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Welcome to Thinking Through the Darkness, a LoreBySpec podcast with me, your host, Spec.
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This is a podcast where we talk through all of the pre-production that goes into making the theories that you see on the LoreBySpec channel and its associated channels.
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It's hard to balance what Pokémon is for me, as I've reviewed and written guides for Pokémon for money. So you could say that I do have some professional expertise in the world — and not just my opinions therein, as being a content creator.
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It's hard for me to talk about modern Pokémon versus what Pokémon means to me as a franchise.
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Pokémon was the first video game that I ever remember making me cry. And that, for anybody who's ever played the games — especially the older games — would be like, what are you talking about? What do you mean, made you cry?
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It was the first game that ever really tackled my very complex, very bouncy, very fluid relationship with gender.
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Pokémon Crystal was the first game in the franchise where you got to choose whether or not you were a boy or a girl. And I remember crying about that — because, for the first time that I could remember in my very young life, somebody had asked me the question.
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Because it was something I got to choose. It was something that I got to identify. And I very much remember my parents not getting it — my parents being like, why is it such a big deal?
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And I remember saying it to them at the time: it's because you get something that might represent you. You might get something that looks like you, even in your mind's eye.
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I know, even from being very young at the time, that my association with gender has always been very wobbly, to say the least. I neither feel like a girl nor a boy, nine times out of ten.
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And this is in distinction to what we know as gender identity versus biological sex. I am specifically talking about the identity, the sociological constructs, of gender, right?
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And Pokémon, for me, was the first time where not only did I ever get asked — but that, regardless of what I chose, my story remained the same.
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I could play as a guy and nobody would know — I would still become champion. I could play as a girl and nobody would know — I would still become champion.
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Crystal was so important to me, and maintains to be one of the most important games I've ever played, because it presented me with the knowledge and the understanding that it didn't matter.
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In a world that I had when I was growing up that was very small and very gendered, it was expected that I would adhere to certain roles — that I would do certain things, because I was part of X family, because I was X and Y's child, because I was — fill in the blanks, right?
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I always knew, from a very young age, that my life in many ways was predetermined. That I would do X and Y thing, and that would just be my path, and I would get no say in the matter.
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And I'm still pretty young. And Pokémon was the first time that I had experienced any sort of freedom in that regard. That it didn't really matter what gender I chose — I would still be champion, I would still be successful.
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I could, in one way, be this, and still accomplish my goals, and it didn't have to matter.
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And I don't think I can understate, or undersell, how much of a rebellion that was for me — and where, fundamentally, me truly leaning into being who I am was properly encapsulated. Because in this very contained space, of these few pixels, it didn't matter.
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It didn't matter what other people's expectations of me were. It didn't matter — any of it. I was free to be who I was.
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And more importantly — very uniquely — the world of Pokémon has a tendency to listen to the kids in the room. At 10 years old, you are given your first Pokémon and set out into the world, where you could become somebody that even adults would acknowledge, and respect, and be able to let you be your own person. To walk your own path — which is not something that we have in modern-day society, because the worlds are very different.
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Pokémon is inherently quite safe for kids. I mean, let's face it — if you give a kid a weapon at 10 years old, most kids would not be — you wouldn't think that that's a safe thing to do in modern society. But it's a very safe thing to do in Pokémon.
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And it's funny how much societal trust there is in kids in Pokémon — that they will do the right thing. Because if we look at all of the antagonists of Pokémon, they're never kids. Kids are never the antagonists, or doing the wrong things. It's always the adults.
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We are always fighting some sort of adult. We are always fighting against some sort of subjugation — be it Pokémon, or be it adults subjugating other adults. And we, as kids, have the power to make that change. To do the right thing.
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I have never played Pokémon in the traditional way that Pokémon has been played. I suppose I've always had Nuzlocke rules — before Nuzlockes were a thing — where I only ever caught six Pokémon. And that's it.
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Because I never liked the idea of them sitting in boxes in the PC. That's the fundamental reason. It's only recently, as I've been doing a replay of Sword and Shield, that I'm filling out the Pokédex with a little less emotional attachment, a little more reckless abandon — to fully fill out the dex in full, and understanding the appeal of it. Of just throwing balls, filling out checklists, and all the rest, and having some sort of liberty to play it as you want.
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My favourite Pokémon games are arguably the ones that are the most disliked. I really like Let's Go. I really like Let's Go Eevee and Let's Go Pikachu. They are so well animated.
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And Let's Go Eevee and Let's Go Pikachu are so approachable. They feel so safe — not just because they're remakes of Yellow, right, but just in general, the games feel so safe.
