

- Black & White 1. People complain about not having access to older Pokémon until the post-game, but IMO that is a GOOD thing for a new player. Having a limited roster allows for much tighter game design. It is also easier for a new player to only have to learn 150 Pokémon with their type matchups and abilities as opposed to the ~400-600 that are commonly used in most other games. Remember that it is nkt just about the 6 Pokémon in tbr player’s party, but also the Pokémon they are battling AGAINST that a player needs to understand to play the game.
For every single gym, there is an area where you can catch a Pokémon to counter it nearby. Very often you encounter a trainer who shows you a new Pokémon, and then it is available on thr next route.
With older gens you might not have all of the great improvements the series has made over time. Physical/special split, abilities, held items, color, multiple bag pockets, etc. Big Stadium and Small Court are available early as a source of exp and money farming that scales. The battle subway is great. The experience curve was re-worked and is much better. The games run and move a lot faster than Gen 4 and anything that came later.
The only downside is that, as DS games, it is annoying to have to emulate the 2nd screen and touch it occasionally. These games use that screen less than most DS games though.
- FRLG. Really polished, no second screen. Sucks that there is no physical a special split, but other than that has most of the important mechanics and is still a polished experience.







I think this has a lot to do with it. A lot of these platforms have defaukts or even jusy tendencies baked into the development process. It takes an experienced developer to dive in the “feel”.
For making the first Spyro game, Insomniac hired a NASA engineer who had experiencing making flight control systems in order to dial in the feel of controlling Spyro. That’s the kind of thing that costs a lot of money, but made the game one of the most successful 3D platformers of all time.
Another thing to look at is assets. Models, textures, fonts, UI design, sound design. It’s easy to go cheap here: free asset libraries or cheap ones available for purchase. Some of these assets might be fine on their own, but when combined together they’re just…slightly… Off. Because they weren’t designed to be cohesive in a space together. Making one model that looks good takes talent and time. Making thousands of models that look good together takes planning, coordination, and direction.
And these are a lot of things that are easy for a small team to overlook, or at least de-prioritize. Smaller teams are usually driven by game designers who have specific designs in mind. They want to tweak numbers or implement systems. They design the game first, and then slap on whatever art assets they can to make it appealing enough to their audience.