Do you think it would make more sense if Tauros was a Fighting-Type or Normal/Fighting Type?

Actually, no.  With certain notable exceptions (I’m looking at you, Primeape), Fighting Pokémon draw their power from discipline, control and martial study – like real martial artists.  Tauros is all about uncontrolled rage.  If anything I would consider putting him into Ground or maybe even Dark, but I think it’s most appropriate to leave him where he is in Normal.

So, it seems in Omega Ruby and Alpha Sapphire, the Latis’ new mega form will allow you to actually fly to places with actual flight controls while viewing the region below you, rather than just warping there after an animation as the hm does. Not only that, this will allow you to reach new places in the game that were out of reach previously, and allows you to capture every non-event legendary pokemon in places called “mirage areas). So, best thing to ever happen to the franchise, or what?

I choose b) – “what.”

I mean, don’t get me wrong; it’s very cool and it’ll certainly do a lot to improve the atmosphere of the games and give people a good feel for what Hoenn is like as a region.  Moreover, it certainly isn’t lost on me that people have wanted something like this in Pokémon for a long time!  It just doesn’t strike me as a total game changer – you’re using Pokémon to travel to places you couldn’t on your own, which has been a big part of what these games have been about from the beginning; thematically it’s nothing new.  I’d actually regard, say, Pokémon Amie or Super Training as much bigger and more important features.

How would you feel about a Pokemon game set in te ancient past? No modern technology, totally different society? The main theme could be the discovery that Pokemon can be revived from fossils! Pokemon +archeology =win?

Well, I’ve always liked the idea of setting a game in the past; I think I’ve talked about it before.  I don’t think I see how reviving Pokémon from fossils would fit with that theme, though, since the games have always presented that as a very recent development made possible through modern technology.  The idea of setting a Pokémon game in an older version of the world, with a very different social structure, is certainly a big draw; in particular, if you’re working in a period where Pokéballs are a rare curiosity created exclusively by elite artisans, we’re bound to get a very different view of the relationship between humans and Pokémon than what we normally see – or, alternatively, a strikingly similar view that could say some interesting things about how that ideology developed.

Other than that, I think the main attraction of the idea for me is in working out replacements for a lot of the conventional systems that sustain the Pokémon world as we know it – there are no Pokéballs, so everyone has to rely on apricorns; there are probably not a lot of standardised items like potions and revives, so everyone has to use herbal medicine; there’s no PC network, so everyone has to store Pokémon in actual physical locations like farms; there’s no remote communication, so people in other towns have to be contacted by messenger or telepathic Pokémon.  The danger is that, in the process of working out all these ‘immersive’ systems, you inadvertently create something that’s just full of annoying chores – things like growing apricorns and preparing herbal medicine have to be parts of the game in themselves, things that can be fun to do and have potential for major rewards, and there need to be as many ‘convenient’ options as can be justified.  I’ve often toyed with the idea of a system where you can cross-breed apricorns, gradually gaining access to more and more useful strains that create Pokéballs with all kinds of fun effects – start with just Pale Apricorns, which just work like regular Pokéballs, then find each of the seven standard apricorn colours (blue, red, yellow, green, pink, black and white) and start crossing them together to create things like a Sky Blue Apricorn that’s especially effective against Flying and Levitating Pokémon, or a Deep Violet Apricorn that increases the experience growth of a Pokémon captured in it.  Basically, make the players work harder for stuff, but be sure to reward them for it!

I don’t usually enjoy compilations, but there’s this one on Youtube called “10 Years of Pokemon” that’s pretty gosh darned amazing. Any thoughts?

Meh.

To be honest, it’s just not easy to sustain the level of intensity that this video seems to be aiming at for as long as it tries to.  I sort of find myself thinking “I’m five minutes in, and there’s another three minutes of disconnected clips of big Pokémon attacks to go; am I really being given a reason to care about this?”  There were also a lot of points, particularly in the first half, where I found myself really questioning whether the extremely dramatic music was an appropriate fit for the clips being shown, several of which are much quieter in tone.  So… yeah.

I was thinking about phantom force and other two-turned attacks ever since the Phantump and Trevenant article, and I’ve been thinking of a way that could improve all of them and make them much more useful in competitive circles. Instead of these moves being two-turned, how about having the move preparation have high priority, and the move execution have low priority, making them less predictable, and allowing them to dodge moves like they’re supposed to. So, a fair change, or too powerful?

