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Pokémon Let's Go - Fauna in patterns

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I have already published my opinion on Pokémon , and everything said there, good and bad, especially regarding the seventh generation, applies broadly to Pokémon Let's Go. However, the game differentiates itself from previous entries due to the capture system. Pokémon Let's Go abandons random combats and instead makes its wild creatures visible on the field, while removing combat in favor of allowing the player to face the creature and capture it directly. To give complexity to this mechanic, the game takes the capture system from Pokémon Go, where a precise throw becomes decisive. Moreover, the more precise is the throw, or better streak you have, the more experience you get, which is the game's incentive to master this system. Beyond trying to catch the attention of players that entered the series through Pokémon Go, the developers offer a different perspective to the essence of the franchise: To simulate the search and capture of creatures. Pokémon Let's Go i...

Pokémon - A toy adventure

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Pokémon was born out of Satoshi Tajiri's will of sharing his experiences as a child to search for, capture and collect insects outside his home, alongside the curiosity to see the creatures and the ingenuity to get them. To him, the games of his era could be better, which is why this fixation could help him to reach the desired level of sophistication. Many elements are in fact coherent with this approach: The focus on capturing wild enemies, their differences with domesticated creatures, random encounters exclusively on wild areas, the intent of making each creature unique in elemental affinity and moveset, the turn-based combat as a representation of giving orders to your creatures, etc. To achieve this, Pokémon needs a world where the player can navigate through, explore and discover. Game Freak would take for this the established structure by Dragon Quest as a stat progression through accumulation of experience points to gather levels alongside a lineal advance led by a na...