there's angry white people looking for a fight.
After
Chobin, this is the second candidate for our rival, and also the one
that I feel has the least gameplay but most storyline precedence. Well,
bring it, thunderhead. I'll show you what wonders Timid does for an
Eevee's base stats. I am pretty sure that any effects the nature would have on Eevee's stats at this point are invisible.
This
is the perfect time for the blink animation to kick in. Michael
embodies my feelings on Zook completely. Although, rather than just a
Florida beach bum, the pompadour sticks out as a stereotypical yakuza
influence to me, just westernized by the blond color.
hahaha no as crazy fun as that would be, XD is not gonna
just let you walk into Gateon Port and get trashed by a level 28 Shadow
Zangoose in your fourth battle of the game. This nice old guy and two
mystery men drop by to mop up Zook, as he's having none of the peace
talk.
The Shadow Zangoose goes down in a single hit. Zook flies the coop after that, although I can guarantee that this won't be the last that we'll see of him.
The old man, Mr. Verich, tells Ardos that this won't be necessary as Zook won't be coming back.
Mr. Verich heads over to the Krabby Club, and I take the opportunity to follow him in because there's a cutscene in the opposite direction and I've been button mashing through those for four days. We're stopped at the door by this sailor, Navigator Berk, who only allows strong trainers to enter the Club. Mainly because their job security is dependent on how many ships are going out, Gateon Port is absolutely flooded with idle-handed sailors, and naturally there are some that are a little too ready to battle.
This one flew over my head as a kid playing XD for the first time, but as an island nation Japan has a much more nuanced relationship to the sea and seafaring. The perception of sailors waiting for work to turn up can be pretty much equated with how unemployed construction workers are seen over here. The east side of Gateon is something of a dive as a result, although the sailors that we meet are generally harmless because Michael's just a kid.
Sailors as trainers generally prefer Water types, because seriously you're out on the ocean do you think that like, a Charmander that's gonna die if its tail gets wet is a good seafaring companion? Berk sends out a Wingull and Lotad, Water and Water/Grass respectively.
Lotad is weird. Even though she looks Water/Bug and Water/Grass and Grass/Bug all at the same time, and is typically encountered paired with the Water/Bug Surskit in the third generation games, she's actually Water/Grass. I bypass the whole searching-Bulbapedia-business by having Teddiursa go at her with Shadow Blitz for a OHKO, while Eevee uses Bite to flinch Berk's Wingull for him to go down without fighting back on turn 2.
These
nameless sailors are some of my favorite characters in the whole game.
The one at the right goes on about current events, Mr. Verich, the ships
going in and out of port, the economy and how if we'd only lock up the
bankers and his buddy just nods and
We see "I'd say so, matey." about four times and it's adorable.
Artists.
You can watch ONBS reports throughout the game, and there's multiple unique TV sets for each area. It's a neat way to catch up on the plot if you've put the game down for a while. While the SS Libra getting attacked was all over the news before, right now the Professor Krane kidnapping is all over the airwaves.
We
can't even get to the man himself, but Ardos is happy to have offered
his help...if we thank him once. Talk to him twice and he tells us to go
home before another guy like Zook shows up. Jovi's a little put off by
this.
This is status problems 101. Poison decreases a Pokemon's health by 12.5% each turn in battle, and every step taken out of, and will eventually knock out that Pokemon if it goes untreated. There is a poison variant that starts dealing progressively greater damage each turn, starting at 6.25% and going up by the same number each turn until hit caps at 93.75% damage. It sounds amazing and along with other forms of progressive damage it is when it goes off, but in addition to Immunity described above, there are other abilities like Natural Cure that heal poison automatically, and moves that cure status effects, and the counter for the Toxic version of poison resets when the afflicted is switched out. It still has logistical uses since being able to predict a switch also means having some knowledge of what the type matchups on the next turn will be and what you should switch into, and status curing is a turn your opponent spends not attacking.