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Sword and Shield — I think it's just because I'm Irish, and Galar is based on the UK, so I'm very drawn to the way that Sword and Shield looks and feels. Don't get me wrong, I still think Hop and Leon are obnoxious.
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That protagonist thing — that's not a testament to the game. The game blends so well this notion of the past and the future, in a way that I think is hard to do.
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It's hard to represent cities, and cultures, and themes, in a way that can feel authentic. It's where I feel ZA has really fallen over — because we really don't get to see anywhere else outside of Lumiose, outside of Paris.
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And even at that, I'm absolutely certain Paris itself is more varied than the copy-paste city streets that we see in ZA.
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ZA, I think, is the first Pokémon game I've not completed. I've not seen the end of, because I just don't care to. And that's odd for me. But Lumiose just didn't grab me.
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I put together a video before — it's in the link in the description, hopefully, if I remember — of the problem with ZA, and how it's just sort of lost its soul.
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A lot of people used to really gang up on Sword and Shield because of how low-res the trees were in the Wild Areas. But in many ways, I don't necessarily think that that argument holds as much water as you think.
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Yes, absolutely, we would love more graphic fidelity. And Pokémon has shown — with the way that, for example, in Let's Go Eevee and Let's Go Pikachu, those segments where you interact with Pikachu and Eevee are highly animated, are absolutely phenomenal.
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So we do know that people have the skin in the game to do it. We do know that the Pokémon Company itself, in the likes of the remakes of Mystery Dungeon and stuff like that, can take artistic liberties where they want to — such as the watercolours in the remake.
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There are, in many ways — we know that they have the capacity to do it. Sword and Shield, or — Bird and Dog. Affectionately known as Bird and Dog — but what I mean is Scarlet and Violet, and their depiction of Spain, and that whole region.
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Arguably probably my favourite modern Pokémon game. I absolutely love the open-world take of what they did in Scarlet and Violet. It's just such a pity that it was just so — technically, it needed more time in the oven, right? It needed another year or two in development to work out some core functional bugs.
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And equally, I'm also aware, as somebody who's been in the product development world, that sometimes you just develop stuff and there is no real fix for it. Sometimes it's the limitations of the engine, sometimes it's just the limitations of where you're at — that means that what you've got is what you've got.
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And in many ways, I kind of feel like that's the case for Scarlet and Violet. That they just hit a point technically where they're just like — we can't optimise this anymore. Because if we look at how it performs on the Switch 2, and things are able to spawn in better, it completely ruins the balance of finding shinies and things like that.
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You're able to look at it and go — okay, then, this was a limitation of whatever they were using to build this from. This was clearly just as good as things were ever going to get.
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Which is a real shame, because the overall themes, and how you move about Scarlet and Violet, is so dynamic.
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I loved the notion of this being — you join a new school, you have to go — well, you don't have to go, but it's fun to go to the lessons, it's fun to go to class — it's fun to then go out to the wider world for your final school project, and go and visit each of your challenges, which are now the gyms, but you can do them in any order. It doesn't really matter.
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And your relationship with the people you meet along the way, and how that changes the dynamic of things in general. The overall plot of Scarlet and Violet is a little head-scratchy.
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Like, I'm not gonna lie — sometimes you look at the plot of it and you go, oh, why? How is that — is that necessary? I am confused. Is that necessary?
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And I wish that, from a technical perspective, that it was better in that regard. And maybe having more — I don't know — maybe a more nuanced point, maybe, perhaps, is what I'm getting at, for the overall plot.
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Because not everything has to be a world-ending crisis. Not everything has to be — we're making Pokémon into Missingno. Sometimes a story can just be a story. It doesn't have to be a world-ending apocalypse.
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The first games weren't a world-ending apocalypse. Team Rocket was doing bad stuff — there's no doubt about that. But it wasn't — it wasn't 'we're all gonna get nuked by Giratina' either.
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I have my own opinions on how many legendaries we now have. Because, at a certain point, stuff's gonna stop being legendary if we have — we get to a point of having more legendaries than we do actual normal Pokémon.
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And, like, at what point do we make that distinction? That, you know — how wide is the world going to expand, and at what point do we — are we in need of a reclassification? You know what I mean?
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But I could talk about Pokémon and its nuances forever. It's a very important franchise to me. It's very important to me for so many reasons.
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And this just kind of touches upon my general love for the franchise — and how it gave me the courage to fundamentally know that ultimately everything would be okay, as long as I stayed the course to what I know myself to be true, and not what other people think I should be.
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This has been Thinking Through the Darkness, a LoreBySpec production, with me, Spec. Thank you so much for listening.
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I really appreciate you taking the time to hang out with me today.
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Once again, thank you all so very much for listening, and I will see you all next time.