>SMT, DQM, and YW all allow you to rotate the camera and are in full 3D without slowdown
>The pokemon games this system lack those features.
Why do you think this is? They don't seem to be more or less visually advanced. I mean it's far from a deal breaker, but I can't help but wonder why a company so connected to the system manufacturer doesn't take advantage of the system like its 3rd party rivals do.
>>29256523
Is it needed?
>>29256523
Because GameFreak is full of hacks desu
There's no reason you shouldn't be able to use the Circle pad or D pad to navigate menus or the over world and use the other one to change camera perspective in battle or the overworld
>>29256523
>>29256556
No. But I do like to use the 3D when it's present.
>>29256523
Gamefreak is fucking awful at everything, programming especially. That Gen 2 anecdote with Iwata should tell you everything.
>>29256523
This was so jarring to me. Been playing all the games you listed and the lack of camera rotation in SM feels so cheap, like you are constrained to whatever they decided to show you.
>design choices are now features
did you stop playing resident evil because "it doesn't let me move the camera fucking lazy devs, shit game"
>>29256765
But they eventually added camera control to RE when the technology caught up to the rendering.
Besides, these are full 3D environments without the restrictive grid system. it would be nice to have some control over what we see. I'm not trying to sound unreasonable or ungrateful, I'm just trying to find out the core cause of it.
>>29256523
Maybe it has something to do with the day/night system?
It's present in other games yes, but there's not as many changes as Pokemon when it happens. It could be a resource hog.