Last Story First ImpressionsAugust 23, 2012 by

The second Operation Rainfall exclusive is finally here in the US. After admiring the detailed character designs and stellar soundtrack I received from the pre-order last week, I got even more excited to play Last Story.

So how is the game? Well, I can't officially review the game now, since I don't finish games that fast and I have many other RPG's I need to complete (Xenoblade Chronicles, Final Fantasy 13-2, Pokemon Conquest, etc.), but I can describe my experience so far after five hours of gameplay.

The presenation to me, is where Last Story's lowest point lies. The story is good, but I can't help but feel its been done already. This is mostly due to unoriginal characters. You have a drunken one, a flirtatious one, the quiet one, a princess who's treated like Rapunzel who's parents have passed away, and the main character, Zael, who's a determined sweetheart that so happens to have dead parents as well. With all that said, they aren't bad, and despite all the cliches, the script is written well for each character. Its probably not fair to judge the plot at this point, but from how far I've progressed, it isn't moving to new ground.

The graphics are very impressive. On a technical view, its better than Xenoblade Chronicles. The Last Story was more aware of the capabilities of the Wii, and didn't scale back to last generation like the previous rainfall RPG. The art style is great, but don't expect the colorful and masterful art design of Xenoblade Chronicles. The pre-rendered cut scenes that appear sometimes are beautiful, comparing to the likes of Super Mario Galaxy. What you'll mostly see is the in-game graphics, which are pretty good, but blurry and dull textures are evident. This could be a matter of them not putting maximum effort, or the reality that this is a Wii exclusive, not in HD.

The sound work is easily the best part of the package. The soundtrack was so worth pre-ordering. The tracks ranged from dark, to elegant, to epic. The voice acting is well done and I don't mind the accents. Watch the video below to listen to one of my favorite tracks from the game.

I had mixed feelings about the gameplay at first, but now I'm really growing to like it. I appreciate the originality of the battle system, combining action with strategic stealth. So far, missions are story driven, so its somewhat linear, but customization is available, and there's plenty of items to discover.

The majority of the fights I've battled so far have all included groups of foes, but I did encounter guards I had to lure and knock out. One ability you have is Gathering, which draws attention of enemies toward you. During this time, they are slowed, and your able to revive allies that have fallen by walking by them. If you hide while in this mode, enemies are able to become confused, and that's when you strike with a Slash attack, a sneaky surprise attack. You can attack from afar as well using your crossbow, which launches a variety of arrows, including one equipped with banana meant for tripping opponents, haha.

The strategic elements I think are the best part of the gameplay. Being aware of what magic circles your allies and enemies can do, and the weapons and weaknesses your opponents have are all things you consider before and during the heat of battle. Your able to dispel the magic your opponents cast, and even distribute the abilities your team sets with Gale, a wind based attack.

As for the action, its ridiculously simple. Move toward an enemy and you attack it. Press the B button to defend. Besides from dodging, that's it, but you can't just slash your way through every foe, as jumping into a crowded battle will get you ambushed. You can get dealt damage when you guard and are hiding, so sitting around won't do you good in boss fights.

I'll admit I had negative thoughts about the battles before. During the first couple hours, my allies were fainting frequently, leaving me confused as to what I did wrong, but I've gotten better and more used to it. Now I actually really like the battles, and I'm so glad another creative RPG is in my hands.

That'll wrap it up. Have you played Last Story? If so, how has your time been with the title? Comment below. This is just my thoughts after five hours of gameplay. I'll update my blog with an actual review once I finish the game. Until my next blog, see ya!

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The Legend of Zelda: Ocarina of Time 3D ReviewMay 23, 2012 by

Yeah, I know. Its been 12 years since it was first released and about a year since the updated, portable version came out, but now that I've finished Ocarina of Time, I want to discuss it. How is my opinion different from others, you ask? Well, the truth is I actually think this so-called "greatest game of all time" has flaws.