Paralysis has a 1/4 chance to stop a Pokemon from attacking in battle, and causes the afflicted Pokemon's Speed to be reduced to 25% until the problem is cured. Mainly because of the Speed reduction, it's the most competitive of the status problems and still sees play in the World Championship and the like. A Pokemon that's asleep will be unable to attack, with the number of moves that it's left asleep determined at the moment that it's put to sleep, between 1 and 6 turns. This is another status problem that sees a lot of competitive play, and there's actually been a Sleep Clause instituted since the Red/Blue/Yellow days that prevents you from putting more than one Pokemon to sleep at a time because this would be a very powerful strategy otherwise.
Sleep is oftentimes inflicted on oneself through the Rest move. Rest restores a Pokemon to full HP at the expense of going to sleep that turn for two turns, and there are a couple ways to wake up immediately or even attack while asleep in competitive play, so you see a lot of people self-sleeping then immediately waking up to compensate for item use being banned.
There are other status problems, but we'll get to them when it's appropriate.
This is a throwback to Colosseum, where this old lady sold herbs and roots that would restore HP and status effects at a better rate for what you paid compared to manufactured medicine, but would decrease the happiness of the Pokemon that they were used on because of their bitter taste and because American Pokemon don't trust that funky hippy traditional medicine in The Under. Her shop was creepy and had dried roots and ChuChu juice and crap in it but since the overhead camera in Colosseum zoomed in basically never, you could shop there without losing your lunch.
She's since adopted this Munchla...
...
...this fourth generation
Pokemon in a third gen game. Right, so this was a big deal when XD came
out. It was that one game where you could see two Pokemon that would be
in Diamond and Pearl! And you could even battle with one!
Everyone who bought it not for Colosseum bought it for that. Then
Serebii put all the info on the web and nobody bought it anymore. And we
have never gotten a sequel since.
So
finally heading to Gateon's west side to advance the story, we run into
Jovi's friend Emili and her single mother Acri. In the first generation
of Pokemon it was just assumed that the main character's dad was a typical absentee Japanese salaryman father on perpetual
overseas business of some kind, in the third the father was a gym leader, but in the Pokemerica setting that is Orre
what does it say of the global perception of the United States that every young parent we meet is a single one? Writers write what they know as well as what they think
they know, and with the ever-rising trend in the media to focus on
coming-of-age stories surrounding young fatherless teens, the USA's
media output has likely affected the view that other countries have of
it. We will meet a happily married couple soon, but they are ancient and
their kids have been out of the house for at least twenty years.
My
ruminations stem wholly from how boring this scene is because
Emili and Acri are flat characters among a cardboard cast. They don't
have Pokemon, can't be battled, never turn up in a cutscene again until
the very end of the game, and Acri exists to give you one of four
optional items later, two of which are one-off consumables that you can
buy, one of which gives you more money in a world of money, and one of
which is banned in competitive play. Sure they flesh out Gateon just by
existing, but we didn't really need to meet them in a cutscene. You can visit their house at any time as things are.
Despite
its small size, Gateon Port is clearly divided down the middle by its
lighthouse, into eastern and western sides. The western half is where
you find Emili and Acri's house, as well as a luxury liner and the
access point for the lighthouse, while the eastern half is full of
unemployed sailors, the Krabby Club and a couple of the more sordid
trainer classes, the type of people that you'd see hanging out in Mirror
B.'s hideout back in Colosseum. This might look like social commentary,
but the eastern side is also the center of commerce with both the
Pokemart and Pokemon Center located there.
All of the really interesting stuff is in the middle, though. The lighthouse, for one.
"At times a generous tycoon, but his true identity--a swashbuckling thief! How's that for a story premise? Doesn't it get your heart racing?" |
This
is the kind of storytelling that I think that cutscene could have been
better put toward. Rewarding exploration and talking to optional
characters is one thing, but actively making the other scenes less
interesting to make exploration more important is bad form. The fact
that Acri has inherent suspicions about Mr. Verich, that in spite of his
serene nature, feeding sailors that are down on their luck and breaking
up street fights to keep the peace, the first thing she thinks about
him is that he's secretly a thief tells us more about Verich
without actually having Verich tell us anything at all.
