the eight badges to pass", but there were a few others like the aforementioned Route 11 and Route 12 (actually 13 and 12 in this case) where you need the Soul Badge, plus ALL of the Saffron gates have this as well with the excuse of "Team Rocket is too strong here". And some roadblocks are in front of gyms and such, where they give you eggs that hatch into some mons in the game. These are less annoying, but still tedious because you clearly would have a full team and need to head back to the PokeCenter to make room so you can an egg with you. I also don't think it's okay that they tell you what the egg hatches into. I prefer it to be a mystery.

54. Several towns have grass which you can catch mons in, I assume this is for Nuzlocke runs but it's a bit on the sporadic side. Lavender, Fuchsia, Saffron, and Cinnabar don't have grass with them, and while you can surf or fish in two of those, it isn't right. Plus, the towns you can get encounters in the grass from only have one or two mons available, usually not good ones for that matter. Special mention goes to the Pokemon League grass. Which has...Natu. Again as I said before this thing cannot evolve since Mega Butterfree replaces Xatu. How good is a Natu in near post-game if it is unable to evolve? And also those places have weird encounter rates. You could get a 1% encounter of a certain mon that has several levels ahead, or later on, several levels behind. Still needs to make some sense.

55. Cerulean City has rain in it, but this seems to be the only place that has overworld weather of some kind. And also, there's two tiles that look like openings in the south wall, but you cannot pass through them. What is it with that?

56. So a glitch I found with the gift Bulbasaur in Cerulean City involves naming it. I tried naming it, it went to the PC, and I discovered that I renamed a Pokemon in my party, which wasn't supposed to happen. Also the girl wonders if you are taking care of the Charmander which is funny.

57. Bill apparently turned into a Torchic and there's Torchic sprites here, yet the thing doesn't have moving or even turning sprites so it looks weird.

58. The "Kanto Leaders Tournament" isn't a tournament. It's just a house where you can rematch the Kanto gym leaders at your own pace and order and oddly can be accessed before challenging the Elite Four the first time. Yet they are all double battles against Lv100 teams and way harder than they should be.

59. Team Rocket's Jesse and James are in the hack. While nice, the first encounter I had with them was before Vermillion's gym and they mention how you foiled their plans on Mt. Moon. Two things. One is that Mt. Moon is skippable. And two, I went through all of Mt. Moon without encountering Jesse and James. So how would they know about you ruining their plans? And yes, they reappear a lot and are the typical double battle opponents, who can be quite tough. The first meeting was really awkward though.

60. Speaking of which their sprites are recolored sprites of theirs from Yellow version, which look scrunched up. Janine's sprite has the same issues.

61. Why does the Engineer class of trainer give an astronomically large amount of money?

62. Selling a Max Revive reveals that it sells for the price of P16111. That's at least three Nuggets and doesn't make sense.

63. Super Mewtwo, which is the dark Mewtwo, is used by Giovanni, but why is it Dark/Electric type? I realize I'm talking about this now and not in the Pokemon section but this is mostly something that Giovanni uses plus Mewtwo is a legendary anyways and not as prevalent as frickin' Charizard, yet I'm still bothered by this thing being on his team the whole time. I'd argue it's a weaker version of the real deal, maybe, since Electric typing makes it seem like it's an artificial creation. But if that were really the case it ought to be like the Armored Mewtwo, which is also in this hack. It just hurts my head thinking about it. And to think the Mewtwo variants get TWO signature moves makes them more overpowered.

64. The Regi chambers have Braille on several walls but they are just useless and don't help at all.

65. Some of the items in the game have P?000 as their money amount, which I think roughly translates into P100000, making them ultra-expensive. At least that's what I think, I don't believe I bought these items because I feared they might glitch the game. The strongest elite trainers give out P?20000 which seems to be a very large amount actually, I'm thinking P120000 or so, but the ? makes things weird.

66. Speaking of the items, if TMs are sold with other items, it causes major issues with the descriptions being glitched for the non-TM items.

67. It's somewhat troubling that you still get the National Dex only after you beat the league the first time. I say somewhat because you CAN still evolve non-Kanto native Pokemon before getting the National Dex, but not being able to see info on them without using them is still not cool.

68. Neither May nor the Team Rocket duo have any reason to be in the Sevii Islands as much. Also they HAD to tack on a Giovanni battle before Gideon, which is more annoying than it should be.

69. A nitpick here, but I did mention how the rematches against gym leaders are all at Lv100, why aren't the Elite Four this way? Like, Lorelei has all Pokemon at Lv96, Chuck Lv97, Agatha Lv98, and Clair Lv99, then your rival at Lv100. But it means that the Elite Four are somehow easier than the leaders level-wise. That said they do have diverse teams this time and aren't usually in type specialty.

70. Oh gosh did I forget the level curve overall? Yeah I did. Roxanne is at Lv20 maximum, but Misty jumps 10 levels above that. Lt. Surge is 9 levels above Misty, and Erika, just the fourth gym leader, has one Lv50 mon. So clearly the level curve requires tons of grinding before you get half the badges. I get this is more of a difficulty hack but remember people don't like grinding. Also Sabrina has a Lv100 Sableye in her first match which is a gimmick with only Curse and Memento, so they're already pulling some gimmicks off before post-game. The first League battle has the champion capping out at Lv94 for his starter, yet the rematch doesn't make the Elite Four all be Lv100, just the champion then. Again, make it make sense.

