This game is such a wondrous revitalization of the Pokemon series that I honestly am having trouble writing this, as there are no words to express the joy I feel as I play through this game. Its re-imagined Gym system was both sincerely challenging and consistently interesting; its story was a well-laid out plotline that was gradually and organically revealed to you, all at the same time being a refreshing bout of atypical-ness practically unheard of in the Core Series games. The Pokemon were both great aesthetically and added much to the competitive scene along with Ultra Beasts and Z-Moves. Overall, it was very simply an exceptional interplay between both refreshing uniqueness and nostalgic familiarity that I personally haven't had the luxury of experiencing since I was in elementary school playing through Pokemon Colosseum. For a 20th anniversary for the games, not too shabby of a milestone in this long, seemingly never-ending journey of the creation of these games.
I regale you all with this praise for Sun because, for the foreseeable future, I will be embarking on a similar journey. Welcome, all, to my concept for a refreshing, familiar, challenging, mature, and different Pokemon experience:
Before I begin talking about the game in earnest, I feel it necessary to talk about this game's vision. Glass, above all, is meant to be unique, with familiarity serving as a guideline (but strictly not a rule). One of its goals is maturity, a topic only ever brushed upon by the Pokemon series as a whole, so that not only the interest of the game increases but also the access. Glass should, by the end of this project, have a cohesive, dynamic, tight, and overall well-written storyline working with the necessary tropes of the game series. Due to all of these goals and limitations, Glass will be taking inspiration from a variety of sources, including but not limited to Pokemon Colosseum, Pokemon Sun & Moon, The Elder Scrolls V: Skyrim, Pokken Tournament, and the Mystery Dungeon series. It should also be noted that nearly every major character aside from the protagonist will be a direct rip from the The Old Republic Original Characters of the residents of this very website.
With all that laid out, I also think it's quite pertinent to state what is different and what is the same in terms of mechanics when compared to the Core Series. While the notes are few, confusion is what we call in the professional world "A Bad," so allow me to simply knock it out:
First off, the battle style will remain the same. Turn-based, four moves per Pokemon, the works. I will say I considered basing it around the Pokken combat systems, but the implications of having the entire game feature this battle system are honestly both too much for me to make the effort to list and would make the game far too unfamiliar for my tastes.
Secondly, walking Pokemon will be making a return. This mechanic was introduced in HeartGold and SoulSilver versions, and never made a reappearance; why? Considering these games share a platform with Black, White and their sequels, it simply wouldn't be that hard to code. So, yes, in Glass you will be able to have the first Pokemon listed in your party follow you around in the overworld! However, I would include an option in the Settings menu to be able to turn it off/on.
Thirdly, the game will be littered with opportunities I like to call "Special Actions". These will be moments in the game where, in certain locations, you can take control of your Walking Pokemon's avatar and perform actions that the Trainer would otherwise be unable to perform; e.g., you could play as your beloved Gengar and pass through certain walls. These will be elaborated upon as we progress through the story.
Fourthly, Glass will feature no Fakemon, Hackmon or any statistically altered Pokemon/Pokemon that could only be obtainable in any game before Gen VII, e.g. a Machamp with Fissure (which could only be obtained in Gen I).
And, finally, the game will feature an engine attempting to emulate Pokemon Sun mixed with Colosseum; all 3D, all the time. Ideally, this game could be played on all mainstream consoles and PC.
With that all said, let's get on to the actual story!
This game would ideally take place in an entirely home-brewed region known as Kosaba, a desert region similar to Orre. However, unlike Orre, which is stated to be inspired by the desert landscape of Arizona, Kosaba's geography will be taking a cue from, of all places, the Australian Outback!
Allow me to explain. Think of Kosaba as the Hammerfell of the Pokemon Universe, with a vast desert taking up perhaps ninety-percent of the region and the various settlements that house the region's residents forming a ring along the outskirts of the country. This would be revealed to the player somewhat subtly at the start of the game, with the screen being taken up by a huge map of the region that labels all of its cities, like I said, on the outskirts, and a location called the Glass Forest dead-center. Which reminds me; we need to discuss how the game begins!
