Game Plot Analysis – The Kanto Games

Pokémon games have often been less about giving you an intricate plot and more about catching a variety of cute and awesome looking monsters by throwing capsules at them, and then telling them how to beat others up. But that doesn’t mean they’re not worth considering and examining. There is a story thrown in every main Pokémon game, even if they do follow the same structure:

– Get Pokémon from a professor named after a tree,
– Catch more Pokémon and train them to beat up Gym Leaders to get eight badges, then become the Champion of the region of Pokémon battling,
– Along the way beat up Team ___ and stop their plans,
– Maybe catch a legendary Pokémon or ten while you’re at it.

This is the first in an article series where we’ll examine the story beyond the base formula used, as well as consider the side plots, characterisation, and so forth. We may even tackle the spinoff games which deviate from this plot base. But here we start with where the games all began in Kanto, and we’ll also consider what changed in the Yellow version of the originals, and their remakes in FRLG.

[Image: Red_EN_boxart.png][Image: Blue_EN_boxart.png]
Which did you choose?

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Top Five Silliest NPC Roadblocks

The Pokémon games are full of NPC roadblocks. These are cases when a non-playable character will stand in your way, preventing you from continuing until you complete a different objective. For example, every game has at least one person standing by the entrance to the next route who won’t let you take a step further until you take on that Gym and win. Other times, people are standing in front of buildings, and demand that you go elsewhere first before they mysteriously disappear down the nearest plot hole and allow you to continue your quest.

But some of the cases of this in Pokémon are just plain weird or silly. Here is a sample of what I feel are the five most notable of these.
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