The
water is gorgeous in motion, it's clear enough that you can
almost see right to the sea floor, you can make out the base of the
piers and the lighthouse as well as the areas where the foundation is
decaying from water exposure, and because of the close-in camera you get
to see all the
little details of the liner. XD, and GameCube games in general are not
beautiful in the way that PS3 games are beautiful, because they are not
photorealistic. They're beautiful because the
graphical abilities of the GameCube are limited and seeing the
developers strive to achieve a perfect presentation with limited tools
is much more interesting than seeing them effortlessly succeed now that
they can do everything. The imperfection is part of the GameCube's
appeal. Like the deliberate lack of curvature in a Raku tea bowl,
although nothing made in 2005 can be as rustic as Wabi-sabi artworks.
Sailor
Bost opens with Whismur and Marill, Normal- and Water-types. At this
point Teddiursa's Heart Gauge is also low enough that I get access to
her first non-Shadow move, Lick. Lick has just 20 BP but also comes with
a 30% chance of paralyzing the target, inflicting the aforementioned
Speed reductions while also interrupting their attacks. If it had a BP
of around 60 I would use it, but to be honest Bite is useful with
my Eevee because it does decent damage with a 30% flinch as icing on
the cake, where with Lick, paralysis really is the goal of using the
move. In that case, it would be better to have something like Thunder
Wave, which does no damage but inflicts paralysis 100% of the time except on Ground-types while Lick just does mediocre damage and doesn't paralyze very well at all.
Marill
actually has too much HP to OHKO, so Teddiursa Shadow Blitzes Whismur
for an instant knockout while Eevee tries for a flinch on Marill. This
is another battle that ends in two rounds.
Bost
gives us TM45 for beating him. Technical Machines are used to teach
moves to Pokemon that can learn them, but are one-use affairs up until
the fifth generation, and not every Pokemon can learn every move. In XD,
TM45 is Attract. I was going to explain it now, but I'm not going to teach it to anything yet and it's really more relevant next time.
The
guy that we're looking for is out, but the sailor that's watching his
shop for him will give us a free evolutionary stone for listening to him
talk about his Eevee studies. This is important because Eevee's special
characteristic is that her unstable DNA allows her to evolve into one of
eight different Pokemon, five at the time of XD's release. In the first
generation she could evolve into one of three core types, Fire
(Flareon), Water (Vaporeon) or Electric (Jolteon) and Pokemon Yellow
actually exploited this by having a rival that adjusted his Eevee to
your play style. The second generation added Psychic (Espeon) and Dark
(Umbreon.) The fourth generation added Grass (Leafeon) and Ice (Glaceon)
while the seventh added Sylveon who has literally been guessed as every type under the sun,
including types that don't exist and some that never will. For the
record, my guess is on Toilet Paper-type and her species will be the
Power Puff Pokemon.
The
Moon Shard and Sun Shard are actually exclusive to Pokemon XD.
Normally, an Umbreon evolution is triggered when Eevee develops high
happiness during nighttime, and Espeon does the same for daytime. The
Shards act as substitutes for an actual time of day because there isn't
an in-game clock for the GameCube games, enabling the corresponding
evolutions.
What
Pokemon will my Eevee evolve into? For a while Umbreon was the
competitive evolution of choice, and she does have good type coverage
and strong defense while Espeon has easy access to the Psychic move and can wipe
out a lot of heavy hitters just by glaring at them, but both of them
are available from Colosseum, Umbreon has actually fallen pretty far
since her glory days and Espeon is outclassed in XD by early access to a different Psychic Pokemon. Flareon has strong Attack but is (and always has
been) disadvantaged by a move pool that doesn't want to use that stat. Jolteon and Vaporeon are in the Over Used tier as of generation six and that speaks volumes on its own for how impressive they are compared to the other evolutions, although this game lacks access to Hidden Machines so teaching the always-amazing Surf to Vaporeon requires trading her into one of the GameBoy Advance games.