71. Okay so the Altering Cave here is where the uber trainers hang out and you can challenge and re-challenge them at your leisure. First, why are there still encounters here if they are not useful? Second, why Protector Zolman? He ambushes you at the start and honestly he was the most annoying opponent, with the MOST buffed legendaries on his teams. Giratina, Kyurem, Zekrom, and Palkia. It's unorthodox, where's Dialga and Reshiram? Why Kyurem and Zekrom have ??? typing with Kyurem having no weaknesses, yet Palkia and Giratina their typings are the same? I had more trouble with his team than the ones that had full teams of six. Which also gets ironic because...

72. The three main elite trainers, Fikri, Haniff, and Farhan, don't have full teams either. I guess they don't need them? But at the same time, they still have the most overbuffed Pokemon out there. Fikri's probably the most annoying, due to Water/Flying Mega Lugia with VOLT ABSORB, plus the other two having good coverage and held items. Thank god for my Choice Band-wielding Alolan Raichu with Volt Tackle, some sacrificial play but it was worth using. Haniff wasn't as bad but you kind of had to guess Arceus' typing (Grass/Ghost) and deal with its moveset and stats, plus the Zacian and Zamazenta with ??? typings. And Farhan has the Armored Mewtwo, his only mon, but Supreme Psyc is the most powerful priority move in the game that can really just sort of sweep full teams even if they are at Lv100.

73. But the guy two steps from Farhan is ridiculous. This guy has no real name, just ??????, and he states he's there for you to get exp and money. However, it's just the latter, because what is his team? Six Caterpies. They are at Lv100, but they are Caterpies and only have Tackle as their move. You can sweep his team for money reasons, sure, but levels not so much. And why is he tucked at the back end of the Altering Cave with Farhan? Shouldn't he be the one to introduce you to this place instead of that protector Zolman? I think it would fit. Or possibly not.

But why not, let's talk about some thing I actually enjoyed too.

1. Having megas for certain mons that didn't get them was nice. Tyrantrum, Flygon, and Starmie all got megas and I think they look nice enough.

2. Physical/Special split. Allows for better thought-out gameplay.

3. Being able to skip Mt. Moon altogether, plus being able to backtrack through Route 4 back from Cerulean City is a great idea.

4. The HMs are actually viable moves now. Rock Smash is now Drain Smash, it does what you expect and has better overall power as a Fighting type move. Strength is also a Fighting type move that can omniboost. And Cut is Flying with a great power score and chance to flinch. Waterfall normally is inferior to Surf but is actually on the same power level as Surf this time around except physical. Surf is of course reliable, as is Fly, and both got minor buffs. Dive is also available, but it's not that great anyways. Like how you can just buy it and that some of the HMs are available via level-up on some mons.

5. I definitely like the idea of Seviper being in between for Arbok and Ekans, which allows them to work as a starter line with three stages. And I also appreciate them being Dark/Poison, makes them tougher (but in this hack, actually weak to Bug too).

6. Some type changes I can appreciate. Namely Onix's line is much better. Onix is pure Rock, and Steelix and its mega are now Steel/Dragon which is super nice. Azurill is water type, while the Rhyhorn line and Donphan are now Steel/Ground. Grimer and Muk may not be in Alolan form but they do have Dark/Poison, a really great type combo. Golduck is now Water/Psychic which makes sense, and while I personally don't get it, I'm okay with the Nidos being Water/Poison. I'm okay with Aggron's line being pure Steel. I like that Trapinch's line is Bug type, later Bug/Dragon. Heck, even Electrode being Ice/Electric is cool somewhat, they changed this one a lot to make a normally-not-fun Electric type better. Yanma is Bug/Dragon and gets its evolution, while Cloyster's Ice/Ghost typing is real sneaky.

7. I like how the Fighting Dojo is now a Dragon Dojo, and having a Hoenn Elite Four member Drake be there.

8. Chanseys outside PokeCenters were very good. I'm super glad they give you a good item, even if it's only one. Special mention, the Choice Band which won me several elite trainer battles at the very end.

9. I'm also okay with some starter Pokemon being either fixed encounters or gift encounters. Gives them fun status.

With all of this said, do I recommend this challenge hack? Much less than any other ones I can think of. You have to think of a lot of factors that went into this, the biggest ones being the stat changes, the status moves having more priority, the ability changes, and the type chart changing. It's so much to take in. There's barely any real info to find for this hack besides what I actually provided, so if you want to challenge yourself, be prepared to suffer a lot and not enjoy it.

Monday, April 10, 2023

A look back at: Might and Magic VIII: Day of the Destroyer

 

Ah yes, a good old case of "stop this whacko from killing everyone through world destruction means". At this point, this game in the series feels run of the mill, using the exact same engine as the previous two games, though I would say it's a bit better. Better classes to choose from right from the start, a fifth party slot, and the ability to recruit cool monsters as your party members is fun. I followed Eltimar's Youtube let's play playlist in figuring a few things out, and decided to go with what he did, recruit dragons! Oh yeah, it was really cool. It of course means my main character, the only one I cannot remove, is the weakest, but whatever, dragons feel overpowered and I enjoyed having to use them to fly around, breathe fire, and just be resilient to everything in general. And to have up to four is just amazing.

Still a tough game mind you, just like before, especially if you decide to start solo without recruits. Plenty of sidequests I loved doing off the beaten path and the usage of elements is something that isn't new, but still fun all the same. Yeah, fun, but I did take numerous breaks throughout. Since this game plays almost exactly like the previous two entries, there were quite a lot of instances of me getting bored with the gameplay and playing something else. Plus work gets in the way, always hard to play when you have work to do. But I'm glad this will be the last one to utilize this particular game engine, as Might and Magic IX is up next, and from what I have seen, will turn things around.