Now don't get too sensitive. I agree that it is an incredibly crafted treasure in the world of gaming and one of the best games I've ever played. But that doesn't mean I never was frustrated when playing. Lets get started! (Note: This is a review based off the completion of the 3DS version of the game. I never played the original. Remember that this is a critical review expressing my personal opinion. I know my words cannot justify the masterpiece that is The Legend of Zelda: Ocarina of Time. This is also a great way to get another opinion of this classic if you haven't played it yet. Below is my video review summarizing my thoughts from this written review. Enjoy!)

Presentation Pure Excellence. Zelda's transition to the 3rd dimension was pulled off effortlessly. Miyamoto created a massive land full of interesting characters and unforgettable symbols, all of which are well rounded with a basic, but well executed story that left me bitter when it ended. Voice acting would have been nice, but the entertaining script makes it unnecessary. It still stuns me today at how everything in this game mixes together so perfectly. Few games have been able to accomplish this.

Graphics Even though this game originally came out over a decade ago, I wouldn't have known with these significantly upgraded graphics. Sure, it isn't as realistic as Twilight Princess, but that wasn't Miyamoto's vision of the game in the first place. 3D doesn't benefit you, but it makes the visuals come to life.

Sound From start to finish, you get to listen to a beautiful soundtrack, with appropriate sound effects and dark themes played to fit the mood. The Ocarina plays a big part in not just the music of the game, but in gameplay too, proving to be comforting and convenient. The sound is catchy, while being unique, forever staying in your memory. Finding a large treasure chest especially feels good! But young Link and those chickens can get annoying.

hmm, hmm hmm...

Gameplay At its core, Ocarina of Time is an action-adventure game. You spend a good amount of time completing tasks that allow you to acquire the tools or abilities necessary to advance through dungeons. While a large percentage of the land can be accessed at anytime, the game is built intelligently so you can only make progress with the items you have at a particular part of the game. That is what makes Ocarina of Time such an adventure, trying to crack down clues provided by Navi (fairy that follows you), civilians, and the surrounding environment. This game is all about figuring out the strategy and weaknesses of what's blocking your way.


You move Link with the circle pad, aim with the L button, and fire with X, Y, B, I, or II, depending on what item or weapon you want to use. You can switch items by accessing the Menu on the touch screen. The A button is reserved for multiple actions depending on the situation, like talking, selecting menu options, or opening a treasure chest. This for the most part works, but it can get irritating when you're able to do two or more moves around an object. "No, I wanted to push the block, not climb on top of it!." There is no jump button. Link instead auto jumps when you run off an edge, which can get annoying when moving in a narrow space, making for some accidental suicides that reduce your heart count fast.

Weaponry / Camera

You're equipped with a sword and a shield. Your inventory grows as you make progress, expanding into different weapons, potions, suits and upgrades and you can set these to a number of inputs. Each one has its own mechanics, but how you aim with each is by pressing the L button. This activates a target lock on whatever enemy is in sight. It was quite the revolution for 3D action games back then, but it can be tiring to press when dealing with structures that commonly move off screen. I know it probably wasn't possible at first to have a camera that automatically moved as you wanted it to, but this game is the reason why I had to send in my 3DS to get the L button fixed. Maybe a second circle pad could have resolved this.

This cute guy didn't get the attention it deserved.

Anyway, back to weapons. From steel boots, to the eye of truth, to the slingshot, the gameplay's freshness is maintained with the discovery of power ups. I had tons of fun trying out my new arsenal and learning how it can be most effective against enemies, puzzles, and bosses. This was definitely one of my favorite parts of the game. The only thing I would have wanted more of was the Bombchu. This adorable weapon was given a brief spotlight near the end of the adventure. It was hands down the least utilized weapon of the bunch.