...to
be honest I'm going to have to reveal my choice much earlier than I
want to, or the nicknames I'm planning will make zero sense.
After
choosing an evolutionary stone and walking out, we can find this guy
finishing up maintenance on the Gateon bridges. He's the son of the
machinery shop owner, the guy that Lily sent us to get a part for the
purify chamber from. Meeting him automatically sends us back to the
shop, where he fixes us up with the part.
The
idea with the rotating bridges is that you use the two buttons on each
platform to momentarily retract them and spin the platform in the
direction indicated, then extend the bridges into their new place. They
each have interchangable locking mechanisms, so the bridges can be made
to connect either to the platforms or to one another. The main reason to
do this is to access the lighthouse. It seems a little silly as a
system when you could just have solid bridges going everywhere, but one of the
locals points out that the bridges need to be mobile to let ships dock,
so it seems to be a necessary part of Gateon Port because the lighthouse can't be moved.
This
is probably my favorite side area in Gateon, it's a very irregular area
on the fringes of the port accessible only by configuring the bridges in the right way, but it shows a form of experimentation with the
graphics engine that wasn't done in Colosseum. For a long time I was in
love with the idea of a full 3D mainline Pokemon game, like Red and
Blue/Green remade on the GameCube, as this could easily be part of a
Seafoam Islands area. Now that we're actually getting a completely 3D Pokemon game with X & Y in six months...well, it's on my Christmas list.
At
the top right you can actually see part of Gateon's exterior wall. The
designers took pains to render the entire area, because we'll actually
see the entire town at once later on. The reason that we're in this area
right now is because it contains an optional trainer battle.
The
Aura Reader acts up the moment a Shadow Pokemon is detected. Now, Cyle
may have a Shadow Pokemon, but he's not a Cipher operative. Unlike in
Colosseum, the Shadow Pokemon industry is many steps behind production
and there are only a handful of Shadow Pokemon not in the hands of
Cipher agents. They've just begun to distribute them, but these
Pokemon are out there in the hands of totally innocent persons
that have unknowingly become compliant in a criminal activity. Normal
people cannot see Shadow Pokemon.
This
opens up one of the more understated moral quandaries of the GameCube
games. Is it right to snag these Pokemon? There's no one telling us that it's wrong, but we're also the only
ones that can tell ourselves that it's right. This is one of the
benefits of the silent protagonist at play. It is entirely up to the
player to decide whether or not this is the right thing to do. You can
only guarantee that those Pokemon will be purified if you snag them, but
in theory any kind and loving trainer can open a Shadow Pokemon's heart
up over time, and it's only the final purification ceremony that
requires any kind of esoteric knowledge to complete. And in-game, if you
leave a Shadow Pokemon at a Pokemon daycare, its handlers open its
heart just as well as traveling with you would have. This is the
greatest shortcoming of Cipher's Shadow Pokemon plot, and one that Ein
was diligently working to overcome back in Colosseum; the entire thing can be
undone by simple human goodness. If human beings are inherently good,
the entire plot will come unraveled through the Shadow Pokemons' natural
exposure to kindness and love.
You'd
think that a franchise like Pokemon would be idealistic enough to
guarantee that point, but that's just not the case. This is the series that turned out characters like Cyrus and Ghetsis, and even the anime had lesser trainers like Damian/Daisuke that were simply petty and willing to throw away Pokemon that didn't meet their standards for power--a practice that's common in the real world. Whether to snag or not then becomes a question of if you can trust other people to be good to their Pokemon, and given that the final ending scene only plays if you snag all of them, XD pretty much expects you to come to the conclusion that no, you can't trust other people. This is America Orre, after all. The duology isn't as dark as TVTropes would like it to be--it tends to get overhyped to the point that people assume the games are Warhammer 386k--but the darkness is there.
