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Can we catch ‘em all?: Generation IV

23 bytes added, 00:05, 31 December 2014
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“I think it would be incredibly exciting to see Pokémon HeartGold and Pokémon SoulSilver acting as methods of communication between the new generation of Pokémon players and those who played Pokémon Gold and Pokémon Silver ten years ago…I’ve got the feeling that, for the first time in a long time, this is a game that can bridge that generation gap.”<ref name=http://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Pokemon-HeartGold-Version-SoulSilver-Version/Iwata-Asks-Pokemon-HeartGold-Version-SoulSilver-Version/1-Just-Making-The-Last-Train/1-Just-Making-The-Last-Train-225842.html>http://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Pokemon-HeartGold-Version-SoulSilver-Version/Iwata-Asks-Pokemon-HeartGold-Version-SoulSilver-Version/1-Just-Making-The-Last-Train/1-Just-Making-The-Last-Train-225842.html </ref>
 
Examining content alterations from {{bp|Pokémon Gold and Silver |Pokémon Gold and Silver}} to {{bp|Pokémon HeartGold and SoulSilver Versions|Pokémon HeartGold and SoulSilver}} expands upon this theme of bridging the gap. After all, bridges rarely go one way, and teaching is not always one-directional. For example, audiovisual content is always improved in core series franchise remakes. What makes these remakes interesting is the inclusion of a key item that gives players the option to switch from the original soundtrack to the new, enhanced soundtrack. New events are included immediately prior to encountering a version mascot, which is a feature first introduced in {{bp|Generation III}} but absent from {{bp|Generation II}}. Animated battle sprites and battle introductions, a feature first introduced in {{bp|Pokémon Platinum Version|Pokémon Platinum}}, also makes an appearance. Even small aspects such as fonts from {{bp|Generation III}} are included. {{bp|Starter Pokémon|Starter}} and {{bp|legendary Pokémon|legendary}} Pokémon previously not found in {{bp|Generation II}} were also included in these remakes, negating any reliance on {{bp|Generation III}} cartridges. The cumulative effect is a shifting of these remakes into hybrid objects that contain a multitude of audiovisual influences from prior core series franchise games yet remove dependency on those titles.<ref>In a previous version of the article, I incorrectly stated that remakes allowed trade both to and from Generation III titles. This was based on incorrect information from an alternate online source. Special thanks for Sidnoea's noting this point so that I was able to alter the article to correctly reflect the one-directional nature of trade between Generation III and IV.</ref>
 
Game mechanics also serve to further this metaphor of bridging the gaps. Significantly, {{bp|Pal Park}} previously functioned in a single direction. In {{bp|Pokémon HeartGold and SoulSilver Versions|Pokémon HeartGold and SoulSilver}}, players gained the ability to trade both from and to Generation III titles. The inclusion of this ability should not suggest that returning to {{bp|Game Boy Advance}} cartridges was desired. {{bp|Starter Pokémon|Starter}} and {{bp|legendary Pokémon|legendary}} Pokémon previously not found in {{bp|Generation II}} were also included in these remakes, negating any reliance on {{bp|Generation III}} cartridges.
 
Media archaeology can show us the technological reasons behind choices in content. It is a method of approaching media in such a way that creative decisions are understood within their social, technological, and cultural context. That being said, media archaeology cannot fully account for the symbolism found within the media it examines. For such an understanding, one must examine the games at a more textual level, one that considers the franchise as a whole rather than {{bp|Generation IV}} as a stand-alone set of games and versions.