Along the way, you'll find yourself commonly trying to figure out puzzles to find your next target. Some could be as simple as spreading fire, moving structures, or complex like moving through an unclear path. You better like riddles and keys, because they are everywhere in this game. Each puzzle is creatively constructed and filled with variety, surprising you at every step of the adventure. There were however, some cases where I felt the dialogue didn't provide enough clues. I guess Nintendo was aware of this also, including visions that give you extra hints, but it personally just made me feel worse that I had to resort to "cheating" to find out what I was missing. Even when I saw what I did wrong, some of the puzzles left me with the impression of, "What? I was supposed to know that?". It also doesn't help when crucial gameplay objectives require strong accuracy to complete. I remember wasting so much time trying to overcome specific tasks when in the end, I knew what to do, but didn't do it right. There were definitely some rough patches with my relationship with Ocarina of Time. It was not an all happy, grand, legendary experience.

Bosses & Enemies

The final mission left to do in a dungeon is a boss battle. The bosses you face usually require correct timing and placement of your newly earned weapons. How you exactly do this is up to you to figure out, but Navi usually gives a clue as to what you should aim for. Once you understand its battle patterns and know how to damage it effectively, the battles aren't hard. This definitely gives you a "I know what do now!" moment of a struggling hero, leading to your success. But those wanting a rough challenge from these sick looking beasts will be disappointed. Still, you'll enjoy them anyway, as they are action packed and are equally as creative as the puzzles. The same could be said for all the enemies you encounter along the way. From spiders that fall from the ceiling, to living pirate skeletons, you'll find a good range of foes to fight.

Maps and Transportation

Dungeons can seem overwhelming, as they are large and each can only be cracked if other parts of the dungeon are cleared. The map and compass steps in to help those who are lost or want to collect everything possible in the area. Ocarina of Time also gives Link three transportation aids to make crossing the land of Hyrule much easier. As you learn songs from Shiek (a mysterious ninja with a harp), the Ocarina can instantly transport you to the entrances of dungeons. With the power of Farore's Wind, you're able to warp back to preset locations within dungeons. Lastly, crossing that massive field is a breeze with Epona (a horse). So when you save your game, you know you can get back to whatever place you want in a short amount of time. This is just one example of how the staff behind this game put in so much effort to make Ocarina of Time as perfect as it could be.

Who are you?

Lasting Appeal Though I spent too long to finish the game, you'll find Ocarina of Time's length satisfying at 40+ hours. As if that weren't enough, they provided a Master Quest mode that mirrors the world and strengthens the foes of the original. You'll be busy slashing through enemies and playing melodies for a long time.

Final Verdict So after all this, you still wonder why everyone thinks this is one of the greatest games of all time? Its because this game essentially has no flaws. There is so few problems with this game, its as if they're non-existent. Whenever you think there's something wrong, the game is one step ahead of you and quickly resolves it. You really feel like your on an epic adventure when playing this game. Ocarina of Time never gets tiring either, as you are always encountering new living and environmental challenges. The feeling you get when you figure out a puzzle or defeat a boss is so rewarding, it becomes addictive.

This is the first Zelda game I played. Now that I've played it, I understand why its received so much recognition, why the series has received such strong critical acclaim and a large fan base. I regret jumping onto the Zelda bandwagon this late, and now I want to play the rest of Link's adventures. If you are a gamer and have not played this legendary title, you need to stop what you're doing and play this now. I guarantee you will enjoy it and that it will forever leave a mark on you on what gaming really is, like it has already for so many. The music, graphics, story, gameplay, and lasting appeal are incredible, combining into an experience that gives you that nostalgic touch you'd expect. And there's no better way to play this classic than on the Nintendo 3DS. 

Link, you have made your mark.

Presentation: 10

Graphics: 9.5

Sound: 10

Gameplay: 9.5

Lasting Appeal: 10

(Note: My final score is based on my overall thought of the game, not an average of the scores above. It is based mostly on Gameplay, but sometimes goes up or down depending on the rest of the package.)

