– Camera can clip through geometry even without trying to – Awkward camera animation in battles plus poor asset quality – These rates vary from one quarter rate to 1 / 15 rate – At any reasonable distance from the player, animated objects will start to run at reduced rate animations – Certain environments have sudden lighting changes when you pass a certain threshold – Zero approximation of shadows at range except for some ugly texture-based cloud shadows – Environmental geometry and shadow maps pop in quite close to the camera – Game doesn’t keep track of Pokemon entities after they pop out, so moving forwards and backwards despawns Pokemon that were present – NPCs and Pokemon pop in suddenly at relatively close distances and often jump in and out of existence as you approach – Issues with draw distance and log management – Texture art used for larger surfaces is usually very crudely tiled with obvious segments and repeated patterns – Game has low resolution 2D art everywhere
– Poor textures in terms of artwork and quality – Basic geometry, ugly tiled textures, simple designs Here’s the full roundup of technical tidbits: