Pokémon.
It’s a pretty easy game and pretty fun too. It’s nice to lie back on a couch
and mindlessly run around for a while, shiny hunting, breeding, secret base
building (Oops. Sorry. SUPER secret
base building). Well, at least it appears that way, and then you apply the
concept of permadeath to it.
Years ago some
person thought it’d be fun to apply a short set of rules to the games to add
challenge. The main one, if a Pokémon faints it is considered dead and must be
released (or permaboxed). The idea is to make the games harder and to encourage
the player to use Pokémon they normally wouldn’t, but really it just turns the
game into either a bloodbath or hours of excruciating training. It’s also pretty
depressing (this is called a Nuzlocke challenge and you can find out more by
watching this).
It’s because of
this hard mode that I am responsible for the deaths of many. But Niki, it’s just a bunch of pixels! It’s
not like, real animals or people or whatever! Yeah. You say that until you
see the HP bar on your favorite bunch of pixels fall to zero. It’s amazing how
attached to something inanimate I can get, but perhaps more understandable if I
consider how attached I am to a stuffed penguin. I am attached for the typical sentimental
reasons, but also because of his personality, the one I gave him when I was
just a kid and found him sitting next to my stocking Christmas day.
I don’t know if
it’s because I’m a writer or just have an uncontrollable imagination but I
can’t help but imagine those Pokémon’s characters as well. One was a happy,
carefree, clumsy and innocent creature. He was like a cute little (actually,
not so little) kid. So when he died because of weather damage that I set up, it felt horrible. It was like
watching my favorite character die. And it was my fault. I spend so long
training up these little (once again, not literally little most of the time)
critters and I watch them shine by smashing their enemies into the ground (Or
incinerating them. Or drowning them. Or whatever). But then some other Pokémon
gets lucky, or carries a move I don’t expect, or I make a horrible mistake, and
I have to say goodbye. So yeah, it’s pretty awful. But at the same time, it is
so much fun.
There is so much
satisfaction in completing a challenge run. After putting in so much time
training, and carefully picking out movesets and creating a balanced team, you
finally beat the champion and avenge the fallen. It took me so long to break my
bad playing habits (no training, ignoring special attack and physical attack
split, etc.) that when I finally completed a challenge instead of giving up, I
felt ecstatic, uplifted, and even relieved. And now, I have a million different
stories I can’t wait to tell, about a trainer and his (or her) team trying to
succeed in a world far more dangerous than it originally seems.
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