Final Score : 9.5 (Incredible)

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Alright folks. Thanks for reading/watching my review. I hope it wasn't too long. If you have played this classic, what was your favorite weapon in the game? Did you agree with my thoughts? If you haven't played this game, will you play it now? Comment below.

My next major review will be on the famous GameCube launch title "Luigi's Mansion", which will have a sequel coming out later this year. Until my next blog or video, see ya!

Ocarina of Time was my #2 game of 2011. Click here to read the review of my #1.

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A Critical Playstation Vita First Look ReviewMarch 13, 2012 by

The Playstation Vita is no doubt a powerful device. Everyone keeps talking about the crisp HD display and dual analog sticks, but how good are they really? I found this out when testing out the powerful portable at a Gamestop last Friday and to tell you the truth, it made me not want to buy the device even more. Let's get started.

The PS Vita was larger than the PSP, but still felt surprisingly light. It felt comfortable in my hands till I encountered a controversial feature, the rear touch pad. If this is your most anticipated feature, prepare to be disappointed. Not only is it not fun, it proves to be an inconvenience. It felt like a chore, and got in the way of game play. I found it difficult to hold the device with one hand while using the other for rear touch. My other hand wanted to use the back of the portable for support, but it got in the way of the rear touch pad controls. There will rarely ever be a case when you have to use the touch screen and rear touch pad at the same time, but when playing Uncharted, I had to place my hand on the rear touch pad when swiping away random hanging bed sheets. Its overall a disappointing feature.

The buttons aren't the best I've tried out on a portable, but they seem long lasting. The shoulder buttons leave something to be desired, but then again, the 3DS shoulder buttons aren't that good either. The two analog sticks were really cute, but give you the restrictive control you'd expect from something so small. They could only move about three millimeters away from the analogs center position, easily making them inferior to Nintendo 3DS's circle pad design. I could see how shooting games like Uncharted could be a hassle to play for some people because of the sensitive small movements you have to do to position head shots. What's important is Playstation's portable finally has a second analog stick

Lastly, there's the huge screen on the front and I gotta say, I was expecting more. The graphics no doubt looked high quality, but I felt like they didn't take that big of a leap from the Nintendo 3DS's graphics. Personally, I think Nintendo 3DS's Wii quality graphics combined with 3D technology made it look like the more realistic experience and I felt like I've already seen something that matched the level of graphics of the PS Vita on an Apple device, or even better. The screen size totally topples all other portables, but sadly is a reflective, fingerprint magnet like the Nintendo 3DS's top screen.

Fingerprints, here we come!

I tried out two demos; Little Deviants and Uncharted: Golden Abyss. There were many other games you could try out, but I picked these two to judge on the rear touch pad and analog sticks. The first one I fired up was Uncharted, and the graphics were, eh, I guess good. It was something I was already used to seeing, so they didn't wow me. I played one chapter and unfortunately had no chance to try out the gun play. I was in some abandoned building filled with fire, and that's when I saw a big drop in pixels. The fire looked so bad sometimes, it looked like something that came from a Playstation One console. Ouch. I preferred using the buttons over the touch screen for platforming because touching made the gameplay easy and a bit boring, but its nice for those who are interested. Swiping for cutting through cloth would have been more enjoyable if the moves were in real time, instead of lighting up on-screen arrows. I just don't like having to go over and switch positioning of my hands just to do a small gesture, than have to switch back. You could say the same thing about the 3DS, but since its smaller, its much easier to hold with one hand.

Little Deviants colorful graphics shined well on the portable. I only had the chance to play one mini-game though, the one that involved deforming the environment to push the ball to the goal. It was an, okay experience. It was hard controlling the ball, but you get used to it. I found the easiest way to hold the Vita while playing was by grasping your left hand over the left side of the device, while placing my fingers on top and thumb on the bottom. Gameplay wise, it reminded me of Super Monkey Ball.

