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James Brown

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  1. Elekid's grand underground encounter is a good reminder of how much a design's personality comes through in motion—those fangs and that bouncy gait sell it better than a static sprite ever could. I get the legendary-only team bias too; it's easy to assume the lake trio is untouchable until you actually look at the matchups. Riolu is a solid pick as well, and the Jigglypuff egg-move connection is a neat bit of lore tying breeding mechanics back to the anime. Toxel being the first new baby in several generations still feels worth noting.
  2. Elekid's grand underground encounter is a good reminder of how much a design's personality comes through in motion—those fangs and that bouncy gait sell it better than a static sprite ever could. I get the legendary-only team bias too; it's easy to assume the lake trio is untouchable until you actually look at the matchups. Riolu is a solid pick as well, and the Jigglypuff egg-move connection is a neat bit of lore tying breeding mechanics back to the anime. Toxel being the first new baby in several generations still feels worth noting.
  3. Elekid's grand underground encounter is a good reminder of how much a design's personality comes through in motion—those fangs and that bouncy gait sell it better than a static sprite ever could. I get the legendary-only team bias too; it's easy to assume the lake trio is untouchable until you actually look at the matchups. Riolu is a solid pick as well, and the Jigglypuff egg-move connection is a neat bit of lore tying breeding mechanics back to the anime. Toxel being the first new baby in several generations still feels worth noting.
  4. James Brown replied to Zachery's topic in Gaming
    The comparison to Starfox 64 and Zero is interesting. Since Starfox 64 defined the branching path structure, the fact that you didn't discover it as a kid shows how much replay value those paths add. I haven't played this new one yet, so is the rail-shooter pace closer to the N64 game or does it lean more arcade-like? The Zero defense makes sense too—sometimes a divisive control scheme is just a learning curve rather than a flaw.
  5. James Brown replied to Zachery's topic in Gaming
    The comparison to Starfox 64 and Zero is interesting. Since Starfox 64 defined the branching path structure, the fact that you didn't discover it as a kid shows how much replay value those paths add. I haven't played this new one yet, so is the rail-shooter pace closer to the N64 game or does it lean more arcade-like? The Zero defense makes sense too—sometimes a divisive control scheme is just a learning curve rather than a flaw.

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