So… as far as I can see, this actually makes Pokémon with Dig, Fly, Phantom Force and the like unbeatable except by Pokémon with (positive or negative) priority attacks of their own, or some kind of recoil ability like Ferrothorn’s Iron Barbs.  Step 1: Fly.  You automatically move first; you don’t get hit unless your opponent has Mach Punch or whatever and is also faster than you.  Step 2: Come down.  You automatically move second; you don’t get hit unless your opponent has something really weird like Vital Throw.  Step 3: Fly again.  You still don’t get hit.  Step 4: ???  Step 5: Profit!  Your opponent has plenty of free turns in there to switch in whatever they like to resist and counter your attacks, but who cares?  You can just pull the exactly same bull$#!t on that Pokémon unless it has a priority attack, or is outright immune (and even that just creates a stalemate).

i was looking into x&y’s animation sprites in detail, and I think they give away a lot more about pokemon than the previous generations, what do you think of this? I love how archeops looks like it’s struggling to fly, how water pokemon look like actually being in water (eelektross looks hypnoticing) and how pokemon stand by, it shows a bit of their personalities imo (standing there, swaying, dancing…)

I love these.  Earlier battle animations did a lot to show off the Pokémon’s personality to a greater extent than static sprites and art, but the constant movement and attack animations of X and Y are so much more fluid and expressive that there’s just no comparison.  You mention Eelektross, whose possession of the Levitate ability just makes so much more sense now that we can visualise him that way; I’m also a huge fan of the way Blastoise levels his cannons to fire, Inkay and Malamar spin and rotate, Espurr and Meowstic lift their ears when using special attacks, or Flying Pokémon in general make wide swoops and dives.  Some of them aren’t great – like Salamence just kinda… hangs there in the air, not bothering to flap his wings like most Flying Pokémon do… which looks a bit odd.  Xatu also can’t help but look a bit ungainly in flight. For the most part though, I think the animations are well done and help the atmosphere a lot.

Do you see pokemon continuing in making new regions or will Game Freak take a break and add some variety to their usual such as past history of the older regions or the future.

Well, my standard answer to this kind of question is that I expect Game Freak to continue doing what’s been proven to work in the past unless they explicitly tell us otherwise.  Things like the basic format of the game are part of their tried-and-tested recipe for success, and although I might like them to do something different, I kinda doubt they will.

There was a question about Girafarig in the past and you mentioned it getting a unique ability, I made one that might be interesting. The name is Duality and it gives Girafarig 2 forms, Mind form – giraffe head, and Power form – other head. He starts in Mind and gets +30% special attack and speed, Power he gets +30% attack and defense. Using Special moves makes it Mind and Physical moves makes it Power, for example, using Crunch: “Girafarig rears its second head! Girafarig uses Crunch!”

It has more recently been pointed out to me that, contrary to my initial assumptions, Girafarig’s Pokédex entry on Crystal version seems to imply it’s her auxiliary rear head that is responsible for her psychic powers, not her main head – so maybe flip those two around, with the ‘power’ form referring to the dominant giraffe head.  That minor point aside, though, I think I like the basic idea, because it expresses the uniqueness of how her bifurcated nature affects her fighting style much more clearly than anything she’s got at the moment.  I would point out that, assuming you intend this to work more or less like Aegislash’s stances, you are effectively giving Girafarig a no-questions-asked +30% to both attack stats, and I’m not sure whether that’s exactly what you intended.  Depending on exactly how you choose to do her effort training, this translates into an effective increase from 80 base attack and 90 base special attack (which is nothing special) to about 118 base attack and 132 special attack (which is f&%#ing terrifying).  Having said that, she’s still pretty fragile and not all that fast (though she does get Agility), doesn’t have any really powerful attacks, and is saddled with a rather poor offensive type combination, so I don’t think we’re necessarily looking at broken levels of power here – just dangerous.

Myself, I think I might go with something other than plain bonuses to different stats for the two forms – keep the switching mechanism, where physical moves shift her into ‘power’ stance and special ones shift her into ‘mind’ stance, but maybe make the benefits things that emphasise the way the two work together?  Maybe ending her turn in one stance boosts the attack stat associated with the other, for instance?  As long as she’s in ‘power’ stance, her second head is constantly storing energy, while as long as she’s in ‘mind’ stance, her main head is building up its own focus.  Something like that might be more interesting.

So it looks like no one asked questions. Here is one. Pokémon game mechanics can be seen questionable. Like the breeding mechanic and other things. I mean seriously allegations to cockfighting and eugenics.

Bear in mind that the time I receive a question and the time I answer it are not closely related, because I am a lazy little $#!t.

Anyway, your question – I see you’re new here; welcome to this blog!  You probably want to start with this thing, followed by this, this, this and all of these, and maybe some of these too.

In short: yes.  Yes they can.