There were a couple people who were actually deciding whether to get the portable when I was playing it. It was interesting to hear their thoughts. They were amazed that it had a rear touch pad (I tried to make it look cool when playing Little Deviants). One asked about the price and the other said, "It don't cost that much. $250 bucks." I found that surprising, because after my time with it, I would have not payed that much.

That wraps up my first impressions review of the Playstation Vita. I wanted to try out the other demos, but there were others waiting for me to finish. If you want a console quality experience on the go, this should satisfy you, but its in no way a perfect device and isn't better than its six year old, console brother.

Have you bought a PS Vita? If you haven't, what's holding you back? If you have one, what are the things you like/dislike about it? Did you agree with my thoughts? Was I too harsh and inaccurate of the portable? Comment Below.

Yes, I do like the 3DS more, but I'm not really happy with its physical design either. I will make a blog about what I want improved from that portable in the future, but until my next blog, see ya!

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My Reaction to Pokemon Black/White 2February 29, 2012 by

When I heard there was going to be a huge Pokemon announcement, I of course got excited. I had my bets on Pokemon Gray being revealed, but man was I wrong. No Pokemon game has ever had its own sequel till now, and while I first was disappointed, now I've realized GameFreak has given themselves an excellent opportunity.

I already knew there wasn't going to be a new generation because they only make new Pokemon once every four years. With Black/White only being out for about a year, I wasn't expecting an entire new adventure. However, I was hoping for some grand upgrade of Pokemon Black/White for 3DS (Pokemon Grey), especially when Pokedex 3D teased us on how well Nintendo's new portable could display Pokemon. With the announcement of Pokemon Black/White 2, I came to the conclusion that the workers behind the main franchise are just delaying the day they have to stop using sprite art. What a letdown.

There is good that can come out of this though. You gotta commend them for putting more effort into a new release in the same region, instead of just releasing the same game with a couple tweeks (ahem, Emerald and Platinum). This is also their chance to fix the issues Pokemon Black/White (and the series in general) has and improve from it. As a huge Pokemon fanboy, I'm going to get it no matter what, but if you insist, I want them to remove pixelation (3D models instead), improve menu interface, include more triple/rotation battles, more variety in trainers, or flat out less trainers, addition of cutscenes, an impressive story, improved PC interface, remove "can't run away" and allow HM moves to be learned over. I also want them to consider adding mini-games, removing random encounters (by creating modes the player can be in) and real time moves. I just wrote and explained each of these ideas in a previous blog, so to read it, click here: But honestly, this is a sequel, and we're talking Pokemon, a franchise that doesn't like to change, so I doubt anything I just mentioned will be in the final product.

Even though GameFreak is making its first ever Pokemon sequel, its still saddening to hear these upcoming games are coming to DS. Some DS games are tolerable on the 3DS, but Pokemon Black/White looks flat out terrible. I really don't want to carry two portables around again. We all knew that a Pokemon game for 3DS would have tremendous potential, so that's why it was so devastating to hear this news. I guess we'll have to wait a while longer to get the game of our dreams.

As popular as Pokemon is, I don't think Pokemon Black/White 2 will make a dramatic difference in 3DS sales. If there were several good games released along with this title for the DS, then it might impact 3DS sales, because DS owners will believe to not upgrade because there's still software supporting their device and some will be tempted to buy the DS portable because of the cheaper price and new games coming out for it. Still, the 3DS has nothing to be afraid of because the majority of people know the 3DS can also play DS games, so they'll treat it as a win win situation.

In the end, I still have mixed feelings for Pokemon Black/White 2. GameFreak could really deliver an incredible title if they tried, but I seriously doubt there going to put in that much effort. I hope they at least deliver a great story, since this is a sequel, but they probably will just find some other way to make you play as the typical kid who goes to Gyms, defeats bad guys, and becomes the champion, while presenting a boring tale that doesn't make sense with current Pokemon titles. I'm excited for what it could be, but depressed at how it will turn out. Does that make sense?