Cyle
battles with his Taillow and a Shadow Ledyba that's of a noticeably
higher level. I find it interesting that his Shadow Pokemon is actually
the only thing that makes Cyle serious competition, as his
Taillow gets OHKO'd by Teddiursa every time, but Ledyba can actually
Shadow Blitz Eevee into submission within just two turns if Cyle plays
it smart. In this battle I have Eevee use Tackle on Ledyba each turn,
and have Teddi chip away with Shadow Blitz once Taillow's down for the
count. Another characteristic of Shadow moves is that they all deal half
damage against other Shadow Pokemon, which can actually make for some
pretty tense and drawn out battles when you're trapped in all-Shadow
Pokemon matchup.
The
advantage to this is that it lets us gradually reduce Ledyba into
critical HP range before throwing a Poke Ball. The basic mechanics behind
Pokemon capture operate on a catch rate. Each Pokemon has a rate of how
catchable it is, with higher rates making them easier to catch, capping
at 255. The Poke Ball that you throw functions as a multiplier, so for
example basic Poke Balls have a 1x catch rate.
The
probability of catching a Pokemon starts with its catch rate being
divided by 255, and the result is then multiplied by a fraction based on
the remaining health of the Pokemon, then the type of the Poke Ball, and
then additional multipliers from status problems (Sleep and freezing
induces 2x, all other status issues induce 1.5x). Health carries the
most critical impact on the formula, since at full health you have 1/3rd
acting as a multiplier which with Ledyba as an example reduces the
catch rate to 0.33 on the spot, which translates to a 33% chance to
succeed. If the final number calculated is 1 or greater, then the
Pokemon is guaranteed to be caught. Ledyba has a catch rate of 255, so
we start with 0.33 and reducing his health to the point that I take it
increases that up to .97. If we induced Sleep somehow, the catch would
be 100% right there.
Like
the original model from Colosseum, this Snag Machine converts every
Poke Ball put through it into a Snag Ball, but the only thing stopping us
from robbing the world blind in that game was our conscience and girlfriend. In this
game, the Aura Reader is an actual morality lock that prevents
non-Shadow Pokemon from being targeted.
With regards to Ledyba, his main claim to fame in the Never Used tier is through his evolution Ledian, who in the third generation can be used as either an underpowered setup Pokemon, or pinpoint attacker that uses his large movepool to hit the weaknesses of seven of the seventeen types. Only his defensive setup role has really survived into the Black and White era, and he was never effective competitively in the XD era, let alone now. Ledyba evolves at level 18, which is relatively low in the grand scheme of things because it only evolves once at all, but is actually pretty high for a bug Pokemon which typically evolve seconds after you catch them.
There was a Ledian available in Colosseum too, and my entry for him in my notes are blank. I'm pretty sure that most trainers went through Colosseum without ever snagging that one.
At this point the Heart Gauge is finally low enough that I can see Teddiursa's nature and save the game three times.
We
pick these up outside of the lighthouse. Because Poke Balls aren't
available in shops right away, and XD removed the ball replication
glitch from Colosseum, picking them up from supply chests is the only
way that we're gonna get additional ones. XD's early game has a lot of
resource management bits like this, where everything more resembles a
typical dungeon-crawling RPG because you don't have access to instant
unlimited healing everywhere and the most important items just can't be bought.
The
lighthouse has some pretty dynamic camera angles, which as a whole is
part of the contrast between the Colosseum areas and XD areas; the areas made specifically for
XD have a much more mobile camera.
the entire port
the entire port.
why they built a wall around their fake Seafoam Islands I have no idea but here it is, all of Gateon rendered on one continuous screen.
While
I was still working on getting the site live, I was talking with some
French friends of mine and we noticed that XD's French title, Le Souffle
des Ténèbres, actually has a couple different meanings. It could be
"Wind of Darkness," or "Breath of Darkness" but...well, even English
speakers are pretty familiar with the term Souffle. The French name can
also mean "Cake of Darkness."
