Pokémon Super Mystery Dungeon

Oh man that must really suck. Why does the game need to come out like months later? Is it because of all the text that needs to be translated?
 
don't noe and noa have different localisation teams for their areas and noe has to translate the game into multiple languages whereas noa only has to do it for one?
 
There are French and Spanish translations that NoA has to make, but since Brazil isn't getting Nintendo games anymore, there are no NoA Portuguese translations that have to be made. Plus, NoE has to translate things into Russian, Italian and German as well, so there are definitely much more languages that NoE has to translate things into. Furthermore, the English, French and Spanish translations aren't even the same, so that's also something one has to keep in mind.
 
I'm not sure why the game needed to nerf the hell out of normal attacks. I suppose it's to make way for the PP upgrade system, but I wonder why they can't just retain the normal attack from the previous games while keeping the PP upgrade system.
 
Also, I have problems with my partner AI. I know they help a lot with their ranged attacks, but they seem to use only that attack until the PP runs out. Take my Piplup, for example. She uses only Bubble, even when she can use Pound or Mudslap for close ranged attacks and saving PP on Bubble (her strongest move), so it's pretty irritating that, in times when she can no longer use it, she can't help me behind me. It's frustrating to use up my Elixirs.
 
isn't it possible to select and deselect moves so that your teammates only use certain ones?
 
Yes, I'm well-aware of that, but it's far too much of a hassle to deselect and reselect constantly, since I do need ranged attacks getting used and I don't need ranged attacks getting used, so I just leave it like this. I just wish the AI is programmed better than this.
 
Guys, one warning: once you get to Axew in your connection orb (he/she is third on the list), the boss fight is going to be pretty tough: you'll face a level 50 Salamence that can OHKO (and you're level 12-13 at this point) and you will need to make use of wands, blast seeds, and tiny reviver seeds.
 
I handled it pretty well. Slumber Wands and a Slumber Orb did a job while Axew was unlucky enough to get hit by Salamence's Fire Fang (I had a large stash of Little Reviver Seeds anyway). While Salamence was asleep, I just let 'er rip with the Blast Seeds. I personally had more trouble with the Poliwrath Bros. and even then, I wasn't close to losing in that mission anyway.

I wish my Peeps used Water Sport instead of Bubble hnng
 
Double post but I finally beat the main story of the game. So, spoiler alert, don't click if you don't want to be spoiled

I think the latter parts of the story are incredibly cheesy, especially if you look deeply into it. Like, hate and jealousy are survival instincts yet these big bad evil thing, Dark Matter, can cause the world to end because Pokemon hate each other? I also hate Dark Matter's dialogue; every single time it speaks it sounds like a petulant child. Also, it seems like Dark-type Pokemon are screwed, because it manifests on darkness, so yeah, it's kinda stupid when there already is Pokemon who's entire existence is being dark.

We'd be here all day if I were to touch on how drawing the planet to the sun because the planet stopped spinning, because it's extremely ridiculous, even with creative liberties, in my own humble opinion. I don't believe a dime how the Tree of Life can keep a planet rotating, and besides, see what an axial tilt does to the climate of the planet...like summer? Imagine actually drawing it to the sun. Anyway, that's my personal problem and if anyone else is ok with it, that's totally cool.

Some of the twists seem kinda outta nowhere and I know the story does its best to explain, but they still feel like Shyamalyan twists. Near the end of the game, your partner is supposed to be a Mew incarnate, something that wasn't foreshadowed at the beginnings of the game. It felt like they just wanted a twist for the sake of it, and all of the explanation near the end just felt like a handwave. Also, Nuzleaf and Beeyehmen twist also seem a bit forced as well, but I would say it's less out of nowhere than the Mew thing.

Otherwise, the story is ok. I think I liked the beginning parts and the parts with the Expedition Society more than the parts near the climax, because the writing there is far too "srs business with Dark Matter who speaks like a 6 year old child" for me to actually take seriously.

The gameplay is nice and challenging. It's far more difficult than the first Pokemon Mystery Dungeon games, and it heavily relies upon smart item use and positioning, moreso than other Pokemon Mystery Dungeon installments. You will use your wands against Pokemon enemies, and you will find your HP dipping to low levels frequently, so items are more important in this game than ever.

I do like the Enera concept. I've read that it takes away incentive of exploring, but me personally, it actually gives incentive to explore, because Eneras such as Barrage, Type Bulldozer, Clairvoyance, and anything that helps you inflict Status Conditions on other Pokemon -Sleep and Confusion- are ones you should actually find and they're immensely helpful (Barrage let's you hit twice with only one turn and one pp cost, Type Bulldozer nullfies type resistance and immunities -including Levitate), and Clairvoyance helps you locate items, as, as I said, are more crucial to playing this game than other Mystery Dungeon games.

The connection thing is flawed. I find it difficult to navigate through the web and the number of stars indicating difficulty often lie about their actual difficulty. Also, you can't name your Pokemon, which immensely sucks.