You could say I've lost faith in the Pokemon franchise. I don't expect much from this title. It will be great for everyone else, but for someone who has played all the previous games multiple times, it will be another "going through the motions" experience. What a bunch of lazy a**holes. Seriously, we know this turn-based mechanic works. Why not try something new? If it doesn't work, go back, but f**k you for not even trying.

Improve this and you've won back my respect

On that happy note, that about wraps it up. Thanks for reading. Did you agree with some of my thoughts? Comment Below. Until my next blog, See ya!



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What is Pokemon Black/White 2?February 27, 2012 by

An announcement happened yesterday about the release of a new Pokemon game. Response was all around mixed. Many were disappointed that the new game wasn't made for 3DS. Is this upcoming sequel a bad thing? GameFreak has never done this type of release in the main series, but for those who want more turn-based Pokemon RPG action, this is good. Despite them not changing the decade-old formula, this is an opportunity to really give Pokemon the fresh and legendary release it hasn't had since Gold/Silver. Its time to get excited.

Looks like you still have some life left

I wasn't very fond of Pokemon Black/White 2's platform choice either, but this could represent a positive sign for DS owners. As much as this might annoy 3DS adopters, maybe there's more high profile DS titles on the way. I don't know what they are, but for those who are waiting on an upgraded 3DS who still have a DSi XL, this is great news. Mainly, they made this sequel for DS so it can connect with previous DS Pokemon games.

What the hell?!!!

Is this a new game? Yes and No. You'll still be playing with the same Pokemon in the same region. What I'm wondering is how they are going to let newcomers in? You're obviously not going to start with the Pokemon you leveled up in the last game. They need to somehow put you in a position to start from scratch, while continuing what was left off in the last game. It could be by rewinding time, introducing you as a new hero (while totally dismissing the previous hero, by sending him/her on a vacation, retiring them, aging them, etc.), or playing as N or some other character like Bianca. No matter what, it will be interesting what they will do.

While Black/White has the best story in the entire series, it still wasn't that amazing, but they can expand what was introduced in the first and make it something really exceptional. I don't know about you, but I would like to look forward to more in a Pokemon game than the typical, collect 8 badges, defeat bad guys and elite four and catch em' all. For someone who has played them all, a great story is the least they could do in changing the core franchise. After all, it is an RPG.

How much the region and battles will be the same is still a mystery. They could very well keep everything the same, make it just like what Platinum is to Diamond & Pearl. But that would be a kick in the a**, so I would guess the Pokemon each trainer would have would be different from the original, maybe even to the point of including Pokemon from previous generations.  If they want that same fresh spark Black/White had with including only Unova region Pokemon, they will throw in old favorites like Pikachu. It would be even more awesome if you could choose starters from other titles (I love my cyndaquil!). A few new or slightly altered versions of Pokemon could be thrown in as a well.

Another possible change in the adventure is how you explore it. The location of your hometown could be different, so you would battle the Gymleaders in a specific order, or the Gyms could be set in different towns. Heck, the cities will probably be altered some as well, including new attractions, shops, and characters.

Since this is a sequel, this is GameFreak's chance to fix the problems the first game had. Improvements are needed mainly in presentation, but depending on how flexible they are, there's a lot they could change to make this so much more superior than the first. However, sequels rarely do that, so I'll break down an extended checklist of things they can do easily to make Black/White 2 better.

1. Pixelation (Make the Pokemon 3D. Don't make 2D gameboy sprites move. Its ugly, especially on the 3DS. The DS has more processing power than that!)

Uuh! Raikou lost his thunder!

2. Menus (You could not make your mind up in Black/White whether you wanted people to use the touch screen or the buttons to go through items. Overall, it was a disappointment. Fix it, or go back to HeartGold/SoulSilver's control scheme. Oh, and include the ability to make a customize-able shortcut list of items while your at it.)