Taking yet another cue from Colosseum, the player will, when launching the game for the very first time, be greeted with a screen where one will fully customize their character's appearance -- skin color, eye and hair color/style, the works -- before being prompted for a name. Then, the aforementioned map will eat up the screen, and when the player character lowers it with one hand, the other hand will be revealed to be holding a smartphone-like device that is currently performing a video call with their father, fully generated based on the player's customization choices, and his Golurk.
The first line of dialogue would ensue: "Did you and your mother hear those directions? Left off of Route 1, and then a quick right into Sagoro Town. If you've hit the Ruins, you've gone too far. See you soon!"
He hangs up, and the player character's sight shifts to an open window of a car in motion, which reveals three Flygon flying just feet away from the vehicle. Once the Pokemon realize they've been spotted, they fly away in the direction of the sun, which causes a wipe to white that brings us to...
Sagoro Town is Kosaba's Hometown, or the town that the player character will heretofore call their home. Followed by a quick visual overview of the small settlement, which would reveal an arid and rocky town with a funky-looking greenhouse in the southeast corner, we find the PC hopping out of their mother's car and immediately being greeted by their father and both his Golurk and Golett. After exchanging greetings, the father tells them all to come inside their new home and that his Pokemon will take care of the luggage. The parents make it inside, and the player is just about to enter their home when
The duo that greet the PC, ladies and gentlemen, are our very first pair of ported OCs! Say hello to...
Characters: Jay and Quentin
These characters are, of course, both direct ports of TOR characters Jaronn Elandril and Qunai Duvallin, respectively represented by the brooding Jay and plucky Quentin. But, of course, I can't relegate a character's description to one adjective each, so let's get into this by first showing their first interactions!
"Hey there! Sorry if we interrupted anything. It's just that we hardly get any newcomers here in Sagoro, and especially ones our age. You...
are seventeen, right?"
This is the first thing that Quentin says to the player. Before he continues, the player is presented with three choices for a response:
"Yeah, I'm seventeen."
"Well, and a half."
"Is that really any of your business?"
This interaction is meant to showcase before the player even assumes control of their avatar the aspect of choice in this game. Whatever sentence one chooses will only affect the attitude of their conversation partner's response in many cases, including this one, but far more can be done with these dialogue choices than personality expression. In whatever case, the conversation continues following a quip on the part of Quentin depending on the player's choice:
"Well, anyway, welcome to Sangoro Town all the same. I'm Quentin, and this is Jay."
"Nice to meet you, I guess. You got a name? (...) Kind of a dumb name, if you ask me, but you do you." Following a punch to the shoulder by Quentin, she'll continue. "Hey! No one said I had to be nice to new kids. Anyway, if you need anyone to show you around or help you learn about the region, ask Quentin. If you need help with anything, ask me.
We'll be around.
"Good luck getting everything moved in!"
And then they would leave. But no, my faithful readers, I will not simply show you this and not go fully into the details of these characters' translations into Pokemon; that would hardly be wordy enough, and wordiness is my forte. But let's get into it...
As should have been made obvious by the previous section, Quentin is a young boy living in Sagoro Town. He grew up there, raised by the resident Professor, who we will go into in a little while. The Professor also owns that greenhouse I mentioned earlier, so he has worked there since, well, he was physically able to. He's a smart, ambitious boy with one main drive in life: passion. He, like Qunai, very much seeks out whatever he is most passionate about at the time, and is always trying to learn new things and improve himself. He is on the journey of life, just like the player, and will frequently express his concerns with this journey to the player character.
Both Quentin and Jay will serve the role of the Rival found all throughout the Pokemon game series and anime, but Quentin will be slightly different. Whereas Jay will be the more "Classic" Rival, with her path going parallel to the player (to a point), Quentin will be more of a teacher, showcasing mechanics to the player such as my home-brewed Special Actions, and of specific importance, Pokemon Contests. While Quentin will challenge the first gym of this region, he will soon devote his journey to the optional Contest track, which he will serve as more of a classic Rival role in should the player choose to tackle those.