And here we have the other side of "Things you hate in Games you Love's" proverbial coin, here we celebrate all of the features and other things in games that make them wonder; whether it's something big, a favourite character, a fun juxtaposition or something small and clever that's really neat when you notice it.
Mine are:
Pokémon Amie, I have wanted something like this since the first generation so it's great being able to pet and play with your Pokémon and it's amazing how the data for over 700 sets of likes, dislikes and unique animations can be stored on such a tiny cartridge. All of the Pokémon are fun to play with too, the small cute ones are as adorable as you'd expect and the big legendary ones are surprisingly playful....Plus I find it hilarious that the generation that everyone praised for making you question whether capturing Pokémon is wrong was followed by the generation with a feature that shows you how happy your Pokémon are that you caught them
The "Clone" Pokémon from generation 5, it's interesting that a lot of people found this to be a weak point in the 5th generation games, since I always thought it was really clever. Yes Bouffalant is Unova's Tauros & Miltank and Audino is Unova's Chansey, and I think it's brilliant rather than uncreative; to me it always seemed to be a development of the species thing where we're in an entirely different part of the world and run into new, yet familiar looking creatures, presumably because they share a common ancestor with the Pokémon they remind us of and developed differently to suit the environmental differences of that region.
The majority of Ham-Ham Heartbreak, it's a very feel-good story and the music at the end is wonderful (which is itself a big thing for me since it's a handheld game and I normally mute those)
The ending of Witch's Wish, a somewhat obscure game where you play through the chapters of the story as Vicky, a little girl who lives with her Grandmother and wants to learn magic, but can't afford the lessons and supplies to learn it. Over the course of the game she learns it through a magic board that adds new spells as she needs them, which helps her solve problems and make magic more accessible to those around her. Near the end the question is raised whether magic might be a negative thing and the story's conclusion not only answers it, but places responsibility in the hands of the characters and has everyone come together to find a solution
Mine are:
Pokémon Amie, I have wanted something like this since the first generation so it's great being able to pet and play with your Pokémon and it's amazing how the data for over 700 sets of likes, dislikes and unique animations can be stored on such a tiny cartridge. All of the Pokémon are fun to play with too, the small cute ones are as adorable as you'd expect and the big legendary ones are surprisingly playful....Plus I find it hilarious that the generation that everyone praised for making you question whether capturing Pokémon is wrong was followed by the generation with a feature that shows you how happy your Pokémon are that you caught them
The "Clone" Pokémon from generation 5, it's interesting that a lot of people found this to be a weak point in the 5th generation games, since I always thought it was really clever. Yes Bouffalant is Unova's Tauros & Miltank and Audino is Unova's Chansey, and I think it's brilliant rather than uncreative; to me it always seemed to be a development of the species thing where we're in an entirely different part of the world and run into new, yet familiar looking creatures, presumably because they share a common ancestor with the Pokémon they remind us of and developed differently to suit the environmental differences of that region.
The majority of Ham-Ham Heartbreak, it's a very feel-good story and the music at the end is wonderful (which is itself a big thing for me since it's a handheld game and I normally mute those)
The ending of Witch's Wish, a somewhat obscure game where you play through the chapters of the story as Vicky, a little girl who lives with her Grandmother and wants to learn magic, but can't afford the lessons and supplies to learn it. Over the course of the game she learns it through a magic board that adds new spells as she needs them, which helps her solve problems and make magic more accessible to those around her. Near the end the question is raised whether magic might be a negative thing and the story's conclusion not only answers it, but places responsibility in the hands of the characters and has everyone come together to find a solution