3. More Triple/Rotation Battles (From what I remember there were only two in the game. Don't introduce a concept and not use it.)

4. More Variety, or Less Trainers (Yeah, its a 40 hour adventure, but it shouldn't have to be. Many times I feel like I'm battling the same trainer, and when I see I have to battle a wave of them, the game is no longer fun. Either make each of them have different Pokemon, or don't make me battle that many trainers. This has been a problem since Red/Blue. If your not going to change the gameplay, at least do this. Make them more difficult on the way.)

5. Cut Scenes (Scrolling through pages of text coming from little chibi sprites is less than ideal and should have stopped years ago, especially when you didn't care about what they were saying in the first place. Don't tease us with an interesting cut scene in the beginning of Black/White and not make more. Cut scenes don't have to happen all the time, but it would be a great way to present major story parts.)

Blah, Blah Blah Blah

6. Impressive Story (Build on the characters and Pokemon! Make us care about them. There's all this jibberish that happens in all the games where it talks about having a connection with Pokemon. We don't do anything with them besides battling, so as far as I'm concerned, Team Plazma is right. Make this tale a dramatic one, exploring the tales and legends of others that affect everyone, making it so you want to continue the adventure and be the hero.)

7. Improved PC Interface (I would love access to the PC everywhere, but for now, improve how it works. Allow a microphone search so that switching a Pokemon in your party can be as simple as "Deposit______   Withdraw______". Allow for multiple deposits and withdraws at once too.)

Here's a couple nit-picky annoyances that need to be addressed:

8. Remove "Can't Run Away" (Come on. Your not doing anyone any favors with this. It's annoying. Repel even can't avoid it. If your going to force us through random encounters, let us be able to run away from them.)

9. Let HM moves be replaced (I would love the idea to be able to switch out different moves that the Pokemon learned while leveling up, but for now, let Pokemon have the ability to learn moves over HM moves. I don't want to carry around an "HM Slave" so that my party doesn't learn the moves.)

And here's a few things they could add to the game to make it better.

1. More Puzzles/Mini-games (No, I don't mean more moving boulders. Instead of just going from one town to another, battling trainers over and over, mini-games could be spread throughout the adventure. It would be a great way to give Pokemon variety, and it has tons of potential. It could be as simple as growing berries, HM activity, or a new way to battle Pokemon. They could be competitive mini-games you could play to get past obstacles, against certain trainers, in Gyms and with local and online friends too. To top it all off, you can get experience points, money, and/or special items from playing the mini-games. This is an incredible step in revolutionizing Pokemon, while keeping the same battle system. I hope they someday can realize this.)

Teh, we meet again.

2. Remove Random Encounters (No one likes them, especially in Pokemon. How do you fix it? Simple. Give your character the ability to be in specific modes. "Scouting" can mean you just want to find Pokemon, "Exploring" means you're just strolling through the routes, that you want to find items, but not battle or encounter Pokemon, and "Training" means you want to just battle. Yeah, I know. Genius. Why haven't they done this before? I don't know.)

3X. Real Time Moves (I put an X next to this idea because it most likely won't happen for this particular title, but I feel like it should be mentioned. To get more into battles and to make sense of missed and critical hit moves, you can do certain stylus moves and button combinations to justify them. You could also use real time moves to make large attacks or finishing blows more interactive and fun.)

I have plenty more ideas on how the decade old series can be improved, but they are major ones that can't be done in a sequel if it wants to still be compatible with the first. What Pokemon Black/White 2 is basically is a new game that borrows several aspects from Black/White. Are you excited for this title? What would you like improved from Black/White? Comment Below.

Even though I'm getting tired of Pokemon games, I will be playing this one when it comes out. After all, its one of my favorite franchises, and I can't wait to see how this one turns out. Can't wait till fall 2012!!!

Alright, that about wraps it up. Thanks for reading! Until my next blog, see ya!

Oh, and if your interested and haven't seen it, here's my review for Pokemon Black/White:

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