This very nearly became the blog title.
Teddiursa's
Heart Gauge has dropped enough to reveal her final move! Metal Claw is a
Steel-type move with 50 BP and 95% Accuracy instead of the 100% we've
been dealing with up til now. When it hits, it has a 10% chance to
increase the user's Attack by one stage, which works pretty well with
Teddiursa's stats but is definitely not as consistent as I'd like. While
neither Ledyba nor Poochyena are going to be a part of my core team, I
am going to purify every Shadow Pokemon in order to complete the game
because I've never actually done a 100% run of XD before.
The
strategy in this battle is pretty much as straightforward as the
previous ones; Teddiursa OHKOs Zubat with Shadow Blitz, then we use
Tackle and Blitz to bring Poochyena down to critical HP and start
snagging. Poochyena has a catch rate of 255 like Ledyba before her, so
we will have her in the 95-99% capture range. The reason that we're not
using Bite in this battle isn't for caution, but because Poochyena is a
Dark-type and so takes half damage from Bite because it is a Dark move.
There isn't a whole lot to be done with Poochyena because like Ledian, she's confined to NU. At level 18 she evolves into Mightyena, and if that was early for Ledyba it's amazing for Poochyena, but it also means that she's a Jeigan character with higher than average stats at a point in the game when lower stats are acceptable, and lower than average stats toward the end when we'd really prefer them to be higher. Her movepool isn't great, so the most that she does in the third generation games is make use of Poochyena and Mightyena's shared ability, Intimidate, to cut both opposing Pokemon's Attack by one stage when she enters the battle and then go to town with a small pool of offensive moves. By switching Mightyena in repeatedly, you can cut the opposing Pokemon's Attack multiple times so that she can survive long enough to use those offensive moves. As of Black and White, Intimidate is generally traded for the Moxie ability, which increases the user's Attack one stage every time that it knocks out a Pokemon. Mightyena's still hurt by her lack of a varied movepool, but she can still be brought out toward the latter half of a battle after most major threats to her have been neutralized in order to pick off the opponent's Pokemon in succession. She's in a better position than Ledian as of B/W, getting neutral and supereffective matchups most of the time with the right moveset, but the problem with the Moxie build for our poses is that Salamence does it better, does it in OU and is available within this game.
Oh yes. We will be getting our Salamence back.
Before I leave the lighthouse, there is a glitch that I should show off. This will be old hat to Colosseum veterans, but there is a way to make the protagonist walk in place despite being in contact with a wall, which allows you to purify Shadow Pokemon without actually touching the controller. Most people only know of this as it pertains to Colosseum's Agate Village, but you could actually do it in a couple other places like in Pyrite Cave. A lot of the old areas have been paved over now or remade to no longer allow for the glitch, but the lighthouse has a new one of its own.
First, I have Michael walk up against this area and while still holding the control stick forward,
then plug the controller back in and let go of the stick. Michael goes flying backwards, running into this area continuously, and he keeps it up as long as the controller remains plugged in. Simply unplugging and plugging it back in resolves the glitch, so you can leave the game going and go do something else while your party of Shadow Pokemon purifies. I probably won't bother with this at all since I can't make the Heart Gauges drop any faster like I could in Colosseum, and since I'm hunting around exploring all of the areas and fighting all of the battles anyway it wouldn't do me any good as things are. But it is there.
Now
that we've activated this once, from now on we get to take the elevator
any time that we want to go in and out of the lighthouse. I'm almost
wondering if the above glitch is a deliberate Easter egg and the
elevator is specifically here to facilitate it.
Back
at the Lab, we ditch Jovi again and Lily gives us our new orders. The purify chamber is still being prepared, so we're going to have to seek
an alternative method of finalizing Teddiursa's purification process.
Lily's worried about how far away Agate is from the Lab, but she trusts
us to handle this on our own.
Next time: Agate Village! And maybe rescuing the professor.
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