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Ever since making the jump to the Nintendo Switch, there's something that's bugged me about practically every modern Pokémon game, a feeling that has only intensified after spending countless hours in.
For titles based in big, open worlds and filled with adorable polygonal characters and lovely music, why is nearly every pokémon still saddled with a call that sounds like a dial-up internet connection?at launch, I'm very aware that the origin of these sounds is tied directly back to those original titles on, which was powered by an 8-bit SM83 processor from Sharp. Back then, it was a herculean challenge to fit the entire game into a single. So as a way to save space, the voice of each of the original 151 Pokémon came from Naturally, this tradition of lo-fi cries continued throughout Pokémon's run on the Game Boy and Game Boy Advance and onto the Nintendo DS and 3DS. And despite the higher-res graphics we got in subsequent titles, the use of sprite-based icons and other nostalgic touches made those bitcrushed calls sound right at home. However, when the series moved to the Switch and Switch 2 and embraced larger 3D worlds, those cries began to feel disconnected, especially for newer players without years of nostalgia to draw from.where around one hundred new Pokémon are represented by just 30 base cries. Ideally, a monster's voice would be just as recognizable asThe second problem is that the continued use of the old-school cries feels out of place in the grand scheme of Pokémon. When you watch the. At this point, pretty much every new piece of Pokémon media except the games features proper voice acting, which sort of brings us to the biggest reasons to ditch the audio clips from the Game Boy era: Pokémon that actually say their name is just super fun and easy to understand. Sure, it's a bit of a gimmick, but it works. Plus, it kind of resonates with the philosophy that many vexillologists hold that says flags should be simple enough for a child to draw. Kids can say "Charmander," "Greninja" and even ". For a game that's intended to be played by younger audiences, having the reinforcement of hearing a pokémon say its name while also seeing it written out in text isn't just easier to comprehend, it can also be a learning exercise. Also, just ask yourself, when you think of Squirtle, what do you hear in your head: Now, there are several reasons why Game Freak hasn't made this leap already. The first is obviously money. Granted, localization costs only make up a fraction of the budget for a Pokémon game, but it's still a lot of work to translate things for various regions across the world, especially with modern titles available in at least nine different languages. This includes adjusting the names of specific monsters to better suit a specific market. For example, in Japanese, Hitmonchan and Hitmonlee are namedas a tribute to some of the country's most famous boxers. So when you consider the need to get different voice actors across the world to perform all of these variations, things get expensive.takes away from players' ability to imagine their own. Pokémon is an RPG after all. However, I don't think that reasoning flies when it comes to each monster's individual cry, even though many of them have been. At the end of the day, these monster calls are iconic, and the Pokémon devs know this, because they've given proper cries to characters like, I really hope that one day we can get proper vocal performances in Pokémon games, even if it costs Game Freak and Nintendo a little extra money. To be clear, I don't hate the old 8-bit cries and I don't think Game Freak needs to delete them entirely. They can simply be an alternate choice for anyone who prefers them over their actual voices. I just feel like after recently celebrating itsit's time for Pokémon to move on and celebrate some of the voice acting that helped make the franchise so popular in the first place.
Game Boy Advance Pokémon Game Game Freak Pokémon Games Voice Acting Pokémon Red
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