
Controversial, because some really do just want their Gardeviors and Garchomps, but we appreciate having at least one game in the bunch having been willing to go out on this limb. By refusing to fill the game with Pikachus and Zubats, Black and White were entirely fresh from start to finish, even for the Poké-veterans. Game Freak made the conscious decision to not only create a whopping 150 new Pokémon, but specifically to not include any older mons until the post-game.

Marvelous is the Pokémon Experience you can have in that region. The attention to detail put into the Unova setting remains second to none in the franchise, marrying the best of what both low-poly and sprite-work can artistically achieve, but Pokémon Black and White’s take on The Big Apple provides more than just scenic environs to rabble through. We felt chills when first seeing this on the DS. It made every step players took exploring the Unova region, the first Pokémon not inspired by Japan but instead New York City, a wonder. Starting with the most obvious, Black and White was where the franchise made the leap to fully 3D environments, which when juxtaposed with the highly detailed 2D sprite work of the characters and monsters alike netted the game an atmosphere not unlike certain more-cult Playstation 1 JRPGs. While the previous generation largely focused on further ironing out the battle system’s complexities, Masuda and his team took to incorporating all sorts of firsts for mainline entries in the franchise. Game Freak maestro Junichi Masuda, who directed the first 6 generations, set to make Pokémon Black and White an especially fresh iteration, capable of grabbing newcomers while still piquing the interest of people who’ve been playing, training, and raising for 15 years. You can experience so much in Unova you can’t elsewhere. No arguing that the money would have still rolled, but all the same we got the most unique generation to date instead. Just pop in the new sprites, get The Pokémon Company to market a bunch of shirts and plushies, have OLM whip up some time-tested Pocket Monster cartoons and call it a day. Game Freak simply could have opted to utilize the same engine all the fourth generation games used. Regardless of the resulting games, good or bad, established fans and curious kids alike would buy in during its first few weeks of release to justify the production costs, much less how’d much they’d make from merchandising, where the real Poké-profits come from.īlack and White could have coasted on the success of the previous games and the bajillion DS owners hungry for a new game. By late 2010 early 2011, when the games came out in Japan and the rest of the world, Pokémon had already been an international cultural giant for well over a decade. Of course Pokémon Black and White didn’t actually have to compete, mind you. How could Black and White ever compete? Joltik’s an all-timer, but admittedly this could have looked like anything. These 4th Gen gems spread far and wide via the advent of the Nintendo DS’s unbelievable popularity still by far the best-selling hand-held ever. Those less concerned with ‘pro-level’ shenanigans had their prayers answered with the following 4th generation 2nd-Gen remakes Heart Gold and Soul Silver, the most concentrated shot of Pokémon-charm in existence, still excited by many as the crown Pokémon experience. The gen’s third expansion, Platinum, then gifted the flourishing competitive scene hundreds if not thousands of hours of high-level Pokémon play through its many additions. The previous generation Diamond and Pearl took all that additional depth 3rd Gen introduced to the Pokémon Meta and elevated it to a complex perfection. In some respects, the odds being stacked against the 5th Pocket Monster Generation from the start. Nintendo and Game Freak dolled out the now controversial Pokémon Black and White at a particularly tricky time in the franchise’s history.
